How do I disable heretics and witches in vanilla? I heard you can manipulate the numbers in descr_campaign_db. I've managed to unpack the particular file using Ishan's specific unpacker but I suspect I still need something else to do. Halp?
How do I disable heretics and witches in vanilla? I heard you can manipulate the numbers in descr_campaign_db. I've managed to unpack the particular file using Ishan's specific unpacker but I suspect I still need something else to do. Halp?
go
to your descr_strat file in your ...Medieval II Total War\data\world\maps\campaign\imperial_campaign folder
open it with notepad
right above this
you should see thisCode:;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; >>>> start of resources section <<<<
change that to thsCode:brigand_spawn_value xx pirate_spawn_value xx
the stuff you need to change I have marked redCode:brigand_spawn_value 999 pirate_spawn_value 999
good luck
Last edited by ♔atthias♔; September 28, 2017 at 02:54 AM.
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
Oh? That's it? I was preparing myself thinking I'm gonna need to do some more hardcore coding, like making the edited xml connect to the vanilla files or something lol. Thanks!
One more thing, is this save compatible? Or do I have to start a new game?
Nice work, atthias. +rep
Thread moved from Medieval II: Total War General Discussion.
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
Aww, that's too bad. Anyway, thanks again!
You have disabled the spawning of rebel's armies and fleets in the descr_strat, not sure it's what you want and that it works on rebel agents. Open descr_campaign_db like you thought and search for these lines in the religion section:
<max_witches_per_region uint="0"/>
<max_witches uint="0"/>
<max_heretics_per_region uint="0"/>
<max_heretics uint="0"/>
There, no more spawn of rebel agents. You might want to change these also:
<witch_creation_modifier float="0.0"/>
<heretic_creation_modifier float="0.0"/>
<convert_to_heretic_base_modifier float="0.0"/>
<convert_to_heretic_unorthodox_modifier float="0.0"/>
To stop other factions's agents to convert into heretic.
Agree with slev - atthias' suggestion certainly reduces pirate and brigand army spawn down to virtually non existent, it won't reduce religious agents however. Setting those two max_xxx_per_region to zero will already do the trick, the rest are simply modifiers of this base value. Might as well do it for the inquisitors as well if you are at it?
Back from trying a new game, the heretics still appear for some reason... Also, I already tried selv's advice. Do priests turning to heretics and rebel agent's heretics have different parameter?
Also, after unpacking a specific file(descr_campaign_db.xml in this case), do I need to place the file anywhere or the game already connected to the file automatically?
It look like you are trying to mod the base game without a basic mod folder. Changed files won't have effect without io_file_first actived in the cfg and it's not careful to mod the base game anyway. Use bare geomod.
http://www.twcenter.net/forums/showt...ld-Bare-Geomod
Everything is set for modding or minor changes already, including the cfg. Thanks to Gigantus. It's the normal game to play otherwise. descr_campaign_db go to the data folder. (Of bare geomod)
I see... I'll just try the mod you suggest then. Thanks!
Sorry for asking again and again, but the witches and heretics still appear for some reason?
I've done the following:
- Use Bare Geomod
- Extract descr_campaign_db.xml and modify the particular part to down below;
<max_witches_per_region uint="0"/>
<max_witches uint="0"/>
<max_heretics_per_region uint="0"/>
<max_heretics uint="0"/>
<witch_creation_modifier float="0.0"/>
<heretic_creation_modifier float="0.0"/>
<convert_to_heretic_base_modifier float="0.0"/>
<convert_to_heretic_unorthodox_modifier float="0.0"/>
- Put the descr_campaign_db.xml in Geomod data folder
- brigand and pirate spawn value changed to 999 in descr_strat
Am I still missing anything?
Hmm, that's strange... I did start the game AFTER I modified the stuff. Does geomod kingdom or geomod vanilla(?) matter? I used the non-kingdom one.
Will try, thanks again!