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Thread: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

  1. #21

    Default Re: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

    Quote Originally Posted by 4zumi View Post
    Hi Filipse,

    I know you wrote, done as instructed, but please don't feel offended when I ask the next questions. I just want to make sure.

    You have Medieval 2 + Kingdoms Addon on Steam?
    You added the command line to Steam, an not used any of the bat files?
    You placed the mod in the separate mod folder and did not overwrite any vanilla game files?
    Could you send me the error log? Usually the last few lines will suffice.

    From the screenshot I could see that it taps out very early in the loading process. This can mean all kind of things. So hopefully there is some hint in the log file.

    Alternatively you could try out the new iteration of this mod "Total Vanilla Beyond", found here in a thread above.

    Thank you and i will get back to you when I could have a look at the log file.
    Confirmed it does indeed have Kingdoms, and i added command without using any bat files, with mod in a separate folder within the "Mods" files within
    the total-war location.

    Trying Total Vanilla Beyond was also what i did, which did nothing in difference to trying the above with same results, both with
    clean-game install after trying the other.


    Logs
    05:56:23.281 [system.rpt] [always] CPU: SSE2
    05:56:23.282 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    05:56:23.285 [system.io] [always] mounted pack packs/data_0.pack
    05:56:23.285 [system.io] [always] mounted pack packs/data_1.pack
    05:56:23.286 [system.io] [always] mounted pack packs/data_2.pack
    05:56:23.287 [system.io] [always] mounted pack packs/data_3.pack
    05:56:23.287 [system.io] [always] mounted pack packs/data_4.pack
    05:56:23.287 [system.io] [always] mounted pack packs/localized.pack
    05:56:26.633 [data.missing] [warning] missing/invalid cursor for ANISELECT
    05:56:26.635 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    05:56:26.639 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    05:56:26.652 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    05:56:26.652 [data.missing] [warning] missing/invalid cursor for DRAGGING
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    05:56:26.655 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    05:56:26.656 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    05:56:26.656 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    05:56:26.656 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    05:56:27.770 [script.err] [error] Script Error in mods/totalvanilla/data/export_descr_buildings.txt, at line 8117, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction apachean (bdg town vs clt huge_city)
    05:56:27.770 [script.err] [error] Script Error in mods/totalvanilla/data/export_descr_buildings.txt, at line 8117, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction tuareg (bdg town vs clt huge_city)
    05:56:27.925 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    05:56:27.926 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    05:56:28.003 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    05:56:28.005 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    05:56:28.022 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    05:56:28.024 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    05:56:28.026 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    05:56:28.028 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    05:56:28.040 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 10733, column 23 :
    we should only have trait(Berserker) additional affects for triggers(Battle_Losing_Berserker)
    05:56:28.040 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 10851, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    05:56:28.040 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 10852, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    05:56:28.041 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 10862, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing)
    05:56:28.041 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 10863, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing)
    05:56:28.041 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 10875, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    05:56:28.041 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 10876, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    05:56:28.041 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 10917, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Dread_Let_Them_Go)
    05:56:28.051 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 16842, column 27 :
    we should only have trait(GoodDenouncer) additional affects for triggers(hereticinit1_denouncerclear)
    05:56:28.051 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 16850, column 26 :
    we should only have trait(BadDenouncer) additional affects for triggers(hereticinit1_denouncerclear_bad)
    05:56:28.051 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 16858, column 25 :
    we should only have trait(StrongFaith) additional affects for triggers(hereticinit1_faithclear)
    05:56:28.051 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 16866, column 22 :
    we should only have trait(Purifier) additional affects for triggers(hereticinit1_purifierclear)
    05:56:28.053 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 17800, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_6)
    05:56:28.053 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 17801, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(crusades_6)
    05:56:28.053 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 17810, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_7)
    05:56:28.053 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 17853, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_7)
    05:56:28.053 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 17854, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(jihads_7)
    05:56:28.053 [script.err] [warning] Trigger parsing warning in mods/totalvanilla/data/export_descr_character_traits.txt, at line 17863, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_8)
    05:56:28.060 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/scribe_ancillary.tga
    05:56:28.060 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    05:56:28.062 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    05:56:28.139 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  2. #22
    4zumi's Avatar This one sparks joy
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    Default Re: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

    Ok, thanks for your response.

    After looking over the log, there is nothing suspicious I can find. No real pointer to what causes the error.

    I had another user that ran into a specific problem in "Beyond" with a missing string table concerning the Rayy settlement you could try this out:

    Now try the following (please only with the "Beyond" version):


    • Download this txt file: http://www.mediafire.com/file/c87a67...ment_names.txt
    • Open up the mod folder, look at data/txt and search for this file. Back up both the already existing txt and bin file.
    • then delete both and copy the new file in the folder
    • now delete the map.rwm
    • start the game and try to start a new campaign
    • hopefully it works


    Another thing could be, try is download the mod again, maybe something got messed up with the download (if you have not tried that already).

    If any of the above steps work, let me know. If not let me know too.
    I will try to help you.

    Edit: It is very odd, that it does not work for you. The big problem is, I can not repeat the crash, because the mod works for me just fine. I will think of more suggestions, and maybe info I need from you.
    Last edited by 4zumi; March 20, 2017 at 03:27 PM.

  3. #23

    Default Re: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

    Quote Originally Posted by 4zumi View Post
    Ok, thanks for your response.

    After looking over the log, there is nothing suspicious I can find. No real pointer to what causes the error.

    I had another user that ran into a specific problem in "Beyond" with a missing string table concerning the Rayy settlement you could try this out:

    Now try the following (please only with the "Beyond" version):


    • Download this txt file: http://www.mediafire.com/file/c87a67...ment_names.txt
    • Open up the mod folder, look at data/txt and search for this file. Back up both the already existing txt and bin file.
    • then delete both and copy the new file in the folder
    • now delete the map.rwm
    • start the game and try to start a new campaign
    • hopefully it works


    Another thing could be, try is download the mod again, maybe something got messed up with the download (if you have not tried that already).

    If any of the above steps work, let me know. If not let me know too.
    I will try to help you.

    Edit: It is very odd, that it does not work for you. The big problem is, I can not repeat the crash, because the mod works for me just fine. I will think of more suggestions, and maybe info I need from you.
    None of that worked either, same error-result in same way as shown in screenshot.

  4. #24
    4zumi's Avatar This one sparks joy
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    Default Re: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

    Some more things I can think of:

    Questions:
    Does Medieval 2 run unmodded?

    Suggestions:
    -Try running Medieval 2 as an admin. For this you have to go into the steam folder and right click on the medieval2.exe. Then run as adminstrator.
    -Try setting the medieval2.exe in compatibility mode (WindowsXP). (Right click on exe and select properties)
    -Update all your drivers, if they are not updated
    -Verify the steam installation, maybe reinstall.
    -As a last resort: Unpack the vanilla game and see if that works. (You will find the unpacker in the Medieval 2 folder under "tools", if memory serves me right). I don't know if, but maybe that helps.

    I'm sorry that the mod does not work out for you out of the box. i will try to investigate further.
    Here is a comment from reddit, that solved maybe the same issue you have, maybe try this first:

    [–]ignotusvir 1 Punkt vor 2 Monate
    For anyone getting an error just past the title screen when using the custom launch option (--features.mod=mods/totalvanilla), the fix that worked for me was setting medieval2.exe (the ordinary game file) to compatibility for windows 8. And for OP, thanks for developing this mod!




    remember that the command lines for "total vanilla" and "total vanilla beyond" are slightly different.

    total vanilla: --features.mod=mods/totalvanilla
    total vanilla beyond: --features.mod=mods/totalvanillab

    Please let me know if something worked and what worked, so other may use this, if they run into the same problem.

    Thanks
    azumi

  5. #25

    Default Re: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

    It does indeed run unmodded without anyform of issues whatsoever, being at turn 856 and conquered 80% of world as Venice

    As for the unpacker, it never worked for me ever, the file and stuff runs but it doesnt generate the additional configurable textfiles.

    I always ran it as Administrator and XP compability mode.

  6. #26
    4zumi's Avatar This one sparks joy
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    Default Re: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

    Mhh,

    if none of the above suggestions helped, I'm pretty much out of ideas.

    That you can not unpack the files is strange too.
    Did you try to run it as suggested above in the win8 mode, or other different modes?

    Maybe you could seek help in one of the technical issue threads, those guys could have an idea.

    The mod does run for me and other people, I can not pinpoint what the problem is.

    If I can think of anything else, I will let you know, if you want to.
    Sorry that I could not help you solving this.

  7. #27

    Default Re: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

    Dear Azumi,

    I'm playing your mod now for some weeks and it is still fun! Thank you again for your work.
    I don't have an error log (to play Tuareg.. I don't know why it actually save no logs..)
    But I#m playing with Ireland with fun.

    So some thoughts- if you are interested - if you plan future releases:

    Maybe as an option:
    http://www.twcenter.net/forums/downloads.php?do=file&id=3350
    Do you think it is compatible... I read it caused some crashes on Third Age Total War...

    and also maybe a new vegetation:
    http://www.moddb.com/mods/europa-bar...new-vegetation

    Greets

    Marc

  8. #28
    4zumi's Avatar This one sparks joy
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    Default Re: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

    Hi Marc,

    thanks again .

    The Tuareg just exist so, the islamic powers don not expand so quick and uncontested to the new african provinces. If I find the time, I will look into the error issue, but is it is not my priority because they are meant to be not playable.
    And you won't miss out a lot, because they are not as worked out as the other factions, but granted, could make for an intersting playthrough due to the limitations.
    But although stated, that I switched over to my new release "Total Vanilla Beyond" (also found here in my second thread) and just plan on updating this mod, if some major issue occurs.

    I had a look at the two links you suggested.

    The ReallyBadAI looks interesting, but would require a lot of work to implement, because I would have to do a custom implementation. So far I have keept away from this, because I'm not well versed with the AI or anything that has to do with that.
    So, to answer you question: I do not think it is comatible out of the box and you could run into some major issues using this.

    The vegetation of EB2 looks absolutely amazing. I would love to implement this (in Total Vanilla Beyond), but I will have to ask for permission from the EB2 team and I have no idea, what is necessary to implement this (regarding files, etc). Maybe I would have to take it out the full EB2 release, as I think this is not a standalone vegetation mod (as far as I understood it, it's rather a showcase of the EB2 vegetation rework) I could easily incorporate.

    But thanks anyway for your post and the suggestions. I always love to hear those, as they give me new ideas and point me to issues I may be not aware of.

    As stated above I have moved on to the "Beyond" release. If you want to you could try it out. It removes the Azumi faction and introduces playable mongols (you can play as them right from the start, but not as a horde). The map is expanded to the east, and otherwise the mode includes some tweaks.

    It is in "beta" right now (almost finished, just a few beauty touch ups are left, that won't affect gameplay).

    So, thanks again for your post and best regards
    azumi

  9. #29

    Default Re: "Total Vanilla 1.0" - A Medieval 2 - Kingdoms mod (Vanilla+)

    Dear Azumi,

    thank you for your reply.

    I have some additional infos about the new vegetation you like, too. It is already used in some other mods.

    Do you know bellum crucis? Bellum Crucis seems to final at version 7.0 But there are some modders which
    make that mod still better with addons/submods, one of them is
    http://www.twcenter.net/forums/membe...2794-rafmc1989
    he included the new vegetation in his submod for bellum crucis
    http://www.moddb.com/games/medieval-...timate-version
    mabe you can talk with him what is needed to install that vegetation into your "vanilla beyond" mod..

    Also I have heard that the modders of EB mod are very kind and nice people if you want
    to contact one of them because of the new vegetation.


    Greets & best wishes

    Marc

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