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-   -   Starting faction (https://www.eqemulator.org/forums/showthread.php?t=35093)

chrsschb 03-22-2012 11:10 AM

Starting faction
 
Where do I alter how much faction a class starts with?

I'm having an issue where Human Monks do not have enough Silent Fist faction to start the headband quests with Phin Esrinap in Qeynos.

noudess 08-05-2014 07:26 PM

Seeing same thing, 2014!

joligario 08-05-2014 08:50 PM

The base mod is in faction_list while whatever mods you want are in faction_list_mod. The PEQ editor provides an easy UI to modify factions.

noudess 08-13-2014 03:47 PM

Base human monk was indiff to his GM. I added a huge bonus on note turn in to repair this.

I didn't want to give a mod to all humans, nor all monks, but didn't want to base it on deity.

No way to do a r+c mod with one entry right?

I do everything with straight sql.

joligario 08-13-2014 05:24 PM

I think you are right. You might need two entries.

noudess 08-13-2014 05:52 PM

Quote:

Originally Posted by joligario (Post 232881)
I think you are right. You might need two entries.

Yeah, and 2 entries doesn't get me live like results. I don't want all humans to have a bonus, nor all monks. I think implementing a big faction jump on note turn in is the closest to live without affecting other races and other monks.

I think I'm set, just posted an update in case I am missing something I could have done in a more standard way.


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