Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Impassable Gatepass - Military Access Required
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Tags: mod, campaign
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184.264 KB
13 Jan @ 6:08pm
27 Jan @ 5:20pm
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Impassable Gatepass - Military Access Required

Description
This is an altered version of Alex Zhao's Impassable Gatepass mod. The logic has been modified so that only factions with military access agreements (as well as vassals/coalition/alliance members) can pass through gate passes. Neutral armies without military access agreements with you attempting to trespass through a gatepass will trigger a dilemma that will alter your diplomatic relationship with them, and in some scenarios, trigger war.

Note that this mod works for both player and AI. Players cannot trespass through AI gate passes without military access. AI also cannot trespass against other AI factions (this may trigger war between AI factions)

Original Impassable Gatepass Mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3350180080
31 Comments
Helmet Too Tight  [author] 2 Oct @ 9:45pm 
Not sure I understood your first point - are you saying that denying one unfriendly faction causes other friendly neutral (positive relation) factions to issue ultimatums? That would be a bug if that's the case, but I don't think I've been able to produce that scenario in testing.

As for player declaring war instead of AI declaring war, I believe that is a limitation of the engine. I was leveraging behavior from campaign dilemmas for this (you'll notice that campaign dilemmas always have the player declare war on AI). I wasn't able to get the AI to declare war on the player via tables, nor through scripting. For some reason, when the player is the target of a forced declare war event, nothing happens. If any modders have been able to script diplomatic actions against players successfully, I'd love to revisit this but until then it unfortunately doesn't seem possible...
[WÖH] Ebentorro 27 Sep @ 9:02am 
Great mod, mostly working as intended. But I have a couple of issues. First it looks like rejection counter is common for all factions. Meaning if you deny one faction several times to the brink of war declaration from then on every faction trying to pass is giving an ultimatum regardless of relation and or rejection times. Second point is if you ignore their ultimatum and war is declared game behaves as if the player has declared war and applies trust penalties if there are any trade and/or peace treaties in effect. I don't know if this is an oversight or intended (or game engine problem) but it feels wrong. Why would the player declare war on a faction waiting outside it's gates? The war should be declared by the ultimatum's issuer.
Helmet Too Tight  [author] 29 Jun @ 2:46pm 
I'm not familiar with the counting rod mod, you'll have to ask Alex lol

The dead unit tell no tales is an interesting and very clever mod, I don't really understand how it works since it's changing the xml files. You probably can do what you're suggesting but you would have to parse through the xml file to find what you need....I don't think there's a way to replicate the behavior via scripting (at least not that I was able to find). I'm probably not the best source of info for that, I've only played around with tables and scripting
Ulfhedinn_ 29 Jun @ 1:20pm 
Great. Before I go any further, one last question:

Do you know if Alex Zhao managed to combine "Dead Unit Tell No Tales" with "Counting rods in Unit Card" in his "Unify After Long Divide" mod?

At "Dead Unit Tell No Tales" (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2474896950) I made a suggestion that I would like to know if you think is possible.
Helmet Too Tight  [author] 29 Jun @ 1:00pm 
it's certainly possible, but I recall there are some bugs with it in the tables since those characters are considered "unique" (I previously tried it myself using the existing generic character templates and swapping out the art sets, but the portraits end up being bugged and having no face lol). I don't think you can use scripting alone to achieve it, I think it definitely requires table editing (highly recommend getting RPFM over the assembly kit CA provides)

TROM leverages those character portraits for some of its unique character portraits by editing the "art set override" column in the character_generation_templates table, but I remember something like they had to make a new character template from scratch and turning the existing template into a generic character? I don't quite recall the details but there was some funky business; I'd recommend looking into how TROM does it if you're interested in that
Ulfhedinn_ 29 Jun @ 3:38am 
There comes a point where we all hit the limits of modding.
No problem, my friend. This version here is already remarkable.
Thank you very much for your contribution to the gaming community.

Another Topic. Inspired by other mods here in the workshop I would like to use the models of the eight princes to distinguish other characters in the Three Kingdoms campaign. What is the best way to do this? Is it possible to not touch the Creation Kit and just use scripts? Would you be able to do that?
Helmet Too Tight  [author] 28 Jun @ 7:12pm 
Tbh I'm having a bit of trouble with it lol, it's unfortunately not as trivial as it seems. The way it's set up in tables is usually having the player declare war on AI from scripted events (most scripted events from the campaign has the player declare war on the AI, which is what I was leveraging). I tried using a coded declare war in Lua, but it doesn't do anything when the player is the target faction...I think it may have something to do with the turn sequence? I'm still working on it but it may genuinely not even be possible to do
Ulfhedinn_ 25 Jun @ 10:04pm 
Hi. Any update on the non-friendly faction being the one declaring war?
Хаосит 30 May @ 11:07pm 
Yes, a translation mod is basically an overwriting of the text folder. With this one, however, I had certain issues (crashed the game), and after several tests I deemed the lua script's possible incompatibility with cyrillics as the most likely cause.
I was thinking to ask you about the script's interaction with the text, encodings and stuff, but, having slept on it and re-checked everything, it seems that poor internet connection in my current place messed up the launcher and it didn't turn off all the mods I told it to. So, it seems the problem I had is a compatibility one, gotta test it further. Sorry for disturbing, thanks for helping me get to it.
Helmet Too Tight  [author] 30 May @ 7:36pm 
I'm not really familiar with translation mods, but I will point out that the localizations (.loc) contains all the text in this mod. You shouldn't have to mess with the lua script unless you're trying to change core behavior logic; the code doesn't control any of the front end text display (that's handled by the locs)