Page 2 of 10 FirstFirst 12345678910 LastLast
Results 21 to 40 of 197

Thread: How to: Mod Stainless Steel!

  1. #21
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,096
    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    Have you got any custom files in your base installation of the game? There shouldn't be any txt files in the medieval ii total war\data folder unless you have unpacked the game.










  2. #22

    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Gigantus View Post
    Have you got any custom files in your base installation of the game? There shouldn't be any txt files in the medieval ii total war\data folder unless you have unpacked the game.
    is this question for me?
    if so, yes i have unpacked the vanilla m2tw files
    but i didn't change/add anything on vanilla text files when i installed the ss
    Last edited by ikyu828; May 15, 2014 at 01:46 AM.

  3. #23
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,096
    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    Then that can be discounted.










  4. #24
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: How to: Mod Stainless Steel!

    How can it be a repeated issue on his copy of SS but nobody else has this issue. Even after a clean install it still happens. So it seems like the issue isnt with his SS install but something in his original m2 files, right?

  5. #25
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,096
    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    Did we investigate a possible virtual store issue, that is the bane of updating mods. This tutorial from step onward is the way to fix it.










  6. #26
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: How to: Mod Stainless Steel!

    Ah that makes sense. Hopefully that will take care of the issue for him. + rep for the help

  7. #27

    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Gigantus View Post
    Did we investigate a possible virtual store issue, that is the bane of updating mods. This tutorial from step onward is the way to fix it.
    i have followed that, i'm using the 3rd method from the tutorial

    i'll upload a video of comparison for ribault between my vanilla n ss, just to show that it really happen in my game

    edit
    http://www.mediafire.com/download/9z...lq/ribault.rar
    i'm sorry about the size, i dont know how to make it smaller

    as you can see in the video, in vanilla, even before firing the 1st volley, the crew still needs to reload
    while in ss the crew can start firing and simply skip reloading after every volley
    Last edited by ikyu828; May 15, 2014 at 12:47 PM.

  8. #28
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,096
    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    I haven't downloaded (my bandwidth sucks) but it would certainly indicate altered animations via descr_skeletons. I am sure there are other custom animations as well, hence a simple removal of the IDX and DAT files in the data\animations folder would lead to a crash.










  9. #29
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: How to: Mod Stainless Steel!

    But how can he have an altered unit and I do not when we downloaded the same file?

  10. #30
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,096
    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    He gave the details of his files a few posts back - have you compared them with yours? A missing reload animation means the standard firing sequence has been modified.

    There is the possibility of different versions of torrent downloads (there are 5 for Call of Warhammer), you will have to establish if it is indeed identical to your torrent source.
    Last edited by Gigantus; May 15, 2014 at 09:56 PM.










  11. #31

    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Gigantus View Post
    He gave the details of his files a few posts back - have you compared them with yours? A missing reload animation means the standard firing sequence has been modified.

    There is the possibility of different versions of torrent downloads (there are 5 for Call of Warhammer), you will have to establish if it is indeed identical to your torrent source.
    i'll try to d/l the one in mediafire, maybe it's different

    and this is the comparison/difference in descr_skeleton file between vanilla n ss for ribault crew
    Attached Files Attached Files
    Last edited by ikyu828; May 15, 2014 at 10:11 PM.

  12. #32
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,096
    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    I checked one of my kingdom mod's descr_skeleton against the SS Ribault entry and they are identical. Weird.

    Which brought me to descr_engines...

    Which has this entry in the ribault part:

    Code:
    crew_animations
        crank                Crew_Rear, crew_rear_fire_idle, crew_rear_fire_commence, crew_rear_fire_recover, crew_rear
        fire                Crew_Rear, crew_left, crew_rear
    end
    How does it look in your entry? Complete ribault part in spoiler

    Spoiler for ribault coding in descr_engines
    Code:
    type                ribault
    culture                all
    class                ribault
    pathfinding_data        none
    reference_points        siege_engines/small_ribault.modelReferencePoints
    
    engine_model_group    normal
    engine_skeleton        ribault
    engine_bone_map    siege_engines/BoneMaps/culverin.xml
    engine_collision    siege_engines/collision_models/ribault_collision.CAS
    engine_mesh        siege_engines/small_ribault.mesh, 40.0
    engine_mesh        siege_engines/lods/small_ribault_low.mesh,  80.0
    engine_mesh        siege_engines/lods/small_ribault_low.mesh,  max
    
    engine_model_group    dying
    engine_skeleton        ribault_dying
    engine_bone_map    siege_engines/BoneMaps/smlribault_destroy.xml
    engine_collision    siege_engines/collision_models/ribault_collision.CAS
    engine_mesh        siege_engines/destroyed/small_ribault_destruction.mesh,  max
    
    engine_model_group    dead
    engine_collision    siege_engines/collision_models/ribault_collision.CAS
    engine_mesh        siege_engines/destroyed/small_ribault_destroyed.mesh,  max
    
    engine_shadow        none
    
    engine_radius        2.4
    engine_visual_radius 2.5
    engine_length        6.4
    engine_width        1.6
    engine_height        1.6
    engine_mass            6
    engine_dock_dist    5
    engine_mob_dist        7.5
    engine_flammable    true
    engine_ignition        2.5
    fire_effect            engine_fire_small_set
    
    obstacle_shape        drop
    obstacle_x_radius    1
    obstacle_y_radius    1.5
    
    engine_spo physical_obstacle
    
    engine_health        15
    missile_pos            0.0 1.0 0.0
    
    crew_animations
        crank                Crew_Rear, crew_rear_fire_idle, crew_rear_fire_commence, crew_rear_fire_recover, crew_rear
        fire                Crew_Rear, crew_left, crew_rear
    end
    
    normal_shots        9
    shot_delay            6
    ;special_shots        6
    
    shot_pfx_front        cannon_shot_rocket_launcher_front
    shot_pfx_back        cannon_shot_rocket_launcher_back
    shot_sfx            Ribault_Fire










  13. #33

    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Gigantus View Post
    I checked one of my kingdom mod's descr_skeleton against the SS Ribault entry and they are identical. Weird.

    Which brought me to descr_engines...

    Which has this entry in the ribault part:
    mine is the same like yours

    i've already tried this ss version from here
    http://www.mediafire.com/download/up...f/SSinstall.7z
    and it's still the same like the previous one (the one from torrent), the ribault crew skip/don't have the reloading animation

  14. #34
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,096
    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    I have to pass - no further ideas.










  15. #35
    irishron's Avatar Cura Palatii
    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: How to: Mod Stainless Steel!

    I just checked my unpacked files and and data\animations folder has one entry, the engines folder, and the breakdown from there.
    My Srainless Steel i6.4 install has data\animations, and all the entries along with pack.dat, pack.idx, skeleton.dat, and skeleton.idx iI did not immediately see in my unpacked files.

    This leads me to thinking someone used a tool available from one of the EB2 modders to repack them and not regenerated by the game. If so, by reading his thread, the "[io] file_first = true will not get the pack file read. Conjecture on my part but I don't have time to test it past this.

  16. #36
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,096
    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    I was thinking of asking him to remove the IDX and DAT files in the animations older to check - but it is very likely that SS has other custom animations which means the game will crash if those files are removed. Which on the other side would prove that they are indeed read.










  17. #37
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Gigantus View Post
    I was thinking of asking him to remove the IDX and DAT files in the animations older to check - but it is very likely that SS has other custom animations which means the game will crash if those files are removed. Which on the other side would prove that they are indeed read.
    The IDX and DAT files wont 'regenerate' like they do for the sound folder?

  18. #38
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,096
    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    I haven't done that in a while, but I think you need to have the no_animdb = 1 entry in the CFG file, disable\rename the animations folder in the vanilla directory AND have the 'unpacked' CAS files in your mod's directory.










  19. #39

    Default Re: How to: Mod Stainless Steel!

    i have a question regarding the resoned desire on my part, at least short of more familiarity with play-balance and the SS combat system, to edit the spearmen's attack value of 1 to something higher than, and if not more along the lines of vanilla, and for purposes of relative attack value realism. i don't think i'm being presumptious when saying, that the base-value of 1 for attack (e.g. not counting charge/bonus) is not representative of anything higher than rabble or a peasants ability to bear arms: e.g. 1 would never represent anything more sophisticated than fists and make-shift weapons. on the other hand, militia are comparable to a security detail (e.g. at least a 1 in terms of training, and by comparison to peasant and/or rabble, the latter of which are at most a 0), and spears are crafted weaponry of varying degrees of effective quality and composition (e.g. at least a 2 in terms of quality, and by comparison to make-shift weapons). both of these latter points of consideration i presently consider significant enough to be reflected on the battlefield by said militia spearmen, and such that they are attack enabled and capable units, where capability denotes something other than a bare-minimum to meet attack value's necessity for being greater than 0

  20. #40

    Default Re: How to: Mod Stainless Steel!

    ... hence, my question: would changing the attack value of spearmen cause a glaring or unforseen instance of imbalance in the game or combat system in-play?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •