Hi, so I have a problem. I am playing 6.3 and I installed as per the read me for Early game. Unfortunately the heir crown does not appear... for any faction. I played Kievan Rus', England, and HRE looking to see if any have it, none of them do.
Hi, so I have a problem. I am playing 6.3 and I installed as per the read me for Early game. Unfortunately the heir crown does not appear... for any faction. I played Kievan Rus', England, and HRE looking to see if any have it, none of them do.
It appears in late era too (anyway to put late era and early era at same time?) Anyways, this is what I did. I put that one file for both late and early in C:...Medieval/mods/SS6.3/data and the early game file in C.../medieval/mods/SS6.3/data/text. This is the correct way or am I missing something?
Last edited by YuriVII; October 06, 2010 at 08:11 PM.
You mean the installer program? No I installed SS and then put the files where they go.
It seems correct. But it makes no sense and I'm trying to figure out where the problem is. Since you tried it with other factions as well I'm assuming you started a new campaign after installing NHA. Did you install any other mod after NHA ? Files might be overridden if so. Can you open the game directory and open the files (using notepad or similar program) you have copied and confirm that they have NHA ? It's at the very top the file content, under "Traits" line.
No, I'm not asking about the installer program. ss_setup.exe is the program to chose campaigns. You have 2 exes in your SS6.3 folder, one that launches the game directly and one that lets you select between early and late. Maybe if I refer to it as "the program you had that 14001 error with, program isn't correctly installed". That error wasn't with the SS6.3.exe installer but with the campaign selecter ss_setup.exe launched after the installation finishes. Please confirm that your did the following:
Yes I patched it and I always open from campaign setup. Could it be Grim's Reality mod, I hear that is incompatible with a few mods.
That explains it. Campaign setup replaces files in /data depending on your selection.
If you place NHA in /data and then start with campaign setup you are overwriting the files you just placed there. Use the other shortcut to launch the game after selecting your campaign. It's not necessary to use it more then once unless you want to change your options.
Ok thanks for the info. I am on a business trip and bumming someone elses computer right now. I'll try the solution when I get back home. Lemme get this straight: It is impossible to do BGR and NHA together?
I have been just reading through gracul's posts. I have installed this mod...finally got it work with the Compile mod.
Played 2 campaigns up to turn 200 so far....one Early and one Late.
The FH mod has yet to work. Each time my FL dies before the FH, and I have transferred the orb to several other trees...it seems to me that no matter what Character gets the orb..the Son all the way to the left of the tree, gets the FH title.
This has driven me mad on each campaign running tests after tests. All tests of which consist of no modding..just playing the game as it is, and killing characters through battle...or letting them die naturaly or by plague/assassination.
It's just that I have yet to see the orb actualy work..through 400 turns of gameplay....and probably about 20+ different FL.
In some cases (which I believe is something to do with the family tree) hadcoded leftmost rule ignores NHA and chooses the son on the far left side of the tree as FH. But it shouldn't be a permanent problem. Personally speaking I've played countless campaigns with NHA mod, some for test purposes some for myself but even then I can't help but testing sometimes in those campaigns, this leftmost issue happened to me twice. But only for "once" in two campaign. When game selected an Heir through leftmost rule and that Heir eventually died (after promoting to FL ofcourse) NHA worked normally as it should. I even posted a screenshot here showing one of those "issued" family trees.
I understand your reaction, during my test runs I felt the same way a lot, but all I can say is that problem should not be happening all the time. Something that came to my mind is that sometimes if you're late to pass NHA to the Family Member you wanted to be Next Heir and another Member reaches higher Authority, game recognizes him as the new Heir and ignores the NHA. Legacy traits especially cause this trouble.
Are you using NHA with another mod ? If so have you tried using it alone ? So far I know that NHA works with most other mods, but there's always a possbility that some might interfere with the way it works.
I'm almost positive that's what it is then.
I'm playing 2turns per year...and I always wait until my King is around 70 or 80 to pass the orb.
I tried passing it early on a new campaign.. Crusader States Early 2TPY VH/VH.. and it worked for the first time. My King died at 89, the given Heir picked up FL and the orb worked on a Character on the far right, of which I had transferred many many turns ago.
In case this happens, this system "restarts", right? What I mean is, when the new heir (the one the game picked) becomes king, will the character who still has the orb turn into the faction heir?IMPORTANT:
This will only work if the FL dies before the current FH. If the current FH dies before becoming FL, this system somehow fails, and game engine selects an heir in it's own way, no matter who gets the Ancillary. I'm not sure why, but in my tests I came to that conclusion. If Current FH dies before "pre-selected" character becomes the New Heir, FH jumps to another character. See more details about this here.
Tis but a scratch.
Yes, once automaticly choosen FH becomes new FL the character has the NHA will be picked as the new FH. It does not "brake" the whole mod if that's what you are worried about. But happens each time when FH dies before FL and you can't prevent it, so you should be careful with your Princes on the battlefield.