Don't worry about the "spam", the forums have been a bit laggy recently, and that happens from time to time. Someone will clear the duplicates.
I can propably push you in the right direction with couple points;
1. I think they are all exclusive for Orcs. I don't think they have antipathy, but you can remove those if they do, they are triggers among the /data/world/maps/campaign/imperial_campaign/campaign_script.txt
Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Ruglud;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
add_events
event counter ruglud_aztecs
event counter ruglud_turks
event counter ruglud_capitan
date 0
end_add_events
set_event_counter ruglud_capitan 0
monitor_event FactionTurnStart FactionIsLocal
and I_IsFactionAIControlled hungary
and I_IsFactionAIControlled novgorod
and I_IsFactionAIControlled lithuania
and I_IsFactionAIControlled norway
and I_IsFactionAIControlled teutonic_order
and I_IsFactionAIControlled england
and I_IsFactionAIControlled france
and I_IsFactionAIControlled byzantium
and I_IsFactionAIControlled poland
and I_IsFactionAIControlled russia
and I_IsFactionAIControlled mongols
and I_IsFactionAIControlled moors
and I_IsFactionAIControlled papal_states
and I_IsFactionAIControlled hre
and I_IsFactionAIControlled spain
and I_IsFactionAIControlled venice
and I_IsFactionAIControlled sicily
and I_IsFactionAIControlled milan
and I_IsFactionAIControlled scotland
and I_IsFactionAIControlled portugal
and I_IsFactionAIControlled saxons
and I_IsFactionAIControlled kalmar_union
and not I_CharacterExists Ruglud Bonechewer
and RandomPercent = 1 Change = 1 to < 99 to give high change for him to appear
and Treasury > 7020
and I_EventCounter ruglud_capitan = 0
historic_event ruglud_RECRUITMENT true
terminate_monitor
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and I_EventCounter ruglud_capitan = 1
and not I_CharacterExists Ruglud Bonechewer
set_event_counter ruglud_capitan 0
historic_event ruglud_RECRUITMENT_END
terminate_monitor
end_monitor
monitor_conditions I_EventCounter ruglud_RECRUITMENT_accepted = 1
and I_EventCounter ruglud_capitan = 0
if not I_IsFactionAIControlled aztecs
add_money aztecs -7020
spawn_army
faction aztecs
character Ruglud Bonechewer, named character, age 29, x 186, y 6, direction S, portrait Ruglud, hero_ability BashEmLadz_Ability
traits Ruglud 1 , orc 1 , G5_Hero 1
unit Armored orcs bodyguard exp 9 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
end
historic_event ruglud_RECRUITMENT_PLAYER event/ruglud.bik
set_event_counter ruglud_capitan 1
set_event_counter ruglud_aztecs 1
set_event_counter harbot_recruitment_declined 1 <---- These two are the antipathy I think, removing them should remove it from happening.
set_event_counter mudat_recruitment_declined 1
terminate_monitor
end_if
if not I_IsFactionAIControlled turks
add_money turks -7020
spawn_army
faction turks
character Ruglud Bonechewer, named character, age 29, x 186, y 36, direction S, portrait Ruglud, hero_ability BashEmLadz_Ability
traits Ruglud 1 , orc 1 , G5_Hero 1
unit Armored orcs bodyguard exp 9 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
end
historic_event ruglud_RECRUITMENT_PLAYER event/ruglud.bik
set_event_counter ruglud_capitan 1
set_event_counter ruglud_turks 1
set_event_counter harbot_recruitment_declined 1 <--- Here too.
set_event_counter mudat_recruitment_declined 1
terminate_monitor
end_if
end_monitor
declare_counter ruglud_ai 0
monitor_event FactionTurnStart FactionType Slave
if I_EventCounter ruglud_recruitment_declined = 1
generate_random_counter ruglud_ai 1 2
end_if
if I_IsFactionAIControlled aztecs
and I_IsFactionAIControlled turks
and RandomPercent = 1
generate_random_counter ruglud_ai 1 2
end_if
if I_EventCounter ruglud_ai = 1
and I_IsFactionAIControlled aztecs
add_money aztecs -7020
spawn_army
faction aztecs
character Ruglud Bonechewer, named character, age 29, x 186, y 6, direction S, portrait Ruglud, hero_ability BashEmLadz_Ability
traits Ruglud 1 , orc 1 , G5_Hero 1
unit Armored orcs bodyguard exp 9 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
end
historic_event ruglud_RECRUITMENT_AI
set_event_counter ruglud_capitan 1
set_event_counter ruglud_aztecs 1
terminate_monitor
end_if
if I_EventCounter ruglud_ai = 2
and I_IsFactionAIControlled turks
add_money turks -7020
spawn_army
faction turks
character Ruglud Bonechewer, named character, age 29, x 186, y 36, direction S, portrait Ruglud, hero_ability BashEmLadz_Ability
traits Ruglud 1 , orc 1 , G5_Hero 1
unit Armored orcs bodyguard exp 9 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
unit Armored orcs exp 3 armour 0 weapon_lvl 0
end
historic_event ruglud_RECRUITMENT_AI
set_event_counter ruglud_capitan 1
set_event_counter ruglud_turks 1
terminate_monitor
end_if
end_monitor
Same for other mercs.
NG recruitment, they propably have a somekind of requirement (the alliance script might trigger one, or maybe it just requires general alliance?) in export_desc_buildings.txt file (data folder, this file holds the info of recruitment alongside other stuff), just find the NG units in there, and you can check and remove them if you want.
Just in case to remind you,
make backups, regularly when working with the game files.