well what i did was because i had the nasty feeling DA hardcore locked the group names so they would not show in the rep screen nor would get any missions
I managed to make the order have anumises to patrol around their bases first
then i did this to make them show in the re screen, missions don't work yet , don't know why
I renamed the fc_or_grp and fc_n_grp in all files i could find them in
basicly i renamed fc_or_grp into fc_ord_grp and fc_n_grp into fc_nom_grp, but u can take any name u like ofcourse
List of files to edit (just use "replace all" function in your editor after decompressing them):
/DATA/MISSIONS
faction_prop.ini
empathy.ini
mbases.ini
/DATA/RANDOM MISSIONS
vignette_parms.ini
rmlootinfo.ini
killablesolars.ini
/DATA ROOT
initialworld.ini
/DATA/EQUIPMENT
commodies_per_faction.ini
/DATA/AUDIO
voices_base_male.ini
voices_base_female.ini
/EXE
mpnewcharacter.fl
the whole thing took me about 10 minutes or so
but be adviced i don't give about singleplayer, since i only play SP original , so i just deactivate the mod then.
If u want to make this work in SP so the game stays intact u have to add new sections to every file where u copy parts of the original section showing the group and then rename the group , so u basicly have the original fc_or_grp and a copy of that block/section with fc_ord_grp in it (a lot lot lot extra work hehe)
And the game will prolly still stay the same since u added a new house that isn't used by the gamestory
This since the SP scrips might still refer to fc_or_grp , which i renamed and don't exist anymore , lol