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Thread: Hochmeister skin bug?

  1. #1
    Sir Nicholas Altman's Avatar Campidoctor
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    Default Hochmeister skin bug?

    After my Teutonic faction leader died a new was elected but his campaign map skin is the same as the rest of the generals. He is not cool any more in that black armour. I checked on the battlefield map he's got the black armour and the helmet with horns. Is this a bug? I tryed another campaign just to kill my faction leader and again the new leader has normal officer skin on the campaign map.

    I also checked the Lithuanians. When their faction leader dies the new one gets the new special king looking campaign skin.

  2. #2

    Default Re: Hochmeister skin bug?

    Sadly it is a bug, yet unfixed as far as I know

  3. #3
    Sir Nicholas Altman's Avatar Campidoctor
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    Default Re: Hochmeister skin bug?

    Quote Originally Posted by Sommo James View Post
    Sadly it is a bug, yet unfixed as far as I know
    Oh, no! Faction leader is so cool. What a waste for eye candy.

  4. #4
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Hochmeister skin bug?

    don't worry sooner or later someone will fix it in a mod (i hope)
    Under the Patronage of the Dreadful cedric37!
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  5. #5
    Sir Nicholas Altman's Avatar Campidoctor
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    Default Re: Hochmeister skin bug?

    Quote Originally Posted by Swagger View Post
    don't worry sooner or later someone will fix it in a mod (i hope)
    I hope it will be soon. Who know when 1.6 patch will be released.

  6. #6
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Hochmeister skin bug?

    it has pass 2 months (almost 3) since kingdoms release

    maybe in a month or soo
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  7. #7
    Beiss's Avatar Nemo nascitur...
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    Default Re: Hochmeister skin bug?

    I had a bug fighting Norway where their cavalry had all-white textures (single color, they were glowing like ghosts in the dark) on the riders (the horses looked fine). I believe these were mailed knights. Also, fighting HRE, I noticed some knights had an invisible neck, meaning the helmet was floating in mid-air above the torso. Kinda scary. You could make some really cool looking units if you improved on that - or even Rayman units. Whaah!
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  8. #8
    Metellus's Avatar Civitate
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    Default Re: Hochmeister skin bug?

    Quote Originally Posted by Beiss
    Also, fighting HRE, I noticed some knights had an invisible neck, meaning the helmet was floating in mid-air above the torso. Kinda scary. You could make some really cool looking units if you improved on that - or even Rayman units. Whaah!
    Yeah that one's been around since M2 vanilla. There is a small empty gap between the collar and the helmet. Mercenary German knights or something similar I think.

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  9. #9
    Sir Nicholas Altman's Avatar Campidoctor
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    Default Re: Hochmeister skin bug?

    Any progress on this subject? No fixes?

  10. #10

    Default

    It's a relatively minor bug and the fix is easy...

    Problem is in Teutonic vanilla, the campaign's desc_strat gives the hochmeister the trait factionleader and the Marshal factionheir. These need to be changed to factionleaderTO and factionheirTO respectively. Then once you have done that you need to edit the traits file to give factionleaderTO and factionheirTO their Effect Level 2 and Effect Level 1 respectively. Once that is done each new Hochmeister will have the correct strat map model.

    You can also get the Ordenmarshal to use that model if you edit the desc_characters file...
    Last edited by Trajan; October 23, 2007 at 04:53 PM. Reason: merged double

  11. #11

    Default Re: Hochmeister skin bug?

    Quote Originally Posted by Jace11 View Post
    It's a relatively minor bug and the fix is easy...

    Problem is in Teutonic vanilla, the campaign's desc_strat gives the hochmeister the trait factionleader and the Marshal factionheir. These need to be changed to factionleaderTO and factionheirTO respectively. Then once you have done that you need to edit the traits file to give factionleaderTO and factionheirTO their Effect Level 2 and Effect Level 1 respectively. Once that is done each new Hochmeister will have the correct strat map model.
    Have you fixed that bug? I don't have understood well what you have done, can you please tell me in simple words how to fix it? I will much appreciate that.

    PS What do you mean for "effect level"?
    Last edited by Sommo James; October 23, 2007 at 12:31 PM.

  12. #12
    Sir Nicholas Altman's Avatar Campidoctor
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    Default Re: Hochmeister skin bug?

    Quote Originally Posted by Jace11 View Post
    It's a relatively minor bug and the fix is easy...

    Problem is in Teutonic vanilla, the campaign's desc_strat gives the hochmeister the trait factionleader and the Marshal factionheir. These need to be changed to factionleaderTO and factionheirTO respectively. Then once you have done that you need to edit the traits file to give factionleaderTO and factionheirTO their Effect Level 2 and Effect Level 1 respectively. Once that is done each new Hochmeister will have the correct strat map model.

    You can also get the Ordenmarshal to use that model if you edit the desc_characters file...
    Can you do it man and post files or just tell what to do in detail? Please...

  13. #13

    Default Re: Hochmeister skin bug?

    Quote Originally Posted by Sir Nicholas Altman View Post
    Can you do it man and post files or just tell what to do in detail? Please...
    I tried to do what he told, but doesn't work. Now even my starting Hochmeister is like a normal general on the campaign map. So or that method don't work, or I'doing somethin wrong, I hope it is the second.

    The problem is that the faction leader is both a faction leader (Factioneleader trait) and Hochmeister (FactionleaderTO trait), but the new faction leader will become just a Hochmeister (he won't have the Factionleader trait). And the Hochmeister skin in the campaign map seems to be bounded to the Factionleader trait, instead of the FactionleaderTO trait.

  14. #14

    Default Re: Hochmeister skin bug?

    Could be worse. when my Hochmeister dies I instantly lose the campaign.

  15. #15
    Sidus Preclarum's Avatar Honnête Homme.
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    Default Re: Hochmeister skin bug?

    Quote Originally Posted by Beiss View Post
    You could make some really cool looking units if you improved on that - or even Rayman units. Whaah!
    Rayman vs Raving Rabbits : Total War
    I want that...

  16. #16

    Default Re: Hochmeister skin bug?

    Quote Originally Posted by Tyre View Post
    Could be worse. when my Hochmeister dies I instantly lose the campaign.
    It's becasuse you have not adopted anyone. Only the "komturei" or something like that can become the new Hochmeister, not the normal general that you have at the beginning of the campaign, it's not a bug, just a feature, a stupid feature IMHO.
    Last edited by Sommo James; October 24, 2007 at 02:22 AM.

  17. #17
    Lusted's Avatar Look to the stars
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    Default Re: Hochmeister skin bug?

    The problem is that the faction leader is both a faction leader (Factioneleader trait) and Hochmeister (FactionleaderTO trait), but the new faction leader will become just a Hochmeister (he won't have the Factionleader trait). And the Hochmeister skin in the campaign map seems to be bounded to the Factionleader trait, instead of the FactionleaderTO trait.
    That's because you need to edit the traits. The starting Teutonic faction leader and heir should have FactionLeaderTO for the leeader instead of FactionLeader, and FactionHeirTO for the heir instead of FactionHeir. Then you need to edit export_descr_character_traits.txt, and change those 2 traits so they look like:

    ;------------------------------------------
    Trait FactionleaderTO
    Characters family
    AntiTraits FactionheirTO

    Level Hochmeister
    Description Hochmeister_desc
    EffectsDescription Hochmeister_effects_desc
    Threshold 1

    Effect Command 3
    Effect Authority 2
    Effect TroopMorale 2
    Effect PersonalSecurity 3
    Effect Level 2

    ;------------------------------------------
    Trait FactionheirTO
    Characters family
    AntiTraits Exheir

    Level Grosskomtur
    Description Grosskomtur_desc
    EffectsDescription Grosskomtur_effects_desc
    Threshold 1

    Effect Command 2
    Effect Authority 1
    Effect TroopMorale 1
    Effect PersonalSecurity 2
    Effect Level 1
    Then run the game using the file_first command and your Hochmeisters will always have their snazzy model on the campaign map.
    Creator of:
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  18. #18

    Default Re: Hochmeister skin bug?

    I'm at work and don't have internet at home so my instructions are from memory..

    Find the desc_strat.txt file in the teutonic mod folder...

    it's in something like data/world/campaign/imperial_campaign

    Find the faction leader and faction heir for the Teutonic Order.

    They have traits FactionLeader or FactionHeir. Change these to FactionLeaderTO and FactionHeirTO.

    Find the traits file.

    Its in mods/teutonic/data

    It's called export_descr_character_traits.txt

    Do a search for hochmeister and add Effect Level 2 under that trait's effects. For the orden marshal do the same but Level 1.

  19. #19

    Default Re: Hochmeister skin bug?

    It still don't work for me. Here is a part of my descr_stat.txt, located in
    "C:\Medieval II Total War\mods\teutonic\data\world\maps\campaign\imperial_campaign"
    Code:
    character	Gunther von Schwarzenburg, named character, male, leader, age 45, battle_model Teutonic_Hochmeister, x 60, y 36
    traits FactionleaderTO 1 , GoodCommander 2 , PublicFaith 1 , BattleChivalry 4 , ReligionStarter 1 
    army
    unit		TO Bodyguard				exp 1 armour 0 weapon_lvl 0
    unit		Christ Knights				exp 1 armour 0 weapon_lvl 0
    unit		Sword Brethren				exp 1 armour 0 weapon_lvl 0
    unit		Prussian Archers			exp 1 armour 0 weapon_lvl 0
    unit		Prussian Archers			exp 1 armour 0 weapon_lvl 0
    unit		Order Spearmen				exp 1 armour 0 weapon_lvl 0
    unit		Order Spearmen				exp 1 armour 0 weapon_lvl 0
    unit		Clergymen					exp 1 armour 0 weapon_lvl 0
    unit		Clergymen					exp 1 armour 0 weapon_lvl 0
    unit		NE Catapult					exp 1 armour 0 weapon_lvl 0
    unit		NE Catapult					exp 1 armour 0 weapon_lvl 0
    unit		Mangonel					exp 1 armour 0 weapon_lvl 0
    
    character	Maximillian, named character, male, heir, age 30, x 85, y 68
    traits FactionheirTO 1 , LoyaltyStarter 1 , GoodCommander 1 , HaleAndHearty 1 , ReligionStarter 1 
    army
    unit		TO Bodyguard				exp 0 armour 0 weapon_lvl 0
    unit		Christ Knights				exp 0 armour 0 weapon_lvl 0
    unit		Burgher Pikemen				exp 0 armour 0 weapon_lvl 0
    unit		Burgher Pikemen				exp 0 armour 0 weapon_lvl 0
    unit		Burgher Pikemen				exp 0 armour 0 weapon_lvl 0
    unit		Burgher Pikemen				exp 0 armour 0 weapon_lvl 0
    unit		Prussian Archers				exp 0 armour 0 weapon_lvl 0
    unit		Prussian Archers				exp 0 armour 0 weapon_lvl 0
    unit		Clergymen					exp 0 armour 0 weapon_lvl 0
    unit		Clergymen					exp 0 armour 0 weapon_lvl 0
    And the export_descr_character_traits.txt is just like Lusted described. But now even my starting Hochmeister looks like a normal general Am I doing something wrong?

    PS Thask both to Lusted and Jace11 for posting

    EDIT: Waht a noob I am! Now I realize that the link for the teutonic campaign was the only without the "--io.file_first" parameter!
    Last edited by Sommo James; October 24, 2007 at 07:04 AM.

  20. #20
    Lusted's Avatar Look to the stars
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    Default Re: Hochmeister skin bug?

    Are you runnig the game using the file_first command, if not the game won't be reading your modifed export_descr_character_trait.txt
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
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