Modding question

letting my sovereign use the Journeyman's Cloak

I'd like to mod the game so my sovereign can wear the Journeyman's Cloak.  From my forum searching, it appears that only Male Men can wear it.  My Soveriegn is a Mancer Male.  So I edited "CoreAccessories.xml" to include all race/gender combinations in the SupportedUnitModelTypes.  Here's an excerpt:

 

Code: xml
  1.     <GameItemType InternalName="JourneymansCloak">
  2.         <!--Equipment Display Name/Description-->
  3.         <DisplayName>Journeyman's Cloak</DisplayName>
  4.         <Description>A journeyman's cloak protects its wearer from the weather.</Description>
  5.         <!--Equipment Type-->
  6.         <Type>Cloak</Type>
  7.     <SupportedUnitModelType>KingdomMale</SupportedUnitModelType>
  8.     <SupportedUnitModelType>IroneerMale</SupportedUnitModelType>
  9.     <SupportedUnitModelType>MancerMale</SupportedUnitModelType>
  10.     <SupportedUnitModelType>AmarianMale</SupportedUnitModelType>
  11.     <SupportedUnitModelType>TarthanMale</SupportedUnitModelType>
  12.     <SupportedUnitModelType>EmpireMale</SupportedUnitModelType>
  13.     <SupportedUnitModelType>FallenMale</SupportedUnitModelType>
  14.     <SupportedUnitModelType>WraithMale</SupportedUnitModelType>
  15.     <SupportedUnitModelType>UrxenMale</SupportedUnitModelType>
  16.     <SupportedUnitModelType>QuendarMale</SupportedUnitModelType>
  17.     <SupportedUnitModelType>KingdomFemale</SupportedUnitModelType>
  18.     <SupportedUnitModelType>IroneerFemale</SupportedUnitModelType>
  19.     <SupportedUnitModelType>MancerFemale</SupportedUnitModelType>
  20.     <SupportedUnitModelType>KingdomFemale</SupportedUnitModelType>
  21.     <SupportedUnitModelType>AmarianFemale</SupportedUnitModelType>
  22.     <SupportedUnitModelType>TarthanFemale</SupportedUnitModelType>
  23.     <SupportedUnitModelType>EmpireFemale</SupportedUnitModelType>
  24.     <SupportedUnitModelType>FallenFemale</SupportedUnitModelType>
  25.     <SupportedUnitModelType>WraithFemale</SupportedUnitModelType>
  26.     <SupportedUnitModelType>UrxenFemale</SupportedUnitModelType>
  27.     <SupportedUnitModelType>QuendarFemale</SupportedUnitModelType>
  28.         <CanBeEquipped>1</CanBeEquipped>
  29.         <Weight>8</Weight>
  30.     <CustomizationPointCost>5</CustomizationPointCost>
  31.     <IsAvailableForSovereignCustomization>false</IsAvailableForSovereignCustomization>
  32.     <!--Equipment Graphics-->
  33.     <IconFile>Journeyman'sCloak.png</IconFile>
  34.     <TintR>0</TintR>
  35.     <TintG>0</TintG>
  36.     <TintB>0</TintB>
  37. ... etc etc

 

But when I reload the game, my Mancer Male Sovereign still cannot purchase or equip the Journeyman's Cloak.  I tried purchasing it with someone else and trading it to the Sovereign also, but just like before it doesn't show up int he inventory.

 

I realize one easy way to get around this is to make a Kingdom Male sovereign, but I don't want to restart because the game I'm in is quite interesting.

 

Can someone help?

9,621 views 4 replies
Reply #1 Top

The problem is that loaded games will always use your old Xml files. You can't change them for a game in progress. Sorry but to use the cloak you will have to restart.

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Reply #2 Top

Thanks DsRaider.  That's twice you've helped :)

 

I don't suppose there's a way to hex edit the save game?  I don't even know how they're mapped.

Reply #3 Top

I have a new problem.  I started a new game with the modded CoreAccessories.xml like above, but I just hired a female champion that cannot purchase the Journeyman's cloak.  So I tried completely removing all of the SupportedUnitModelType's under the Journeyman's cloak and started *another* game.  My sovereign can still purchase the Journeyman's cloak but still I have a female champion that can't purchase it.

 

Help?  How do I make the Journeyman's cloak wearable/purchasable by ALL champions?

Reply #4 Top

Are you using the beta client? In that case, a core mod won't work unless you add -localdataonly to the shortcut to the Ewom exe.

Items completely overwrite when you re-define them in a normal, non-core mod. Just put the following in a mod, and keep in mind you need a tech researched to see it in shops and in the unit designer.

    <GameItemType InternalName="JourneymansCloak">
        <!--Equipment Display Name/Description-->
        <DisplayName>Journeyman's Cloak</DisplayName>
        <Description>A journeyman's cloak protects its wearer from the weather.</Description>
        <!--Equipment Type-->
        <Type>Cloak</Type>
        <CanBeEquipped>1</CanBeEquipped>
        <Weight>8</Weight>
        <CustomizationPointCost>5</CustomizationPointCost>
        <IsAvailableForSovereignCustomization>false</IsAvailableForSovereignCustomization>
        <!--Equipment Graphics-->
        <IconFile>Journeyman'sCloak.png</IconFile>
        <TintR>0</TintR>
        <TintG>0</TintG>
        <TintB>0</TintB>
        <GameItemTypeModel>
            <ModelFile>Gfx\HKB\Clothes\K_Male_Cloak_Mesh_01.hkb</ModelFile>
            <AttachmentType>Skinned</AttachmentType>
            <Color_Clothing1>43,23,23</Color_Clothing1>
            <Texture_All>Gfx\HKB\Clothes\K_Male_Cloak_Patchwork_Texture_01.png</Texture_All>
        </GameItemTypeModel>
        <!--Equipment Production Requirements -->
        <ProductionRequirement>
            <Type>Resource</Type>
            <Attribute>Gold</Attribute>
            <Value>15.0</Value>
        </ProductionRequirement>
        <ProductionRequirement>
            <Type>Resource</Type>
            <Attribute>Materials</Attribute>
            <Value>5.0</Value>
        </ProductionRequirement>
        <!--Equipment Prerequisites-->
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Equipment_Kingdom</Attribute>
            <Value>0</Value>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Equipment_Amarian</Attribute>
            <Value>0</Value>
        </Prereq>
        <!--Equipment Modifiers-->
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>AdjustUnitStat</Attribute>
            <StrVal>UnitStat_Moves</StrVal>
            <Value>1.0</Value>
        </GameModifier>
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>AdjustUnitStat</Attribute>
            <StrVal>UnitStat_Sight</StrVal>
            <Value>1.0</Value>
        </GameModifier>
    </GameItemType>

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