Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
如果它不起作用,可能是最新 DLC 的一些更新导致了我不知道的问题。
As for the console command thing I've never tried to console command a legendary lord like that in, but if you wanna give it a shot spawn wh3_main_dae_cha_daemon_prince_0 is the command for the daemon prince to see how it would even work in the first place.
3 - I haven't given up on trying to get The Norscan to work with other factions. But it will take some time, and I don't know if I am capable of scripting such a thing. I'll keep looking into it, but I'll be honest and say that just getting the list of faction names and sorting out all the culture IDs alone took me like 3 hours since the scripting requires formatting every individual line a specific way. (So extreme mind-numbing copy/pasting, typing, ect. for like 100+ factions).
2 - The Norscan cannot be given his own faction unfortunately, or given skilltrees from what I am seeing in the scripts for the original mod. The way the original script is written (it's like several pages long) is that the script will run a check upon game startup to run through a list of faction names in the game. If the faction name is on the list in the script, it then runs a second check to confirm/validate that the faction has the correct sub-cultures/ID attached. Then it has a ton of other checks/instructions to basically spawn the Norscan into a unique recruitment pool of that faction.
Now for all the Norscan factions it was as simple as copy/pasting some faction names & IDs to different places and making sure they were formatted. But it appears this does not work with any other races/factions and I currently do not know why.
1 - I cannot seem to get the Norscan to work for non-Norscan and non-Chaos factions. I don't know if it's specifically the way the original mod is coded, or if there is something that would need to be changed/modded separately.
As far as I know, my script changes shouldn't have any conflicts with MCT since I don't touch anything aside from factions listed as playable by the script. However I might have overlooked like a single line of the script or something that MCT references.
So hopefully a quick fix, and if so I will push a update by tonight. Sorry for any campaigns donking-out.
However I can say that sincerely...I hated every minute of figuring out how to get this to run as a separate sub-mod. Trying to edit someone else's script in .lua when you have zero coding experience is a nightmare. I literally have just self-taught myself a bunch of it in the last hour while figuring out how to make this mod.
BUT now that I know the solution is to just write a second script that basically says "Yo, if this other script loaded first, then just ignore it and run this one instead." Which also meant I had to restart, load my save, exit, fix script, restart, etc. like 20 times until I figured out how to write a script. Suffice to say I probably won't be undertaking trying to edit anymore scripts in the future lol, but I hope that this mod works for everyone and that y'all enjoy it.
@Grenith ah well, it was worth asking. Maybe I'll try my hand myself at some point. Thank you for the work you've done so far. Even if it was of the 'cave-man' variety.
I barely cave-manned my way through this minor script change as I actually have no prior experience with scripts/coding myself. It's embarrassing to admit, but I literally just opened up the mod and just casually flicked through all the files hopeful that I could "maybe" figure it out. But lo'and'behold it turns out JGCarter's mod is (chefs kiss) BEAUTIFULLY organised and cleanly formatted. Having 0% experience as I mentioned above, I found the exact lines of code in a single file and then just had to then hunt-down the original file names of the other minor factions to compile a list to format/apply to his existing script.