View Full Version : Quest - Adding and editing
Hi, I've got a few questions about adding and editing unite_kingdom quests. If anyone knows something about this, I'd appreciate the help.
1. Can I somehow add a quest? I downloaded PakMan.exe, but I didn't find an "Add" option, or something like that. Maybe it's possible to add two or more quests to a same file (it seems to me that it isn't, but just to check). I added a quest by replacing another, but I'd like to add many more, and not lose the old ones.
2. I created an easy quest just to test how it works, that requested me to conquer only one province and make Athens become Hellas. I did get all the gold, piety and books, as I wrote in the file, and kingdom power improved. I also wanted to make relationship of Hellas improve with Byzantia, so I put stance = 2 (meaning pact of non-aggression) in the relation tag. But, it didn't work - I was at war with Byzantia at the time, and nothing changed. Does anyone know what's wrong?
3. When editing a quest, what does delta value in the relation tag do?
4. What's the difference between event_id = event_unite and event_id = event_unite_fr? I was reading something about quests on this forum, and if I understood correctly, the first one is when you have a choice to unite or not (and change name, acquire gold, etc.), and the second one doesn't give you a choice (unites automatically). Is that right?
Hi, I've got a few questions about adding and editing unite_kingdom quests. If anyone knows something about this, I'd appreciate the help.
1. Can I somehow add a quest? I downloaded PakMan.exe, but I didn't find an "Add" option, or something like that. Maybe it's possible to add two or more quests to a same file (it seems to me that it isn't, but just to check). I added a quest by replacing another, but I'd like to add many more, and not lose the old ones.
2. I created an easy quest just to test how it works, that requested me to conquer only one province and make Athens become Hellas. I did get all the gold, piety and books, as I wrote in the file, and kingdom power improved. I also wanted to make relationship of Hellas improve with Byzantia, so I put stance = 2 (meaning pact of non-aggression) in the relation tag. But, it didn't work - I was at war with Byzantia at the time, and nothing changed. Does anyone know what's wrong?
3. When editing a quest, what does delta value in the relation tag do?
4. What's the difference between event_id = event_unite and event_id = event_unite_fr? I was reading something about quests on this forum, and if I understood correctly, the first one is when you have a choice to unite or not (and change name, acquire gold, etc.), and the second one doesn't give you a choice (unites automatically). Is that right?
1. it is possible. In my mod (Holy Rome) there are 20 or more new quests...
just save some already existing under new name and then create such quest and place it into KoH/defs/Quests in your knights of honor directory
2. and 3.
when changing diplomatical stance the only result is that England declares war on the unifier. You can write there whatever you want but England will - withuot any notification - declare war on certain nation. This is something what testers of BSS/Sunflowers probably forgot to test and we modders can't do nothing with it
delta indicates number of relations points changed - the relations is 100 points better owr worse
4. one quest is for kingdoms that reunite some other kingdom(Nicaea-Byzantia, the other is for kingdoms that reunite their former glory (France reconquers all important french provinces from England, Burgundy etc.)
generaly I would recomend you to download HR_mapchanges from my mod to see gow I did change the quests
What about change_flag and change_politcolor? Do they work? I didn't seem to make them work, as flag and color didn't change at all (I don't know which number represents which color, so I tried a few random numbers, but nothing changed).
it works somehow but I have no clue how...
the numbers seem completely random to me :sad:
change_flag is actually quite simple. The number is the decimal equivalent of three hex bytes. If you didn't understand what that meant it will be a bit hard to explain.
Basically, let's say if you want to change the kingdom's arm to a black cross on white (as in the teutie knights), you have to know three values: the major and minor color code and the shape of the arm. The colors range from 0-15, you can look at colorization.bmp somewhere in the images directory to see the colors. The arms are 0-30 but they are stored in .img or .rle, so you just have to try them out. Thankfully, they are also defined as "ornament" in the map\europe\map\kingdom_xxx.ini files, so it's not too hard to find what you want.
Now, to make that teuton arm, we find that the major color to be 15 (white) and 3 (black), and the charge to be 5. (Note, the major color is the one that your troops appear in, and it's also usually, but not always, the background color of the arms.) The hex value of these numbers are 0F, 03 and 05 respectively. Now, simply run your good old windows calculator, turn on the scientific mode in View, switch into hex mode, and plug in these three number in the order of minor-major-shape. In this case, the number would be 30F05 (the first number doesn't show up because, well, numbers don't start with zeros). Now switch back into dec mode and, voila, the number will be converted into decimal value, in this case 200453.
As for change_politcolor, it's also a predetermined range of color from 1-255. It's something of a gradient spectrum in that numbers close to each other are somewhat similar. But as they seem, like many other things in this fine game, quite sloppily defined, they don't always follow a logical pattern. I haven't found where these colors are defined, but you can get a rough idea at what the colors are by looking at the polit_color values in the kingdom_xxx.ini files.
Olliminatore
22-11-2005, 00:04
Hello modders and experts,
me editing also some unite_kingdoms^quests and I got few additional questions too.
What makes the "\europe\kings\kingdoms.ini"?
The kingdom branderburg gives twice in that list but in no other file anywhere!?
I think that means brandenburg! Bug?
Some playable kingdoms are not in that list, why?
For example the Pfalz and Palatinat means the same kingdom, why!?
The Palatinat appears only in the kingdoms_1200.ini! It seems thats the main file!? (The Palatinat;1200.txt seems only for king-names)
Some unused names (egypt, morea, pskov) muskowy, but muscovy exists. And an unused Muskovy in \europe\kings\.
One more unused name for kings\"teuton knights"! (and Elvain did not notice this in his mod!?) It must call "teuton order"?!?
Why has Elvain used in his mod the "UTF16_LE" type-format for his Quests and kingdoms.ini? (in original it's normal ASCII text!?)
You can answer in succession separately. :tongue:
1. every kingdom must be mentioned there to be playable
3. maybe they have different name in the game. In the file key names are used, those names can be changed in eu_realms.tsv
7. I am not sure, maybe it is the reason why the names of the grandmasters do not work as I would like to...
8. I have used unicode. Originaly I used ANSCII, but some people have problems with it
I am not sure about the other questions as I am not on my computer so I cannot check it (even these my answers are not 100% as I have not worked on modding for quite a long time)
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