Results 1 to 15 of 15

Thread: Using Bare_Geomod folder as base for new mod.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Otterbear's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Michigan, USA
    Posts
    229

    Default Using Bare_Geomod folder as base for new mod.

    I have tried everything I can think of, and a few I didn't - but I cannot get any modification to "take" using the Bare_Geomod folder as a starting point.

    I have about 10 different mods and 3 full copies of MTW2/Kingdoms, and I have "adjusted" all of them for various reasons and all the changes I've made (maps/unit stats/New Units/ No priest/merchant/inquisitors), They all work. But, I cannot get the Bare_Geomod to take any changes.

    This is odd because that is precisely what Bare_Geomod was designed for.
    This would lead me to conclude that something I've done is causing the problem.
    However, I have a fresh RE-install of Bare_Geomod and still nothing can be modified.

    Am I the only one with this problem?

    I have UAC and Virtual files disabled.
    I have MTW2/Kingdoms (hard copy - Not Steam download)
    All files have been unpacked.

    Thanks in advance for any help on the matter.
    Otterbear

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Using Bare_Geomod folder as base for new mod.

    I have a clean install of Bare_Geomod and then removed the 'aquire' ability from the merchant in descr_character. Next I adjusted the entries in descr_cursor_actions, changing 'aquire' to 'Na' and removing the tooltip entry in the 'selected merchant' section, subsections 'over_enemy' and 'over-allied'.

    Here is the result:

    Attachment 205597


    Here are the files, extract into the data folder of Bare_Geomod:

    Attachment 205596










  3. #3
    Otterbear's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Michigan, USA
    Posts
    229

    Default Re: Using Bare_Geomod folder as base for new mod.

    I will extract those files and check the results but, I think our problem is not proper editing, but rather getting the data read once it has been edited.
    I'm going to check the read attributes of my fresh install to see if somehow that may be causing the problem as well ???
    I'm still working on creating a PureBasic program to do a lot of the file manipulation for me. (Charting some of it out today.) I have the full version of PureBasic should you have any questions. I seem to recall a post where someone had the demo version.
    Thanks again for you help on this.

  4. #4
    Otterbear's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Michigan, USA
    Posts
    229

    Default Re: Using Bare_Geomod folder as base for new mod.

    Deleted
    Last edited by Otterbear; February 19, 2012 at 04:47 PM.

  5. #5
    Otterbear's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Michigan, USA
    Posts
    229

    Default Re: Using Bare_Geomod folder as base for new mod.

    Hmm, I'm wondering if I've reached some kind of Mod Limit?

    First off, Thanks for the info on the Proper file for listing used Nationalities.
    Secondly; I removed all but the basic default kingdoms mods and Bare_Goemod. I got a strange result. My merchant disappeared, and when I replaced him, the option to aquire from another merchant was unavailable.
    However all subsequent re-starts of the game...did not work. (re-starting from the main menu or from scratch.)
    That is weird.
    Last edited by Otterbear; February 19, 2012 at 12:44 PM.

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Using Bare_Geomod folder as base for new mod.

    It's the nations listed in descr_strat, all of them.










  7. #7
    Otterbear's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Michigan, USA
    Posts
    229

    Default Re: Using Bare_Geomod folder as base for new mod.

    I tried adding you files but it didn't work. (Was really hoping they would.)
    Last edited by Otterbear; February 19, 2012 at 04:47 PM.

  8. #8
    Otterbear's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Michigan, USA
    Posts
    229

    Default Re: Using Bare_Geomod folder as base for new mod.

    Deleted
    Last edited by Otterbear; February 19, 2012 at 04:48 PM.

  9. #9
    Otterbear's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Michigan, USA
    Posts
    229

    Default Re: Using Bare_Geomod folder as base for new mod.

    First off, Thanks for the info on the Proper file for listing used Nationalities.
    Secondly; I removed all but the basic default kingdoms mods and Bare_Goemod. I got a strange result. My ORIGINAL merchant disappeared at around turn 2-3, and when I replaced him, the option to acquire from another merchant was unavailable.
    However all subsequent re-starts of the game...did not work. (re-starting from the main menu or from scratch.)
    That is weird.

    It looks as though Original units don't have - or are not/can't use the modified ability. Subsequent units may...by the look of things.
    I know how to remove starting units, But I've never had this issue before, so it really has me scratching my head.
    Last edited by Otterbear; February 19, 2012 at 04:45 PM.

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Using Bare_Geomod folder as base for new mod.

    That is curious, because in 'the last Kingdoms' we removed all the special abilities of the priest and never had a problem. But then we didn't change the descr_cursor_actions file and disabled heretics and witches, so it wasn't really necessary.

    There might be hard coded thing involved, seeing that you cannot create new agents.










  11. #11
    Otterbear's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Michigan, USA
    Posts
    229

    Default Re: Using Bare_Geomod folder as base for new mod.

    Quote Originally Posted by Gigantus View Post
    That is curious, because in 'the last Kingdoms' we removed all the special abilities of the priest and never had a problem. But then we didn't change the descr_cursor_actions file and disabled heretics and witches, so it wasn't really necessary.

    There might be hard coded thing involved, seeing that you cannot create new agents.
    I may have confused the issue a bit.
    I can create new agents, and they Don't apparently have the "acquire" ability, but all original merchants do, thus not completely solving my problem...as any original enemy agents can still kill my merchants.

    Oddly enough, I have several mods with this fixed, and I've never touched the Desc_cursor_actions file.
    (I did for Bare_Geomod, but so far its not quite working...I imagine that the Desc_Cursor_Actions file is to prevent the User from having that option, but not the game units.)

  12. #12
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Using Bare_Geomod folder as base for new mod.

    Quote Originally Posted by Gigantus View Post
    There might be hard coded thing involved, seeing that you cannot create new agents.
    Isn't that the answer already?

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Using Bare_Geomod folder as base for new mod.

    With 'create' I meant have a new agent type. To be honest, I haven't come across a problem like this yet. You might have more luck with this in the text editing forum, those guys might know more.










  14. #14
    Otterbear's Avatar Tiro
    Join Date
    Mar 2011
    Location
    Michigan, USA
    Posts
    229

    Default Re: Using Bare_Geomod folder as base for new mod.

    I thought this was the "text editing and scripting" forum. (at least thats what it says at the top of the page)

  15. #15
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Using Bare_Geomod folder as base for new mod.

    too much mapping I suppose...










Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •