Custom Factions on a Trinitycore Emulator menu

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  1. #1
    MoldySprocket's Avatar Private
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    Custom Factions on a Trinitycore Emulator

    I'm attempting to create a custom faction using the trinitycore emulator. I've edited Faction.dbc using the steamwheedle cartel and gadgetzan factions as a template for new parent and child factions, and created a custom MPQ file for patching the client. However, every time the client attempts to load the world the trinitycore world.exe crashes and gives me an error telling me that there is a problem with the bits not matching up in the trinitycore source code. Has anyone had experience with adding custom factions on a trinitycore emulator and know what it is I need to be looking for to change in the source code? (They won't help me with this on the trinitycore forums due to the fact that it involves .dbc editing.)

    Also, the trinitycore wiki page seems to be pretty vague on the Faction.dbc file. I was following this guide here on mmowned until I realized that the Faction.dbc format isn't the same as the one the guide was using. Does anyone here have any experience working with Faction.dbc and know what any of the unknown fields in the list below are for?

    Any help on either of these two questions is appreciated!

    Faction.dbc fields:
    Code:
    Field 01: Faction ID
    Field 02: ????? (Trinitycore wiki says Reputation ID but looking at the numbers I'm not sure due to the bit values)
    Field 03: Either Friendly With or At War With (I think)
    Field 04: Either Friendly With or At War With (I think)
    Field 05: ?????
    Field 06: ?????
    Field 07: ?????
    Field 08: ?????
    Field 09: ?????
    Field 10: Base Reputation
    Field 11: ?????
    Field 12: ?????
    Field 13: ?????
    Field 14: ?????
    Field 15: ?????
    Field 16: ?????
    Field 17: ?????
    Field 18: Parent Faction
    Field 19: ?????
    Field 20: ?????
    Field 21: ?????
    Field 22: ?????
    Field 23: Faction Name
    Field 24-38: Unused
    Field 39: ?? (Not important, all the same)
    Field 40: Faction Description
    Field 41-55: Unused
    Field 56: ?????
    Just to spare people giving repeat answers from other threads, I've looked at every thread here on mmowned concerning custom factions and it seems that the general consensus is that it's too hard or too much work to do, and there are many suggestions of just using factions that are already in the game for custom quest lines, but my goal is to have custom factions that gain their own reputation and the amount of work involved doesn't bother me - I've already done most of the work anyway lol.

    Custom Factions on a Trinitycore Emulator
  2. #2
    stoneharry's Avatar Moderator Harry


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    The model editing guys will know more about this than the emu guys.

    I've seen people edit/change factions, but not seen a completely new one made yet. Usually easier to just rename an existing one.

  3. #3
    MoldySprocket's Avatar Private
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    Originally Posted by stoneharry View Post
    The model editing guys will know more about this than the emu guys.
    If that's the case would you be so kind as to move this thread to the model editing section of the forum? I'd appreciate it.


    To add to my previous post here's the specific error the world.exe is spitting out:
    Code:
    Trinity CMake Source/src/server/shared/Packets\ByteBuffer.h:364 in ByteBuffer:append ASSERTION FAILED: size() < 100000000
    [0x87dd]
    [0x2627f9]
    [0xd3b86]
    [0xd43ce]
    [0x1cbbb]
    [0x1e473]
    [0x8d0f]
    [0x2d3450]
    ACE_0S_Thread_Adapter::invoke()+0x74 [0x0]
    freefls()+0x58 [0x0]
    BaseThreadInitThunk()+0x12 [0x0]
    RtlInitializeExceptionChain()+0x63 [0x0]
    RtlInitializeExceptionsChain()+0x36 [0x0]


    ---------- Post added 04-26-2011 at 01:07 AM ---------- Previous post was 04-25-2011 at 11:21 PM ----------

    Just as an update:

    I was able to resolve the world.exe error by going to "Trinity CMake Source/src/server/shared/Packets\ByteBuffer.h:364" and changing "size() < 100000000" to "size() < 1000000000" - I just added a zero so it didn't get a buffer overflow error.

    Now it's on to yet more problem solving.

    Problem 1: The custom faction parent and child do not show up in the reputation tab in the client. I added fields into the database in trinity_characters/character_reputation for the parent faction and child faction and set their flags to 1 so they would show up but they don't. I'm not 100% sure but I believe this has to do with the .MPQ patch. Attempting to create a fresh .MPQ file causes the client to fail on load - I believe this is due to not having a proper (listfile) in the .MPQ file. I edited a custom patch made by someone else that I have installed to include the Faction.dbc file in a DBFilesClient folder and the game loaded fine but still no luck with the faction showing up on the reputation tab. I then edited the locale-enUS.MPQ in Data/enUS, which is the only .MPQ file I've found that has a DBFilesClient folder. I removed the Faction.dbc from the folder and replaced it with my custom Faction.dbc file - the client loaded fine but still no new faction in the reputation tab.

    Problem 2: The npc I created for the custom faction appears as an enemy and I'm not sure why. The custom faction was copied directly from the Steamwheedle Cartel and Gadgetzan parent and child faction lines in Faction.dbc with the exception of the faction ID numbers and child to parent link so this one's got me scratching my head.

    I'm going to experiment with removing the custom parent faction and adding the custom child faction to the Steamwheedle Cartel to see if it changes its status to friendly, and also to see if I can get a new child faction to show up in the Steamwheedle Cartel parent faction.

    I'll post another update after I've done more experimentation.
    Last edited by MoldySprocket; 04-25-2011 at 01:41 PM.

  4. #4
    MoldySprocket's Avatar Private
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    Yet another update:

    It seems I just got lucky with fixing the world.exe error. Just about every change I make to the Faction.dbc file causes the error to happen again. I added yet another 0 to the number in the source code and the result is loading the world in the client freezes the world.exe. At this point I need to focus on what causes the overflow error. I'm considering that it might be due to the fact that I'm not updating FactionTemplate.dbc and FactionGroup.dbc along with Faction.dbc.

    I think the reason the npc was hostile is that the number of factions in FactionTemplate.dbc is much greater than how many are in Faction.dbc, so the number I used for my custom faction was actually referencing an enemy faction number from FactionTemplate.dbc. I changed the ID number in Faction.dbc to a much higher number so that it doesn't reference any faction in FactionTemplate.dbc and once more I got the error in world.exe. Tomorrow I'm going to see what happens when I add values for my custom faction number into the other two dbc files. I'll report back afterward with the results.

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