Results 1 to 5 of 5

Thread: How to mod files to guarantee Bretonnia's help event triggering for my faction?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default How to mod files to guarantee Bretonnia's help event triggering for my faction?

    OK, here's the thing: I'm a huge fan of both the Reikland AND Bretonnia, and as I understand there's an event that has Bretonnia sending you help in form of some of her knights and knights errants (I think this means that you also get to recruit these units?) - however, I have never actually seen this event (it might have happened to the AI, but it has never happened to me - and I've completed the Reikland campaign twice). So, playing as the Reikland, how would I need to modify the game's files to make sure that this event has 100% chance of happening to me? I'd be most grateful If someone who's more experienced when it comes to modding the game's text files could paste exact changes that I need to copy to my own files for these changes to take place. I know how to create these Bretonnian units with create_unit command, but it's no fun when you can't retrain the units (again, I assume that the event lets you train these Bretonnian units?) and have to disband and recreate the units over and over again.

    P.S. Also, now that I think about it; Blood Keep sits right on the border of Bretonnia and the Empire - how about modifying the text files of Blood Keep (where ever they might be - I tried looking for Blood Keep in the games text files, but found nothing) so that I can train Bretonnian units there when I hold it with Reikland?
    Last edited by vonVince; January 23, 2013 at 02:46 PM.

  2. #2

    Default Re: How to mod files to guarantee Bretonnia's help event triggering for my faction?

    From what I gathered when looking at the campaign_script, it doesn't seem like the Bretonnians are on a "percent chance to spawn" type thing. So, it's not like the other events. Or at least it's not coded as such. It seems that something happens on turns 69 and 70, but from what I've seen, it doesn't seem like it happens for the player. I could edit the campaign_script so that the Bretonnian army spawns in for you on turn 1, but it'd be the same as you creating them yourself. As far as retraining them goes, it seems that they can be recruited/retrained from the Dogs of War camp buildings once the event happens, but again, it doesn't seem like the event happens for the player. You can check that in the export_descr_buildings file. Now, you could remove the qualifier "requires counter knight_errant_1" or whatever it says, but I believe that would make it so that any Empire faction (since it's labeled as factions: southern Europe) could recruit Bretonnian knights at any time.

    Again, I could be wrong, I want to make that clear. I could be misreading it. But yeah. This is a little beyond my understanding of the game. Playing with it, I was able to make them spawn in guaranteed on turn 1 for Reikland, but with no event video, no ability to recruit/retrain them, and no guarantee that the game wouldn't flip out and crash instantly on turn 69/70 when the script tries to launch.

    EDIT: This is the pertinent section of the campaign_script:

    Spoiler Alert, click show to read: 
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;21. Bretonian help. Hick;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    declare_counter bretonia
    set_counter bretonia 0

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 69
    and I_IsFactionAIControlled teutonic_order
    and I_IsFactionAIControlled lithuania
    and I_IsFactionAIControlled novgorod
    and I_IsFactionAIControlled norway
    and I_IsFactionAIControlled england
    and I_IsFactionAIControlled russia
    and I_IsFactionAIControlled poland
    and I_IsFactionAIControlled turks
    and I_IsFactionAIControlled hungary
    and I_IsFactionAIControlled moors
    and I_IsFactionAIControlled egypt
    and I_IsFactionAIControlled papal_states
    and I_IsFactionAIControlled kalmar_union
    and I_IsFactionAIControlled hre
    and I_IsFactionAIControlled spain
    and I_IsFactionAIControlled portugal
    and I_IsFactionAIControlled venice
    and I_IsFactionAIControlled saxons
    and I_IsFactionAIControlled france
    set_counter bretonia 1
    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 70
    and I_CompareCounter bretonia = 0
    and I_IsFactionAIControlled scotland
    and I_IsFactionAIControlled sicily
    and I_IsFactionAIControlled milan
    and I_IsFactionAIControlled byzantium
    and I_NumberOfSettlements scotland > 0
    historic_event bretonia false factions { scotland, }
    spawn_army
    faction scotland
    character random_name, named character, x 41, y 42, label hreaaqqq, direction E, battle_model Cavalier
    traits LoyaltyStarter 1 , ReligionStarter 1 , Upright 2 , GoodAttacker 1 , PublicFaith 2 , HaleAndHearty 1 , BattleScarred 1 , man 1 , GoodCommander 4
    unit knights of realm bodyguard exp 9 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    end
    terminate_monitor
    end_monitor


    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 70
    and I_CompareCounter bretonia = 1
    if I_LocalFaction scotland
    spawn_army
    faction scotland
    character random_name, named character, x 41, y 42, label scotlandaartrt, direction E, battle_model Cavalier
    traits LoyaltyStarter 1 , ReligionStarter 1 , Upright 2 , GoodAttacker 1 , PublicFaith 2 , man 1 , HaleAndHearty 1 , BattleScarred 1 , GoodCommander 4
    unit knights of realm bodyguard exp 9 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    end
    historic_event bretonia false factions { scotland, }
    end_if
    if I_LocalFaction sicily
    spawn_army
    faction sicily
    character random_name, named character, x 41, y 42, label sicilyaartrt, direction E, battle_model Cavalier
    traits LoyaltyStarter 1 , ReligionStarter 1 , Upright 2 , GoodAttacker 1 , PublicFaith 2 , man 1 , HaleAndHearty 1 , BattleScarred 1 , GoodCommander 4
    unit knights of realm bodyguard exp 9 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    end
    historic_event bretonia false factions { sicily, }
    end_if
    if I_LocalFaction milan
    spawn_army
    faction milan
    character random_name, named character, x 41, y 42, label milanaartrt, direction E, battle_model Cavalier
    traits LoyaltyStarter 1 , ReligionStarter 1 , Upright 2 , GoodAttacker 1 , PublicFaith 2 , man 1 , HaleAndHearty 1 , BattleScarred 1 , GoodCommander 4
    unit knights of realm bodyguard exp 9 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    end
    historic_event bretonia false factions { milan, }
    end_if
    if I_LocalFaction byzantium
    spawn_army
    faction byzantium
    character random_name, named character, x 41, y 42, label byzantiumaartrt, direction E, battle_model Cavalier
    traits LoyaltyStarter 1 , ReligionStarter 1 , Upright 2 , GoodAttacker 1 , PublicFaith 2 , man 1 , HaleAndHearty 1 , BattleScarred 1 , GoodCommander 4
    unit knights of realm bodyguard exp 9 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights of realm exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    unit knights errant exp 2 armour 0 weapon_lvl 0
    end
    historic_event bretonia false factions { byzantium, }
    end_if
    terminate_monitor
    end_monitor


    I'm genuinely having trouble following it. I've been doing a lot of editing of the mod lately, for my own purposes, and have grown to understand a lot of the coding in the scripts and whatnot. Here, though, I don't understand. It seems like there's something missing. And I personally haven't ever seen the Bretonnian knights event happen, so... could be just broken? Someone else who knows more than me would have to comment on this.
    Last edited by Cyricist; January 23, 2013 at 08:31 PM.

  3. #3

    Default Re: How to mod files to guarantee Bretonnia's help event triggering for my faction?

    Wow, thanks - I appreciate the effort.

    Any chance we could get some insight from people with more knowledge regarding the subject? I would certainly like to know what's up with the Bretonnian event. I remember an event during my first playthrough where a Bretonnian knight joined me as a commander (that is to say a general character with Bretonnian knights as general's bodyguard), but the event with Bretonnian help coming in form of knights and knights errants puzzles me.
    Last edited by vonVince; January 23, 2013 at 09:15 PM.

  4. #4

    Default Re: How to mod files to guarantee Bretonnia's help event triggering for my faction?

    Come now; anyone? Certainly there are some people around who know what's what?

  5. #5
    Kahvipannu's Avatar Bring me Solo & wookie
    Join Date
    May 2009
    Location
    Finland
    Posts
    3,671

    Default Re: How to mod files to guarantee Bretonnia's help event triggering for my faction?

    I can certainly tell it's not broken, I have had couple of times it occur. I'll take a look to the script tomorrow, maybe we can find a solution that works for you.

Posting Permissions

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