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  1. Replies
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    Re: [WIP] Hegemony: A submod for The Elder Scrolls Total War

    Hey everyone, just a quick update here. I jumped the gun when I said Hegemony could have a playable build in February. We've changed up some of our planned mechanics regarding cities and forts and...
  2. Re: Some strings files stopped regenerating, anyone know why?

    Can you clarify what you mean by "doesn't serve to transform those 4 TXT files"? I just used BinEditor to import strat.txt, modify the "SMT_RESOURCE_ELEPHANT" reference, and then successfully...
  3. Re: Some strings files stopped regenerating, anyone know why?

    http://www.twcenter.net/forums/downloads.php?do=file&id=3961
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    Re: CTD when clicking Custom Battle in Menu

    I'm not 100% sure about this, but I don't think it's necessarily boiled down to a specific number of factions; rather, it just depends on how many images are being stored in M2TW's buffer in general,...
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    Re: CTD when clicking Custom Battle in Menu

    Incredible, it worked! I spent so much time googling/searching for solutions and it turned out to be so simple. All it required, in my case, was simply to remove one location from...
  6. TATW's Solution to Custom Battle Menu CTD?

    Hey there, I'm hoping 1) that this isn't considered off-topic and 2) that someone from TATW, or a diligent fan, can help with an issue as my Google searches keep pointing me here. I think that TATW...
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    TATWSolution to Custom Battle Menu CTD?

    Oops, double post.
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    Re: CTD when clicking Custom Battle in Menu

    Interesting. My submod is up to 30 factions (rebels are #30) and I just experienced the error. Did you get the CTD right after modifying all of the necessary files for new factions? Or did you...
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    CTD when clicking Custom Battle in Menu

    PROBLEM:

    After adding a number of factions and modifying some files that seem to work flawlessly with the Grand Campaign, I now CTD when I click "Custom Battle" on the main menu.

    What I know:...
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    Re: [WIP] Hegemony: A submod for The Elder Scrolls Total War

    We're hoping to have an alpha release by the end of February.
  11. Replies
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    Re: [WIP] Hegemony: A submod for The Elder Scrolls Total War

    I'm pleased to announce that Jadli (coding/scripting) and Dawnbreaker (writing/lore) have joined the Hegemony team!

    And a quick update:
    - A "randomizer" script was added to run prior to the start...
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    Re: [WIP] Hegemony: A submod for The Elder Scrolls Total War

    Yeah, House Dagoth has just repelled the Tribunal and secured Keening and Sunder. It now has to send out "Dreamers" (Priests) to convert the surrounding areas so that it can capture them + recruit...
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    Re: [WIP] Hegemony: A submod for The Elder Scrolls Total War

    @Bob the monkey

    There probably won't be a scripted event for House Dagoth's "emergence" like that for the Oblivion forces (since the former is a playable faction), but there might be some slow...
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    Re: [WIP] Hegemony: A submod for The Elder Scrolls Total War

    Some more updates:

    1) Cultures and settlements have been reworked, allowing all factions except for House Dagoth and the Hordes of Oblivion to grow settlements from villages to large cities. The...
  15. Re: How to assign a new stratmap model for a single city?

    Was this ever solved? I'm under the impression that the unique models have to be linked to specific building stages which can then be differentiated by culture.
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    Re: mouse cursor problem

    I think the mouse problems start when you have high DPI settings and I fixed it on Windows 10 (8.1 should work too!) by doing these steps:

    1) Right-click Geomod.exe's shortcut
    2) Go to the...
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    [Tool] Re: Geomod Tool for Mapping

    Also, I've discovered a fix for the problems associated between the map and mouse cursor (Windows 10, but it should work on 7 and 8 too). I think the rubber-banding occurs when you have high DPI...
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    [Tool] Re: Geomod Tool for Mapping

    Edit: I need to read the manual more closely next time. :whistling

    Edit #2: This tool is incredible!
  19. Re: The Elder Scrolls: Total War

    I'm fairly certain that the mod won't run without the configuration.cfg file so it must be there. Make sure you're looking in Medieval II/mods/The_Elder_Scrolls rather than Medieval...
  20. Re: The Elder Scrolls: Total War

    Does configuration.cfg in Medieval II/Mods/The_Elder_Scrolls have these lines?



    [log]
    to = logs/system.log.txt
    level = * error
  21. Re: The Elder Scrolls: Total War

    What does the log say after the campaign crashes? The text file is in the Medieval II/logs folder.
  22. Re: The Elder Scrolls: Total War

    What does the log say? The text file can be found in the Medieval2/logs folder.
  23. Replies
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    Re: [WIP] Hegemony: A submod for The Elder Scrolls Total War

    A sample of some of the new art being worked on: four levels of the new Nine Divines building icon, Jorrvaskr (unique Companions "guild building" in Whiterun), The Skyforge (unique "smith" in...
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    Re: Multiple Temple_ Classes for One Religion?

    Thanks again to both of you. I'm not sure what's going on with the "and not __ and not __ or __" issue, but I'll just use the extra hidden_resource method since it works and I have a bunch of of...
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    Re: Multiple Temple_ Classes for One Religion?

    Ah you're right about the worship_b region. I replaced it with



    and not hidden_resource worship_a and not hidden_resource worship_b or event_counter dummy 1


    and now it's back to the same...
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    Re: Multiple Temple_ Classes for One Religion?

    That worked! You were right about adding OR. I left temple_a and temple_b the same, but changed the temple_catholic EDB entry to:



    building temple_catholic
    {
    religion catholic
    ...
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    Re: Multiple Temple_ Classes for One Religion?

    The first faction in the actual faction section is "england."

    If I add another level to temple_catholic that does not have the "and not hidden_resource condition" (as shown below) then the log...
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    Re: Multiple Temple_ Classes for One Religion?

    Here are some of the details on how the campaign starts from descr_regions and descr_strat, with the code from EDB above:

    London
    faction creator and region owner: england (southern_european)...
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    Re: [WIP] Hegemony: A submod for The Elder Scrolls Total War

    Hegemony is still alive--I got sidetracked by some other things, but I'm now working on the new factions. At the moment, I'm going to replace the Tribes of Valenwood faction with Great House Indoril...
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    Re: Multiple Temple_ Classes for One Religion?

    I didn't delete map.rwm. After doing that, temple_a appears correctly in London as the only buildable temple_ class, and temple_b is the same in Rome so those appear to be working!

    However, I...
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    Multiple Temple_ Classes for One Religion?

    Here's the situation I'm trying to create via the EDB:

    "southern_european" factions can create "temple_catholic" religious buildings anywhere EXCEPT in certain cities that have either a...
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    Re: [WIP] Hegemony: A submod for The Elder Scrolls Total War

    Hi DaedraWarrior, thanks for all of the hard work with TESTW. I'm not sure that I understand your post.
  33. Thread: Unit Editor

    by Absolutex
    Replies
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    66,607

    [Tool] Re: Unit Editor

    Yes, it works in battles.

    Edit: I've removed that unit from EDU, EDB, and battle_models and the tool is now working. I'll just add that unit back in later after I make my changes.
  34. [Resource] Re: Formatted campaign modeldb files for all campaigns - Kingdoms & Vanilla 1.5

    The log is completely blank after using Hex's patched files so there's still an issue somewhere, probably on my end.
  35. [Tool] Re: TWTECV: TW Text Editor, Cleaner & Validator v1.20

    I get this error every time I run the .exe:



    Failed to read data:

    java.lang.NullPointerException
  36. [Resource] Re: Formatted campaign modeldb files for all campaigns - Kingdoms & Vanilla 1.5

    Unfortunately that program goes into an endless line-reporting loop when I run it, even with the original mod that I'm making modifications of. My post on the last page of that thread has the...
  37. [Resource] Re: Formatted campaign modeldb files for all campaigns - Kingdoms & Vanilla 1.5

    This is the only line in the log:


    ****** Faction count error at line 501, count says 1 but number of entries is 0


    So I guess it must be a formatting error, but the only possible error that...
  38. [Resource] Re: Formatted campaign modeldb files for all campaigns - Kingdoms & Vanilla 1.5

    Hi Gigantus. I downloaded the checker in the original post, manually formatted a (modified) battle_models file in the same way that you've done, and ran it with the correct version of Python...
  39. Thread: Unit Editor

    by Absolutex
    Replies
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    66,607

    [Tool] Re: Unit Editor

    Same here. The program continues to print the same error message: "[Error] Model '16 dagoth_swordsmen' uses an unknown skeleton type '' (battle_models or descr_skeleton)." resulting in a massive...
  40. [Tool] Re: TWTECV: TW Text Editor, Cleaner & Validator v1.20

    This is great!
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