Guest Posted October 17, 2023 Posted October 17, 2023 (edited) Thank you for this section of the forums. Greatly tidies up and makes the mods and modders more and easily viewable now. I will ask here, since you said we could ask you questions 😁 Is it, with current "tools", doable to insert a minor/medium faction as major? If you've seen my thread I would very much appreciate it if you can take your time in a busy day to answer me here Best regards from a hopefull nation-modder MDH Edited October 17, 2023 by MDHansen
Nick Thomadis Posted October 18, 2023 Posted October 18, 2023 You can make in "players" the "type" = Major and then fill up information on other data cells similarly as with other nations. It is very important to have "enabledForCampaign" = 1. You may anticipate issues with nations that have provinces not set up to be "Home". You cannot change this in the mod config unfortunately. It is uncertain what other problems may happen, as we have not tried to add another new nation, yet.
Guest Posted October 18, 2023 Posted October 18, 2023 thank you for the swift answer. Now, I am pretty sure I have done what I need to do, but did a quick control check now. Also, a quick reminder of the files I've edited: aiAdmirals - copied china and changed relevant info aiPersonalities - copied china and changed relevant info ( norwai_ai ) partmodels - copied germany and changed relevant info parts - added norway to germany parts ( germany-> "germany, norway" ) players - copied germany and changed relevant info ( norway,1,Norway,major,,,1,cc0000,2986cc,,Text,Text,13500,norway_ai,-> ) ports - no change I think, default is 1 (enabled) provinces - changed ( northern_norway,1,Northern Norway,arctic,norway,norway,norway,norway,norway,norway,norway,norway,1,home,-> ) relationmatrix - added norway and an extra set of modifiers top and bottom ( @name,britain,france,germany,usa,russia,italy,austria,japan,spain,china,norway ) shipnames - copied china and changed relevant info
Guest Posted October 18, 2023 Posted October 18, 2023 57 minutes ago, Nick Thomadis said: You may anticipate issues with nations that have provinces not set up to be "Home". You cannot change this in the mod config unfortunately. I just read this a 3rd time, and understood what you meant! bummer, that is unfortunate. This alone explains everything. Thank you
Azzarrel Posted July 14, 2024 Posted July 14, 2024 (edited) Edit: Solved it. I found out that you have to select the correct file in the asset editor when importing from .txt. I always imported into the same file... Only thing that's missing are map colors and naval flags. I think to add naval flags I need to add a new mesh/Texture2D for all government types. Anybody more proficient with modding unity, who knows how to do that? Edited July 14, 2024 by Azzarrel
NathanKell Posted July 15, 2024 Posted July 15, 2024 On 7/13/2024 at 6:46 PM, Azzarrel said: Edit: Solved it. I found out that you have to select the correct file in the asset editor when importing from .txt. I always imported into the same file... Only thing that's missing are map colors and naval flags. I think to add naval flags I need to add a new mesh/Texture2D for all government types. Anybody more proficient with modding unity, who knows how to do that? Per discussion somewhere in the NAR thread, flags actually use Sprites, not Texture2Ds. Probably easier to write a code mode that patches the method that gets flags (and import and create sprites for your own nattions) than try to add sprites into the assets file?
NathanKell Posted August 2, 2024 Posted August 2, 2024 Anyway TAF handles flags now. But apparently the game doesn't load the provinces textasset (see here) so I have to write code to deal with that too. 1
MDHansen Posted August 3, 2024 Posted August 3, 2024 From Nathans TaF thread. Remeber to follow initial instructions there. Also I am MDHansen that started this and a few other threads regards to this and other modding related threads and posts. Things happend, that's it. Ran the game with taf_override_map,2,,,,,,,, created a new game to pull the ports and provinces files quit game, did the switcharoo with said files and remove 1 comma in the top line of each file and saved the resources fil started the game and created a new save with taf_override_map,1,,,,,,,, initially if something was wrong, it would start with an endless loading game, and wouldnt continue to simulate the pregame (eg. 1887-1890) This is the correct way as it is per now. But something to add to that #1 I used (as you explained initially) the ports and provinces files from the dump, then added the lat and long columns from the TextAssets to both files Then; open both files as csv in your fav editor and at the end of the top line add #insertsomethinghere, like this; @name,nameUi,province,latitude,longitude,portCapacity,seaControlDistanceMultiplier,inBeingDistanceMultiplier,#end and @name,ameUi,area,controller,controller_1890,controller_1900,controller_1910,controller_1920,controller_1930,controller_1940,claim,isHome,type,latitude,longitude,development,port,population,oilDiscoveryYear,oilDiscoveryBaseChance,oilCapacity,oilReservesInTurns,revoltChance,provinceArmyPercentage,ProvinceDefenderBonus,neighbour_provinces,#end This will add a comma at the end of all rows in both files I created a new game with taf_override_map,1 and it worked. As I entered the map in the new game all position (lat/long) datas was working and UE didnt throw exceptions each time I hovered over a port/province. these are the files to mod, I am assuming people that come this far know what to do aiAdmirals aiPersonalities partmodels parts players ports - see #1 above provinces - see #1 above relationmatrix shipnames 1
NathanKell Posted August 4, 2024 Posted August 4, 2024 Per the TAF thread, (a) I had a bug in the dumper that caused you to need to add that #end, shouldn't be needed now, and (b) lat/lon aren't loaded by my code anyway so there's no need to add those columns, that things didn't have correct locations was because the loading broke due to broken dumps being reloaded. 1
MDHansen Posted August 28, 2024 Posted August 28, 2024 (edited) If you read Nathans first post in his thread and go to the readme for a deeper understanding. I am happy to help if you need more information. But basically its the files I mention in my second post in this thread, and then use Nathans TaF mod to make it actually work. There was issues with provinces not actually being used by the game, hence the changes we did to that file did nothing.. As of now, I have added Norway, Denmark and Sweden (more for funsies), Ottomans, Dutch and Brazil to the game. Workign like a charm, but expect longer turn times. Honestly, if you got a good cpu with a high clockspeed (on the 1st used core) you're good MDH Edited August 28, 2024 by MDHansen 2
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