安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=834994489
However also mind that this mod also includes the 10 slot capital modification and creates some entirely new provinces to move regions into, so it may be more complex than what you are looking for.
Finally, remember that doing something like this kills any kind of compatibility with several other mods, such as my Faction Unlockers.
I tried changing the region_to_provinces_junctions tables but it did nothing.
I was just curious to see if you had done something similar because you are much better at handling the startpos.esf than I am.
lets say for averheim, a new stable building chain/superchain etc etc...then use the same stable ID in the slot_template_to_building_superchain_jonctions_tables to actually replace the vanilla stable chain for either or both regions of Averheim.So that this new stable is unique to those regions and actually field non vanilla units...right?
Can I remove a building chain in a certain region by duplicating another ID so that a region no longer have access to lets say squigs building chain?
What I am thinking, however, in terms of compatibility with another mod that may happen to do the same thing, is to reuse the original ID for something harmless, best thing would be to create an empty superchain (if you used any other existing superchain for this, it will eventually cause visual glitches when going occupation mode).
This way the vanilla stables will disappear. Then, your custom superchain with its custom ID will appear in its place, together with anything else someone may be doing at the same time. Otherwise, just like you're overriding the vanilla chain, another custom one would be overriding yours.
Ok...sorry I just dont seem to get how does that empty superchain will not end up as an empty building chain in the game? Or can the ID be used to something else like a unit garrison and the like? was that what you meant by something harmless !? What would be the best methode to make a vanilla ID ''asleep''?
So never mind. Just use that original ID.
For the sake of conversation, though, an empty superchain shouldn't even appear. But I'm not 100% sure now. Two identical superchains on different IDs however show up as the same superchain but mirrored, which is however harmless because only one can be built.