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  1. #1
    makanyane's Avatar Praeses
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    Default Ambient building reduction mod

    With thanks to leo.civil.uefs for the idea behind this.

    Attached zip folder is designed to be added to a mod-folder to remove all obvious ambient 'buildings' from battlemaps. It does this by adding to the mod-folder files with the same name as the ambients in M2TW/data/settlements so that they are read instead of the vanilla ambients. The new files load a revised ambient which is just a very small inconspicuous rock. All ambients except forts and watchtowers have been replaced.


    If you want to replace all ambients for all cultures simply unzip the file and copy the /settlements folder into your_mod_folder/data/.

    If you only want to replace some ambients e.g. you might just want to get rid of the monasteries or only one culture's ambients, or if you already have some modified ambients in your modfolder that you want to retain. Then look at the unzipped folder and delete all the folders for the ambients you do NOT want to replace. Names are self explanatory so if you don't want to replace the hamlets go into each culture/ambient_settlements/ folder and delete the folders with 'hamlet' in the title. When you've deleted everything you don't want to replace, then copy and paste the /settlements folder into your mod-folders /data folder.


    NB: YOU MUST RETAIN THE FOLDER CALLED "ambient_reduction" AND IT'S CONTENTS or you'll get a CTD when one of the 'replaced' ambients attempts to load.
    Attached Thumbnails Attached Thumbnails small_rock.jpg  
    Attached Files Attached Files

  2. #2
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Ambient building reduction mod

    Absolutely necessary resource. Thanks a lot!!! well written instructions and a great contribution for the mod community. That will destroy one of the worst immersion breakers for fantasy mods, that sensation when you see a monastery near barad dur in tatw, lol. THANKS!!!

  3. #3
    Withwnar's Avatar Script To The Waist
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    Default Re: Ambient building reduction mod

    Thank you Mak. Very helpful.

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  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Ambient building reduction mod

    Does "culture" work the same way as in settlement worldpkgdesc files? i.e. The culture of the faction that most recently upgraded the settlement (or the creator faction if it has not been upgraded yet). Or is it, say, the culture of the region's culture/faction tag in descr_regions?

    e.g. If a northern_european faction upgrades the settlement then northern_european ambients will be used on all tiles of that settlement's region (not just the settlement's battlemap).

  6. #6
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Ambient building reduction mod

    Quote Originally Posted by Withwnar View Post
    Does "culture" work the same way as in settlement worldpkgdesc files? i.e. The culture of the faction that most recently upgraded the settlement (or the creator faction if it has not been upgraded yet). Or is it, say, the culture of the region's culture/faction tag in descr_regions?

    e.g. If a northern_european faction upgrades the settlement then northern_european ambients will be used on all tiles of that settlement's region (not just the settlement's battlemap).
    This is what Im 'trying to discover right now.
    Ill post everything here later.

  7. #7

    Default Re: Ambient building reduction mod

    Interesting! Thank you!

  8. #8
    makanyane's Avatar Praeses
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    Default Re: Ambient building reduction mod

    Part of the reason for doing the ambient > little stone mod was because even after changing all my mods internal culture names to new names I was still getting some ambients turning up

    There are some vanilla ambients that have pkgs without a culture reference, e.g. the ruined_circle_a - so it might just have been those, but I have a suspicion that if the game can't find anything exactly matching to load it sometimes just loads the next nearest thing (probably NE) - it's certainly loaded things it shouldn't for me on TechTrees...


    If you're trying to add new stuff that is meant to only turn up in certain places I'd suggest as a first attempt - use this mod to nerf all the vanilla ones down to a small stone, then try adding your new models with new pkgs and try culture and faction specific lines in the .worldpkgdesc

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