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Thread: Kaziel's Romans * VERSION 4.5 * (UPDATED: 17/09/2014) * Currently BUGGED *

  1. #161

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by atila9000 View Post
    hi octavian, great mod, but i have a problem though. it doesnt work at all, this has been since the 5 patch. i used before other mods, like overhauls and reskin ones intead of yours, but none of those even work. any ideas?
    Are you using any other mods? Are you using the official game launcher's mod manager?

  2. #162
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by Octavian21 View Post
    Yea it's a typo of "Ciurass" instead of "Cuirass" in iirc 4 General's definitions (someone posted exactly which, a couple pages back).

    I didn't bother fixing it as I was on the verge of updating to V.2.0, and thought the old Breastplates were obsolete. Hope your
    compilation is going smoothly.
    yeah i seen that post, but you corrected the typos. Its an early general looks like an hastati model that has the problem?

  3. #163

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Early General using Hastati armour? not mine then hehe.

    They should all be using a version of the full Breastplate type armour. Are you getting this straight from testing with my
    mod only enabled or are you testing using your compilation Pack?

    In Version 1, they use the hellenic_officer_cuirass_0#. In Version 2 onwards, they have their own models, prefixed kaz_.
    Which ones are you planning to integrate into you compilation? If you're trying to figure out the Version 1 ones;

    hellenic_officer_cuirass_01 = White One
    hellenic_officer_cuirass_02 = Black One (Which Zaskar's using too btw)
    hellenic_officer_cuirass_03 = Brown One

    Hope that helps your troubleshooting.

  4. #164
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by Octavian21 View Post
    Early General using Hastati armour? not mine then hehe.

    They should all be using a version of the full Breastplate type armour. Are you getting this straight from testing with my
    mod only enabled or are you testing using your compilation Pack?

    In Version 1, they use the hellenic_officer_cuirass_0#. In Version 2 onwards, they have their own models, prefixed kaz_.
    Which ones are you planning to integrate into you compilation? If you're trying to figure out the Version 1 ones;

    hellenic_officer_cuirass_01 = White One
    hellenic_officer_cuirass_02 = Black One (Which Zaskar's using too btw)
    hellenic_officer_cuirass_03 = Brown One

    Hope that helps your troubleshooting.
    Thanks mate am using version 2 of your generals, yeah I think it is either a CA bug as I cannot replicate the problem. I am testing in my "all in one" mod but its not a big deal as I will hope that the community will help out on any problems they find through testing. My mod is pretty much bug free!

  5. #165

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Ocatavian is possible include Holster for Gladio?

  6. #166

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by andreaperrino11 View Post
    Ocatavian is possible include Holster for Gladio?
    Do you mean the Gladius Sheathe/Scabbard? At the moment it's impossible as I can't edit the mesh/model,
    only the textures. But I can see (in the DDS files), that CA planned on releasing at least the Romans (haven't looked into other
    faction's files), with all that equipment and probably ran out of time, or they decided that they needed to cut
    down polygons to make the battles run smoother. Either way, these little details, I assume, will be coming in the
    future whether officially from CA or one of us modders

  7. #167

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by Octavian21 View Post
    Do you mean the Gladius Sheathe/Scabbard? At the moment it's impossible as I can't edit the mesh/model,
    only the textures. But I can see (in the DDS files), that CA planned on releasing at least the Romans (haven't looked into other
    faction's files), with all that equipment and probably ran out of time, or they decided that they needed to cut
    down polygons to make the battles run smoother. Either way, these little details, I assume, will be coming in the
    future whether officially from CA or one of us modders
    nice,i can hope for more upgrade

  8. #168
    Tiro
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    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    You can stick up your work into an a....with your stupid rapidshare!

  9. #169

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by mutad1 View Post
    You can stick up your work into an a....with your stupid rapidshare!
    ?????

  10. #170

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by mutad1 View Post
    You can stick up your work into an a....with your stupid rapidshare!
    I don't know if I should take this as a hostile or constructive comment lol

  11. #171

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by mutad1 View Post
    You can stick up your work into an a....with your stupid rapidshare!
    TROL

  12. #172
    Franky235's Avatar Tiro
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    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by andreaperrino11 View Post
    TROL
    L

  13. #173
    atila9000's Avatar Decanus
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    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by Octavian21 View Post
    Are you using any other mods? Are you using the official game launcher's mod manager?
    i am using silven improvements, but i removed it to check if it worked without it, but it doesnt. im using the other mod manager, the one from TWC. how do i use the official one?
    LOS PIOJOS
    TODO LO DEMAS NO ES NADA

    ROCK NACIONAL

  14. #174
    eldaran's Avatar Speshul
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    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Quote Originally Posted by atila9000 View Post
    i am using silven improvements, but i removed it to check if it worked without it, but it doesnt. im using the other mod manager, the one from TWC. how do i use the official one?
    When you first launch the game from Steam, select mod manager from the launcher. You just need to tick the ones you want it to use.



    Under the patronage of the original and the best: Wild Bill Kelso

  15. #175

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Hey is there like a video or something that can explain how to use the PFM thing. All I want to do is make it compatible with the mods I am using. I'm using Radious battle mod, legionare armies (variant meshes conflict), among others. I see it conflicts with some of these other ones, but those are textures I'm guessing, with the exception of Radious?. I figured I could just change the load order to solve that problem. I have little idea what I'm doing. And for some reason windows smart screen wont let me launch the PFM.

    Edit: Okay I launched PFM for the first time and a bunch of windows kept popping up, yeah I'm in over my head LOL. I promise you I'm not an idiot, I just need a bit of help getting started.
    Last edited by GenghisB; October 23, 2013 at 07:43 PM.

  16. #176
    atila9000's Avatar Decanus
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    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    but is this mod on steam workshop?
    LOS PIOJOS
    TODO LO DEMAS NO ES NADA

    ROCK NACIONAL

  17. #177

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Not that I have seen.

  18. #178

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    Hello !

    Very nice mod , but I think you missed some textures : my unit's armor appear transparent and invisible when dezooming.

    Thanks anyway for this splendid work

  19. #179

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    I'm confused, If i'm using this mod, does that mean I shouldn't use Prometheus realistic heights as well? Same question for Natural colors mod.

  20. #180

    Default Re: Kaziel's Romans * VERSION 2.2 * (UPDATED: 20/10/2013)

    problem ive done the compatibility steps but evocati and bveterans now have invisible weapons when playing with radious any fix for this?

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