I tried just installing those two but im still having the same problem.
Theres nothing in the log folder.
I cant find configuration.cfg, I tried reinstalling the mod several times but its not there?
I found it and yes it does have
Code:[log]
to = logs/system.log.txt
level = * error
would be great, you could divide a large region in two and give one part to the armies of Daedra, the Argonian and Skyrim regions maybe? imperial regions are very large also, please think about it I would greatly appreciate it. I love the work you do already!
Is it just me having issues with the Daedra being absolutely impossible? They own the entire map before I can fight back. Even after downloading a third party patch to 'nerf' them.
Do you mean my patch which is one page back?
Do you guys need any help with this mod in any way?
Hi, I've been trying to search for a solution but haven't managed to find one yet. I have a problem with the language being in Russian and no text being displayed, I've read that lots of other people also had this problem but i haven't found a way to stop the problem. I am currently downloading the 1.2 patch, will this solve the problem or is there something I'm doing wrong? I am playing through steam on my mac with macOS. Thanks for any help.
I've downloaded the patch 1.2 but the game now won't run from the start, it begins to load up and then crashes. Not sure what to do as I'm not very experienced with this. Any help would be appreciated thank you.
I don't mean to be that person that just tells you that you installed it wrong, but you installed it wrong.
when you get 1.2, copy all of its contents (not just the folder) and then copy it into the elder scrolls total war mod folder, not just data. Do this and it will work. i think.
On a side note, how did you guys make the super mages? ive tried messing with the range on Naffatun and they get stuck at a certain point. Same with archers. How do you increase range?
You were totally correct, thats fine. I did install wrong i checked through and did the whole thing and it worked fine, I'm just having an issue with the battles it seems. Whenever I do a battle and command personally it starts to load up and crashes. Does it with every faction and fighting in any location seems to do the same. no idea why. Thanks for you help. If you know anything about that problem I'm having please let me know thanks again.
Sorry I didn't get back sooner. I'm afraid I don't know what's happening though. It might be a bad install but I doubt it. One problem I had was when modifying the descr_export_units the game will crash, so have you modified any game files? If not, I honestly don't know what could have happened.
I don't know if I'm the only one that has this problem and i couldn't find a solution anywhere, but in game and in the screen where you get the units before a custom battle there is no unit image they are all just the same grey clothed guy with a tiny sword and it makes the game a lot harder to play cause i have to hover over the soldier wait like 3 seconds and then see what they are and it just ruins the experience so if there is a fix can someone please tell me thanks.
Greetings.
If the point of Morrowind unite script is granting access to all the morrowind units, then I believe I found a way to fix it (kind of messy, but does the job).
First of all you have top add all the units to all the houses (models, ui, campaign ownership).
Then you can add each unit to edb for each faction separately, I made a try with Telvanni house and it looks something like this:
recruit_pool "Bouyant Armigers" 1 0.1 1 0 requires factions { hungary, } and hidden_resource armigers and region_religion islam 65 and event_counter mu_tel 1
I added this to campaign script, just after the morrowind script for telvanni part:
add_events
event counter mu_tel
date 0
end_add_events
set_event_counter mu_tel 0
monitor_event PreFactionTurnStart FactionType hungary
and not IsFactionAIControlled
and I_LocalFaction hungary
and I_CompareCounter mu_1 = 1
set_event_counter mu_tel 1
terminate_monitor
end_monitor
Basically whenever the event happens you set event_counter mu_tel to 1 and this is used as a requirement to recruit a unit. Unfortunately I haven't managed to find a cleaner way, but a couple days ago the only thing I knew about modding was how to change a unit's attack. So there still might be hope.
You might also want to remove or try to change the red year requirement for the script
;and I_CompareCounter r_year_1 = 0
as it seemed to cause some problems for event to appear for me. But that may be just because I was artificially testing it on the first turns.