RimWorld

RimWorld

Medieval Times
⋎Kolayiv 19. aug. 2016 kl. 7:51
Factions
I want to start a new lost tribe and have the original factions as opposition instead of the medieval ones that the mod adds, how do i do that?
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Teriyaki 7. sep. 2016 kl. 0:12 
Turn off the mod?
⋎Kolayiv 7. sep. 2016 kl. 12:30 
well i still want all the improvements and buildings
Vindar  [udvikler] 8. sep. 2016 kl. 9:53 
you can always make and keep an edited copy of the mod for yourself.

In this case (though i'm reluctant to answer questions like this)

make a copy of the mod or download it from nexus (so it wont be updated)

go into the Def / FactionDefs folder

open the MedievalTimes_Factions_Core file with a program like Notepad ++

find the lines:

<requiredCountAtGameStart>2</requiredCountAtGameStart>

and

<requiredCountAtGameStart>1</requiredCountAtGameStart>

in my notepad ++ the lines are at 42 and 141 respectivly.

change the numbers to 0 on each line, should look like:

<requiredCountAtGameStart>0</requiredCountAtGameStart>

once thats done save the file (as an XML)

now once you start up with the mod it should work as intended expecpt that the medieval factions are no longer present.

keep in mind that this mod doesnt remove any of the original factions, so you can have both original and the medeval ones in-game if you just leave the mod as-is.



⋎Kolayiv 8. sep. 2016 kl. 12:52 
Oprindeligt skrevet af Vindar:
you can always make and keep an edited copy of the mod for yourself.

In this case (though i'm reluctant to answer questions like this)

make a copy of the mod or download it from nexus (so it wont be updated)

go into the Def / FactionDefs folder

open the MedievalTimes_Factions_Core file with a program like Notepad ++

find the lines:

<requiredCountAtGameStart>2</requiredCountAtGameStart>

and

<requiredCountAtGameStart>1</requiredCountAtGameStart>

in my notepad ++ the lines are at 42 and 141 respectivly.

change the numbers to 0 on each line, should look like:

<requiredCountAtGameStart>0</requiredCountAtGameStart>

once thats done save the file (as an XML)

now once you start up with the mod it should work as intended expecpt that the medieval factions are no longer present.

keep in mind that this mod doesnt remove any of the original factions, so you can have both original and the medeval ones in-game if you just leave the mod as-is.
Thanks man!
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