Even using your file, the result is the same.
I assume the formatting is flawless, but something else in my files is incompatible with the changes you made. Thoughts?
Even using your file, the result is the same.
I assume the formatting is flawless, but something else in my files is incompatible with the changes you made. Thoughts?
Let's try some log stuff:
Go into the CFG file of your mod (Notepad again) and make sure an entry like this exists. Ignore the entries after the hash signs, those are only comments.
The important thing is the level line is set exactly like that.Code:[log] to = system.log.txt # path and name of log level = * trace # detailed log
Save and start the mod. Once it crashes look for the log, in the above setting it will be in the root directory with the name entered in the 'to' line. Upload it and let me have the link.
Next time someone asks you for a 'trace log' you know what to do
https://easyupload.io/jg0p4i
Here it is (I hope).
To be honest, I never understood the usefulness of this trace config.. All it seems to do is point to the file that likely caused the crash, which in most cases is obvious anyway. But perhaps I'm wrong.
Last edited by es157; April 11, 2022 at 03:23 PM.
Often it also shows non fatal errors which eventually accumulate to a critical mass. In this case it's however certainly the modeldb file.
Something wrong with the format of the edited part. I am not sure if it the custom 'horse' section that causes it but you can try to replace it with a default entry.
custom:
replace with default:Code:5 Horse 13 MTW2_HR_Lance 13 MTW2_HR_Sword 2 21 MTW2_HR_Lance_Primary 14 fs_test_shield 2 18 MTW2_Sword_Primary 14 fs_test_shield 0
There is a drawback if that works - the regular unit will also have that animation set. But that can be fixed pretty easy by simply copying the original entry (without the multiple animation sets) into the present modeldb, give the multiple animation model a new name and use that name in descr_characters. Don't forget to check the line count number of the general model's entry (example underneath) and increase the model count number in the first line of the modeldb file (second example):Code:5 horse 12 MTW2_HR_Mace 0 1 17 MTW2_Mace_Primary 0
11 New_General
22 serialization::archive 3 0 0 0 0 1604 0 0
In principle you will then have the original model with the original horse animation for the regular unit and the original model with the multiple animation for the general.
Oh boy. I'm trying to suit myself with what you gave me, but I think there is something fundamentally broken about my mod. Maybe something is missing that prevents those addons from working. Unfortunately I don't know anything about models and animations, so I'm walking entirely in the dark here.
I tried to add the infantry animations without the elephant and camel ones, and this time the game did not crash on launch. However it did crash when loading a battle.
I changed this:
1
5 Horse
13 MTW2_HR_Lance
13 MTW2_HR_Sword 2
21 MTW2_HR_Lance_Primary
14 fs_test_shield 2
18 MTW2_Sword_Primary
14 fs_test_shield
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
Into this:
Why would it not work?2
4 None
14 MTW2_Fast_Mace 0
1
17 MTW2_Mace_Primary
0
5 Horse
13 MTW2_HR_Lance
13 MTW2_HR_Sword 2
21 MTW2_HR_Lance_Primary
14 fs_test_shield 2
18 MTW2_Sword_Primary
14 fs_test_shield
0
Last edited by es157; April 14, 2022 at 11:36 AM.
If in all characters you add the animation section (highlited in red) you will have no problem. Try to copy paste this section to your character.
In EDU though you must be extra carefull about the spelling in the characters in a unit (officers, bannermen) because Captains, Generals, Heirs and Kings will apear in every leading unit in an army.
Here is an EDU example:
If the name of the characters in the unit has somehow a different spelling the game will crash.Code:type Tagma Ton Teichon dictionary Tagma_Ton_Teichon category infantry class missile voice_type Heavy accent Mediterranean banner faction main_infantry banner holy crusade soldier Teichon, 48, 0, 0.8 officer roman_captain officer Teichon_B attributes sea_faring, hide_forest, hardy, extreme_range, can_withdraw, free_upkeep_unit formation 1.2, 1.2, 2.4, 2.4, 4, square stat_health 1, 0 stat_pri 8, 1, eastern_arrow, 190, 36, missile, missile_mechanical, piercing, none, 0, 1 stat_pri_attr no stat_sec 8, 5, no, 0, 0, melee, melee_blade, piercing, sword, 20, 1 stat_sec_attr no stat_pri_armour 11, 4, 6, metal stat_sec_armour 0, 0, flesh stat_heat 2 stat_ground 3, -1, 1, 0 stat_mental 13, disciplined, trained stat_charge_dist 30 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 900, 325, 65, 50, 220, 4, 50 armour_ug_levels 0, 1 armour_ug_models Teichon, Teichon_upg1 ownership byzantium era 0 byzantium era 1 byzantium era 2 byzantium
In rare occasions some unit names create CTDs and I was forced to change them. That has no obvius reaon though that I can explain for it.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
I think it's the not the original horse animation itself, but rather it's use in a multiple animation set up, hence why I suggested to try the default horse animation setup.
Anthonius is correct that the same animation issue will apply if you use officers, but in your case that is not applicable.
Well, guys, I think I will give up on this thread for now and use what ever tips and info you provided to search for the better solution on my own. So far, nothing seems to be working, so I might do some more testing with the file and if it fails I might just remove the infantry generals altogether.
Thanks to all for the help. I just don't want to hold anyone here and make this thread unnecessarily long over such a small issue.