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Thread: Palantiri Revision v1.2.9 [3.2 compatible]

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    Withwnar's Avatar Script To The Waist
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    Default Palantiri Revision v1.2.9 [3.2 compatible]

    Palantiri Revision v1.2.9

    TATW 3.2
    It is included in Withwnar's Submod Collection.

    [21 Apr 2015] v1.2.9: minor update - see the Change Log.
    [21 Nov 2012] v1.2.8: minor update - see the Change Log.
    [15 Oct 2012] v1.2.7: minor update - see the Change Log.
    [7 Sep 2012] v1.2.6: bug fix: The Eye did not have full control.
    [20 Aug 2012] v1.2.5: shadow added to the selector strat model. Thanks Curufin.
    [19 July 2012] v1.2.4: fixed the BAT file to be Vista/Win7 compatible.

    This submod provides some enhancements and adjustments to the Palantiri and The Mirror of Galadriel. The aim is to improve usefulness and immersion.
    • v1.0 added some graphical treats and provides some control over where Palantir viewings start.
    • v1.1 adds the ability to control the path that a Palantir viewing takes, ties in various aspects with the viewer's Will level, and some other things.
    • v1.2 reduces the randomness of viewing starting locations for higher Will users and adds a fade-to-black effect.

    The new control abilities take the Palantiri to a whole new level: first tell it which part of the map to begin viewing and then direct its path so that it goes exactly where you want to see.

    Demo Video

    Here is a video of The Eye being used, demonstrating the "ready to use" indicator, the radar map selector locations, the selector on the campaign map and the visual effects during viewing including the fade-to-black effect.

    During the viewing keys are being hit to control the path - you can hear the sound effect as a key is hit.

    Everything demonstrated here also applies to the other Palantiri, just some different colouring.


    Features
    The Will of the Palantir's user (general) now plays a larger part. This is the "Willed" trait that is already present in TATW 3.1, being of two levels:
    • Strong Willed - but not as strong as:
    • Exceptionally Willed
    If the general has no such trait then he has "no Will" (or "None") as far as Palantiri are concerned.

    As of v1.2.7 it is now possible to increase a general's Will by using Palantiri, so the more viewings he performs the better at it he gets. Jumps in Will are also triggered by high command points (as in vanilla) but it is no longer possible to reach Exceptional by command alone: at least two viewings will be required as well. Changes in Will level are reported at turn start via "Trait Increase" messages.

    Also, in big bold letters, the V key now begins viewings instead of F3 for the Palantiri and Mirror. Some people have trouble with F3; hopefully this will help. It can be remapped to a different key if you wish: see "Viewing Path Control" below.

    Viewing Visual Effects
    Palantir and Mirror viewings are wrapped in a misty 'shroud'...

    Palantir: Attachment 216997 The Eye: Attachment 212328 The Mirror: Attachment 212329

    v1.1: The Palantir shroud is now blue instead of white, making it look less like clouds. (Thanks Ngugi.)
    Starting Location
    In TATW 3.1 a Palantir/Eye viewing's starting point is random but you can choose whether to make it start "locally" or "globally" via the yes/no scroll. "Local" would simply choose a random location from an area closer to the stone's home. "Global" would choose a location anywhere on the map.

    This submod lets you select one of (up to) 13 areas in which to start. Within that selected area the actual starting point is still chosen at random but this lets you tell the stone roughly where to look.

    The number of areas depends on the viewer's Will, reflecting his ability to control the Palantir:
    • None:
      • Orthanc, Anor and Ithil Stones: the 3 areas containing these Stones
      • Elostririon: the 2 areas closest to this Stone
    • Strong: 8 areas: as above plus 5 (6 for Elostirion) other areas nearest to the Stone being used
    • Exceptional: all 13 areas

    The yes/no scroll still appears but it is now a "perform a viewing?" question rather than a "local or global?" one. When you click Accept you progress through to the next phase: selecting the area...

    Each area has a marker that flashes on the map:

    Attachment 231501

    The radar shows you where they are:

    Attachment 212226

    That small circle (a Palantir symbol) cycles around the radar over the available marker locations. So clicking on one of these symbols on the radar will jump you to the marker on the campaign map, approximately.

    To begin a viewing click on the marker on the campaign map. To cancel out of this selection mode without doing a viewing, simply click on any other of your characters or settlements. The yes/no scroll mentions this.

    They flash fairly quickly which can make clicking on them a little tricky. It's just a matter of timing. It needs to flash this fast otherwise the marker's line of sight would have time to grow enough to see its surroundings.

    The radar symbols are designed for the radar being zoomed out. If you zoom it in then the symbols will still appear where they would be on the zoomed out map. i.e. The locations will be wrong on the zoomed-in map.

    These are the starting areas:

    Attachment 250943

    The center is the location of the marker. The three circles around it are the ranges of each Will level (inner circle = Exceptional, middle = Strong, outer = None). The viewing will begin somewhere within the circle that matches the user's Will level. So the more Will he has the closer to the marker the viewing will begin.

    If you have used Palantiri before then you are probably aware that they generally move toward the West. Specifically, it will move from the current viewing location in one of four directions, as shown in the bottom-left of that image. So on average the entire viewing's direction is that shown by the green arrow.

    "On average" is somewhat meaningless due the entirely random nature of the path. However, knowing this direction behaviour will help you choose the correct starting location. For example, if you wish to see Mirkwood then there is no point selecting marker 2 because it is impossible to get to Mirkwood from that area. Marker 4 would be the best choice.
    Viewing Path Control
    Now this is something that I have wanted to do since the original Eye was created: tell the Palantir exactly where to look.

    The starting location is still random - as explained above - but once the viewing is underway this feature will let you tell it in which direction to travel.

    Four custom keys have been added. By default they are the number keys (not the numberpad keys): 1 = NW, 2 = W, 3 = SW, 4 = S. The Help scroll (F1) tells you this, as does the viewing yes/no scroll. The keys can be remapped to whatever you like via: TATW main menu > Options > Keyboard Settings > Campaign.

    Attachment 246390

    Personally I think that the numberpad keys 7, 4, 1 & 2 are ideal but some are already used in M2TW mappings and I didn't want to ovewrite any vanilla settings.

    (Note that the key to begin viewings is also present here - "Palantiri/Mirror: begin viewing" - and can be remapped too.)

    By hitting one of these keys during a viewing you tell the Palantir in which direction to travel next. NOTE: it is actually telling it which direction to travel after the next location.

    This ability depends on the viewer's Will, once again reflecting his mastery of the Stone:
    • Exceptional = full control. The Eye - Sauron - also has full control.
    • Strong = some control: there is a random chance that the command will be successful.
    • None = no control: the path is random, as it is in TATW 3.1.

    If a direction command is successful then you will hear a sound. You only get one attempt per location. e.g. For Strong viewers there is no point hitting the key multiple times in the hope of it registering a successful hit. If it wasn't successful on the first hit then it won't be on any other hit either: you will need to wait until the next location before trying again.

    Furthermore, the viewing path logic has been adjusted. In TATW 3.1 (and PR 1.0) the direction to take from the current location is always randomly selected: NW, W, SW or S. This could lead to the path bouncing around in multiple directions. Now, in PR 1.1, it chooses a direction and keeps going in that direction. Every few number of locations (random, between 4 & 7) it will automatically choose a new direction and stick to that until the next random direction change.

    This means:
    1. A random viewing (no user control) will follow a smoother, straighter path with, at most, only four direction changes.
    2. With user control once you tell it to go in a certain direction it will continue in that direction until the next random change.

    User control commands override the random direction change: a random change will not occur if you successfully told it where to go.
    Usage Indicator
    The little blue Palantir symbol in the bottom-left of screen - and its flashing indicator - have gone.

    Instead a Palantir and/or Mirror icon appears to the left of the Missions button...

    Attachment 212225

    Essentially, if a viewing is possible at all this turn (enough turns have passed) then the icon appears when you select any settlement that has the ability: any of the Palantir and Mirror settlements. If a viewing is possible from this settlement then it flashes in colour (green, or red for The Eye).

    The Mirror icon will only ever appear when playing the Silvan Elves as only they may use it.
    Traits and Insanity
    v1.1 reduces the bad traits from Palantiri usage. They have been backed off a bit overall but in particular the really bad ones - resulting from battling wills with Sauron - are less likely to happen. This reflects the possibility that Sauron is not even present: he wasn't using the Ithil-stone 24 hours a day. So now there's a reasonable chance that your viewing does not coincide with his. This only ever affected "no Will" viewers and still does.

    Some characters have been given Strong Will at campaign start: Denethor, Aragorn, Gandalf, Cirdan, Elrond & Saruman.

    The vanilla M2TW "Insanity" effect has been removed. In TATW 3.1 it is possible for a no-Will user to go Insane just by using it. It has been replaced by a new Palantiri-specific Insanity trait which can only be acquired via meeting Sauron during a viewing. When this trait gets too high the general will no longer be able to use a Palantir.
    Elves Leaving
    In TATW 3.1, when the High Elves use the Elostirion-stone there is a good chance that some of the population will sail West. This still happens but now...
    1. You see a ship leaving Mithlond and sailing West, off the map.
    2. The message is now a yes/no, giving the option to skip this message - and the ship leaving - in future.

    The ship leaving is just a visual treat; quite rightly switched off after a couple of times. But it inspired the Sail Into The West idea: see post 2.
    Other Changes
    Some other changes. [P] = Palantiri, [M] = Mirror. See also "Change Log" for bug fixes etc.
    • v1.0
      • [P] Skipping fixed! This problem has plagued me since The Eye v1.0, where the view character and therefore the screen will bounce around quickly between a few locations.
      • [P/M] Viewings now also pause when fort detail scrolls are open (in addition to settlements).
      • [P] Viewing characters can no longer land on settlements or forts (which would make it hard/impossible to click on that structure to see its scroll). The Mirror never did.
      • [P] Altered the range of all possible locations:
        • Extended to include Pitkäranta, Ruskea Vene and Erelond.
        • Removed some ranges that are unlikely to show anything worthwhile. e.g. Far West of Gondor, some of Harad, the coast along the Blue Mountains.
        • Fewer dead ends which would end a viewing prematurely.
      • [P/M] The viewing characters are now named "." instead of "Palantir" and "The Mirror of Galadriel". These can be distracting when character names are displayed on the campaign map. I always have them turned off so I never realised that this was a problem.
      • [P/M] The viewing characters are now inquisitors instead of merchants. As a result they no longer speak when clicked on, unless someone adds inquisitor voices for factions other than the Papal States. Mind you, there really is no reason to click on the viewing character.
      • [P/M] Updated the Palantiri Help scroll and Mirror building scroll text. Including fixing that wrong info in 3.1 about Elostirion governors receiving the ancillary.
      • [P] Slightly enhanced the "Use The Eye" yes/no image.
    • v1.1
      • [P] Viewing sound effect: playing duration now more closely matches viewing duration, even when viewing is paused for any length of time (settlement scoll open).
      • [P] Viewing now pauses on location after long camera moves.
      • [M] Bug fix: Imladris was not working. (Thanks Ngugi.)
      • [P] New Authorisation ancillary image.
      • [P/M] Info scrolls updated to reflect any changes. "Galadriel only" removed from Mirror building text; replaced by "Silvans only". Was causing some confusion.
    • v1.2
      • [P/M] Added fade-to-black effect to viewing start/end and SITW.
      • [P] Starting location now less random for higher Will users: the higher the Will the closer to the marker the starting location will be.


    Installation

    Please do not do these steps out of sequence.

    In the following the "mod" folder means the Third_Age folder, typically something like "C:\Programs\SEGA\Medieval II Total War\mods\Third_Age_3".

    1. Download SoundExtractor and follow that post's instructions to run SoundExtractor.bat.
    2. Download the attachment - this is for vanilla TATW 3.2 only! - and extract it into the mod folder, answering "yes" to any "overwrite?" prompts.
    3. Run this BAT file: {TATW mod folder}\submods\PalantiriRevision\install.bat. This copies some files to your M2TW base folder's data\ui\indicators folder (backing up anything currently in there) and deletes {TATW mod folder}\preferences\keys.dat. For Vista/Win7 users you might need to run it as an administrator (right click > Run as administrator).


    If the new key shortcuts are not working in the campaign then it might be because keys.dat is in the Vista/Win7/etc. virtual store. Something like this...
    C:\Users\[UserName]\AppData\Local\VirtualStore\Program Files\SEGA\Medieval II Total War\mods\Third_Age_3\preferences
    ...delete it if it is.

    See the note at the bottom of SoundExtractor's instructions regarding removing files after the installation is complete. It is not required but it will free up some hard drive space.
    Compatibility

    The download is for vanilla TATW 3.2. Dropping it straight over a TATW that contains other submods will almost certainly cause problems with those submods.

    However, the submod itself should be compatible with other submods, if you were to merge them yourself. With these exceptions:

    Spoiler Alert, click show to read: 
    • Palantiri will not work with new factions - the script contains logic based on vanilla factions. The new factions would need to be added to this logic.
    • Indicators: this has replaced the arrow_up_left and arrow_up_right indicator images. Using "ui_indicator ... arrow_up_left" or "ui_indicator ... arrow_up_right" could have unusual visual results.
    • It uses "ui_indicator 1". Other submods using this index (1) could interfere with this submod's visuals. If they use index 0 or 2 then it should be fine.
    It is not save game compatible. It is no more HotSeat compatible than the 3.1 version is, which I suspect is "not very".

    Because these indicators are going into the base M2TW installation it will affect any M2TW game or mod on your computer. These indicators are some of the arrows used by the tutorials and advisor. If you need them back to how they were then you can just rename that indicators folder (under the base data folder).
    Change Log
    See also "Other Changes".
    • v1.2.9
      • Improved selector model: smoother sphere.
      • Inquisitor (NE) portraits.
      • Re-added missing vanilla name.
      • Reduced pal/mirror building names/descs to base level, removing duplicate culture entries.
    • v1.2.8
      • Bug fix: Sail Into The West was showing two "ship ready" messages for Silvans.
    • v1.2.7
      • Using Palantiri contributes to Will levels.
      • Will traits no longer give Command bonuses.
      • Added 13th marker (South Harad).
      • High Command no longer triggers Exceptional Will (but largely contributes to it).
      • Added Trait Increase messages for gaining Will levels.
      • Palantiri Help now has its own shortcut key rather than via F1 when Palantir settlement selected.
      • Starting location bounds now circular.
      • Markers moved.
      • Adjusted the starting Will of characters: no more Exceptional; Boromir & Faramir have none.
      • Added some Mirror vision locations and fixed some that were on invalid tiles.
      • Script rewritten using new generator. 3000 lines shorter plus various adjustments.
    • v1.2.6
      • Bug fix: The Eye (Sauron in Barad-dur) was being treated as a "No Will" case so was not getting all selector options or viewing path control.
    • v1.2.5
      • Shadow added to the selector strat model.
    • v1.2.4
      • Fixed the BAT file to be Vista/Win7 compatible.
    • v1.2.3
      • New "palantir" strat map model for starting location marker.
    • v1.2.2
      • 3.2 compatible, including tile adjustments for new map.
    • v1.2.1
      • Fixed: removed some leftover testing script from campaign_script.
    • v1.2
      • Fixed: v1.1 was giving Denethor an Insanity trait at turn 2. A leftover from some testing.
      • Palantiri start-selector #5 moved to edge of map.
      • Installation process much simplified: 1) BAT file to move the indicators to the correct folder, 2) SoundExtractor instead of IDX Extractor in instructions.
    Credits

    Thanks Curufin for figuring out how to do the selector strat model's shadow.

    Permissions
    See "Permissions" in this thread.


    LINK: PalantiriRevision_1.2.9.zip
    Last edited by Withwnar; April 21, 2015 at 06:34 AM.

  2. #2
    Withwnar's Avatar Script To The Waist
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    Default Re: Palantiri Revision 1.0

    Sail Into The West

    This kills your Elven characters by letting them sail to Valinor before they die of old age. A more fitting end to their days. It works for both High Elves and Silvan Elves.

    It has nothing to do with Palantiri. It is included here only because most of its script is already present in PR 1.1 for the Elves Leaving feature.

    Mithlond can recruit a new type of ship: Tëacirya - "Ship of the Straight Road" (if my Elvish is correct ). It becomes visible as a recruitment option from turn 2.

    It is intended for generals but can be used for any character type or unit.

    Sample usage (a general):

    High Elves
    1. Recruit the ship. It will be berthed next to Mithlond's port or, as we like to call it, the Grey Havens.
    2. It is possible that the ship is not on the coast: move it so that it is but do not answer "Yes" to the "Sail Now?" message yet.
    3. Board the general onto the ship.
    4. Click on the ship to reselect it. (It will already be selected after the boarding so it will take two clicks: one to deselect and one reselect).
    5. A "Sail Now?" message appears: click Yes if you're ready.
    6. Watch them sail into the West.


    Silvan Elves
    If the Silvans own Mithlond then it works the same as for the High Elves. In the more likely event that the High Elves own Mithlond...
    1. Stand your general on or next to Mithlond's port. (Standing on it might blockade it so best stand next to it.)
    2. End turn.
    3. A ship appears next to Mithlond's port. From here it is the same behaviour as above.
    This "stand next to port" method only works when the High Elves own Mithlond.


    The ship will only be present during this turn. If it is still present by the end of the turn (i.e. unused) then it will disappear.
    Last edited by Withwnar; April 20, 2012 at 01:50 AM.

  3. #3
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Palantiri Revision 1.0

    Wow, this looks really awesome. Will definitely download it, even if it's only to look at your brilliant script, excellent work once again.

  4. #4
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    Default Re: Palantiri Revision 1.0

    Very nicely done it seems How did you manage to change the UI once in-game? I mean the whole authorization part
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  5. #5
    dannyalex's Avatar Campidoctor
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    Default Re: Palantiri Revision 1.0

    Give me to me baby !!! aha aha! +rep
    Most Chivalrous commander 2020-2021

  6. #6
    Kiliç Alì's Avatar Domesticus
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    Default Re: Palantiri Revision 1.0

    Wow. Amazing effect with eye.

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  7. #7
    paradamed's Avatar Praepositus
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    Default Re: Palantiri Revision 1.0

    I liked these new features!

  8. #8
    Withwnar's Avatar Script To The Waist
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    Default Re: Palantiri Revision 1.0

    Instruction Update!

    Sorry guys - those who have downloaded - my instructions were wrong. The indicators folder needs to go into {M2TW}\data\ui.

    The OP has been updated and the download now also contains a readme.

    If you have already copied it to "data" then just move it to "data\ui".

    ~~~~~~~~~~~~

    Thanks for the comments.

    Quote Originally Posted by Mhaedros View Post
    How did you manage to change the UI once in-game? I mean the whole authorization part
    It isn't changing the UI, it is drawing over the top of it. In a similar way to how the indicator flashing circle was done in 3.1.

  9. #9
    Araval's Avatar Protector Domesticus
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    Default Re: Palantiri Revision 1.0

    Good work! Any chances to see it in TATW 3.2?

  10. #10
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Palantiri Revision 1.0

    These things puts the A into Awesome ^^ Will make it far mroe useful and more dashing while we use it! Thanks With' +rep

    Have a question though for anybody who may help out (and others in same situation might need to know as well);
    My M2 do not have an UI-folder, perhaps because I never done anything with the vanilla game. Should I unpack it somehow then, download it or create an UI-folder (though then I cant see ifi t has indicators)?

    Kingdom of Lindon preview video out





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    Favorite TATW compilation: Withwnars Submod Collection
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  11. #11
    Withwnar's Avatar Script To The Waist
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    Default Re: Palantiri Revision 1.0

    Quote Originally Posted by Araval View Post
    Good work! Any chances to see it in TATW 3.2?
    You shocked me for a second there: thinking a 3.2 was out. Well, that would be up to the mighty Kong but in any event I would like to keep it as a submod for a while, to catch any bugs, etc.

    Quote Originally Posted by Ngugi View Post
    My M2 do not have an UI-folder, perhaps because I never done anything with the vanilla game. Should I unpack it somehow then, download it or create an UI-folder (though then I cant see ifi t has indicators)?
    Oh, does it not? I must have added it myself on my install ... too long ago.

    Yes, just create a folder named "ui". It will be empty of course: that is fine.

    Thanks for mentioning. I'll add it to the OP.

  12. #12

    Default Re: Palantiri Revision 1.0

    Great job. I hope it will be include in the futur version of third age.

    Is it free to use, and do you change anything in the description of the differents buildings (text)?

  13. #13
    Withwnar's Avatar Script To The Waist
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    Default Re: Palantiri Revision 1.0

    Thank you. The only build text change is the Mirror's. What do you mean by "free to use"?

  14. #14

    Default Re: Palantiri Revision 1.0

    Dio I have the authorisation to use it in a submod.

  15. #15
    Withwnar's Avatar Script To The Waist
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    Default Re: Palantiri Revision 1.0

    It is the same as any work on this forum: unless the mod/submod/whatever says otherwise you need to ask permission.

  16. #16
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Palantiri Revision 1.0

    I like the changings, mostly welcome, specially the visual effect when using it, it brings imersion.

    Good work!

  17. #17
    Withwnar's Avatar Script To The Waist
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    Default Re: Palantiri Revision v1.1 [17-Apr] - now controllable, plus: "Sail Into The West"

    v1.1 released. OP updated with all the news.

    Thanks Ngugi for the feedback and "sound advice" (read that however you like).

    Thanks also to dannyalex for suggestions in the tutorial thread. I haven't forgotten about them, I just haven't been able to incorporate them (yet?).

    Quote Originally Posted by leo.civil.uefs View Post
    I like the changings, mostly welcome, specially the visual effect when using it, it brings imersion.
    Thanks leo, somewhat belatedly. Immersion is what I was going for.

  18. #18
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Palantiri Revision v1.1 [17-Apr] - now controllable, plus: "Sail Into The West"

    Wow, epic stuff withwnar. You keep making things which I would have expected to be impossible.

  19. #19
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Palantiri Revision v1.1 [17-Apr] - now controllable, plus: "Sail Into The West"

    Looking at the v1.0 and the development for 1.1 all I can do is to encorurage everybody to dowload and use this - an epic work of Withwnar.

    Makes the Palantirs very useful and gives you the right feeling.

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  20. #20
    smoesville's Avatar Vicarius
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    Default Re: Palantiri Revision v1.1 [17-Apr] - now controllable, plus: "Sail Into The West"

    The version of this that shipped with 3.1 was imho stretching the limits of the engine but this is even better
    Were there but a tree in this godforsaken place i would have hanged myself.

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