Last edited by Barser; August 07, 2008 at 03:30 PM.
______________Factionleaders and Generals mod__________________
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______________Factionleaders and Generals mod__________________
______________________Agents-minimod____________________________
Hey Barser, I downloaded your mod, but with BYGIII in my teutonic campaign, it seems to render my General's recruitments restrictions inefective. As in I have full recruitment available (knights, Heavy infantry...etc) at all castles and towns without having the presence of a General in them.
Ive tried to look around the posts here, but no one else seems to have reported this bug O.o
Hmm. I dont have much experience with byg 3 but let me take a look at what files he included to see if anything might not work together. brb.
It should work together. The only file this mod and byg both uses is descr_strat and that looks like the only difference that installing my mod would be something about how often rebels spawn. So I dont think your problem has anything to do with my mod. Not what I can see that is.
Maybe someone else using byg and this mod can confirm that it works?
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But you can try to put in the descr_strat from byg (which will make it so your starting faction leaders dont have new skins). but you can test if that is the problem.
try putting this in from byg.
Last edited by Barser; August 07, 2008 at 03:54 PM.
______________Factionleaders and Generals mod__________________
______________________Agents-minimod____________________________
Hmmm I pasted the file, now it doesn't even load the game when selecting a faction in a new campaign. It just takes me back to the main menu.
I had re-installed SS previously to see which mod was creating the conflict, I installed on the SS 6.1 SSTC, RAJ 1.3, RR and BYGIII with all hotfixs. *edit* Then when I added this mod, it gave me the bug I mentioned.
Last edited by Perdikas; August 07, 2008 at 05:43 PM.
Hmm I only use sstc but I thought it would work with rr and byg aswell. do rr and byg mess with descr strat or campaign script beside the one I just posted for byg?
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The BYGIII and RR/SSTC Hotfix.zip dont appear to have any of the files you use *edit* there is not even a descr_strat update in these hotfixs. but I cant say the same for the SS 6.1 patch installer when ticking the boxs for BYG and RR. It seems to overwrite without prompting.
Last edited by Perdikas; August 08, 2008 at 02:33 AM.
Wow the HRE look way too clean.
Use the Gothic two-handed knight as an example of late serious steel armor looks like.
Right, this time upon instalation I have declined the overwriting of custom_script.txt, campaign_script.txt and descr_strat.txt. Using your guide I have manualy applied the changes to custom_script.txt and campaign_script.txt and left descr_strat.txt alone. Now everything appears to be working.
descr_strat.txt is from the early era campaign and descr_strat1.txt (re-named for attachment) is that of the late era campaign.
Ask if you would like to see my custom_script & campaign_script though the BYGIII, RR and SSTC mods dont mess with them, I just didnt want to take any risks.
Last edited by Perdikas; August 08, 2008 at 05:42 AM. Reason: text correction
Actualy, after messing with mods all day, it seems BYG does make changes to the custom_script & campaign_script, tell me if you want to take a look at the ones I have.
I would like the pure ones from from byg if you would be so kind and upload them so I can make my changes to them and make a byg version.
I found a typo in modeldb which caurses the danish faction leader to crash. I wasnt aware of this. It was a 76 that should be changes to 75 here 75 unit_models/_Generals_and_Captains/french_king/textures/Danish_king.texture
Weird since I use a letter counter for those to aword these things. Well it is fixed and it wont take to long before I update this sub-mod.
I made some changes to that type of faction leader now that I was at it and realized the face was way to big thus making it smaller and also fixing the crown thingie.
I added a new weapon to those leaders as well. A broadsword.
(the face has not been changed on this pic only to show the sword)
Also made som changes to the hre_gen
![]()
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A very good work!![]()
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
ThanksI try even though I have made a lot of mistakes in both models and coding I think I have come a long way from version 1 where I only knew how to change basic scripts and stuff. I guess as long as you have the interest (and time) most things is possible.
Your also making some amazing things in here.
______________Factionleaders and Generals mod__________________
______________________Agents-minimod____________________________
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
Alright, I made backups of the origional before my ajustments
here they are. Again "1" is for Late campaign.
I had to .rar up the custom and campaign_script, it was nearly 4MBs!
I hope it works for ya![]()
______________Factionleaders and Generals mod__________________
______________________Agents-minimod____________________________
Hej har altså lidt af et problem har et crash med den danske konge i late ere campaiqn mod en tysk hær nede ved hamburg
har dit mod og SSTC og de nye strat model castles fra agart installeret håber du kan hjælpe mig eller er det de andre mods der laver skaden??
Some kids like to pee there names on the snow in winter... Chuck Norris can pee his name into solid concrete!
Chuck Norris doesn't have to shape his hair... It stays in shape out of sheer fear.
A snake once bit Chuck. After five days of extreme pain... The snake died.
Ja der er en fejl i den danske konge i modeldb som jeg opdagede i går. Hvis du åbner modeldb og søger french_king så ved denmark texture står der 76 men du skal skifte det ud med 75.
I already made it combitable with benzais aor. There is a link somewhere.Hey, barser while I was trying to mod AOR's modeldb I realized that only copy pasting won't work. So maybe you can do it for me coz this is pretty difficult.
That is a sstc bug. I think there is some normal texture errors in that mod but I wont fix chimeras mod so what I did was go to edu and change all rebel captain to northern_captain.hey barser... im getting the silver surfer on slave faction (ie rebels) captains... still havent met a named character on their side, but the unnamed ones are silver
Thats okay. I will make one for you.Hmm, Barser.. I doesnt seem to get v7 workin, i think its the battle_models.db that is the problem.. I've copied the entries in your guide, but apparently im doing it wrong..
Could you be so kind to upload a v7 battle_model compantible with novgorod mod?
I dont know. maybe in installing aor again and putting in my mod and that modeldb there is somewhere on a page or 2 back.Hey barser, I'm playing as mongols and got this
21:25:07.865 [game.script] [error] Trigger processing error in <selfperpetuating69>
: PopulationOwnReligion needs a character in a land region.
when testing <PopulationOwnReligion> condition
21:26:04.974 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Is this because I didn't remove your mod correctly? (still trying to get the modeldb from AOR colonies mod to work with your mod)
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______________________Agents-minimod____________________________
Hey, barser while I was trying to mod AOR's modeldb I realized that only copy pasting won't work. So maybe you can do it for me coz this is pretty difficult.