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January 14, 2021, 09:25 PM
#1
Laetus
Editing faction building availabilities
So, this is my first time modding Total War. I'm trying to use Rusted Pack File Manager to add the Hellenic religious building chain to Cappadocia (who, despite having Hellenic culture, normally only has access to Eastern religious buildings).
I created a building_chain_availabilities DB table, and added an entry for Cappadocia, like so:

However, when I actually enter the game, all factions have no building options at all, buildings show the red "convert this building" warning symbol, and there's nothing available to build at all. I've checked the ID to make sure it doesn't conflict with the base game's entries. I'm also using Nordo's Faction Unlocker to actually play as Cappadocia, if that changes anything.
What am I missing? Would really appreciate any help!
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January 15, 2021, 05:18 AM
#2
Re: Editing faction building availabilities
here is a good guide
https://www.twcenter.net/forums/show...-with-tutorial
for what I remember it lacks something like the superchains that were added in the last political patch
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January 15, 2021, 07:03 AM
#3
Laetus
Re: Editing faction building availabilities
Oh, I was following that exact guide actually. I do believe greek_religious is a building chain (not a superchain), but I skipped adding building_chains, building_chain_availability_sets_ids and building_chain_availability sets as I thought those would already be handled in the vanilla game's database.
Here's what my packfile looks like, by the way, since it seems it didn't get added into my original post:

Do I need to include the other three tables in my mod? Or am I missing something else?
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January 15, 2021, 07:23 AM
#4
Re: Editing faction building availabilities
You should give your building_chain_table a different name like this:
eg. @mib_desert_temples_building_chain_availabilities
If you use the vanilla table name your table will override the vanilla table with just one entry!
Thats probably the reason why no faction has buildings.
Last edited by Morticia Iunia Bruti; January 15, 2021 at 07:26 AM.
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January 15, 2021, 12:14 PM
#5
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January 15, 2021, 11:59 PM
#6
Laetus
Re: Editing faction building availabilities
Thanks for the warm welcome!
I did consider changing Cappadocia to Eastern religion, but I wanted to reflect the fact that Cappadocia at the time was already quite Hellenized.
So, if I want to give Cappadocia the ability to build Greek religious buildings, I do have to include the availability entries for the other buildings, yes? What about the other factions? Would I also have to rename the table as MIB suggested, or would that cause more issues?
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January 16, 2021, 07:02 AM
#7
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January 17, 2021, 02:14 AM
#8
Laetus
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January 17, 2021, 07:16 AM
#9
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January 17, 2021, 07:47 AM
#10
Re: Editing faction building availabilities
If you do this via PFM you need to spend a lot of time creating the localisation...
Anyway I did it for you to save time. You can edit/modify or just use this in your mod, it's already fragmented. The text table is important otherwise the temples will not have a name
https://steamcommunity.com/sharedfil...?id=2364904622
If you don't have Steam I will upload it somewhere else
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January 17, 2021, 09:58 PM
#11
Laetus
Re: Editing faction building availabilities
Ahhh, thanks so much >_<
For future reference, how did you do it? Since you said it would take a lot of time with PFM, I assume you used the assembly kit?
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January 18, 2021, 03:14 AM
#12
Re: Editing faction building availabilities
Yes the Assembly Kit. And then used PFM to fragment the tables and remove the unecessary entries.
Last edited by Athanasios55; January 18, 2021 at 03:21 AM.
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January 19, 2021, 12:55 AM
#13
Laetus
Re: Editing faction building availabilities
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