Page 3 of 18 FirstFirst 12345678910111213 ... LastLast
Results 41 to 60 of 350

Thread: Total Vanilla Beyond 2.0 Release

  1. #41
    Hoplite of Ilis's Avatar Domesticus
    Join Date
    Apr 2009
    Location
    Hellas
    Posts
    2,121

    Default Re: Total Vanilla Beyond 2.0 Release

    Quote Originally Posted by 4zumi View Post
    @hoplite

    thanks for the rep.
    where do you encounter a problem in the installation?
    Did you put the "totalvanillab" folder into the mods folder of your Medieval 2 installation path?
    And then you will have to use either the .bat or make the entry in the steam command line for Medieval 2.

    Let me know where you run exactly into trouble.
    It’s ok now – I had extracted the zip in mods folder and ended up with a different name It works now. I play nowadays the retromod & grand unit addon mod – and yours is almost the same! Good work. The old games are much more enjoyable. But that purple all Byzantines have… God damn! I wish I could see some variation for retromod – or at a later version of your mod some day. I used to tamper with some re-texturing years ago, but couldn’t find the M2 byzantine unit textures directory. Anywayz, thanx for this mod.

  2. #42

    Default Re: Total Vanilla Beyond 2.0 Release

    Can you add Teutonic order ?

  3. #43
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @hoplite
    Good you found the issue.
    Retrofit and GUAM where the base for this mod a long time ago, since then I added a few things here and there .
    For the moment I'm not planning on altering unit textures any further or better said, to a greater extend, as it is very time consuming.
    But if I had a few years of freetime...
    You won't find the bulk of the byzantine textures in this mod, because it uses the ones from the base game.

    Anyway, enjoy you playthrough.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  4. #44
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @zooner52
    Sorry, but as stated in the FAQs I reached the hardcoded limit.
    So, without deleting something I can not add new factions, units, settlements.

    But I have good news for you. Most of the Teutonic Order Units can be recruited by the HRE if you build the Order House in your settlement.
    So in some way they are there.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  5. #45

    Default Re: Total Vanilla Beyond 2.0 Release

    and you can remove a minor faction like bagdah to add crusader states because is more historical acuracy,i understand medieval 2 limitations you can add all factions but you can overwite someones

  6. #46

    Default Re: Total Vanilla Beyond 2.0 Release

    Dont*

  7. #47

    Default Re: Total Vanilla Beyond 2.0 Release

    ideia from you can add this like opcional separated .exe to add crusader states and remove some faction

  8. #48
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @zooner52

    I appreciate your enthusiasm, but I do not know if you really know what kind of work this would cause.

    I thought long about which factions to include and which not. I deliberately choose to add more muslim factions, so that the east does not feel so completely powerless like in the original game.
    A jihad is now a real threat, as a crusade is. So removing an islamic faction would be contrary to what i wanted to achieve.
    The reason the crusader states/ state is not included is that you built your own crusader state by undertaking crusades and conquering the Holy Land.
    An existing state would defy this cause.

    I never said I strive for perfect historical accuracy, I don't. I think more in terms of historical feel.
    And besides in 1080 there was no crusader state established nor a crusade called.

    Don't get me wrong, I appreciate comments and suggestions for this mod. I incorporated some of them in the past when I saw them fit in the mod.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  9. #49
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @all

    I will edit the four first posts in this thread over time with more infos to this mod. So you are welcome to check from time to time. (Just updated the unit charts for the Knightly Orders Post #2).

    When I release a hotfix or patch you will be notified with a new post.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  10. #50

    Default Re: Total Vanilla Beyond 2.0 Release

    Ok thanks for attention

  11. #51
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    Good news everybody,

    I decided it was time for a first patch to resolve some glaring and really gamebreaking issues

    Patch #1
    -Fixed the missing "make my units flashy in battle" button, that was missing for some factions like Armenia and Bagdad
    -Fixed the wrong starting capitals for all factions that experienced this atrocity. (England is forever grateful not the start in the woods anymore)
    -Placed the Teutonic Order Ritterbruder and the Teutonic Order Hochmeister on their proper mailed mount (too much barding was going on in the Teutonic Order)
    -Well, yeah, that was it for now...

    Download here:
    http://www.mediafire.com/file/jckcqx...vb2.0%23p1.zip

    Step 1 - unzip it
    Step 2 - put the unzipped folder into the totalvanillab folder in your mod directory
    Step 3 - Say yes to overwrite existing files
    Step 4 - Say no to drugs
    Step 5 - start the game

    Cheers
    azumi

    Edit: And it should be savegame compatible. Don't blame me if its not... You have been warned.
    Last edited by 4zumi; November 14, 2017 at 02:11 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  12. #52
    _Tartaros_'s Avatar "Harzschütze"
    Join Date
    Aug 2009
    Location
    kvet.lɪnˌbuʁk
    Posts
    4,492

    Default Re: Total Vanilla Beyond 2.0 Release

    Quote Originally Posted by 4zumi View Post
    @tartaros

    I dont know why this error happens, maybe a faulty download, unpacking, etc. as the mentioned lines are perfectly fine in my version.
    But let's try this:
    here, download this file and replace it in totalvanillab/data/world/maps/base
    http://www.mediafire.com/file/fv8233tqdxsggms/descr_regions.txt


    thank you, i will give it a go

    edit:
    errormessage after patch (imidiate ctd)
    Code:
    07:07:15.582 [script.err] [error] Script Error in mods/totalvanillab/data/descr_mount.txt, at line 530, column 1
    Could not find battle model for mount 'Mount_teutonic_Mailed_Horse'.
    07:07:15.912 [script.err] [error] Script Error in mods/totalvanillab/data/export_descr_unit.txt, at line 16355, column 1
    Could not find mount battle model for unit type 'Mount_teutonic_Mailed_Horse'.
    07:07:15.912 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/totalvanillab/data/export_descr_unit.txt.
    Last edited by _Tartaros_; November 14, 2017 at 12:09 AM.

  13. #53
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    @tartaros

    I'm sorry. I'm an idiot.
    I forgot to put the most important file into the patch 1 (battle_models.modeldb)
    Thats the error.
    Please redownload the patch here and try again.
    http://www.mediafire.com/file/jckcqx...vb2.0%23p1.zip

    And please use the desr_regions.txt I made for you too. Because it is not included in the patch.

    And thanks for the rep (kein Problem )

    @everyone that has downloaded the patch 1 before the time i posted this. please redownload and apply it again.
    I changed every downloadlink for this patch to the proper file now
    Sorry.
    Last edited by 4zumi; November 14, 2017 at 12:50 PM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  14. #54
    Miles
    Join Date
    Jul 2013
    Location
    Dijon, Burgundy
    Posts
    396

    Default Re: Total Vanilla Beyond 2.0 Release

    For people, that hate border lines.
    Put into "\Steam\steamapps\common\Medieval II Total War\mods\totalvanillab\data" and overwrite the existing file.

    descr_sm_factions.txt

    Last edited by SanderP; November 14, 2017 at 03:26 AM.

  15. #55
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    That looks very cool and interesting.
    I have never thought about making the border color the same as the main color.
    Thanks for showing this SanderP
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  16. #56

    Default Re: Total Vanilla Beyond 2.0 Release

    Nice work 4zumi

    Once I've given it a spin I'll see if I can add anything by way of a sub-mod

  17. #57
    4zumi's Avatar This one sparks joy
    Join Date
    Feb 2015
    Location
    HRE - Aquis Mattiacis
    Posts
    1,239

    Default Re: Total Vanilla Beyond 2.0 Release

    Thanks,

    sure thing. If you have a questions how something is working or why I did a certain thing, feel free to contact me.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  18. #58

    Default Re: Total Vanilla Beyond 2.0 Release

    With all the focus on knightly orders, it feels that orthodox and muslim factions are underwhelming. And since number of units is already reaching the limit, there's little to be done there...but there is.

    While Varangian guard is most well known, all major orthodox factions of the time relied heavily on mercenaries, especially (but not exclusively) nordic and west european (quite often just called frankish). A kind of mercenary post which would allow access to some nordic units, like norse archers or huscarls, and some mercenaries outside their normal area of recruitment would be fitting alternative to knightly orders for orthodox factions.

    No idea about muslim factions though...

  19. #59
    Miles
    Join Date
    Jul 2013
    Location
    Dijon, Burgundy
    Posts
    396

    Default Re: Total Vanilla Beyond 2.0 Release

    Quote Originally Posted by 4zumi View Post
    That looks very cool and interesting.
    I have never thought about making the border color the same as the main color.
    Thanks for showing this SanderP
    Feel free to add this into your mod / main post, the work is already done, I didn't alter anything else in the file.

    A question though, since I already got this issue in Stainless Steel back then: the Swordsmith guild only provides experience +1, what about the weapon upgrade?
    It's also visual on the battlefield (improved spearheads for example), but it's not enabled to give the weapon bonus.

    Mind having a look into it?

  20. #60
    Miles
    Join Date
    Jul 2013
    Location
    Dijon, Burgundy
    Posts
    396

    Default Re: Total Vanilla Beyond 2.0 Release

    I had a quick look into it and fixed the Swordsmith guild issue myself.

    As always, feel free to add it to your mod if you like, only the Swordsmith guild has been touched.
    Put into "\Steam\steamapps\common\Medieval II Total War\mods\totalvanillab\data" and overwrite the existing file.

    export_descr_buildings.txt

    Before:



    After:


Tags for this Thread

Posting Permissions

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