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    Re: Total War: Warhammer II announced

    About Sisters of Twilight, it wouldn't be an hero made of two units, but two models.
    Like a unit with size 2 models, one "soldier" and one "officer". Both with different weapons. And possibly...
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    Re: Total War: Warhammer II announced

    could the FLC hero be a special composite hero (ie. the Sisters?)
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    Re: Total War: Warhammer II announced

    Wood Elves DLC? Lord Pack with only them? They said revisit a core race, but it's not clear if it is only mechanism, or new LL as well.

    And announced wthout riddle wrapped in mystery
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    Re: Unit/ Uniform Upgrade

    it would be possible by replacing a mod pack with uniforms with another modpack with other uniforms, and asking the players to change it at some point. But that's manual work, not something...
  5. Thread: High Elves

    by Steph
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    Re: High Elves

    Lore of High Magic

    This is mostly based on the archmage textures done by Kelebrimbor quite some time ago. I mostly adjusted a bit some different metallic effect, and used multi colored gemstones...
  6. Thread: High Elves

    by Steph
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    Re: High Elves

    Lore of Fire v2

    I wasn't really happy with first version. They were mostly just bsae colours, but without texturing and they looked too blend compared to the latest.

    ...
  7. Thread: High Elves

    by Steph
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    3,890

    Re: High Elves

    Lore of Heavens

    Since it's a lore related to the Sky and Ligthning, I use light blue with cloud pattern, and dark blue with golden lighten bolts.

    ...
  8. Thread: High Elves

    by Steph
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    Re: High Elves

    Lore of Light mages

    Mostly white colors, with very light blue, golden metallic parts, diamond gems, and a big golden sun on the cape.

    ...
  9. Thread: High Elves

    by Steph
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    3,890

    Re: High Elves

    Lore of Death mages

    Purple colours. Skulls and bones pattern on the skirt and cape, blood splashes pattern on the shirt. Amethyst gems

    ...
  10. Thread: High Elves

    by Steph
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    Re: High Elves

    Lore of Shadow mages

    Dark grey and lighter grey colors, with small stars pattern onn the clothes, silver metallic parts and onyx gems.

    ...
  11. Thread: High Elves

    by Steph
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    3,890

    Re: High Elves

    Lore of Life mages

    Green colors, with floral pattern on the clothes, silver metallic parts and emerald gems.


    http://stephane.f.david.free.fr/WH/HighElves/Mages/Life1.jpg...
  12. Thread: High Elves

    by Steph
    Replies
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    3,890

    Re: High Elves

    Lore of Metal mages

    For them, I've a full metallic effect, gold and silver. Like if their cloth were woven with golden threads.

    ...
  13. Thread: High Elves

    by Steph
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    Re: High Elves

    Fire Arch mages (mostly Kelimbrimbor texture with some rework).

    Red and orange clothes, rubis gemstones.


    http://stephane.f.david.free.fr/WH/HighElves/Mages/A_Fire1.jpg...
  14. Thread: High Elves

    by Steph
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    Re: High Elves

    And now Beasts archmages

    Brown clothes, amber gemstones, and some white lion furs here and there.

    ...
  15. Thread: High Elves

    by Steph
    Replies
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    Re: High Elves

    New lore specific texture for the mages and archmages incoming...

    Start with Beasts mages

    Brown clothes, amber gemstones, and some white lion furs here and there.

    ...
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    Re: Total War: Warhammer II announced

    it happens with many different units now... Actually I have the impression it is getting worse with each DLC. And no, it's not cause by my mod, it happens in vanilla too.
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    Re: Total War: Warhammer II announced

    I understand CA not making handgunner animation.
    But having bow animations, which were working before, now replacing the bow suddently is a bug. It should be fixed. And it shouldn't be that hard: it...
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    Re: Total War: Warhammer II announced

    Still nothing about the bow animation bug... 9 months later?
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    Re: Total War: Warhammer II announced

    I like this idea. Hope CA is thinking about something similar.
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    Re: Total War: Warhammer II announced

    if this means we have a mechanism to change the climate of a region over time that could be nice.

    Or maybe a new kind of corruption, "tree corruption"?
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    Re: How to remove unit SP Campaign unit caps?

    just go to the units table. One column is "Total Cap". Set that to 0, and no limit in SP.

    https://live.staticflickr.com/65535/50064492168_2cd36dd6dd_h.jpg
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    Re: Development preview of Scotland

    Mod is very unlikely to be updated...

    1) Both my HDD fried last year, and I lost all my working files. Rebuilding them to allow easily working on this mod would take weeks, if not months.
    2) I4m...
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    Re: Unit Variant Color for Lion Chariot?

    Good for you, I just did that today.

    It's something CA changted in the latest DLC.

    you normally have a line in the unit_variant_colour table, with "soldier" for "Soldier Type" column.

    Before...
  24. Re: Trying to edit firing arc for all missile units

    it is in the battle_entity table

    for example

    Land units: wh_main_dwf_inf_quarrellers_0 have wh_main_dwf_inf_dwarfs_blood_dismembers for "man_entity"

    and in battle_entities table
    ...
  25. Re: Elector Counts, Fealty and Imperial Authority.

    answered in other thread, probably lua scripted
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    Re: Help, Shield Texture issue

    this means one the texture file is missing (it shows a kind of placeholder graphic with squares and text "texture missing" or something like that)
  27. Re: So nobody knows where the values for fealty are?

    There are stuff dealing with Empire mechanism in scripts\campaign\wh2_dlc13_empire_politics.lua. I'm not sure if it's what you are looking for.
  28. Re: How can you modify a faction's starting traits?

    effect_bundles_tables is what is used to associate the bunch of effect to a faction or lord, so that's your "entry point".

    And from there, you can identify the correct effect_bundle, and then for...
  29. Re: How can you modify a faction's starting traits?

    looking at effect_bundle table, I can see things such as
    - wh_main_lord_trait_emp_karl_franz
    - wh_main_faction_trait_empire_faction


    Probably a good place to start
  30. Thread: Campaign

    by Steph
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    Re: Campaign

    Any crash? No, there were crashes reporting after a while, not systematic but annoying. And since they are not systematic, they are hard to correct.
  31. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    It's possible

    1- To use the "random" shaders, like I'm doing for the heraldic bretonnian knights. But the generic knights would have to share the same one, so I could have some randomess... But...
  32. Thread: Bug report

    by Steph
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    Sticky: Re: Bug report

    Nice of you to make report... But if you didn't notice last year i lost both my HDD (the main one AND the backup fried at the same time), including all my working files for the mod. Rebuilding them...
  33. Thread: Bug report

    by Steph
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    103,750

    Sticky: Re: Bug report

    Do you mean you didn't find where to recruit them?

    http://stephane.f.david.free.fr/NTW/NTW.htm

    Recruitable in Alsace if I recall correctly
  34. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Change of plans... The solution I imagined doesn't work.

    Unless CA corrects the flaws introduced by their latest change, the generic bretonnia knights will unfortunately have to share the same...
  35. [Tool] Re: Rusted PackFile Manager (RPFM) 2.0.2 Released! With a fully rewritten codebase, and a ton of new features!

    not possible yet, it was also requested by others, maybe in next update?
  36. Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    With latest DLC, CA changed the way unit_variants and unit_variants_colours table are working.

    I spent the weak adpating SWO-RD to use this new method.

    And yesterday I discovered it's "worse"...
  37. Thread: Campaign

    by Steph
    Replies
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    Views
    969

    Re: Campaign

    Maybe, but I think I have at least 2 years work for Warhammer... and CA will then release Warhammer III.

    If CA makes a Napoleon II, I will for sure come back to this period.
  38. Thread: Campaign

    by Steph
    Replies
    8
    Views
    969

    Re: Campaign

    Campaign will stay as it is unfortunately. I lost my two HDD last year at the same time, and I don't have the working files anymore. So I won't update the mod anytime soon, I'd have to redo them all...
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    [Tool] Re: EditSF 1.1 / 1.2 and Warhammer

    You can add slots to a main city 'easily" using the AssKit. There is a column for that. No need to duplicate regions like this.

    However, it doesn't work for minor settlements. Welll... It works...
  40. Thread: High Elves

    by Steph
    Replies
    74
    Views
    3,890

    Re: High Elves

    White lions, recruitable only in Ulthuan, and generic lions recruitable anywhere.


    http://stephane.f.david.free.fr/WH/HighElves/Lions.jpg
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