RimWorld

RimWorld

Medieval Times
⋎Kolayiv Aug 19, 2016 @ 7:51am
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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Showing 1-4 of 4 comments
Teriyaki Sep 7, 2016 @ 12:12am 
Turn off the mod?
⋎Kolayiv Sep 7, 2016 @ 12:30pm 
well i still want all the improvements and buildings
Vindar  [developer] Sep 8, 2016 @ 9:53am 
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 Sep 8, 2016 @ 12:52pm 
Originally posted by 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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