The principle should be the same as a named character is technically an agent as well and it is the same mechanic.
one question,is it inpossible too delete a ancillary?i never tested this,with the traits i seems too be succesfull too change them(if they have wrong level)and in game you can see more then out of the game lol.
Traits work with levels that can be increased or removed via triggers. Removing ancillaries requires that the name of the character is known, check here.
a great tutorial,so it's better too make all model strat levels by traits instead of ancilaries,as you can do this as player if you known the name but not everyone knowns hows too do this,in script it is almost inpossible too gamble the name of that character,thanks Gigantus for your great help!
Hello, Gigantus mentioned that this could be done for multiple ships models, however, someone elsewhere cast some shade on that. I was wondering if it was possible, and if so, could someone sample how it would be put into the files for me? Thank you very much.
@Faylar001 My bad it is possible to do this I edited my post on the other thread. Follow the steps in this tutorial to add different ship models using traits the same way you would a character. You have a max of 10 levels per faction's ships.
descr_character.txt:
descr_model_strat.txt:Code:type admiral ... faction egypt dictionary 2 strat_model egypt_admiral ; <-- Level 0 (default model) strat_model white_ship ; <-- Level 1
expanded.txt:Code:type white_ship skeleton strat_navy indiv_range 40 texture egypt, models_strat/textures/elfship_white.tga model_flexi models_strat/elfship.cas, max shadow_model_flexi models_strat/navy_roman_shadow.cas, max
Create a trait or ancillary with an "Effect Level 1" effect and give this to the admiral in question. His ship model will become the new one.Code:{EMT_EGYPT_ADMIRAL}Lindon Navy {EMT_EGYPT_ADMIRAL_1}White Ship
~~~
General topic comment, in case it hasn't already been mentioned in this thread...
If a character goes over to another faction (e.g. via bribe or give_everything_to_faction command) then he will lose any trait/ancillary that has a Level effect. In the new faction he will not have that trait/ancillary at all.
This is a good thing! Say he was Level 4 in the old faction, because Level 4 in that faction is a custom model for him. Level 4 in the new faction might be some other model, unsuitable for him. It is better that he always gets the new faction's default model (Level 0) rather than whatever Level 4's model happens to be in whatever faction he ends up in.
That is really good to know. I just scoured a couple posts looking for info on that. I am assuming there is a way to make characters unbribable. At the very least jack up each special character's briberesistance.
how i can add "northern_generic_king_hre" to MEdieval 2 total war normal? (not kingdoms)
Aiight but i did it and still the game cashed, i dont know what i should do that he didnt show up,can u do it for me and send the files? man Please. i just care abt northern_generic_king_hre but if u have to add all sure no problem. can u do the files for me? since for me its being complicated.
the one used in Teutonic Mod,i wanted to use the one of hre to the Default Medieval 2, if can only hre one or must have all its okay , at least if u can help me get that hre king of Teutonic. i would be very glad.
So let me clarify - you want to use the model from the teutonic in the regular game for the HRE faction?
Should be rather simple. Start by unpacking the teutonic campaign.
Open the descr_character file of your mod and search for the HRE section in 'named characters'
Replace the entry in the strat model line with 'northern_generic_king'
Save and close
open the descr_model_strat file of the unpacked teutonic campaign and copy this section into your mod's descr_model_strat file:
Delete the lines marked. Save.Code:type northern_generic_king skeleton strat_named_with_army scale 0.7 indiv_range 40texture lithuania, models_strat/textures/late_general_lithuania_strat.tga texture kalmar_union, models_strat/textures/northern_generic_king_denmark.tga texture norway, models_strat/textures/northern_generic_king_norway.tga texture denmark, models_strat/textures/northern_generic_king_denmark.tga texture scotland, models_strat/textures/late_general_scotland_strat.tga texture france, models_strat/textures/late_general_france_strat.tgatexture hre, models_strat/textures/northern_generic_king_hre.tgatexture england, models_strat/textures/late_general_england_strat.tga texture saxons, models_strat/textures/late_general_hre_strat.tga texture normans, models_strat/textures/late_general_england_strat.tga texture lithuania, models_strat/textures/northern_generic_king_lithuania.tga texture poland, models_strat/textures/northern_generic_king_poland.tga texture hungary, models_strat/textures/late_general_hungary_strat.tga texture russia, models_strat/textures/late_general_russia_strat.tgatexture slave, models_strat/textures/late_general_rebels_strat.tga model_flexi_m models_strat/northern_generic_king.CAS, max shadow_model_flexi models_strat/shadow_sword.CAS, max
Find the following files in the teutonic unpacked directory and copy it into the respective folders of your mod:
models_strat/northern_generic_king.CAS
models_strat/textures/northern_generic_king_hre.tga
models_strat/textures/late_general_rebels_strat.tga
models_strat/textures/northern_generic_king_ireland.tga (compulsory default file of the model, will lead to crash if not present)
no need to be DDS?
Thank you it worked fine. just lagging a lil perhaps bec i'm in internet