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    Live2sculpt's Avatar Senator
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    Default Please help with Four Seasons Mod

    I'm primarily a DLV player, and I've almost completed this mod for DLV6.2 with BB2.8
    At the bottom is a LONG summary of all dynamic scripts involved. Those familiar and interested please take a look and submit your suggestions. Most functions admirably already.

    There are particular issues with traits/triggers Miserable, Dessert, and Sandstorms. They must function on all local and AI characters equally, and they must disappear in the following turn.

    Another is the details in the settlement mechanics file. Overall changes to the growth and tax pips may need improvement. Anyone experienced in this please review and chime in with their opinions.

    And lastly there are conflicting reports and lingering questions about the proper implementation of disasters. Modders experienced with descr_disasters.txt please scroll down, read, and let me know if you have any ideas.

    FOUR SEASONS MOD



    I am working at making the weather events random, colorful, but also sensible.
    So far I have set up disasters for Blizzards in snow regions during Winters, Sea Storms abroad during Winters. Sandstorms in dessert regions during Springs. And extra hot periods in desser regions during Summers and Autumns.
    I am also adding traits that affect family members by region, including an increased chance to get sick (outside of settlements) during winter, and a chance for unexpectedly bad weather to affect morale. I still have a little work left to do, and am now soliciting any experienced help in finishing this. There are a few small points left to clear up, and a little more scripting to polish to get it right.

    Spoiler Alert, click show to read: 

    I tried to emulate Tokus' style in the event cards because this mod is first built for Deus lo Vult.

    This is how the seasons appear through the turns between the years. Again, four per year.


    I'm particularly fond of Spring for it's lush greens.


    Each of these cards features a relevant period poem or prose excerpt, and a rough list of affects.


    I also end each card with a reminder of what affects may come in the next turn.



    Now there are still a few side effects I need to smooth over in the numbers changes, and my best guess is that they are coming from the adjustments made, and to be made, in the descr_settlement_mechanics.xml file.
    Those among you who are familliar with the descr_settlement_mechanics.xml file, please feel free to review the script below and make your suggestions.

    Spoiler Alert, click show to read: 

    Here is a peek at just a couple turns worth of devestation wreaked by rebel forces. I really despise how that affect can come from forces within forts as well, and would like to disable that affect when garrisonned in a fort.


    More importantly, I cant help but notice how some cities and towns immediately gain so much trade, that their road graphics become choked with horsecarts end to end. (roads and land clearance is universaly given to all regions at start to offset the sluggish beginnings of a 4TPY development cycle.)


    Here is a capture of Venice trade with the goods values unmodified.


    This is the result after the goods values are halved in line with everything else.



    And here is a twist, I will try to show you most ALL of the script for this mod thus far.
    I will skip the long tedious modified build and upkeep values, and just show the dynamic scripts.
    Only part of the script shown here has been implimented and tested. Much of it needs working over one last time.
    Several untested parts I have my doubts about.
    But if you see anything (highlighted or not) that you doubt will work as intended, cause side effects, or could be done more efficiently, please comment you ideas clearly.


    Spoiler Alert, click show to read: 

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Based on 4TPY by GrnEyedDevil, with permission-Cheers GED!;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAMPAIGN_SCRIPT.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;4 Season Script
    declare_counter quarter
    set_counter quarter 1 ;set to January
    declare_counter winter_severity
    set_counter winter_severity 1; mild winter

    monitor_event PreFactionTurnStart FactionIsLocal ; set the season for each quarter
    if I_CompareCounter quarter == 1 ;Jan, Feb, March
    console_command season winter
    historic_event season_winter
    set_event_counter summer_winter 1; next turn will be summer
    end_if

    if I_CompareCounter quarter == 2 ;April, May, June
    console_command season summer
    historic_event season_spring
    end_if

    if I_CompareCounter quarter == 3 ;July, Aug, Sept
    and I_CompareCounter winter_severity == 1; normal winter
    console_command season summer
    historic_event season_summer
    set_event_counter summer_winter 2;next turn will be winter
    end_if

    if I_CompareCounter quarter == 3 ;July, Aug, Sept
    and I_CompareCounter winter_severity == 3; normal 'autumn' next turn
    console_command season summer
    historic_event season_summer
    end_if

    if I_CompareCounter quarter == 4 ;Oct, Nov, Dec
    and I_CompareCounter winter_severity == 1; 'early' winter
    console_command season winter
    historic_event season_autumn
    historic_event season_early_winter
    end_if

    if I_CompareCounter quarter == 4 ;Oct, Nov, Dec
    and I_CompareCounter winter_severity == 3; normal 'autumn'
    console_command season summer
    historic_event season_autumn
    set_event_counter summer_winter 2;next turn will be winter
    end_if

    inc_counter quarter 1 ;advance the quarter
    if I_CompareCounter quarter == 5 ;start a new year
    set_counter quarter 1
    end_if
    end_monitor

    monitor_event FactionTurnEnd FactionType slave
    and I_CompareCounter quarter > 1
    console_command season summer
    end_monitor

    monitor_event FactionTurnEnd FactionType slave
    and I_CompareCounter quarter == 2

    set_counter winter_severity 1; 'early' winter
    if RandomPercent > 21 ; 21 percent chance for 'early' winter
    set_counter winter_severity 3; normal 'autumn'
    end_if
    end_monitor

    ;;;;;;;;;;;;;;;;;;;;;;Random Season Event Monitors;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    monitor_event EventCounter EventCounterType season_spring
    and EventCounter > 0
    and RandomPercent > 21
    historic_event season_sandstorms

    terminate_monitor
    end_monitor

    monitor_event EventCounter EventCounterType season_summer
    and EventCounter > 0
    and RandomPercent > 21
    historic_event season_dessert

    terminate_monitor
    end_monitor

    monitor_event EventCounter EventCounterType season_winter
    and EventCounter > 0
    and RandomPercent > 15
    historic_event season_miserable

    terminate_monitor
    end_monitor

    monitor_event EventCounter EventCounterType early_winter
    and EventCounter > 0
    and RandomPercent > 31
    historic_event season_miserable

    terminate_monitor
    end_monitor

    ;;;;;;;;;;;;;;;;;;;;;;;;HISTORIC_EVENTS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    {SEASON_SPRING_TITLE}Spring Has Come
    {SEASON_SPRING_BODY}Winter has passed. In the North all that is green begins to flourish again. The Noble's subjects let their beasts into the fields and begin plowing the earth. The lands of Egypt and Africa are already greener for their Winter rains. Now the Spring winds grow in strength, occasionally bringing Sandstorms with them.
    \n\n"..and therefore April is painted with a flower, for in that month April the earth hath that beginning to be clothed and adorned with flowers." -John of Trevisa
    \n\nYour Agents and your Nobles can move their full distance again.
    \nRegions in Africa and the Middle East may experience Sandstorms during this season, which can obstruct movement.
    \nNext season will be Summer, and movement will be unrestricted then as well.

    {SEASON_SUMMER_TITLE}The Summertime
    {SEASON_SUMMER_BODY}The sun is now high and days are long. Crops in the North are ripenned and harvested. Sheep are shorn and their wool carted to the markets for trade. Some open regions of the South become unforgiving, and subjects high and low covet cool water and shade.
    \n\nNow welcome Summer with thy sunne soft,
    \nThat hast this winter`s weathers overshake,
    \nAnd driven away the longe nighties black." -Chaucer
    \n\nNow is the season of battle! Your Nobles and their armies may enjoy unrestricted movement.
    \nDessert regions may become difficult for some armies to cross during this time.
    \nThe next season will be Autumn, and then full movement might be had again. But be wary of an early frost! Should Winter arrive early next season, your Noble's movement will be restricted. Be prepared.

    {SEASON_AUTUMN_TITLE}Autumn Arrives
    {SEASON_AUTUMN_BODY}It is the Fall, and people of the north hurry to gather their last harvests, mill their grains, and slaughter the beasts for Winter. Dominions in Africa, Egypt, and Araby seek cooler breezes and anticipate the rains of Winter.
    \n\n"After the season of summer with the soft winds,
    \nwhen Zephyrus blows on seeds and herbs,
    \nhappy is the plant that waxes then,
    \nwhen the dank dew drops from the leaves,
    \nto await the blissful glance of the bright sun.
    \nBut then harvest hastens and hardens it soon:
    \nwarns it to wax full ripe against the winter." -Cotton Nero Manuscripts
    \n\nThe Summer sun still prevails in Africa and the Middle East. Dessert regions may still become difficult for some armies to cross during this time.
    \nFull movemement for Nobles normally prevails this time of year. But an Early Frost may come. If an Early Frost also happens this season, movement will be slowed for forces in the North the same as in Winter.

    {SEASON_WINTER_TITLE}Winter, and a new Year Begins
    {SEASON_WINTER_BODY}Another year advances towards our Gudgement. Winter has set in, and the North is blanketed with snow. In the Southern lands cool rains prevail, and nourish the crops and the lifestock.
    \n\n"..In that part of the new year, when the sun cools his rays under Aquarius, and the nights already shorten towards the equinox; when the hoar-frost copies its white sister the snow’s, image on the ground, but the hardness of its tracery lasts only a little time; the peasant, whose fodder is exhausted, rises and looks out, and sees the fields all white, at which he strikes his thigh, goes back into the house, and wanders to and fro, lamenting, like a wretch who does not know what to do; then comes out again, and regains hope, seeing how the world has changed its aspect.." -Dante
    \n\nFamily members run a higher risk of becoming ill when left outside of a Town or Castle in this weather.
    \nArmies in Northern countries can weary of the months of miserable cold damp weather and loose their morale.
    \nMovement in snowy regions can be difficult this time of year, and illness has an increased chance of befalling your Nobles if they should attempt to encamp in the open ground. If possible, it is best to keep them housed in a castle or town by the end of the turn, just to be safe.

    {SEASON_EARLY_WINTER_TITLE}An Early Frost
    {SEASON_EARLY_WINTER_BODY}Alas, this coming Winter will be a long and hard one for peoples in the North. Already the snows have begun to fall! Streams and rivers ice over, and harvests are collected in a rush to avoid loosing any precious thing to the indifferent weather.
    \n\n"The wild wind of the welkin wrestles with the sun.
    \nThe leaves fall from the bough and light on the ground.
    \nThe grass becomes all gray that erst was green.
    \nThen all ripes and rots that which formerly flourished;
    \nand thus runs the year in yesterdays many;
    \nand winter returns again without asking any man,
    \ntill the Michelmas moon has come in wintry wise." -The Gawain Poet
    \n\nFamily members run a higher risk of becoming ill when left outside of a Town or Castle in this weather.
    \nArmies in Northern countries can weary of the months of miserable cold damp weather and loose their morale.
    \nMovements are halved for Nobles and forces beginning their actions in Northern countries. Remember that these conditions will continue through the next season as well.

    {SEASON_MISERABLE_TITLE}A Very Bad Winter
    {SEASON_MISERABLE_BODY}\nThis cold weather is simply awful in every way. Alternating frosts and freezing rains have dampenned and ruinned many food stores as well as peoples fortitude. Armies campaigning in such weather have need of an inspiring Leader to endure these dark, dismal, cold months abroad.
    \n\nArmies can prove difficult to command with this season turning so dismal. Sodden roads become intractable pits of mud under the feet of military columns. And an armies ability to forage or plunder to sustain their camp may become hindered as well.

    {SEASON_SANDSTORMS_TITLE}Sandstorms
    {SEASON_SANDSTORMS_BODY}\n\nThis Spring has brought monsterous and devillish sandstorms behind its pleasant breezes. They quickly rise from beyond the horizion and soon fill all vision. Armies and Agents travelling in the dessert regions may become scattered, lost, and delayed if cought in such storms paths.

    {SEASON_DESSERT_TITLE}The Sun's Anvil
    {SEASON_DESSERT_BODY}\n\nRegions throughout Araby and the Sahara are experiencing above average temperatures that stifle activity. Armies crossing dessert regions are particularly succeptable. Western armies are more likely to feel the effects of this weather than native dessert peoples might. Armies affected experience a reduced morale and slowed movement.


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;EXPORT_DESCR_CHARACTER_TRAITS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;------------------------------------------
    Trait CampaignSeason
    Characters all
    Hidden

    Level Summer
    Description Summer_desc
    EffectsDescription Summer_effects_desc
    Threshold 1

    Level Winter
    Description Winter_desc
    EffectsDescription Winter_effects_desc
    Threshold 2

    Effect MovementPoints -6

    ;------------------------------------------
    Trigger WinterToSummer
    WhenToTest CharacterTurnEnd

    Condition not AgentType = admiral
    and Trait CampaignSeason = 2
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason -1 Chance 100

    ;------------------------------------------
    Trigger SummerToWinter
    WhenToTest CharacterTurnEnd

    Condition not AgentType = admiral
    and Trait CampaignSeason = 1
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger GameStart
    WhenToTest CharacterTurnStart

    Condition I_TurnNumber == 0
    and not AgentType = admiral
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger ComesOfAgeSummer
    WhenToTest CharacterComesOfAge

    Condition FatherTrait CampaignSeason == 1
    and not AgentType = admiral

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger ComesOfAgeWinter
    WhenToTest CharacterComesOfAge

    Condition FatherTrait CampaignSeason == 2
    and not AgentType = admiral

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger CatchAllWinter
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger CatchAllSummer
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger MoveToSummer
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 2
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and not IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason -1 Chance 100

    ;------------------------------------------
    Trigger MoveToWinter
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 1
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger SummerAdoption
    WhenToTest OfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger LesserSummerAdoption
    WhenToTest LesserGeneralOfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger WinterAdoption
    WhenToTest OfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger LesserWinterAdoption
    WhenToTest OfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects CampaignSeason 2 Chance 100



    ;;;;;;;;;;;;;;;;;;;;;;EXPORT_VNVS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    {Summer} Summer
    {Summer_desc} Summer weather is good for movment
    {Summer_effects_desc} Normal Movement
    {Winter} Winter
    {Winter_desc} Winter weather affects movement
    {Winter_effects_desc} Movment Slowed
    {Season_miserable} Plagued by Terrible Conditions
    {Season_Miserable_desc} The soldiers are falling ill to the unexpectedly miserable weather.
    {Season_Miserable_effects_desc} Greatly lowered Command, Morale, and Loyalty. Movment reduced.
    {Season_Dessert} The Sun's Anvil
    {Season_Dessert_desc} The summer air is smothering. Weapons and armor burn to the touch. Soldiers show wisdom in clinging to the shade.
    {Season_Dessert_effects_desc} Greatly lowered Morale and Loyalty. Movement reduced.
    {Season_Sandstorms} Thwarted by Sandstorms
    {Season_Sandstorms_desc} Seasonal winds have buffeted this force with blinding Sandstorms.
    {Season_Sandstorms_effects_desc} Line of Sight reduced. Morale lowered. Movment slowed to a crawl.

    ;;;;;;;;;;;;;;;;;;;;;;EXPORT_DESCR_VNVS_ENUMS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Summer
    Summer_desc
    Summer_effects_desc
    Winter
    Winter_desc
    Winter_effects_desc
    Season_Miserable_desc
    Season_Miserable_effects_desc
    Season_Dessert
    Season_Dessert_desc
    Season_Dessert_effects_desc
    Season_Sandstorms
    Season_Sandstorms_desc
    Season_Sandstorms_effects_desc

    ;;;;;;;;;;;;;;;;;;NEW TRAIT SEASONS LEVELS WORK;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;---------------
    Trait Miserable
    Characters family

    Level Season_miserable
    Description Season_Miserable_desc
    EffectsDescription Season_Miserable_effects_desc

    Effect Command -6
    Effect TroopMorale -6
    Effect Loyalty -6
    Effect Unrest 6
    Effect MovementPoints -30

    ;This Trait is for Characters leading armies through cold and miserable Winter weather.

    ;---------------
    Trait Dessert
    Characters family

    Level Season_Dessert
    Description Season_Dessert_desc
    EffectsDescription Season_Dessert_effects_desc

    Effect Command -4
    Effect TroopMorale -6
    Effect Loyalty -8
    Effect Unrest 8
    Effect MovementPoints -40

    ;This Trait is for Characters leading armies through a dessert region during Summer.

    ;---------------
    Trait Sandstorm
    Characters family

    Level Season_Sandstorms
    Description Season_Sandstorms_desc
    EffectsDescription Season_Sandstorms_effects_desc

    Effect LineOfSight -20
    Effect TroopMorale -4
    Effect Loyalty -4
    Effect Unrest 4
    Effect MovementPoints -50

    ;This Trait is for Characters leading armies through a dessert region during Spring.


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;WINTER ILLNESS TRIGGERS Add to existing Illness triggers;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Trigger Character_Fallen_to_Illness_Trigger72

    WhenToTest CharacterTurnEnd

    Condition Trait Fallen_to_Illness = 0
    and Trait HaleAndHearty < 1
    and not EndedInSettlement
    and AgentType = family
    and not FactionType slave
    and RandomPercent < 11
    and EventCounterType season_winter
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Fallen_to_Illness 2 Chance 1

    ;This Trigger is for HaleAndHearty family members out in the winter weather.

    Trigger Character_Fallen_to_Illness_Trigger82

    WhenToTest CharacterTurnEnd

    Condition Trait Fallen_to_Illness = 0
    and Trait Hypochondriac > 0
    and not EndedInSettlement
    and AgentType = family
    and not FactionType slave
    and RandomPercent < 31
    and EventCounterType season_winter
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Fallen_to_Illness 2 Chance 1

    ;This Trigger is for Hypochondriac family members out in the winter weather.

    Trigger Character_Fallen_to_Illness_Trigger92

    WhenToTest CharacterTurnEnd

    Condition Trait Fallen_to_Illness = 0
    and not EndedInSettlement
    and AgentType = family
    and not FactionType slave
    and RandomPercent < 21
    and EventCounterType season_winter
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Fallen_to_Illness 2 Chance 1

    ;This Trigger is for normal family members out in the winter weather.

    ;;;;;;;;;;;;;;;;;;;;;;;;;;NEW EXTRA SEASON TRIGGERS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;-------------
    Trigger Miserable1
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not FactionReligion islam
    and RandomPercent < 21
    and not EndedInSettlement
    and EventCounterType season_miserable
    and not FactionType slave
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Miserable Chance 100

    ;This trigger is for non-muslim General in field during early winter event. Caught without enough supplies for winter.
    ;-------------

    Trigger Sandstorms1
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not FactionReligion islam
    and RandomPercent < 51
    and not EndedInSettlement
    and EventCounterType season_sandstorms
    and not FactionType slave
    and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199

    Affects Sandstorms Chance 100

    ;This trigger is for non-muslim General in dessert region during spring. Caught in a sandstorm.
    ;-------------

    Trigger Dessert1
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not FactionReligion islam
    and RandomPercent < 51
    and not EndedInSettlement
    and EventCounterType season_dessert
    and not FactionType slave
    and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199

    Affects Dessert Chance 100

    ;This trigger is for non-muslim General in dessert region during summer. Caught in the open dessert.
    ;-------------

    Trigger Miserable2
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and FactionReligion islam
    and RandomPercent < 51
    and not EndedInSettlement
    and EventCounterType season_miserable
    and not FactionType slave
    and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119

    Affects Miserable Chance 100

    ;This trigger is for muslim General in field during early winter event. Caught without enough supplies for winter.
    ;-------------

    ;-------------
    Trigger Sandstorms2
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and FactionReligion islam
    and RandomPercent < 21
    and not EndedInSettlement
    and EventCounterType season_sandstorms
    and not FactionType slave
    and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199

    Affects Sandstorms Chance 100

    ;This trigger is for muslim General in dessert region during spring. Caught in a sandstorm.
    ;-------------

    ;-------------
    Trigger Dessert2
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and FactionReligion islam
    and RandomPercent < 21
    and not EndedInSettlement
    and EventCounterType season_dessert
    and not FactionType slave
    and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199

    Affects Dessert Chance 100

    ;This trigger is for muslim General in dessert region during summer. Caught in the open dessert.
    ;-------------

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;DESCR_DISASTERS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    event earthquake
    frequency 9
    winter false
    summer false
    warning false
    position 44, 329
    position 139, 128
    position 159, 141
    position 170, 116
    position 273, 124
    position 280, 129
    position 275, 149
    position 276, 160
    position 260, 163
    position 257, 178
    position 251, 185
    position 236, 184
    position 224, 189
    position 255, 199
    position 285, 176
    position 301, 167
    position 316, 146
    position 326, 124
    position 333, 160
    position 358, 159
    position 344, 206
    position 368, 147
    position 380, 140
    position 394, 171
    position 441, 179
    position 447, 173
    position 447, 158
    position 436, 143
    position 412, 112
    position 441, 112
    position 368, 114
    position 343, 101
    position 331, 118
    position 466, 162
    position 209, 183
    position 237, 203
    position 391, 128
    position 306, 155
    position 259, 120
    position 324, 149
    position 352, 102
    min_scale 2
    max_scale 8
    ;positions based upon seismic survey charts -L2S

    ;Volcanos in Italy and Iceland
    event volcano
    frequency 19
    winter false
    summer false
    warning false
    position 270, 121
    position 268, 151
    position 50, 325
    position 56, 332
    min_scale 5
    max_scale 10

    ;Blizzards, Winter Only
    event flood
    frequency 2
    winter true
    summer false
    warning false
    region Inverness_Province
    region Aberdeen_Province
    region Oslo_Province
    region Uppsala_Province
    region Helsinki_Province
    region Novgorod_Province
    region Moscow_Province
    region Belo-Ozero_Province
    region Arhus_Province
    region Edinburgh_Province
    region Smolensk_Province
    region Dublin_Province
    region Wexford_Province
    region Cork_Province
    region Connaught_Province
    region Donegal_Province
    region York_Province
    region Caribbean_Province
    region Ryazan_Province
    region Caernarvon_Province
    region Thorn_Province
    region Nottingham_Province
    region Stettin_Province
    region Hamburg_Province
    region Lubeck_Province
    region Tlaxcala_Province
    region Azov_Province
    region Tmutarakan_Province
    region Atil_Province
    region Samandar_Province
    region Antwerp_Province
    region Groeningen_Province
    region Magdeburg_Province
    region Halych_Province
    region Peremyshl_Province
    region Cracow_Province
    region Plock_Province
    region London_Province
    region Southampton_Province
    region Breslau_Province
    region Kiev_Province
    region Tzernigov_Province
    region Kozelsk_Province
    region Turov_Province
    region Minsk_Province
    region Bruges_Province
    region Frankfurt_Province
    region Metz_Province
    region Cholula_Province
    region Caen_Province
    region Prague_Province
    region Rheims_Province
    region Rennes_Province
    region Nuremburg_Province
    region Paris_Province
    region Hohenstauffen_Province
    region Iasi_Province
    region Tenochtitlan_Province
    region Buda_Province
    region Pest_Province
    region Angers_Province
    region Bran_Province
    region Caffa_Province
    region Cherson_Province
    region Vienna_Province
    region Dijon_Province
    region Bern_Province
    region Bordeaux_Province
    region Magas_Province
    region Bucharest_Province
    region Toulouse_Province
    region Zagreb_Province
    region Belgrade_Province
    region Sofia_Province
    region Preslav_Province
    region Marseille_Province
    region Lund_Province
    region Bremen_Province
    region Estland_Province
    region Prussia_Province
    region Lettigallia_Province
    region Samogitia_Province
    region Curonians_Province
    region Riga_Province
    region Greenland_Province
    region Powhatan_Province
    region Micmac_Province
    region Vestlandet_Province
    region Gotland_Province
    min_scale 5
    max_scale 10

    ;Sea Storms, Winter Only
    event storm
    frequency 2
    winter true
    summer false
    warning false
    position 39, 322
    position 91, 295
    position 154, 319
    position 151, 267
    position 150, 248
    position 183, 250
    position 201, 265
    position 203, 293
    position 211, 322
    position 229, 299
    position 273, 288
    position 295, 293
    position 297, 320
    position 330, 329
    position 143, 219
    position 152, 199
    position 112, 208
    position 82, 149
    position 102, 127
    position 43, 49
    position 83, 103
    position 39, 322
    position 41, 94
    position 28, 215
    position 203, 133
    position 219, 170
    position 238, 126
    position 244, 153
    position 267, 134
    position 298, 126
    position 297, 90
    position 332, 105
    position 352, 109
    position 345, 143
    position 374, 173
    position 384, 198
    position 442, 198
    position 398, 116
    position 426, 109
    position 423, 87
    position 387, 76
    min_scale 5
    max_scale 10

    ;Sandstorms
    event dustbowl
    frequency 2
    winter false
    summer true
    warning false
    position 85, 37
    position 105, 48
    position 128, 39
    position 148, 64
    position 146, 40
    position 164, 20
    position 161, 58
    position 177, 46
    position 176, 16
    position 201, 54
    position 206, 28
    position 220, 7
    position 234, 43
    position 255, 9
    position 293, 23
    position 333, 38
    position 241, 44
    position 362, 43
    position 382, 30
    position 408, 34
    position 387, 5
    position 407, 4
    position 430, 7
    position 423, 27
    position 398, 63
    position 430, 67
    position 446, 72
    position 465, 37
    position 468, 7
    position 495, 5
    position 479, 47
    position 476, 77
    position 490, 91
    position 451, 98
    position 486, 105
    position 506, 103
    position 461, 97
    position 477, 59
    position 428, 67
    position 226, 23
    position 173, 42
    position 83, 38

    min_scale 8
    max_scale 10

    ;Plagues triggered by events
    event plague
    frequency 19
    winter false
    summer false
    min_scale 2
    max_scale 5

    ;Hordes triggered by events
    event horde
    frequency 19
    winter false
    summer false
    warning false
    min_scale 2
    max_scale 5

    ;Locusts triggered by events
    event locusts
    frequency 19
    winter false
    summer false
    warning false
    min_scale 2
    max_scale 5


    ;;;;;;;;;;;;;;;;;;;;;;;;;;DESCR_SETTLEMENT_MECHANICS.XML;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    <?xml version="1.0"?>
    <root>
    <factor_modifiers>
    <!--
    <factor name="SOF_HEALTH">
    <pip_modifier value="1.0"/>
    <castle_modifier value="0.0"/>
    <city_modifier value="1.0"/>
    <pip_min value="0"/>
    <pip_max value="25"/>
    SPF = Population growth
    SOF = Order
    SIF = Income
    </factor>
    -->
    <factor name="SPF_FARMING_LEVEL">
    <pip_modifier value="0.6"/>
    <castle_modifier value="0.6"/>
    <pip_min value="0"/>
    <pip_max value="3"/>
    </factor>
    <factor name="SPF_FARMS_BUILT">
    <pip_modifier value="0.5"/>
    <pip_min value="0"/>
    <pip_max value="3"/>
    </factor>
    <factor name="SPF_HEALTH">
    <pip_modifier value="0.6"/>
    <pip_min value="0"/>
    <pip_max value="3"/>
    </factor>
    <factor name="SPF_BUILDINGS">
    <pip_modifier value="0.6"/>
    <pip_min value="0"/>
    <pip_max value="3"/>
    </factor>
    <factor name="SPF_TAX_RATE_BONUS">
    <pip_modifier value="0.6"/>
    <pip_min value="0"/>
    <pip_max value="2"/>
    </factor>
    <factor name="SPF_BUILDINGS_FUN">
    <pip_modifier value="0.3"/>
    <pip_min value="0"/>
    <pip_max value="3"/>
    </factor>
    <factor name="SPF_GOVERNORS_INFLUENCE">
    <pip_modifier value="0.6"/>
    <pip_min value="0"/>
    <pip_max value="3"/>
    </factor>
    <factor name="SPF_TRADE">
    <pip_modifier value="0.2"/>
    <castle_modifier value="0.75"/>
    <city_modifier value="1.0"/>
    <pip_min value="0"/>
    <pip_max value="3"/>
    </factor>
    <factor name="SPF_SQUALOUR">
    <pip_modifier value="0.6"/>
    <pip_min value="0"/>
    <pip_max value="30"/>
    </factor>
    <factor name="SPF_PLAGUE">
    <pip_modifier value="0.6"/>
    </factor>
    <factor name="SPF_TAX_RATE_PENALTY">
    <pip_modifier value="0.8"/>
    </factor>
    <factor name="SOF_GARRISON">
    <pip_modifier value="1.2"/>
    </factor>
    <factor name="SOF_BUILDINGS_LAW">
    <pip_modifier value="1.2"/>
    <pip_min value="0"/>
    <pip_max value="25"/>
    </factor>
    <factor name="SOF_BUILDINGS_FUN">
    <pip_modifier value="1.2"/>
    <pip_min value="0"/>
    <pip_max value="25"/>
    </factor>
    <factor name="SOF_GOVERNORS_INFLUENCE">
    <pip_modifier value="1.2"/>
    <pip_min value="0"/>
    <pip_max value="20"/>
    </factor>
    <factor name="SOF_TAX_BONUS">
    <pip_modifier value="1.0"/>
    </factor>
    <factor name="SOF_TRIUMPH">
    <pip_modifier value="1.0"/>
    </factor>
    <factor name="SOF_BOOM">
    <pip_modifier value="1.0"/>
    <castle_modifier value="0.5"/>
    </factor>
    <factor name="SOF_ENTERTAINED">
    <pip_modifier value="1.0"/>
    <castle_modifier value="0.5"/>
    </factor>
    <factor name="SOF_HEALTH">
    <pip_modifier value="1.0"/>
    <castle_modifier value="1.0"/>
    <pip_min value="0"/>
    <pip_max value="10"/>
    </factor>
    <factor name="SOF_FEAR">
    <pip_modifier value="1.0"/>
    </factor>
    <factor name="SOF_GLORY">
    <pip_modifier value="1.0"/>
    </factor>
    <factor name="SOF_SQUALOUR">
    <pip_modifier value="0.9"/>
    <castle_modifier value="0.5"/>
    <pip_min value="0"/>
    <pip_max value="16"/>
    </factor>
    <factor name="SOF_DISTANCE_TO_CAPITAL">
    <pip_modifier value="0.8"/>
    <castle_modifier value="0.2"/>
    <city_modifier value="0.5"/>
    <pip_min value="0"/>
    <pip_max value="16"/>
    </factor>
    <factor name="SOF_NO_GOVERNANCE">
    <pip_modifier value="1.3"/>
    <castle_modifier value = "1.0"/>
    <city_modifier value = "1.0"/>
    </factor>
    <factor name="SOF_TAX_PENALTY">
    <pip_modifier value="1.2"/>
    </factor>
    <factor name="SOF_TURMOIL">
    <pip_modifier value="1.1"/>
    <castle_modifier value="0.5"/>
    <city_modifier value = "1.0"/>
    <pip_min value="0"/>
    <pip_max value="16"/>
    </factor>
    <factor name="SOF_BESIEGED">
    <pip_modifier value="2.0"/>
    <castle_modifier value="0.5"/>
    <pip_min value="0"/>
    <pip_max value="50"/>
    </factor>
    <factor name="SOF_BLOCKADED">
    <pip_modifier value="1.5"/>
    <pip_min value="0"/>
    <pip_max value="25"/>
    </factor>
    <factor name="SOF_RELIGIOUS_UNREST">
    <pip_modifier value="1.8"/>
    <castle_modifier value="0.8"/>
    <pip_max value="40"/>
    </factor>
    <factor name="SOF_EXCOMMUNICATION">
    <pip_modifier value="1.9"/>
    <castle_modifier value="0.5"/>
    <pip_min value="0"/>
    <pip_max value="50"/>
    </factor>
    <factor name="SIF_FARMS">
    <pip_modifier value="01.6"/>
    <castle_modifier value="0.4"/>
    <city_modifier value="1.0"/>
    </factor>
    <factor name="SIF_TAXES">
    <pip_modifier value="0.6"/>
    <castle_modifier value="0.2"/>
    <city_modifier value="1.0"/>
    </factor>
    <factor name="SIF_MINING">
    <pip_modifier value="0.8"/>
    <city_modifier value="1.0"/>
    <castle_modifier value="0.6"/>
    </factor>
    <factor name="SIF_TRADE">
    <pip_modifier value="0.6"/>
    <castle_modifier value="0.2"/>
    <city_modifier value="1.0"/>
    </factor>
    <factor name="SIF_BUILDINGS">
    <pip_modifier value="0.6"/>
    </factor>
    <factor name="SIF_ADMIN">
    <pip_modifier value="0.8"/>
    </factor>
    <factor name="SIF_WAGES">
    <pip_modifier value="0.8"/>
    </factor>
    <factor name="SIF_UPKEEP">
    <pip_modifier value="1.0"/>
    </factor>
    <factor name="SIF_CORRUPTION">
    <pip_modifier value="1.0"/>
    <castle_modifier value="0.8"/>
    <city_modifier value="1.1"/>
    <pip_min value="0"/>
    <pip_max value="500"/>
    </factor>
    <factor name="SIF_ENTERTAINMENT">
    <pip_modifier value="0.4"/>
    </factor>
    <factor name="SIF_DEVASTATION">
    <pip_modifier value="2.0"/>
    <castle_modifier value="0.9"/>
    <city_modifier value="1.4"/>
    <pip_min value="0"/>
    <pip_max value="500"/>
    </factor>
    </factor_modifiers>
    <population_levels>
    <!-- city -->
    <level name="village" base="1000" upgrade="2000" min="400" max="2500"/>
    <level name="town" base="2000" upgrade="5000" min="400" max="6000"/>
    <level name="large_town" base="4800" upgrade="10000" min="400" max="12500"/>
    <level name="city" base="10000" upgrade="20000" min="400" max="25000"/>
    <level name="large_city" base="20000" upgrade="30000" min="400" max="40000"/>
    <level name="huge_city" base="30000" min="400" max="100000"/>
    <!-- castle -->
    <level name="moot_and_bailey" base="400" upgrade="800" min="400" max="1600"/>
    <level name="wooden_castle" base="800" upgrade="2000" min="400" max="3000"/>
    <level name="castle" base="2000" upgrade="9000" min="400" max="12000"/>
    <level name="fortress" base="9000" upgrade="18000" min="400" max="24000"/>
    <level name="citadel" base="18000" upgrade="36000" min="400" max="48000"/>
    </population_levels>
    </root>


    Thanks for any help guys.

  2. #2
    Swagger's Avatar Imperial Coffee-Runner
    Join Date
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    Portugal
    Posts
    12,453

    Default Re: Please help with Four Seasons Mod

    this is nice stuff to implement in other mods


    do you allow people to implement this (or parts of it) in their mods?
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod


  3. #3
    Live2sculpt's Avatar Senator
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    Default Re: Please help with Four Seasons Mod

    Quote Originally Posted by Swagger View Post
    this is nice stuff to implement in other mods


    do you allow people to implement this (or parts of it) in their mods?
    It would need to be 'cleaned' first. And much of it is very specific to DLV right now (such as the region ID lists). I already have GrnEyeDvl's go ahead as I please for his share of the mod.. But first things first; got to tidy up the loose ends here.

  4. #4
    Swagger's Avatar Imperial Coffee-Runner
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    Portugal
    Posts
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    Default Re: Please help with Four Seasons Mod

    that's no problem, modders can port other mods scripts to their own mod
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod


  5. #5
    Live2sculpt's Avatar Senator
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    MI, U.S.A.
    Posts
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    Default Re: Please help with Four Seasons Mod

    Please review the scripts in question when you find time, and post any suggestions to fix the problems, or to address others i may have missed.

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