Originally Posted by
Gigantus
Start with the basics: check if BC's cfg file forces any advisor settings (some mods do, it's in the [game] section) and make sure the max help advisor setting is applied before starting a campaign.
The game section has been like this after I install BC.
Code:
[game]
auto_save = 1
advisor_verbosity = 0
no_campaign_battle_time_limit = 0
unlimited_men_on_battlefield = 1
disable_arrow_markers = 0
disable_events = 0
english = 0
I didn't change anything above after installation.
"advisor_verbosity = 0" seems to be suspicious, but I am pretty sure that even in this setting, the advisor can pop up correctly if "show_construction_advice_button" clicked or command script like "advance_advice_thread XXX" fired. As far as I know, this setting only means that the advisor won't show up automatically if some trigger in export_descr_advice.txt fired.
Actually what happened that night is just replacing the tga file. I didn't make any change on script, cfg setting etc.
Before replacing the tga file: work fine.
After replacing the tga file: not popping up.
That's it.
Originally Posted by
Gigantus
Have you confirmed that the old advisor pops up before trying the same trigger method with the new pic?
I am sure.
BC has a "welcome script", like the intro script when you first play as HRE in vanilla game that you get "Guten tag, Emperor. You are in command of the powerful Holy Roman Empire...."
I've seen this pop up correctly many times if I let the advisor talk (it is a yes/no script to make player select whether to see this).
The issue is that after I replaced the tga file, the advisor never pop up even if I choose to let her talk.
Actually, with the while loop in 3. at #1 the game stuck and I cannot even move the camera.
And I can confirm that if I re-install BC in another folder (for example, mods\re_BC), the advisor pop up correctly if I start the game with cfg:
Code:
[features]
mod = mods\re_BC
Originally Posted by
Gigantus
You ruled out improper TGA format, did you make sure it was in the correct culture folder? For example putting the pic into the ME folder and playing england will obviously not show the changed picture.
I am sure that I put the pic into the right folder.
In fact I replaced all the "advisor stratmap.tga" in every culture folder.
The issue is not that the advisor use wrong picture in game. It is I cannot see her in game even with script, like this.
Originally Posted by
Gigantus
Last not least it could be edits in the export_descr_advice file, like removing the vanilla triggers, a preferred method to stop advisor appearance - but then you tried a few things.
I didn't edit the export_descr_advice file after I installed BC. The last date it was edited is in 2011.
Just like what I explained above, everything works fine before replacing the image, but not after it.
Originally Posted by
Gigantus
Edit:
Please copy the path here, starting with M2TW root. Just want to confirm that you placed it into your mod's folder, it's not clear from the phrase.
Sorry for not clear, but I think I didn't do wrong.
Code:
...\Medieval II Total War\mods\BellumCrucis7\data\ui\eastern_european\advisor stratmap.tga
...\Medieval II Total War\mods\BellumCrucis7\data\ui\greek\advisor stratmap.tga
...\Medieval II Total War\mods\BellumCrucis7\data\ui\mesoamerican\advisor stratmap.tga
...\Medieval II Total War\mods\BellumCrucis7\data\ui\middle_eastern\advisor stratmap.tga
...\Medieval II Total War\mods\BellumCrucis7\data\ui\nativeindian\advisor stratmap.tga
...\Medieval II Total War\mods\BellumCrucis7\data\ui\northern_european\advisor stratmap.tga
...\Medieval II Total War\mods\BellumCrucis7\data\ui\southern_european\advisor stratmap.tga
I said "vanilla tga file" because the original tga files in BC folder look same as the vanilla one. What I replaced is the tga file in BC folder, not vanilla folder. Actually, I didn't unpack the game to the game folder so I even not have a "advisor stratmap.tga" in vanilla folder, I unpack the files I need to D:\M2TWUnpack folder following the tutorial here written by you.
Anyway, thanks for your help, Gigantus.