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1. land_units_table, factions_table, and building_table
- Look for id of a specific unit, faction, and building in said respected order
2. building_units_allowed_table
- Permit recruitment of a specific unit from a specific building
3. units_to_groupings_military_permissions_tables
- Permit a faction to have to a specific unit
4. culture_to_battle_animation_table
- You need this to allow a race to have another race's unit battle animation. Keep in mind that race/culture is different from faction. All the race id is inside this table too so you don't have to look for race id or something from yet another table.
I'm not looking at changing anything in the mod myself but there's a console command mod that can be used to spawn in units directly to an army if that's something that might help? I can give you a list of the unit ID's if it's something you might use as a work-around.
Maybe you could add some of those Sartosan mortal pirates to the dreadfleet assuming you control Sartosa.
As far as i know, It's only Luthor harkon and Cylostra who exclusively use undead.
But I'm happy to walk people through making the changes themselves as most of them are easy 10-minute jobs.
In this case just browse the various "variantmeshdefinition" files and delete the lines referencing capes, it'll look something like this:
<SLOT name="cape" >
<VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1/vmp/vmp_wight_king/cape/vmp_wight_king_cape_01.wsmodel" />
</SLOT>
It's all just text editing so highlight all that, delete, then save. Bingo, cape gone.
Anyway thanks a lot for your mod I know it's a lot of work to make a mod like this.
I love this mod, vampires are my favorite faction and this mod gives a lot to them !
Does someone plan to do a SFo sub mod for this ? It would be amazing ! ^^
Thanks for this mod :)