Trying to create a new faction, immediately stuck

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So I am trying to create an entirely new faction based on this guide: https://forums.taleworlds.com/index.php?topic=334271.0

I immediately ran into the problem that if I put the faction in the factions.txt list after the last kingdom (after Venetor, which is kingdom 17, and set mine as kingdom 1:cool:, all faction troops in Morgh show that the faction they belong to are incorrect, like if all of the correlation order is just pushed. (e.g.Tolranian troop's faction is player's supporters, and Reich troops belong to the Tolrania faction, Zann troops I cannot even open anymore because of an error message).

However, if I put my new faction under the last faction in the list (manhunters), thinking that it would not screw up the relationship orders, it does not even show up in Morgh's.

What am I doing wrong, can somebody help?

Thank you in advance.
 
I fear that adding an entire faction to Perisno is a REALLY BAD IDEA. :facepalm: There are a lot of limitations for what simply concerns modding items and  troops. I would give up if I were you. Maybe you can simply change an existing faction.  :neutral:

The best person to ask is Leonion though. Yet I am quite positive that he will agree with me in totally discouraging this.
 
I kinda had a feeling that it would not be as easy as I thought :grin:

I will experiment with modifying the Cretas Monarchy if there is no better option. Thank you for the quick reply!
 
Adex said:
I kinda had a feeling that it would not be as easy as I thought :grin:

I will experiment with modifying the Cretas Monarchy if there is no better option. Thank you for the quick reply!

You are welcome, have a backup. If you intend to add items remember this: https://forums.taleworlds.com/index.php/topic,381666.msg9075179.html#msg9075179.
Moreover do not add new units, use the multiplayer ones as Tiger of the East wisely did.
This can be useful too: https://forums.taleworlds.com/index.php/topic,380174.msg9068069.html#msg9068069.
 
Dago Wolfrider said:
Adex said:
I kinda had a feeling that it would not be as easy as I thought :grin:

I will experiment with modifying the Cretas Monarchy if there is no better option. Thank you for the quick reply!

You are welcome, have a backup. If you intend to add items remember this: https://forums.taleworlds.com/index.php/topic,381666.msg9075179.html#msg9075179.
Moreover do not add new units, use the multiplayer ones as Tiger of the East wisely did.
This can be useful too: https://forums.taleworlds.com/index.php/topic,380174.msg9068069.html#msg9068069.

Meanwhile I have been working on this, and I have added 2 new units as additional upgrades. Why would it be bad to add new ones?

 
I modified the troop IDs, will that cause problems?

I edited the Cretas troops and renamed the IDs to fit to my new faction. Should I have not done that?

Also, would adding new Lords to the game work with Perisno?
 
Adex said:
I modified the troop IDs, will that cause problems?

I edited the Cretas troops and renamed the IDs to fit to my new faction. Should I have not done that?

Also, would adding new Lords to the game work with Perisno?

Honestly I do not know. Probably Leonion will answer you soon.
 
Do not add new troops, lords, factions or items.
They're a lot more than just silly entries in Morghs, and you can't implement them properly without source module system.
 
Leonion said:
Do not add new troops, lords, factions or items.
They're a lot more than just silly entries in Morghs, and you can't implement them properly without source module system.

That's a shame, I hoped I would at least be able to add some interesting new lords to a modified faction, since Cretas, which I am trying to modify, only has one vassal.

My idea for the faction I think is really interesting, but most likely not interesting enough to ever get implemented, so I really wanted to do it on my own.

It is based off the Hungarian Black Army, and it would be a highly trained mercenary company that established a rouge kingdom. I would place them on the empty peninsula west of the Zann with maybe 2-3 castles, so it would be a near impossible but interesting challege for them to survive the invasion. I have seen a faction suggestions thread, maybe later I will submit it just for the heck of it.

Thank you for the replies, I love this amazing mod.
 
Adex said:
I modified the troop IDs, will that cause problems?

I edited the Cretas troops and renamed the IDs to fit to my new faction. Should I have not done that?

Also, would adding new Lords to the game work with Perisno?
Don't change the IDs of the Cretas faction, that may cause a few issues but I'm not sure. Just rename their singular and plural. You can change the IDs for troop #1781 to #1815 since they are multiplayer placeholders and do not affect the game. You can extend troop trees(adding more upgrade tiers) by using these "placeholders". You can also modify existing units to upgrade to new branches like what I did with the Slave Units. I modded the "Escaped Prisoners" who spawn west of Tolrania to spawn into Outlaw Dwarves and female Red Snake archers from PNB into the game.

It's impossible to add new lords, you need the module system for that. I doubt Leonin will release it since they are still tending to the mod and keeping it alive. The only ones who release their mod sys are the ones who don't intend to update their mod anymore.

Adex said:
My idea for the faction I think is really interesting, but most likely not interesting enough to ever get implemented, so I really wanted to do it on my own.

It is based off the Hungarian Black Army, and it would be a highly trained mercenary company that established a rouge kingdom. I would place them on the empty peninsula west of the Zann with maybe 2-3 castles, so it would be a near impossible but interesting challege for them to survive the invasion. I have seen a faction suggestions thread, maybe later I will submit it just for the heck of it.
Alas my friend, the faction suggestion thread is closed. :cry: I too wanted to submit my faction but they say that there are already enough factions in the mod. You can try modding the Freelancers(note that some factions use these troops so beware, if you do mod them then also include the additional units in the party_template.txt) or the Slaves(make the second line your troop tree, the first line will still be the Gladiator line *do not touch this line since anyone who uses slaves automatically upgrades to this line*).
 
Tiger of the East said:
Adex said:
I modified the troop IDs, will that cause problems?

I edited the Cretas troops and renamed the IDs to fit to my new faction. Should I have not done that?

Also, would adding new Lords to the game work with Perisno?
Don't change the IDs of the Cretas faction, that may cause a few issues but I'm not sure. Just rename their singular and plural. You can change the IDs for troop #1781 to #1815 since they are multiplayer placeholders and do not affect the game. You can extend troop trees(adding more upgrade tiers) by using these "placeholders". You can also modify existing units to upgrade to new branches like what I did with the Slave Units. I modded the "Escaped Prisoners" who spawn west of Tolrania to spawn into Outlaw Dwarves and female Red Snake archers from PNB into the game.

It's impossible to add new lords, you need the module system for that. I doubt Leonin will release it since they are still tending to the mod and keeping it alive. The only ones who release their mod sys are the ones who don't intend to update their mod anymore.

I understand. Maybe modifying existing lords from other factions and make them part of my new one would work? E.g. stealing a Reich lord, renaming him, making him upstanding maybe, and addig him to be by default part of my modified Cretas? I also considered modding in a city nearby, I have not yet looked into it if I was even capable of doing that, or if this mod even allows that. I know it would be difficult at best and I would need a program called cartographer but that's about it so far :grin:

Oh btw Cretas is really interesting too imho, I just haven't found a better alternative to work with.
 
Adex said:
I understand. Maybe modifying existing lords from other factions and make them part of my new one would work? E.g. stealing a Reich lord, renaming him, making him upstanding maybe, and addig him to be by default part of my modified Cretas? I also considered modding in a city nearby, I have not yet looked into it if I was even capable of doing that, or if this mod even allows that. I know it would be difficult at best and I would need a program called cartographer but that's about it so far :grin:

Oh btw Cretas is really interesting too imho, I just haven't found a better alternative to work with.

I thought of that too but I have no idea on how to edit a lord of another faction to follow another king or liege. Also don't try to mod the location of a city, it will cause some issues because patrols, merchant caravans, etch.. are coded to pathways leading to the city, I think but don't quote me on that since I'm not exactyl sure though.

As of now, I'm currently creating/retexturing armors, weapons and mounts for my faction. I'm still thinking whether I would mod Cretas, Kuu-lan or the Custom Mercs.
 
Tiger of the East said:
Adex said:
I understand. Maybe modifying existing lords from other factions and make them part of my new one would work? E.g. stealing a Reich lord, renaming him, making him upstanding maybe, and addig him to be by default part of my modified Cretas? I also considered modding in a city nearby, I have not yet looked into it if I was even capable of doing that, or if this mod even allows that. I know it would be difficult at best and I would need a program called cartographer but that's about it so far :grin:

Oh btw Cretas is really interesting too imho, I just haven't found a better alternative to work with.

I thought of that too but I have no idea on how to edit a lord of another faction to follow another king or liege. Also don't try to mod the location of a city, it will cause some issues because patrols, merchant caravans, etch.. are coded to pathways leading to the city, I think but don't quote me on that since I'm not exactyl sure though.

As of now, I'm currently creating/retexturing armors, weapons and mounts for my faction. I'm still thinking whether I would mod Cretas, Kuu-lan or the Custom Mercs.

Fortunately for me, the perfect equipment for all my troops is already in the mod. I just need to make them exist as a faction somehow :grin:
 
Adex said:
Fortunately for me, the perfect equipment for all my troops is already in the mod. I just need to make them exist as a faction somehow :grin:

If you want them to be a joinable faction then your only choice is to edit an existing faction. (Note: Kings, Lords, and Ladies are "corrupted" in Morghs because Perisno adds a code into it so editing it is hard unless you know how to edit it manually, which I am currently trying.....if I can)

But if you want them to be a non-joinable one but can be seen in the game wandering around then I suggest editing bandit faction parties. Escaped Prisoners, Desouk Slavers(this is a minor faction but not tied to a quest), Saccar Raider, Snow Walkers, Sand Walkers, etch...(Just don't edit Mosoru since they are tied to a quest, Volheere are tied to a quest also...I think, and don't edit the other minor factions such as Eagle Knights, Eagle Knights, Lymbard Knights, Assassins of Ral'Duin, Third Legion, etch.. since they may be tied to quests). If you want to take it even further, like a spawning "mini-boss of sorts", then you can edit some of the Special Spawns to appear as units from your own faction. I did it with Zolona, made her appear to be from my faction and her retinue are soldiers from my faction. So did her "Escort" who spawned in with my troops. I did that by editing the party_template.txt.
 
Tiger of the East said:
You can change the IDs for troop #1781 to #1815 since they are multiplayer placeholders and do not affect the game. You can extend troop trees(adding more upgrade tiers) by using these "placeholders".
In the mod there is a very strict range of soldiers
soldiers_begin = "trp_farmer"
soldiers_end = "trp_town_walker_1"
Any regular troops outside of this range used as soldiers will be excluded from some scripts.
Among other things, for example, they will have 0 autocalc value.
 
Leonion said:
In the mod there is a very strict range of soldiers
soldiers_begin = "trp_farmer"
soldiers_end = "trp_town_walker_1"
Any regular troops outside of this range used as soldiers will be excluded from some scripts.
Among other things, for example, they will have 0 autocalc value.
Oh! I didn't know that. Though I don't really use autocalc since I fight all of my battles. Thanks for the heads up though.
 
Tiger of the East said:
Adex said:
Fortunately for me, the perfect equipment for all my troops is already in the mod. I just need to make them exist as a faction somehow :grin:

If you want them to be a joinable faction then your only choice is to edit an existing faction. (Note: Kings, Lords, and Ladies are "corrupted" in Morghs because Perisno adds a code into it so editing it is hard unless you know how to edit it manually, which I am currently trying.....if I can)

But if you want them to be a non-joinable one but can be seen in the game wandering around then I suggest editing bandit faction parties. Escaped Prisoners, Desouk Slavers(this is a minor faction but not tied to a quest), Saccar Raider, Snow Walkers, Sand Walkers, etch...(Just don't edit Mosoru since they are tied to a quest, Volheere are tied to a quest also...I think, and don't edit the other minor factions such as Eagle Knights, Eagle Knights, Lymbard Knights, Assassins of Ral'Duin, Third Legion, etch.. since they may be tied to quests). If you want to take it even further, like a spawning "mini-boss of sorts", then you can edit some of the Special Spawns to appear as units from your own faction. I did it with Zolona, made her appear to be from my faction and her retinue are soldiers from my faction. So did her "Escort" who spawned in with my troops. I did that by editing the party_template.txt.

Editing a minor faction sounds interesting, the problem I have with that is that they would not appear as a choosable culture for the player kingdom, which is part of what I would want from editing my own faction.
 
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