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  1. #1

    Default Help with TATW modding

    I want to set_building_health in Annuminus and Arthedain to 10% so I can basically turn these settlements into ruins and then rebuild them... here is my script... it doesn't work, either through console or script. Do any experts have advice?



    monitor_event FactionTurnStart FactionType turks
    console_command set_building_health lake_evendim core_building 10
    console_command set_building_health lake_evendim barracks 10
    console_command set_building_health lake_evendim city_hall 10
    console_command set_building_health lake_evendim market 10
    console_command set_building_health lake_evendim hinterland_roads 10
    terminate_monitor
    Last edited by orclover5; December 14, 2013 at 01:21 PM.

  2. #2
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: Help with TATW modding

    What means "nd" on the last line? I wish this should be end_monitor? Can you please send your system.log file here as attachment?

  3. #3

    Default Re: Help with TATW modding

    Thanks guys for the help, I didn't have the right settlement names... we looking the wrong mod and using the wrong names... thanks
    Last edited by orclover5; December 14, 2013 at 10:12 PM.

  4. #4
    Garbarsardar's Avatar Et Slot i et slot
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    Default Re: Help with TATW modding

    Quote Originally Posted by orclover5 View Post
    nd is just a mistake from the copy paste from the CS....the formatting got messed up in the post. Here are the parts of my log that have to do with the CS......

    1:27:44.647 [game.script] [error] Script execution error for <console_command>, at line 43, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    set_building_health lake_evendim core_building 10
    err: settlement not found


    21:27:44.647 [game.script] [error] Script execution error for <console_command>, at line 44, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    set_building_health lake_evendim barracks 10
    err: settlement not found


    21:27:44.647 [game.script] [error] Script execution error for <console_command>, at line 45, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    set_building_health lake_evendim city_hall 10
    err: settlement not found


    21:27:44.647 [game.script] [error] Script execution error for <console_command>, at line 46, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    set_building_health lake_evendim market 10
    err: settlement not found


    21:27:44.647 [game.script] [error] Script execution error for <console_command>, at line 47, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    set_building_health lake_evendim hinterland_roads 10
    err: settlement not found



    Thanks for your help... I am including this here because I would like to create a release that turns all bandit regions in ruins that need to be rebuilt...
    It's Lake_Evendim, not lake_evendim, right?

  5. #5

    Default Re: Help with TATW modding

    In the future, I would post all modding questions in this thread:

    http://www.twcenter.net/forums/showt...nd-Help-Thread

  6. #6

    Default Re: Help with TATW modding

    If you are modding MOS or DAC, be sure to edit files with Notepad++, not with Notepad or some other text editor.
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  7. #7
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Help with TATW modding

    Just to point it out, while buildings could be destroyed and population killed, the size of the settlement can not be altered so if it was a large town when it turned rebel it can't be made into a village - IIRC.

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  8. #8
    Withwnar's Avatar Script To The Waist
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    Default Re: Help with TATW modding

    Quote Originally Posted by Ngugi View Post
    the size of the settlement can not be altered so if it was a large town when it turned rebel it can't be made into a village - IIRC.
    That's correct: settlements can't be downgraded.

    Also beware of using set_building_health on buildings that do not exist in the settlement. The monitor that is attempting to do so will crash; anything in that monitor below that line will not execute and, I believe, the monitor will not fire again in this campaign.

    I would like to create a release that turns all bandit regions in ruins that need to be rebuilt.
    If you really want rebuilt and not just repaired then you could use the destroy_buildings command instead. Bear in mind that it will destroy those building trees in all settlements of the faction in question (i.e. slave).
    Last edited by Withwnar; December 15, 2013 at 07:10 AM.

  9. #9

    Default Re: Help with TATW modding

    Quote Originally Posted by Withwnar View Post
    That's correct: settlements can't be downgraded.

    Also beware of using set_building_health on buildings that do not exist in the settlement. The monitor that is attempting to do so will crash; anything in that monitor below that line will not execute and, I believe, the monitor will not fire again in this campaign.



    If you really want rebuilt and not just repaired then you could use the destroy_buildings command instead. Bear in mind that it will destroy those building trees in all settlements of the faction in question (i.e. slave).


    thanks for the help, I got it to work with every building just haven't tested if the damage shows on the battle map as if it is a ruin.

    I really just wanted an immersion experience where maybe fornost would get sieged by Gundabad early in game and the castle would have ruined walls and other buildings visually damaged... I found I can't let rebels take it as they repair immediately... I may try to handicap their "economy"....also I am going to make building MUCH more expensive as it should be.... so this should make it at least a challenge to repair these huge decrepit cities and castles...

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