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Thread: Immortal Nazgul Version 1.2 Released

  1. #81

    Default Re: Immortal Nazgul Version 1.0 Released

    I finally made it.
    Compatible with version 1.1, without any mods.
    Now the only issue left should be that the witchking looses his campaign (strat) model when dieing. Oh and the files are in a rar data now, so you know when theres a fix (just look at the attachment's name).
    Last edited by TW-fanboy; May 15, 2009 at 07:02 AM.

  2. #82

    Default Re: Immortal Nazgul Version 1.0 Released

    AWESOME!!!!! +rep

  3. #83
    Oddball_E8's Avatar Senator
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    Default Re: Immortal Nazgul Version 1.0 Released

    when using diffmerge i noticed that your files didnt correlate to the originals on some other points than the nazguls... like the campaign starting in the summer instead of the winter and such...
    addicted modder... but crap at it

  4. #84

    Default Re: Immortal Nazgul Version 1.0 Released

    Can I use this mod while having TATW 1.1 + RC 1.1 instald?

  5. #85

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by Oddball_E8 View Post
    when using diffmerge i noticed that your files didnt correlate to the originals on some other points than the nazguls... like the campaign starting in the summer instead of the winter and such...
    That's strange .... I just added the few lines for scripts etc, and the start date, found in descr_stat, wasn't changed by me (I only changed the mordor armies.
    Edit: I just installed a fresh installation of tatw and it is meant to start in summer, or my patch exe is broken (i don't think so) Are you sure you are comparing to version 1.1 ?
    @ jake313 : No. There is my v. 1.1 conversion and the rc compatible version by kai (the script creator). You'd have to copy and paste the lines in the files. And as I don't play with RC, you'll have to wait for kai to do it.
    I just found out the witchking strat model has changed. I n which file is this saved?
    Last edited by TW-fanboy; May 14, 2009 at 02:26 PM.

  6. #86

    Default Re: Immortal Nazgul Version 1.0 Released

    I'm not sure but I think it is C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age\data\models_strat\witchking.cas

    BTW how can I change the strat model the witchking has?
    Last edited by jake313; May 14, 2009 at 02:41 PM.

  7. #87

    Default Re: Immortal Nazgul Version 1.0 Released

    I just found the trick... it was sth in the descr_strat. But I fear the witchking won't have his own strat model when respawning, but I'm on it.

  8. #88
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by jake313 View Post
    I'm not sure but I think it is C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age\data\models_strat\witchking.cas

    BTW how can I change the strat model the witchking has?
    Third_Age\data\world\maps\campaign\imperial_campaign >> descr_strat >> search function >> nazgula

    character Nazgula, named character, male, leader, age 35, x 290, y 138, portrait nazgul1, battle_model witchking, hero_ability The_Heart_of_the_Lion ;gorgoroth
    traits Factionleader 1, RingOne 1, Nazgul 1, LoyaltyStarter 3, GoodCommander 3, BattleScarred 2, BattleDread 1, CaptorDread 1, GoodAttacker 1, NightBattleCapable 1
    ancillaries ring_nazgula, king_mordor

    My campaign script with witchking model and generals aging included.
    You must go into descr_strat and change

    start_date 2954 summer

    to

    start_date 2954 winter
    Last edited by JuL14n; May 14, 2009 at 03:37 PM.

  9. #89

    Default Re: Immortal Nazgul Version 1.0 Released

    I did that but it didn't change the strat model.
    only the battle model.

  10. #90
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by jake313 View Post
    I did that but it didn't change the strat model.
    only the battle model.
    Aahh.. Sorry.

    third_age\data >> descr_model_strat.txt

    It should be that, haven't messed around so much in it yet.
    Yup it was, just search for "Witchking" and you'll find him.
    --
    About the strat_model after respawn, this is probably because it passes on
    to the heir after he dies.
    Last edited by JuL14n; May 14, 2009 at 03:23 PM.

  11. #91

    Default Re: Immortal Nazgul Version 1.0 Released

    Well, the batlle model works perfectly with my version. The issue that the witchking looses his strat model (the model on campaign map) when respawning depends on an anc, and I don't know how to let a general spawn with ancs....
    Last edited by TW-fanboy; May 14, 2009 at 03:31 PM.

  12. #92

    Default Re: Immortal Nazgul Version 1.0 Released

    My witchking starts with the nazgul model on the campaign map.
    How can I change this?
    Last edited by jake313; May 14, 2009 at 03:35 PM.

  13. #93

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by jake313 View Post
    My witchking starts with the nazgul model on the campaign map.
    How can I change this?
    Have you my version? If yes, then redownload the descr_strat and campaign_script, maybe all, I actualized them. Now there should be a unique witchking model, until the witchking dies. Then he keeps his portrait and battle model, but not his campaign model. Oh, and you have to start a new campaign.

  14. #94

    Default Re: Immortal Nazgul Version 1.0 Released

    thanks, it works now.

  15. #95

    Default Re: Immortal Nazgul Version 1.0 Released

    always at your service . Tomorrow I'll try to make the witchking keeping hist campaign map model after respawning, but maybe someone has an idea.

  16. #96
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    @TW-Fanboy: In your latest descr_strat.txt you've removed RingOne 1, and that will make him unable to respawn. If you haven't made it in another way.

  17. #97

    Default Re: Immortal Nazgul Version 1.0 Released

    Can you make a version for the RC mod please ?

  18. #98
    Space Voyager's Avatar Campidoctor
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    Default Re: Immortal Nazgul Version 1.0 Released

    However lore-true etc. this is, I'm not sure it is good for a TW game. Soooo easily abused and so tempting to do so... Even when you decide not to abuse it you won't be able to help yourself when you easily commit the Nazgul into battle... Even if he dies, he'll come back... Pretty game breaking.

    IMO the way to go would be to make them respawn after quite some turns and to not get them all at the beginning.

  19. #99

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by JuL14n View Post
    @TW-Fanboy: In your latest descr_strat.txt you've removed RingOne 1, and that will make him unable to respawn. If you haven't made it in another way.
    Yeah I saw that. It is fixed now. The only bug left is that the witchking respawns without his campaign model. And the prob you mentioned was alrady solved when you wrote this. So download the newest version.
    @ RC: I will try this mod, and if I like it, I'll make a RC compatible version. But maybe kai (the one who made this submod) is already working on it. Or JuL14n, he seems to know enough of modding to convert it at least. We will see.
    Last edited by TW-fanboy; May 15, 2009 at 06:55 AM.

  20. #100

    Default Re: Immortal Nazgul Version 1.0 Released

    TW-Fanboy. I added your link to the first post, hope you don't mind.
    Want your Nazgul to live forever? Click Here!!

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