Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=834994489
However also mind that this mod also includes the 10 slot capital modification and creates some entirely new provinces to move regions into, so it may be more complex than what you are looking for.
Finally, remember that doing something like this kills any kind of compatibility with several other mods, such as my Faction Unlockers.
I tried changing the region_to_provinces_junctions tables but it did nothing.
I was just curious to see if you had done something similar because you are much better at handling the startpos.esf than I am.
lets say for averheim, a new stable building chain/superchain etc etc...then use the same stable ID in the slot_template_to_building_superchain_jonctions_tables to actually replace the vanilla stable chain for either or both regions of Averheim.So that this new stable is unique to those regions and actually field non vanilla units...right?
Can I remove a building chain in a certain region by duplicating another ID so that a region no longer have access to lets say squigs building chain?
What I am thinking, however, in terms of compatibility with another mod that may happen to do the same thing, is to reuse the original ID for something harmless, best thing would be to create an empty superchain (if you used any other existing superchain for this, it will eventually cause visual glitches when going occupation mode).
This way the vanilla stables will disappear. Then, your custom superchain with its custom ID will appear in its place, together with anything else someone may be doing at the same time. Otherwise, just like you're overriding the vanilla chain, another custom one would be overriding yours.
Ok...sorry I just dont seem to get how does that empty superchain will not end up as an empty building chain in the game? Or can the ID be used to something else like a unit garrison and the like? was that what you meant by something harmless !? What would be the best methode to make a vanilla ID ''asleep''?
So never mind. Just use that original ID.
For the sake of conversation, though, an empty superchain shouldn't even appear. But I'm not 100% sure now. Two identical superchains on different IDs however show up as the same superchain but mirrored, which is however harmless because only one can be built.