Code:
objectTypes = {
EMFXActorType = {
name = "hellenicgfx_job_chancellor"
actorfile = "gfx\models\Mapindicators\Eastern_Chancellor.xac"
idle = "gfx\models\Mapindicators\Eastern_Chancellor.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "hellenicgfx_job_treasurer"
actorfile = "gfx\models\Mapindicators\Eastern_Steward.xac"
idle = "gfx\models\Mapindicators\Eastern_Steward.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "hellenicgfx_job_spymaster"
actorfile = "gfx\models\Mapindicators\Eastern_Spymaster.xac"
idle = "gfx\models\Mapindicators\Eastern_Spymaster.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "hellenicgfx_job_spiritual"
actorfile = "gfx\models\Mapindicators\Eastern_Lord_Spritual.xac"
idle = "gfx\models\Mapindicators\Eastern_Lord_Spritual.xsm"
scale = 1.0f
}
EMFXActorType = {
name = "hellenicgfx_job_marshal"
actorfile = "gfx\models\Mapindicators\Eastern_Marshal.xac"
idle = "gfx\models\Mapindicators\Eastern_Marshal.xsm"
scale = 1.0f
}
##### Chancellor --------------------------------------------------------------------------
pdxmesh = {
name = "hellenicgfx_job_chancellor_female"
file = "gfx/models/Mapindicators/efc_eastern_chancellor_female.mesh"
animation = { id = "idle" type = "efc_eastern_chancellor_female_idle_animation" }
scale = 1.0
}
##### Steward --------------------------------------------------------------------------
pdxmesh = {
name = "hellenicgfx_job_treasurer_female"
file = "gfx/models/Mapindicators/efc_eastern_stewardess_female.mesh"
animation = { id = "idle" type = "efc_eastern_stewardess_female_idle_animation" }
scale = 1.0
}
##### Spymaster --------------------------------------------------------------------------
pdxmesh = {
name = "hellenicgfx_job_spymaster_female"
file = "gfx/models/Mapindicators/efc_eastern_spymaster_female.mesh"
animation = { id = "idle" type = "efc_eastern_spymaster_female_idle_animation" }
scale = 1.0
}
##### Marshal --------------------------------------------------------------------------
pdxmesh = {
name = "hellenicgfx_job_marshal_female"
file = "gfx/models/Mapindicators/efc_eastern_marshal_female.mesh"
animation = { id = "idle" type = "efc_eastern_marshal_female_idle_animation" }
scale = 1.0
}
##### Spritual -------------------------------------------------------------------------
pdxmesh = {
name = "hellenicgfx_job_spiritual_female"
file = "gfx/models/Mapindicators/efc_eastern_spiritual_female.mesh"
animation = { id = "idle" type = "efc_eastern_spiritual_female_idle_animation" }
scale = 1.0
}
}
While playing a levantine culture character, I swapped religion to Hellenic and found out that this changed my councilors to use the western model. As that model is quite outdated I wanted to set about to try and change, with the above code being what I have thought to use.
However, this code has only succeeded in changing what model the spiritual councilor uses. Strangely women spymasters use the muslim model, while everyone else is just western. Does anyone have ideas on how to make the other councilors use new models? Particularly I am trying to make it so that Hellenic character use eastern/Orthodox models.