Your new shopkeeper unit (Or the default shopkeeper unit if not defined) is probably using the DefaultUnitCutscenePack which refers to Shop_LowLevel_01.png
I'm not sure if you need to define the CutSceneDataPack for both the Shopkeeper and the Sovereign, but the Shopkeeper is definitely needed. Think of it as a trade screen.
Code: xml
<UnitType InternalName="Shopkeeper_Arisen">
<!--Truncated xml-->
<CutSceneDataPack>ArisenCutscenePack</CutSceneDataPack>
</UnitType>
<CutSceneDataPack InternalName="ArisenCutscenePack">
<!--Truncated xml-->
<CutSceneDataSubPack>
<Type>ItemShop_K_LowLevel</Type>
<CutSceneName>ArisenShop</CutSceneName>
</CutSceneDataSubPack>
</CutSceneDataPack>
<Cutscene InternalName="ArisenShop">
<!--Truncated xml-->
<CutSceneObject InternalName="Background">
<Type>Background</Type>
<Image>ThisFileIsInTheModsGfxFolder.png</Image>
</CutSceneObject>
</Cutscene>
The underlined sentance was the thing I had issue with. You said my faction was using the Default Unit Cutscene Pack, when indeed it was not, which was clear simply by looking at the screenshot I posted along with the code. Your info is of course valuable to other modders whom may have not messed with cutscenes before, for others that may be doing research after the fact.
Not arguing that you've gotten the code to work in your install, and note that I did say that others were welcome to try, but that in my own experience it didn't work. BTW, I did Tombshop.png (with no filepath called out) where you had thisfileisinthemodsgfxfolder.png right off several days ago, in the relevant cutscene pack and cutscenes code, no dice in my case. Note that I have all mod related images in a Gfx Subfolder (in this case the RevenantGfx folder), to keep things tidy.
When I get around to NOT recoding everything to see where it all went wrong, I'll try again, but since this mod is (at this point) a ways off from being released, thanks to the lockout of the savegame issue, and since I'm doing a step by step approach this time around (load one trait, load game, see if it works, save game, check to see if savegame works, wash rinse repeat), well I'm just sharing the results of my efforts as I go along. It's a diary of sorts I guess.
Which of course is why this is a WIP thread and not a Mod thread yet.
Also, I like locating my more extensive mods in appropriately named subfolders when possible, so that people are entirely clear which files are related to the mod and which are not (so they can delete them easily at a later date, instead of having to guess which file goes to which mod). In this case, at this point I've generated a LOT of Gfx image files and such for this mod, so just dumping everything into the top level Gfx folder (even the Mods one) would be messy IMHO. The community has something like 80+ mods at this point, so those image counts can add up fast...
You yourself have also noted that the game seems to have upper limits on certain things (resource count being one of them), so anything the Modding community can do to identify which files go with their mods, is a good thing IMHO. Helps with troubleshooting down the road when people have multiple mods installed.
I always appreciate suggestions and such, just understand that if it didn't work in my case, I AM going to state that it didn't. I know you are very comfortable in the LH .xml at this point, Primal, but not everyone else is, something to keep in mind when trying to help. And even I am guilty of not reading the 'Fine Print' when looking over posts, so I think that this was a simple case of misunderstanding. Peace out.