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It's great to see you experimenting! It looks like you've accomplished a lot without my help - I knew you could. Containers can be tricky sometimes. It’s been so long since I last modded though, that you might have even surpassed my expertise. Scandal is much better at this than I am; perhaps he could help?
again thanks and srry for all the trouble and requests but it's really helping a lot.
the game use basically 3 type of body for all characters, like each "outfit is a different full character you don't really have a customization like you had in the guild 2(they where more lazy here) in guild 2 you could choose diferent hairs type aside the faces in the third just face and outfit and "body type" which is basically 3 3d versions of the same body instead of a "slide" is literally 3 body models type for each cloth, one slin, one medium and one fat, you can find all the 3 types scattered in many files but i could not find yet which is the file ruling which model to use when spawning a character be by spawning a new one or be by turning a children into adult.
i've already looked in many files which are related to the 3 body types but i could not found the file which control how the npcs spawn or the childrens which are turned into adults(follow the same as spawn most of the grow fat for npc), for the played character i can control the childrens by using the "save/load way" but the npcs you don't have any way to control it.
I recommend diving in and experimenting; you'll quickly learn what works and what doesn't. Modding is all about trial and error, and that's half the fun!
To increase or decrease the probability of gaining a specific trait, try editing the BirthTraits.ocfile. You may be surprised by how they work though, so experimentation will often yield the best results.
It sounds like you're describing a customization slider similar to what you might find in an RPG like Veilguard. The Guild might not be designed for this, and unfortunately, I haven't really explored this aspect myself. For me, the thrill is in competing with the AI, so the physical appearance of characters has never been a priority. However, if having a more diverse set of characters is important to you, you may be able to create your own templates and save them into the content\media\characters folder.
because i want not only to add the npcs cloths to the market but create new "variations of it like what you did with some itens, like the fine, superior, exqusite, you created, i want to create like for exemple a "blacksmith cloth then a fine blacksmith, a superior and bla bla bla, the same goes for others itens and create unique itens aswell like new types of neck or trinkets or transport and also edit the horse cart and also create new types.
anyways thanks again for all replays and support it is helping a lot, i just need some few more stuffs to make a good revamp/balance in game on stuffs which i'm feeling in need of some improviments
That one was a little tricky. I had to dive through my old mod notes to find the answer. You should be able to edit DrFaustusElixir using the ArtefactActions.INC file. It's found using the following menu path:
...media\base\guild3\Actions
With respect to your second question, unfortunately, a lot of items have different arrays scattered throughout the mod files. Consequently, what file you edit will depend on what item you want to change.
Regarding clothing though, you should be able to make these available in the market by changing the following in the G3ItemsDefault.oc file.:
SoldAtMarket = false; to SoldAtMarket = true;
BoughtByMarket = false; to SoldAtMarket = true;
There's a section called: "Clothing"
Again really thanks for you support really awesome.
You should be able to find it in G3CharactersBirthValsDesc.oc under "NonDynastyChar". Let me know how your experiments go!
To combine two mods without issues, you'd need to:
+Compare their .oc files side by side
+Understand the code
+Edit the lines for the features you want to merge
Some features will be mutually exclusive, while others might be complementary by copying and pasting specific groups of lines. However, this task can be made difficult if the other modder isn't comfortable sharing a list of the files they've changed— as you'd have to deduce their changes manually.
For example, the PureSeverance economy mod is excellent. However, some features, like the market restocking section, would be mutually exclusive to the market restocking section of Live Long & Prosper 2.0. Consequently, I'd have to choose between their changes or mine—so instead, I'd be more inclined to use theirs as a springboard for inspiring my own economic tweaks.
again thanks for the answer.
Unfortunately, this is a hardwired game limit at the moment. The only way to ensure a bug-free experience with multiple mods is by integrating them directly into a single mod. I do like the idea of increasing the family limit slightly, though. For example, having enough family members to fill every council position plus one or two spares would be ideal! Unfortunately, I don't have much opportunity to mod anymore, but you’re welcome to experiment with this mod yourself. You can increase the family limit in the GameplayDefault.oc file under DifficultySettings = DifficultySettings by changing the numbers next to FamilySizeUpperLimit = # and FamilySizeAdoptionLimit = # to whatever number you like. Just be wary of increasing it too high, as you might unintentionally introduce stability issues.
I agree. Unfortunately, I lack the technical know-how to do that. Whole new features are sort of Scandals bag. My own mods tend to rely one editing existing features.
I'll do my best to list them all here. I actually edited quite a few to create the gaming experience I was after...
•content\media\UserInterface\Icons\Items
• locdirect_english
• DefaultStorageRulesConfig
• Tier1Products
• Tier2Products
• Tier3Products
• Tier4Products
• Tier5Products
• Tier6Products
• Tier7Products
• G3CharactersBirthValsDesc
• GeneralCharacterLevelSettings
• Every file in Building Levels
• BuildingAddonsDefault
• G3ItemsDefault
• GameplayDefault
• UnlockBuilds
I hope you're enjoying the mod.
Can you list files which you edit/add ? Wanna add your features for personal mod.
That said, I was working on a mod called "Ruthless Business" several weeks ago. The goal was to make the business-to-business element way more interesting, and it may’ve better suited the type of challenge experience you're describing. Unfortunately - I got busy - I am looking forward to when I can pick up modding again though.
Your characters experience gain has actually been reduced. It takes about as long to reach level 13 as it did to reach level 10 in the vanilla version. As to the extra skill points, that's related to goal of fun. For example, you' might be surprised how often assassinations will fail despite the extra points and tiered rogue equipment.
All the AI dynasties should be able to increase their skill points at least as quickly as you - NPC's not so much - in part because they will kick the bucket sooner than their dynastic counterparts.
The goal of this mod was never to win a challenge per se. But rather to make the in-game mechanics more accessible to the casual gamer and to assist them in creating their own story arcs.
Going even further, the sistem of special colour items is quite nice, but a lot unbalanced; i believe the items are way overpowerd and theyr price is too low. With 9k-10k you can make a worker 290%-300% more productive, wich is insane!
I like the idea of the mod, but as it is, it just take the fun out of the game.
Let me know what you tihnk!
-> with a new game start, npcs have a lot of exp, so when you marry one and this npc receive any exp they level up like 2-3 times, is this suposed to be like that? idk if in vanila npcs can level up, but with this extra exp that apears to be with everyone on the map, will they level up too?
-> for each level up i'm receiving 3 points insted of 1 to distribute, is this suposed to be like that too? All members of my family will get this amount of points? is this feature available for all npcs and other families?
liking the mod so far, great work!
I like the mod otherwise so far.