Hide factions? [NW]

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MerCuRi

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Hi, I want to know if it's posible to hide factions and not remove it, I'm making a mod for Napoleonic Wars and I only need to do that to finish it.
Cheers.
 
You can. The question is, how well do you want to hide the faction  :lol:
1) Easy
#To simply hide the faction:
(faction_set_note_available, ":fac_30", 0),

2) Medium
#But if you want to completely disable the faction, you have to do something about the range kingdoms_begin, kingdoms_end:
(try_for_range, ":kingdom", kingdoms_begin, kingdoms_end),

You can move the faction outside of that range, by adding a global variable:
kingdoms_end = "$g_kingdoms_end"
where you define "$g_kingdoms_end", based on a script.
Downside is, that you can only disable/enable the last faction, not a faction in-between.

3) Great
It should also be possible, to completely get rid of (try_for_range, ":kingdom", kingdoms_begin, kingdoms_end), by using a troop as a list, where you store all existing and active kingdoms inside the troop and then just iterate through that troop. That way you can disable any kingdom.

For details, check out Lumos list script. It's pretty cool:
http://forums.taleworlds.com/index.php/topic,8652.msg6845772.html#msg6845772


 
Fire_and_Blood 说:
You can. The question is, how well do you want to hide the faction  :lol:
1) Easy
#To simply hide the faction:
(faction_set_note_available, ":fac_30", 0),

2) Medium
#But if you want to completely disable the faction, you have to do something about the range kingdoms_begin, kingdoms_end:
(try_for_range, ":kingdom", kingdoms_begin, kingdoms_end),

You can move the faction outside of that range, by adding a global variable:
kingdoms_end = "$g_kingdoms_end"
where you define "$g_kingdoms_end", based on a script.
Downside is, that you can only disable/enable the last faction, not a faction in-between.

3) Great
It should also be possible, to completely get rid of (try_for_range, ":kingdom", kingdoms_begin, kingdoms_end), by using a troop as a list, where you store all existing and active kingdoms inside the troop and then just iterate through that troop. That way you can disable any kingdom.

For details, check out Lumos list script. It's pretty cool:
http://forums.taleworlds.com/index.php/topic,8652.msg6845772.html#msg6845772

Hi mate, I tryed that this weekend with my friend, and we can't make it work.

What .py file I must edit in earch type of hide faction? (easy, medium...)

Can you be more specifier?

cheers.

 
Perhaps you should first get some more knowledge about all the module_.... files. There's a file called module_factions.py There you simply do what the guy above explained. Atleast a part of it. The "Medium" is very simple to do. Can't miss.
 
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