Search:

Type: Posts; User: Gigantus; Keyword(s):

Page 1 of 10 1 2 3 4

Search: Search took 0.38 seconds; generated 22 minute(s) ago.

  1. Replies
    235
    Views
    12,414

    [Tool] Re: Bovine M2TW Checker

    Those are the pics that are shown in the building browser if memory serves. Here are the TGA files that are present in the vanilla data\ui\southern_european\cities directory:
    ...
  2. Replies
    235
    Views
    12,414

    [Tool] Re: Bovine M2TW Checker

    I think 'port' and 'castle_port' is a special case as they are core building trees - removal from EDB will cause a crash. You can find it in the executable as well.
  3. Sticky: Re: Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible

    Crash to menu is usually an issue with the descr_strat file, it usually leaves a clear message in the log. I am guessing that BGR might have changed something in descr_strat.
  4. Replies
    12
    Views
    8,966

    [Tutorial] Re: A Guide on the Descr_Mount.txt

    I scrounged the executable for the three words in the hope to find something in the vicinity but didn't find anything.
  5. Replies
    70
    Views
    1,638

    Re: Are you worth saving?

    Fairly successful then by the looks of it.
  6. Replies
    12
    Views
    8,966

    [Tutorial] Re: A Guide on the Descr_Mount.txt

    From the file comment:
    ; class mount class (current possibilities - horse, camel, elephant)
  7. Replies
    70
    Views
    1,638

    Re: Are you worth saving?

    Simple answer: YES!
    Everyone thinks he\she is deserving\worthy, regardless of circumstances and proselyting. I can only speculate about the mental state of someone who says: 'Don't help me in my...
  8. Sticky: Re: Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible

    The basic\original installation comes in two installers and does not include the Meloo Fix nor is it steam compatible. SSHIP does work with this version of Stainless Steel so I am not sure what the...
  9. Replies
    2,288
    Views
    2,172,071

    Sticky: Re: Stainless Steel 6.4 Released!

    The old download link can be found at modDB.
  10. Replies
    19
    Views
    255

    Re: Huge turn times

    I am vacillating between the absence of a family tree and the use of the 'special_faction' entry for the reason to prevent the ballooning of the save when using the retire\respawn approach. As a...
  11. Sticky: Re: Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible

    Post #2 has the latest patch\fix. Download from there.
  12. Replies
    19
    Views
    255

    Re: Huge turn times

    Sorry about using 'labels' without being clear - we used to call the spawned agents themselves labels as their name labeled the forts. We also used the permanent name display instead of the 'mouse...
  13. Replies
    19
    Views
    255

    Re: Huge turn times

    The 'near character' issue isn't a default\agent issue, my bad, it's based on traits, example:

    Trigger agents56
    WhenToTest CharacterTurnStart

    Condition HighestAttAdjacentChar Magic...
  14. Replies
    19
    Views
    255

    Re: Huge turn times

    He mentioned it to me on discord but did not specify the agent used. Commonly a princess (of a frozen faction) is used as it doesn't have any passive effects, (the witch you use will affect non...
  15. Replies
    19
    Views
    255

    Re: Huge turn times

    Jadli just 'told' me on discord the reason on discord, at least I think it is the reason: the mod retires and respawns princesses that are being used as labels for forts. We made the same error in...
  16. Replies
    19
    Views
    255

    Re: Huge turn times

    Try it the traditional way - lift FoW and follow the AI to see what might cause the delay. Often it's scripting that involves moving characters and playing out their animations, like the infamous...
  17. Replies
    3
    Views
    755

    Re: Can sb suggest me a mod?

    If you like the RPG side of the game then you should go for mods with 12 turns per year.

    Everything else you can do with most mods - although a fair number of them won't have your usual faction...
  18. Replies
    1
    Views
    78

    Re: Reducing corruption

    Have a look at the descr_settlement_mechanics - there you have the SIF (income) corruption entry which is the multiplier for it.

    <factor name="SIF_CORRUPTION">
    <pip_modifier...
  19. Replies
    2,235
    Views
    336,719

    Sticky: Re: 'You Laugh, You Lose Thread (No Videos, Read OP)

    .
    .
    .
    Once this year is over I wouldn't mind if these two showed up:



    http://blog.tmcnet.com/blog/tom-keating/images/men-in-black-neuralizer.jpg
  20. Re: [Ask] How to add a new city in map for mods?

    You will need the model's files - to figure out the name of the model you will need to open the mod's descr_culture.txt file and look at the 'normal' line of the correct level of the settlement. To...
  21. Re: need help about modding tool (goat1.1 and mesh2ms3d) (Steam M2TW)

    There is a guide for the tool that might help.
  22. Re: does anyone know what mod this screen comes from?

    Looks like you linked to a page, not a picture. Tip: right click a picture, choose 'copy image location' and then paste it into the picture entry here.
  23. Replies
    13
    Views
    242

    Re: game load inexistant camppaign_script.txt

    Well, considering the length of a trace log (simple start is over 50K lines) it's not really heavy, in a simple log however it's nearly all of it.
  24. Replies
    235
    Views
    12,414

    [Tool] Re: Bovine M2TW Checker

    Exception in thread "main" java.lang.NumberFormatException: For input string: "0.25"
    at java.lang.NumberFormatException.forInputString(Unknown Source)
    at...
  25. Replies
    9
    Views
    375

    Re: Can i run medieval total war vikings

    Axalon might have some insigth.
  26. Replies
    218
    Views
    47,276

    Sticky: Re: Crashes and how to fix them

    I am aware that the game will crash the moment you select a faction with invalid win_condition entries, this one is new to me.

    Edit: added this section to the OP


    Mod CTD when loading a save...
  27. Replies
    13
    Views
    242

    Re: game load inexistant camppaign_script.txt

    A regular faction counter set up has two log entries per faction - that can be up to 62 log entries per turn. Haven't heard of any issue other then that it will bloat the log itself
  28. Replies
    218
    Views
    47,276

    Sticky: Re: Crashes and how to fix them

    Crash to menu is an issue with descr_strat. The tool most likely couldn't handle a minor formatting issue like a missing comma and scrambled the file. Did you get any error messages when loading your...
  29. Replies
    6
    Views
    128

    Re: Fatal and mysterious CTD

    Haven't figured out to this day why those triggers cause issues.
  30. Replies
    13
    Views
    242

    Re: game load inexistant camppaign_script.txt

    It wasn't a noob question, you however did not mention that you were testing on a save game - which is highly unusual and thus should always be mentioned. Else it will always be assumed that you are...
  31. Sticky: Re: [Submod] Unofficial Patch for TES:TW - Version 1.42 RELEASED (FINAL VERSION) - NEW HOTFIX RELEASED

    Forgot to mention this when I talked about the 'spacer' - you can replace the color entries (black, khaki) with RGB values, how about some dark blue for the title?

    string center verdana 5 10...
  32. Replies
    235
    Views
    12,414

    [Tool] Re: Bovine M2TW Checker

    Don't panic - the condition reference list isn't complete. All the listed conditions are valid, although some are very seldomly used or only in battle scripts.

    @bovi - you may want to install...
  33. Replies
    13
    Views
    242

    Re: game load inexistant camppaign_script.txt

    Providing that little snippet of info would have resolved your issue immediately. The script only gets read at game start and after that doesn't get accessed again. Hence any changes or even it's...
  34. Replies
    6
    Views
    128

    Re: Fatal and mysterious CTD

    Try lifting the FoW and follow the AI if the total trigger removal doesn't help - it might give a clue as what is happening. It doesn't seem to be 'BecomesFactionLeader' trait trigger crash as the...
  35. Replies
    13
    Views
    242

    Re: game load inexistant camppaign_script.txt

    I just ran this monitor:

    monitor_event FactionTurnStart FactionType england
    log always this is a log
    log info this is also a log
    terminate_monitor
    end_monitor
    And got this log...
  36. Replies
    13
    Views
    242

    Re: game load inexistant camppaign_script.txt

    Are you sure that is the most recent log? The log for my repack version of SS is for instance the default log. Whereas the one for the original version is a custom one if memory recalls. Open the...
  37. Replies
    6
    Views
    128

    Re: Fatal and mysterious CTD

    To test if it is indeed the triggers delete the trigger section in descr_export_characters, after making a back up. then try again.

    Search the file for the first 'trigger' entry and delete...
  38. Replies
    3,987
    Views
    410,677

    Sticky: Re: Bugs Reports & Technical Help

    Consecutive log entries are totally pointless: the sole reason for the log entry to provide an easily found reference point within the log for the event that the log command is triggering in. The...
  39. Replies
    235
    Views
    12,414

    [Tool] Re: Bovine M2TW Checker

    It's a default reference file carried over from RTW (and the references you bolded are default entries in there) that hardly ever gets edited and thus isn't included in mods. The only reason to edit...
  40. Replies
    3,987
    Views
    410,677

    Sticky: Re: Bugs Reports & Technical Help

    You misunderstood: you declared a regular counter. Not a event counter. And then used event counter conditions (I_EventCounter) and commands (inc_event_counter) instead of regular ones...
Results 1 to 40 of 378
Page 1 of 10 1 2 3 4