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Thread: Unlock non-playable factions with Assembly Kit and PFM

  1. #121

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Ok. Try the same method to fix the "dy_your_house", although I don't think that is the problem, something else is missing.

  2. #122

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Ah k will do that now, so in addition to copying the faction_political parties and political_parties files and also folders I'll include the names, names_groups and name_list etc

  3. #123

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Tried it..and it worked somewhat: all non-royal family members, and all randomly generated/seeded characters seemto now pull their names properly from the custom_namegroup assigned to the faction...but those characters don't....going to add the "characters startpos file as well and see what happens?

  4. #124

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    It works well? How curious... Regarding the family, can it be some "starpos_characters" option? I have never created groups of names, I haven't needed them, I can't assure you where the fail comes from. By the way, in the process to fix the bug "dy_your_house", I always include all tables, except the "startpos", if you want try to see what happens... But the rest should be all, it's a failure of the Assembly Kit.

  5. #125

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Quote Originally Posted by Miguel_80 View Post
    It works well? How curious... Regarding the family, can it be some "starpos_characters" option? I have never created groups of names, I haven't needed them, I can't assure you where the fail comes from. By the way, in the process to fix the bug "dy_your_house", I always include all tables, except the "startpos", if you want try to see what happens... But the rest should be all, it's a failure of the Assembly Kit.
    Oh my gosh you are a live-saver....yep, I copied all files/folders this time and it worked perfectly...You sir, are a gentleman and a scholar! thanks a ton again Miguel!

  6. #126

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    You're welcome. I'm glad it works well for you. It was not necessary copy the "startpos" tables, right?

  7. #127

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    There is a mod I like using but 2 of the new factions that are unlocked don't have offices. How can I fix this?

  8. #128

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Hello. I don't understand what you are referring to. What two factions are and which offices are you talking to me about?

  9. #129

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    The two factions that were unlocked with this mod https://steamcommunity.com/sharedfil...30&searchtext=
    Munster and Bohemia were unlocked but the offices for them don't work. How can I fix them. I editing it for my own use.thanks.

  10. #130

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    It is changed in the "commander_unit_permissions" table but with the Assembly Kit before compiling the .PACK file, if you modify it through the PFM the game doesn't recognize the new bodyguard unit and the existing generals can not be moved. In the version I sent you the same thing happens? The solution is rename the bodyguard unit as in the vanilla.

  11. #131

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    It is the same in the version you sent me. I need to rename the bodyguard unit? why are these two factions affected but not Sicily? Their offices system work.

  12. #132

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    If you change the name they can't be moved in strat map. For generals already created, they must have the vanilla bodyguard unit.

  13. #133

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    I am sorry but you can help me how to add mercenary pool unit array for Langobard. I was stuck in creating it because Langobard dont have mercenary pool unit array. And the start pos process failed that i cannot open ( i am doing my mod base on http://www.twcenter.net/forums/showthread.php?782243-Tutorial-Creating-amp-Editing-Unit-Recruitment so i hope you can help me fix the error about start pos. TKs and appreciate

  14. #134

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    https://www.youtube.com/watch?v=7ngjqd2VU5E

    Maybe this can be useful too

  15. #135

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Quote Originally Posted by edgarroberto View Post
    https://www.youtube.com/watch?v=7ngjqd2VU5E

    Maybe this can be useful too
    Why don't you open your thread and publish your videos of YouTube?

  16. #136
    Gondolin's Avatar Tiro
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    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Hey
    I was trying to make a faction playable for 1212 ad kingdom mod, but in the startpos only vanilla name are displayed
    (same issue with th assembly kit, I can do what I need only for vanilla game)
    Any reason why I cannot see the faction mod name instead of vanilla ones ?
    Last edited by Gondolin; April 22, 2021 at 02:34 PM.


  17. #137

    Default Re: Unlock non-playable factions with Assembly Kit and PFM

    Quote Originally Posted by Gondolin View Post
    Hey
    I was trying to make a faction playable for 1212 ad kingdom mod, but in the startpos only vanilla name are displayed
    (same issue with th assembly kit, I can do what I need only for vanilla game)
    Any reason why I cannot see the faction mod name instead of vanilla ones ?

    Hey, did you ever happen to get this to work?

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