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  1. Replies
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    Re: WhenToTest "CharacterJoinsArmy"

    Your 'condition' line makes sure there can only be bodyguard units in the stack. Which means a simple 'CharacterTurnStart' event will do the job - there simply is no reliable way to test if the...
  2. Re: Faerūn[Forgotten Realms]TW - v0.1 released, check the first post

    Here is the golden bullet to run mods under Steam. Apply once, run all mod's with their original bat file\desktop shortcut, more details here.
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    Sticky: Re: The Chat Thread (Read OP)

    "Aexodus lived in Italy for 30 years under the Borgias" Confess, who other then Lucrezia were you under?
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    It shouldn't really be necessary to go into the launch option of Steam - it's huge back draw is that it will limit you to playing just that one mod and users tend to forget about it and wonder why...
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    Sticky: Re: Bugs Reports & Technical Help

    If memory serves there are a number of logic tokens missing in Germanicu's script (11 in early campaign script) which might lead to errors, example is missing an equal sign:


    and...
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    Re: Indestructible buildings

    If you test new parameters it's best to do it with as little additional conditions as possible to rule out interference. And do it as suggested :tongue:
    console_command set_building_health.....
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    [Tutorial] Re: Creating a World - Replacing Strat Models

    The Steam issue (folder rename is a real dinosaur method to make mods Steam compatible anyhow) will be totally avoided by using a steam compatible BAT file. See the code, red is optional but won't...
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    Re: Framerate limiter in MSI Afterburner is great

    If memory serves then running a mod in windowed mode disables the FPS display of the app. M2TW experience only.
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    [Tutorial] Re: Creating a World - Replacing Strat Models

    We came across similar issues with the actual battle banners in 1648, the path in descr_banners_new needed to be set absolute (your path example) which was a pain to remember as we changed the folder...
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    Re: Indestructible buildings

    Vaguely remembered EBII used a preset in descr_strat that let's a hinterland building start damaged:

    building
    {
    type hinterland_uniques1 oneeight
    health 40%
    }...
  11. Sticky: Re: Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible

    There are some threads in this forum on how to install a mod for Linux\Mac, that might help.
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    [Resource] Re: Creating a World - Bare Geomod

    UPDATE

    2.1.07 - kingdoms only
    - corrected entry and provided movie for 'Jihad called' event


    Background: when I took the descr_event_images file all those years ago from the americas campaign...
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    Sticky: Re: Bugs Reports & Technical Help

    I'll run my tests on that setting for SS.
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    Sticky: Re: Bugs Reports & Technical Help

    That shouldn't then be an issue as the SSHIP installation will overwrite the SS fixes

    No idea about that - but that is solely an issue of the campaign script, eg number of monitors and especially...
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    Re: Coronavirus outbreak - From China to the World.

    Well, travel to the US has been banned since March on Donald's order as has been pointed out, so you may have to wait until THAT restriction is lifted to ship them home.
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    Sticky: Re: Bugs Reports & Technical Help

    I am afraid the Meloo Fix is an integral part of the installation. Doesn't the SSHIP installation replace\overwrite most of the files edited by Meloo anyhow? A large number are TGA and unit model...
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    Sticky: Re: Bugs Reports & Technical Help

    If you used the new installation for Stainless Steel then the log is in the root folder of the game (Medieval II Total War\system.log.txt) and it's in trace mode (detailed, huge size, should be...
  18. Re: Faerūn[Forgotten Realms]TW - v0.1 released, check the first post

    I was a bit puzzled when looking at the CFG file: no 'file_first' line and still it worked. And initially I forgot to copy the campreview content into the mod :tongue:
    Before starting the mod I...
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    [Tutorial] Re: Garrison Script

    Some logic issue, try this:


    declare_counter Constanta_siege

    ;---------- Garrionscript ----------

    monitor_conditions not I_SettlementUnderSiege Constanta
    set_counter Constanta_siege 0...
  20. Sticky: [Resource] Re: List of non functional script terms (events, conditions and commands)

    Great find, changing options during game play may come handy - have you tried if it works via regular script?

    Edited opening post accordingly.
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    Re: Help required with a script

    Labels will only work if the character was created with it, either by placement in descr_strat or through spawn. As such it will not work with 'new' leaders, only the one that the game started with....
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    Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
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    Gig StudiosTM presents


    Schwert und Speer Ultimat 2.0 (die Wollmilchsau)

    https://i.ibb.co/XtcbRgn/Su-S-Symbol.png

    This mod has originally been only available on German Total War sites...
  23. Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
    .
    Gig StudiosTM presents


    Schwert und Speer Ultimat 2.0 (die Wollmilchsau)

    https://i.ibb.co/XtcbRgn/Su-S-Symbol.png

    This mod has originally been only available on German Total War sites...
  24. Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
    .
    Gig StudiosTM presents


    Schwert und Speer Ultimat 2.0 (die Wollmilchsau)

    https://i.ibb.co/XtcbRgn/Su-S-Symbol.png

    This mod has originally been only available on German Total War sites...
  25. Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
    .
    Gig StudiosTM presents


    Schwert und Speer Ultimat 2.0 (die Wollmilchsau)

    https://i.ibb.co/XtcbRgn/Su-S-Symbol.png

    This mod has originally been only available on German Total War sites...
  26. Schwert und Speer Ultimat 2.0 (die Wollmilchsau)

    Introduction
    https://i.ibb.co/XtcbRgn/Su-S-Symbol.png

    This mod has originally been only available on German Total War sites even though it has a English translation. The method of changing the...
  27. Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

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    Gig StudiosTM presents

    Full install for TATW version 3.2 - automated, Steam compatible



    https://i.ibb.co/zPtGVQz/TATW1.png
  28. Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

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    Gig StudiosTM presents

    Full install for TATW version 3.2 - automated, Steam compatible



    https://i.ibb.co/zPtGVQz/TATW1.png
  29. Replies
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    Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
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    Gig StudiosTM presents

    Full install for TATW version 3.2 - automated, Steam compatible



    https://i.ibb.co/zPtGVQz/TATW1.png
  30. Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
    .
    Gig StudiosTM presents

    Full install for TATW version 3.2 - automated, Steam compatible



    https://i.ibb.co/zPtGVQz/TATW1.png
  31. Replies
    67
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    32,118

    Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
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    Gig StudiosTM presents

    Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible



    https://i.ibb.co/3S159NF/SS.png
  32. Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
    .
    Gig StudiosTM presents

    Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible



    https://i.ibb.co/3S159NF/SS.png
  33. Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
    .
    Gig StudiosTM presents

    Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible



    https://i.ibb.co/3S159NF/SS.png
  34. Sticky: Re: Announcements from Mods & Hosted Mods (M2TW)

    .
    .
    Gig StudiosTM presents

    Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible



    https://i.ibb.co/3S159NF/SS.png
  35. Re: Experiments with the "name_faction" feature of the Americas Campaign

    Hello bitterhowl, i vahe tested the "periods_unavailable_in_custom_battle" in descr_strat descr_sm_factions; it seems to work fine:)
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    Re: BULAT STEEL 2.1.5 LYNVO Edition TW

    As long as permissions have been obtained from the other mods it's indeed fine. See here.
  37. Re: Experiments with the "name_faction" feature of the Americas Campaign

    One does not stop learning....

    Interesting concept that a particular faction gets spawned on revolt via this setting. In M2TW that is already done via the 'faction creator' entry in descr_regions...
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    Re: Enabling faction to use artillery

    You were referring to the 'IS version' which most likely is a mod. Whoever has worked on that mod will know best if and how your query can be accommodated. My alternative suggestion would be the text...
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    Sticky: Re: New Steam Update + "fix for mods"

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    This bug fix has now been included in the latest installer.

    https://i.ibb.co/3S159NF/SS.png
  40. Re: Experiments with the "name_faction" feature of the Americas Campaign

    Never heard of those, never mind seen them being used.
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