Page 1 of 3 123 LastLast
Results 1 to 20 of 58

Thread: SS 6.3 for the Kingdom of Jerusalem

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default SS 6.3 for the Kingdom of Jerusalem

    The purpose of this submod is to historically correct and balance the Early Era generals and heirs, and allow all generals to have children.

    This submod also includes the spouses for all family members and each general.

    Please note that these files are made for SS 6.3 Early campaign only. Please make sure you backup your original files.

    If you decide to use any other compilation submod, please note that names.txt, descr_names.txt & descr_names_lookup.txt are universal across all submods.

    The compilation beta includes an updated descr_strat.txt file for the other submods, which includes the updated Early Era of the Kingdom of Jerusalem faction.

    Download the Compilation 2_2_3.7Beta here:

    http://www.filefront.com/17257629/Compilation 2_2_3.7Beta.rar

    The KoJ mod by itself is below for download.

    Please let me know if there are any bugs.
    Last edited by gfortune; September 02, 2010 at 03:47 PM. Reason: update submod compilation 2_2_3.7Beta.rar

  2. #2
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Quote Originally Posted by gfortune
    Can you add this mod to compilation for the early campaign?

    Thanks!

    Gfortune
    I'll take a look at it.
    Next time, include a link
    And apparently, you have PMs disabled, so I had to answer here.

  3. #3
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Looking at your files, I see a few problems:
    1. It's not utilizing the sub-mod manager
    2. You haven't included the ancillary files, so the Heir Crown sub-mod won't work.

  4. #4
    Alpha Zeke's Avatar Vicarius
    Join Date
    Dec 2006
    Location
    The US of A
    Posts
    2,931

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Quote Originally Posted by Meneth View Post
    Looking at your files, I see a few problems:
    1. It's not utilizing the sub-mod manager
    2. You haven't included the ancillary files, so the Heir Crown sub-mod won't work.
    Whys that a problem? You remind me of a catholic priest from the 50's
    "CONVERT. Your religion is wrong, your not doing it right.
    Any way someone may take offence to this, don't. This was my dads catholic school.

  5. #5
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Quote Originally Posted by Historydude View Post
    Whys that a problem? You remind me of a catholic priest from the 50's
    "CONVERT. Your religion is wrong, your not doing it right.
    Any way someone may take offence to this, don't. This was my dads catholic school.
    It's wrong because it decreases customization?
    Though I'd say, "religion is wrong, stop believing in it"

  6. #6

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    He is saying it because this actually reduces the chances of his submod getting used and increases the amount of support he has to offer players that mix and match.

  7. #7
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Quote Originally Posted by bane_tw View Post
    He is saying it because this actually reduces the chances of his submod getting used and the support he has to offer players that mix and match.
    That, too.
    Also, he requested I put it in my Compilation.
    For something to be in my Compilation, it has to utilize the sub-mod manager.

  8. #8

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    I incorporated the changes KoJ SS 6.3 to include the early modifications to the Heir mod on the first page.
    Is there anything else I need to do to incorporate my mod into the compilation mod?


    Thanks!

    gfortune

  9. #9
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Quote Originally Posted by gfortune View Post
    I incorporated the changes KoJ SS 6.3 to include the early modifications to the Heir mod on the first page.
    Is there anything else I need to do to incorporate my mod into the compilation mod?


    Thanks!

    gfortune
    It's still not compatible with the sub-mod manager, though.
    A guide on that can be found in my Compendium, under sub-modding.

  10. #10
    Alpha Zeke's Avatar Vicarius
    Join Date
    Dec 2006
    Location
    The US of A
    Posts
    2,931

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Check this tutorial out I made on using the sub mod manager if you would like a brake down of using it. Using that combined with meneth's guide, you should have no problem using the sub mod manager!

  11. #11
    Amaranth's Avatar Ordinarius
    Join Date
    Aug 2008
    Location
    Earth
    Posts
    748

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    If you don't include ancillary files, Next Heir mod won't work, however I recommend you to wait for it's next release, triggers will be fixed and descr_strat file won't be necessary to use it. I'm gonna post the next release of Next Heir Ancillary mod very soon.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  12. #12

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Thanks for the update to your choose heirs mod.

    I have already have a submod for the compilation project but can change mine based on your update.

    See first page.

  13. #13

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    No crashes with KoJ submod using all the compliation submods. I also added the AlberidiFamigliaRegal.7z submod after the compliation submods. Then I added the KoJ mod without any issues!

  14. #14

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Is this compatible with BGR IV?

  15. #15
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Quote Originally Posted by redinside View Post
    Is this compatible with BGR IV?
    No, it changes several of the files BGR changes.

  16. #16

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    How can this be made compatible with all compilation mods?

  17. #17
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    Quote Originally Posted by gfortune View Post
    How can this be made compatible with all compilation mods?
    Due to the files it changes, it can't.
    The name files make it incompatible with MH, and the descr_strat file makes it incompatible with LLP

  18. #18

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    The only changes are adding some names to the KoJ names files, and the specific section of the KoJ in the descr_strat file. Perhaps Meneth, could look at those changes and add them to your compilation mod?

    Thanks!

  19. #19
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    The biggest problem is keeping everything toggle-able. Currently, there's only two sub-mods that are incompatible in the Compilation, but your sub-mod is incompatible with both, meaning a total of 4 versions would be needed:
    LLP+MH+your, LLP+your, MH+your, LLP+MH.
    With that many different versions, it would become incredibly tedious to update 3 of the 4 with every change to one of the sub-mods.

  20. #20

    Default Re: SS 6.3 for the Kingdom of Jerusalem

    So my changes are done for? The current setup KoJ is not accurate and is more balanced for survival, too, even without the crown mod.

    I guess incorporating my changes permanently into the other submods would require consensus from all who have their files modified.

    Can you talk with others about this?

    Thanks!

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •