n4v32x
Recruit
Hello,
So I've been tinkering with the mod for a couple of days trying to change the way factions and cultures work. I've made it so that when a faction conquers a castle or town, recruits in that area (including villagers) will become of the controller faction's culture instead of the original. I've also added a new culture and troop tree for the player faction and the ability to choose the culture of the faction from any of the 21.
I want to do the same thing for guards, however it is proving rather difficult. I've managed to make the castle guards change from the default generic guys to faction specific, but it does so based on the default culture of the faction and not the current one, unlike the recruits. For the town guards (when you take a walk) they seem to be locked to the original town faction and culture, no matter what I change.
So right now, if I have my own faction, my retinue would be of one culture, my indoor guards would be of another culture and my outdoor guards would be of yet another culture. I would like all three to be the same one.
The areas I've been tinkering with the most are "Take a walk around the streets." section in module_game_menus.py for the town guards and the #adding guards section under the "enter court" script in module_scripts.py for the castle ones. Maybe these are not the right places to change?
I could provide the changes that I've tried, but there are so many of them that it's probably not helpful.
Any help would be appreciated. Thanks
So I've been tinkering with the mod for a couple of days trying to change the way factions and cultures work. I've made it so that when a faction conquers a castle or town, recruits in that area (including villagers) will become of the controller faction's culture instead of the original. I've also added a new culture and troop tree for the player faction and the ability to choose the culture of the faction from any of the 21.
I want to do the same thing for guards, however it is proving rather difficult. I've managed to make the castle guards change from the default generic guys to faction specific, but it does so based on the default culture of the faction and not the current one, unlike the recruits. For the town guards (when you take a walk) they seem to be locked to the original town faction and culture, no matter what I change.
So right now, if I have my own faction, my retinue would be of one culture, my indoor guards would be of another culture and my outdoor guards would be of yet another culture. I would like all three to be the same one.
The areas I've been tinkering with the most are "Take a walk around the streets." section in module_game_menus.py for the town guards and the #adding guards section under the "enter court" script in module_scripts.py for the castle ones. Maybe these are not the right places to change?
I could provide the changes that I've tried, but there are so many of them that it's probably not helpful.
Any help would be appreciated. Thanks