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When manage equipment, player will change to seleceted unit gender
Version 1.7.6
Fix Tier 6 upgrade error (Max Tier is 10)
Fix custom culture companion cannot promote as lord
Version 1.7.5
Fix companion to vassal crash
Fix string error
Version 1.7.4
Fix invalid string for custom culture
Version 1.7.3
Add Config onlyUserInventoryEquipment(Default: OFF): Only Equipment in player inventory will be allowed to equip for custom troop
Fix notable spawning crash
Version 1.7.2
Add a function to remove the deleted unit from map when Remove Troop (Experimental - IRRVERSIBLE) But still, not sure if there would be deleted unit not in party base but in some other places.
Version 1.7.1
Experimental - Add upgrade troop path: Add a new unit to existing unit for upgrade (No equipment, Level + 5, skill + 50 point) You can only add troop path to unit that have no upgrade target or have one. Since a unit can only have two upgrade path at max.
Experimental- Remove troop: Remove unit record if any from xml and from upgrade target. IRREVERSIBLE. It will CORRUPT your SAVE if there are unit left in the map (1.7.2 add a function to remove the unit from map), loading will not save your save. Use it carefully since it will update both specific campagin.xml. And more importantly the custom_troop.xml will also get updated, which means it will affect all campaign and future campaign Core unit will not be able to be removed to prevent crash
Militia move to notables.xml -> no modification in game
Re-organize the menu: Menu option shows if any unit is selected
Fix transfer troop issue: tier 1 noble => tier 2 custom noble & Custom troop appear in selection list
Fix inventory potential issue For 1.5.9
Version 1.6.8.1
- Fix update body properties crash (You can also just fix that yourself by modifying the SubModule.xml, then change bodyproperties to BodyProperties) For 1.5.9 & 1.5.10
Fix crash in equipment management For 1.5.9
Version 1.6.8
Add a in-game menu for manage item pool of equipment, i.e. what item to be shown in equipment selection (Effect will be gone after reload, but you can always change it again)
Version 1.6.7
Add party template, caravan guard to try to prevent possible crash
Add custom body properties, modify via custom_bodyproperties
Add enableCraftedEquipment: Default: true which means allow crafted equipment to show for equipment selection
Version 1.6.6
Attempt to fix caravan crash
Version 1.6.5
For Beta 1.5.10: Fix Inventory Crash
Version 1.6.4
Fix bug: Cannot Exit Menu of Train Unit
Version 1.6.3
Add option to change default unit group
Version 1.6.2
Add a option Change Face: Allow player to change face's of all unit or selected unit depends on selected culture
Version 1.6.1
Beta 1.5.7 Only - Should Fix spawn notable crashing (Updated custom_notables.xml)
Version 1.6.0
Beta 1.5.7 Only - Fix 1.5.7 xml issue Before playing your campaign, load your save and save the game first, it will change the xml format (Irreversible) After that, load your game and have fun. A unit can have different horse and horse harness for different set now
Version 1.5.9
Fix Rebellion Crash (The crash will still appear if rebellion occur at settlement with custom culture, but there is no custom kingdom on map)
Version 1.5.8
Fix Main Hero Training Crash
Version 1.5.7
Fix training bug
Fix transfer bug
Version 1.5.6
Add notable to custom culture (Attempt fix for SpawnNotables crash )
Version 1.5.4
Fix modify skill value is not working (Save the campaign first to refresh the xml before modifying the skills value)
Version 1.5.3
New option: enableCustomUnitWithoutKingdom: enable manage custom unit without joining kingdom but you still need to own a settlement (Default is OFF)
New option: enableTranferToCustomUnit: Allow transfer basic troop into custom troop(Default is OFF)
Version 1.5.2
Remove menu screen to manage equipment
Fix crash due to multi-equipment set
Version 1.5.0
Support manage civilian equipment Each equipment set contain battle and civilian. Please follow this order if anyone want to edit the xml manually.
Version 1.4.1
- Fix training bug after save and load game
Cannot delete first equipment set
Player Inventory will show anymore
Version 1.4.0
- Support multiple equipment set for custom unit The new equipment set added in default is cloning the first equipment set, if nothing to clone, then is empty. Horse and Horse Harness would be the same for all equipment set
Version 1.1.1
Add a empty option for managing equipment for clearing the equipment
Add a fewer custom troop template (rename the custom_troop_few_troop.xml to custom_troop.xml)
Version 1.1.0
Add an option for force changing settlement and bound village culture to custom (Default is OFF)
Add an option for training custom unit, raise skill of unit (Default is OFF)
Allow manage custom unit in castle as well and owned settlement only
Version 1.0.1
Fix a bug: Gold consuming when load up the game
Fix a installation bug: Install with Vortex will miss a needed directory, but now the mod will create the directory Campaign Save if it is missed.
Version 1.0.0
Mod Comes Out
Created at e1.5.4. Main branch and Beta have respective file. Mod function:
Customize the equipment, rename & change gender of a custom troop tree
Train custom troop unit by main hero or companion (Default is OFF)
Recruit custom unit using influence (Default is OFF)
Convert other culture tier 1 unit into tier 1 custom unit(Default is OFF)
Reminder to customize the equipment of a troop tree.
Before updating the mod, BACK UP your CampaginSave First.
The menu are located inside town keep, But FIRST YOU HAVE TO BE A LEADER OF A KINGDOM in default (Configurable)
At the beginning, all troops has no equipment, but the stat had set.
Equipment Selection: Just place the desired equipment from the left item list to the main character equipment in order to change the unit equipment (Battle / Civilian)
Each campaign will have it own troop tree xml. (Location: ..\CustomTroop\ModuleData\CampaignSave)
- These will be created when starting or loading a campaign based on custom_troop.xml - Game will only recognize custom_troop.xml, but the mod will then update unit info based on CampaignSave xml.
Modify custom_troop.xml in ModuleData will affect all campaign, while modify respective xxxxx_custom_troop.xml in CampaignSaves will only affect single campaign
If you think the custom troop are too many, you can replace custom_troop.xml with custom_troop_fewer_troop.xml or just modify the xml file yourself whether you want to add or reduce the troop, just know what you are doing and make sure you modify things correctly
Transfer Troop Tree to another campaign:
Start a new campaign
Save Game
Go to CampaginSaves
Make a copy of the xml file you want to transfer, i.e. the troop tree you want to transfer (e.g. 55018132-e244-4cb7-90fc-a51efa20b469_custom_troop.xml)
Rename the copy to the current campaign xml file (e.g. 55018132-e244-4cb7-90fc-a51efa20b469_custom_troop - copy.xml -> 63689d57-a2d8-47d5-9a05-fb0d6a60557b_custom_troop)
Remove troop WARNING: Remove unit record if any from xml and from upgrade target. IRREVERSIBLE. It will CORRUPT your SAVE if there are unit left in the map (1.7.2 add a function to delete the remove troop from map, but still not sure if there may be unit that are not in Partybase list but in some other places), loading will not save your save either Use it carefully since it will update both specific campagin.xml. And more importantly the custom_troop.xml will also get updated, which means it will affect all campaign and future campaign.Core unit will not be able to be removed to prevent crash.
Training
Train by player or send out a companion to train a selected unit
The unit stat will increase, the max will be the skill value of the companion.
Change Culture Name
Go to ..\CustomTroop\ModuleData
Open custom_culture.xml
Find name="{=customFaction}Custom"
Change the name to whatever you want, i.e. name="{=customFaction}New Name"
Be aware, this will apply to all campagin
Recruiting Custom Unit: STRONGLY RECOMMED Using with my two other mods:
With Select All Kingdom Culture, you can select the custom culture(using the empire culture as template, didn't modify a lot of things, just changed the a few troop and party template) when creating the kingdom
With Changing Culture, you can enable change settlement culture first, then wait for settlement to change the culture to custom IF your Clan culture IS CUSTOM, then you will be able to recruit the custom unit in your owned settlement
Way to recruit custom unit without other mods:
If you decide not to play with these mod or any other mods that does the similar things, then you have following methods to get custom unit.
Developer console - campaign.give_troop xxxx x
Enable influence recruit in config.json(Just look below)
Enable transfer to custom unit, allow transferring other culture tier 1 unit into that of custom unit in config.json(Just look below)
"enableCustomUnitWithoutKingdom": Enable manager custom unit without joining kingdom, but still need to own a settlement. Default is OFF.
"enableTranferToCustomUnit": Enable transfer basic troop to custom recruit; elite basic troop to custom noble recruit. Default is OFF.
"enableManageEquipment": Enable manage equipment of custom unit. Default is ON.
"enableCraftedEquipment": Enable crafted equipment for equipment of custom unit. Default is ON.
"onlyUserInventoryEquipment": Only Equipment in player inventory will be allowed to equip for custom. Default: OFF.
"upgradeCostMultiplier": The upgrade cost for using a equipment. Default is 2, i.e. item value * 2.
"equipmentLimitByUnitTier": The unit cannot select an item which item tier is above the unit tier. Default is ON.
"enableInfluenceRecruit": Allow using influence to recruit Tier 1 custom recruit and custom noble. Default is OFF.
"recruitRecruitCostMultiplier": Influence cost for recruiting custom recruit. Default is 1. (Tier for recruit is 1, so cost is 1)
"recruitNobleCostMultiplier": Influence cost for recruiting custom noble recruit. Default is 5. (Tier for noble recruit is 2, so cost is 10)
"enableTrainUnit": Allow to player to train or send companion to train a custom troop type. Default is OFF.
"trainTimeShort", "trainTimeMedium", "trainTimeLong": Skill value get from training based on training days and tier(i.e. short, medium, long), the effect are constant. The maximum value is based on trainer.
Known Issues:
Equipment selection screen: Alt + tab or Alt + ~ (Open console) will result in game freezing.