Results 1 to 12 of 12

Thread: Mod doesn't launch.

Hybrid View

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

    Default Mod doesn't launch.

    - What is your operation system? (WinXP, Vista, Windows 7) If using Vista or 7, did you deactive the User Account Control while installing? 7, edit: Yes, I did now.
    - What version of Kingdoms do you have? (1.4, 1.5) 1.5
    - What version of Stainless Steel are you using? (6.0, 6.1,...) 6.3
    - What submods have you installed with said version (if any)? None

    Whenever I try to launch SS it goes on the intro screen then crashes to desktop. I've tried to launch Vanilla and it works.

    Do not know if this deserves a thread. :c
    Last edited by Mazzi; December 19, 2010 at 12:08 PM.

  2. #2

    Default Re: Mod doesn't launch.

    This is the last line of the log which I think is the cause:

    19:26:15.465 [system.io] [info] exists: missing mods/SS6.3/preferences/player.txt
    Last edited by Mazzi; December 19, 2010 at 01:31 PM.

  3. #3

    Default Re: Mod doesn't launch.

    Quote Originally Posted by Mazzi View Post
    - What is your operation system? (WinXP, Vista, Windows 7) If using Vista or 7, did you deactive the User Account Control while installing? 7, edit: Yes, I did now.
    - What version of Kingdoms do you have? (1.4, 1.5) 1.5
    - What version of Stainless Steel are you using? (6.0, 6.1,...) 6.3
    - What submods have you installed with said version (if any)? None

    Whenever I try to launch SS it goes on the intro screen then crashes to desktop. I've tried to launch Vanilla and it works.

    Do not know if this deserves a thread. :c
    Quote Originally Posted by Mazzi View Post
    This is the last line of the log which I think is the cause:

    19:26:15.465 [system.io] [info] exists: missing mods/SS6.3/preferences/player.txt
    Upload your full log as a zip and confirm that your ran the submod manager (ss_setup.exe in the SS6.3 folder).

  4. #4

    Default Re: Mod doesn't launch.

    I did run the submod manager. And I hope I uploaded the log correctly.

  5. #5

    Default Re: Mod doesn't launch.

    22:28:18.167 [script.err] [error] Script Error in mods/SS6.3/data/descr_rebel_factions.txt, at line 18, column 21
    rebel unit type 'Peasant Crossbowmen' not found in unit_db

    22:28:20.263 [script.err] [error] Script Error in mods/SS6.3/data/export_descr_buildings.txt, at line 95, column 43
    Unknown unit type specified: EE Archer Militia

    Very strange. Please delete SS6.3 in mods/ and do a complete reinstall of SS6.3 after that. If your M2TW is installed in program files install SS6.3 outside of program files (for example C:\Games\SS6.3)

  6. #6

    Default Re: Mod doesn't launch.

    How did you go with this Mazzi? I have just started getting the same problem.

    13:32:31.562 [system.io] [info] exists: missing mods/SS6.3/preferences/player.txt

    I've done the reinstall but not outside of Program Files\SEGA\Medieval Total War II, did that work for you?

    Task Manager won't let me End Task for kingdoms.exe, I'm also stuck with the little spinning disk mouse pointer that you get when accessing the disk upon loading.

  7. #7
    Finnish Rebel's Avatar Foederatus
    Join Date
    Dec 2010
    Location
    Suomi FUNland
    Posts
    32

    Default Re: Mod doesn't launch.

    I'm having exactly the same problem. Uninstalled the mod, installed again and tried without the Sub-mod Compilation and it started normally. Then installed the compilation and the patch... same problem, I get the loading screen and then it just goes back to the desktop.

    Also having the same lines in the log.

    Edit: Hmm, disabled Buildings, Renovation, Innovation and Castles mod and the problem went away...
    Last edited by Finnish Rebel; December 24, 2010 at 04:08 PM.

  8. #8

    Default Re: Mod doesn't launch.

    Quote Originally Posted by Finnish Rebel View Post
    Edit: Hmm, disabled Buildings, Renovation, Innovation and Castles mod and the problem went away...
    Disabled? how? Any other way for that than using the setup thingy, I cant get even that running. Other than that I got the same trouble here.

  9. #9

    Default Re: Mod doesn't launch.

    I looked in the other mod subfolders and they don't show a player.txt at this location either. I'm really puzzled because I thought I'd give it another go yesterday and it worked then, but today when I tried to play it again it has reverted to not wanting to load. I get to pick between starting an Early Era or Late Era campaign, the little loading bar goes to the end and then it all hangs when looking for the disk. (Yes, the Kingdoms disk is in the drive) I've changed nothing since yesterday so I really don't know why it won't work.

  10. #10

    Default Re: Mod doesn't launch.

    Ok, Mazzi and everyone with this similar problem.

    get the files from Bane's signature 1st do the patcher then put in fixes.. the last fix didnt work with me so if there is any troubles, just experiment with them.
    I could even install the meneth's sub mod thingy on the fixes (not the last one ofc as it didnt work with me)

  11. #11

    Default Re: Mod doesn't launch.

    Ignore my post above I had to scroll up.. it says this (I feel like i'm close to get it working guys don't give up on me just yet XD) :

    20:40:05.159 [system.io] [info] open: found MyMod/data/export_descr_unit.txt (from: C:\Program Files (x86)\MEDIEVAL DAMMIT)
    20:40:05.164 [script.err] [error] Script Error in MyMod/data/export_descr_unit.txt, at line 177, column 1
    Could not find soldier battle model for unit type 'elephant_acrew'.

    20:40:05.164 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file MyMod/data/export_descr_unit.txt.

    20:40:05.172 [game.script.trigger] [info]


    Can't find Soldier battle model.. I clearly added it in the Battle_model list and I added a 0
    ( the Battle_model is in Data/Unit_models of my Main folder not the Modded one)

    14 elephant_acrew
    1 3
    67 unit_models/_Units/ME_Light_Mail_Heavy_Mail/elephant_crew_lod0.mesh 121
    67 unit_models/_Units/ME_Light_Mail_Heavy_Mail/elephant_crew_lod1.mesh 1225
    67 unit_models/_Units/ME_Light_Mail_Heavy_Mail/elephant_crew_lod2.mesh 6400
    2
    8 timurids
    88 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_timurids.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    46 unit_sprites/timurids_Elephant_Crew_sprite.spr
    4 merc
    85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_mercs.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    42 unit_sprites/merc_Elephant_Crew_sprite.spr
    2
    8 timurids
    69 unit_models/AttachmentSets/Final Middle Eastern_timurids_diff.texture
    69 unit_models/AttachmentSets/Final Middle Eastern_timurids_norm.texture 0
    4 merc
    65 unit_models/AttachmentSets/Final Middle Eastern_merc_diff.texture
    65 unit_models/AttachmentSets/Final Middle Eastern_merc_norm.texture 0
    1
    8 Elephant
    17 MTW2_Elephant_Bow 0
    1
    19 MTW2_Bowman_Primary
    0 -1 0 0 0 0 0 0
    18 MTW2_Elephant_Crew 0
    1
    21 MTW2_Arquebus_Primary 0 -1 0 0 0 0 0 0

    and yes i added a 1 on top

  12. #12

    Default Re: Mod doesn't launch.

    Quote Originally Posted by Paulz View Post
    Ignore my post above I had to scroll up.. it says this (I feel like i'm close to get it working guys don't give up on me just yet XD) :

    20:40:05.159 [system.io] [info] open: found MyMod/data/export_descr_unit.txt (from: C:\Program Files (x86)\MEDIEVAL DAMMIT)
    20:40:05.164 [script.err] [error] Script Error in MyMod/data/export_descr_unit.txt, at line 177, column 1
    Could not find soldier battle model for unit type 'elephant_acrew'.

    20:40:05.164 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file MyMod/data/export_descr_unit.txt.

    20:40:05.172 [game.script.trigger] [info]


    Can't find Soldier battle model.. I clearly added it in the Battle_model list and I added a 0
    ( the Battle_model is in Data/Unit_models of my Main folder not the Modded one)

    14 elephant_acrew
    1 3
    67 unit_models/_Units/ME_Light_Mail_Heavy_Mail/elephant_crew_lod0.mesh 121
    67 unit_models/_Units/ME_Light_Mail_Heavy_Mail/elephant_crew_lod1.mesh 1225
    67 unit_models/_Units/ME_Light_Mail_Heavy_Mail/elephant_crew_lod2.mesh 6400
    2
    8 timurids
    88 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_timurids.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    46 unit_sprites/timurids_Elephant_Crew_sprite.spr
    4 merc
    85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_mercs.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    42 unit_sprites/merc_Elephant_Crew_sprite.spr
    2
    8 timurids
    69 unit_models/AttachmentSets/Final Middle Eastern_timurids_diff.texture
    69 unit_models/AttachmentSets/Final Middle Eastern_timurids_norm.texture 0
    4 merc
    65 unit_models/AttachmentSets/Final Middle Eastern_merc_diff.texture
    65 unit_models/AttachmentSets/Final Middle Eastern_merc_norm.texture 0
    1
    8 Elephant
    17 MTW2_Elephant_Bow 0
    1
    19 MTW2_Bowman_Primary
    0 -1 0 0 0 0 0 0
    18 MTW2_Elephant_Crew 0
    1
    21 MTW2_Arquebus_Primary 0 -1 0 0 0 0 0 0

    and yes i added a 1 on top
    This was posted on the wrong topic sorry

Posting Permissions

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