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October 28, 2014, 12:11 PM
#1
Laetus
Pilum throwing problem and CTD
Any and all:
I love the idea of this great mod but can't get beyond this crash. Every time my romans set back to THROW their spiculums (sp?)the game locks and I get a message "Whoops what a mess!" and crash to desktop. I thought it MIGHT be sound related, but can't see the log at all. I have them set at guard and fire at will.
I have re-downloaded twice and followed every instruction for installing to the letter. This bug works in campaign and in custom battles.
I have searched the bug thread here and while it is mentioned it doesn't look resolved.
This bug reminds me of that dwarven axe throwing bug in Third Age mod a few years ago.
Any help appreciated! I doubt its any cpu issue really because all other mods/etc work fine and, in fact, this one does too in campaign mode.
Richard Gaines
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October 28, 2014, 03:44 PM
#2
Re: Pilum throwing problem and CTD
This kind of failure is possible if you are renaming the name of the folder or alter the path, you should check the name if you changed it, than change it back.
If you are not sure if you have the right folder name, than go to the desr_projectile.txt file and check this area:
projectile plumbata
damage 0
radius 0
mass 0.05
accuracy_vs_units 0.03
min_angle -60
max_angle 70
velocity 30
display aimed
model mods/IB2_Britanniae/data/models_missile/missile_martiobarbuli_high.cas, 40
model mods/IB2_Britanniae/data/models_missile/missile_martiobarbuli_high.cas, max
projectile spiculum
damage 0
radius 0
mass 0.05
accuracy_vs_units 0.03
min_angle -60
max_angle 70
velocity 30
display aimed invert_model_z
model mods/IB2_Britanniae/data/models_missile/missile_spiculum_high.cas, 40
model mods/IB2_Britanniae/data/models_missile/missile_spiculum_high.cas, max
this is just a example of my file, but you can see that the models uses a certain path.
Last edited by darthxeion; October 28, 2014 at 03:48 PM.
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October 29, 2014, 12:37 PM
#3
Laetus
Re: Pilum throwing problem and CTD
Darth
Thanks that is clearly it I need to go figure out the alternate ways to start the mod now without changing the name of the folder (the old easy way). Thanks!!!!
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