Warhammer Fantasy's allies/enemies/neutral paradigms are very complex, kind of like real world countries. Like The Empire, Bretonnia, Kislev, Dwarfs, High Elves, Wood Elves, etc. all have a general...
Type: Posts; User: WhiffOfGrapeshot; Keyword(s):
Warhammer Fantasy's allies/enemies/neutral paradigms are very complex, kind of like real world countries. Like The Empire, Bretonnia, Kislev, Dwarfs, High Elves, Wood Elves, etc. all have a general...
Beard Brotherhood:
Beastmen, Chaos Dwarfs, Dwarfs, Warriors of Chaos, Skaven, Norsca
Beardless Entente:
High Elves, Orcs, Dark Elves, Lizardmen Wood Elves, Fimir, Vampire Counts, Amazons,...
Nice thread! You can probably tell that we've had a lot of thought and deliberation put into the Chaos Dwarf representation. The current build is clearly a mix of the 4th+ and 6th/8th styles, a mix...
Looking good!
Installing Bare Geomod has most of the vanilla files in it, including the text folder, and the export_units.txt inside it.
In descr_mount there's a rider_offset value, which is x/y/z based on the rider's bone_pelvis and mount's bone_H_saddle. You can lower the rider by lowering the middle number. You'll have to save it...
Strategic cuts of things that won't be missed, some more efficiency combinations, and careful additions. More in the future are planned, yep!
I'd be cautious about not having any names under the character section. The game is designed to give captains first names, so while there might not be CTDs some of the time when it's forced to use a...
GOAT: http://www.twcenter.net/forums/showthread.php?190197-GOAT-and-GOAL-A-collection-of-modelling-and-animation-utilities
IWTE:...
GOAT can be hit or miss with stratmap cas files, especially buildings, but IWTE can open them. Don't worry, you don't need to learn all the crazy advanced custom map making stuff in order to convert...
Still running into the problem? That would definitely cause the issues with blank names and CTDs, but that doesn't mean it's the only error.
Are you talking about animation .cas files, stratmap .cas models, or something else?
You have some names in descr_names.txt, but not names.txt, at least Daoula and Saraba that I found.
Did you let the game rebuild the animations, quit, make the modeldb changes, then load it up again?
You can always alt+tab to get back to the desktop to take notes. No changes you make will show up in the game without restarting it, anyway.
Nope, everything in the world folder is read at campaign start and saved, so not save game compatible.
Yes to the crash. As paleologos said, you might be able to get the unit to stop being...
In descr_strat, just lower their starting ages. It won't be save game compatible. Also make sure they're still old enough to have fathered any children they have in the family tree.
In the...
Yes, this is important. Notepad++ is the only text editor to use when editing mod files. Notepad runs the risk of changing the file format, eating invisible but important characters, and making all...
Yeah, I looked at the bone assignments and the spear was set to a whole 2nd skeleton's rhand bone. As an extra tip, if you have extra bones/joints for the model, like trying to give a unit a bow with...
I see the problem now. You merged the models wrong, check the joints. Use the Modeler's Toolbox to merge the models.
Hmm, looks fine to me in Milkshape. I just looked through the comments, didn't see anything odd. I selected the spear and set it to attachments, even though it already was, and saved it. Maybe it'll...
There's no specific function for an immortal trait like with RTW: Alexander, but in descr_campaign_db there's a max_age, max_age_before_death, and old_age, which you can raise to all be well above...
It's possible. Can you put the mesh and textures in a folder and attach them?
It looks like the spear is already assigned to Attachments when I open it. When you go to reassign textures, make sure to deselect everything, then select only the one part you want to reassign.
It should be possible to separate them by selecting only the verts or faces from either the shaft or head, but for absolute easiest mode, you could duplicate the first one, and try to do a bit of...
The bad news is you'll have to use a model editor. The good news is, switching primaryactive0 and secondaryactive0 is pure text work in the model comments, no actual 3d modeling skills required.
Yes, mods/[yourmod]/data/descr_skeleton.txt
and mods/[yourmod]/data/animations/ should be filled with animation folders and files from Caliban, while Medieval II Total War/data/Animations is...
Changes to animations aren't campaign changes, so game saves aren't an issue.
You could try setting the log to trace and seeing if any errors pop up, or if it appears to be doing anything unusual...
Hmm. When you tried it with geomod, you moved all of the Caliban animation folders from the main Medieval 2 data/animations folder to your geomod/data/animations folder, so the main Medieval 2 one...
You probably should work on a mod folder, like bare_geomod. Changes to the base game's animations will affect mods that don't have custom animations, among other unforeseen consequences.
Have you...
You can 100% use Steam to rebuild animations. One overlooked question I have is are you sure it didn't work? How did you try to change the attack distances? Did you just change the strike_distances...
I'm pretty sure he's talking about the series of extensionless skeleton files you get when you unpack the skeleton.dat with the Toolbox. If you open those with Notepad++ there's a bunch of extra...
The in-game script would just be calling for a historic event popup, changing the religion, any enabling or disabling of units, etc. The player would save, then exit the game completely, and launch a...
I'm not sure about culture, but you can also change the faction's name, faction colors, icons, stratmap models, unit models and textures, and potentially other things with a faction switcher....
You mean the unpacked skeleton files with no extension, each with the name of one descr_skeleton entry, right? They're in the same boat as the unpacked .cas files, no real way to edit them, only...
For editing the lines in the skeleton file to merge animations across mods, there isn't. Like Gigantus said, doing a find and replace will make it much faster.
If you're unpacking the...
You could try using "and building_present_min_level" with a different level for each level of unit you want.
recruit_pool "Chaos dwarfs warriors" 1 0.084 1 0 requires factions { aztecs, }...
It's an issue with some of the .tga files having compression. The fix is re-saving them in an image editing program.
Yep, it did what you needed it to, I just wanted to note for anyone else reading this that this method does not allow editing of the descr_skeleton to be read, only unpacked skeleton files. For...
It seems the only problem is that the AI factions don't always get enough random adoptions, thus can run out of family members. In BOTET, we have such a short timescale at 12 turns per year, that...