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Thread: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

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  1. #1
    Ekaddon's Avatar Tiro
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    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    Quote Originally Posted by Toho View Post
    just copy the map and text folder in data and that should do it i believe.
    Ok I put these files in my CoW folder, but now the game no longer runs. No crash or anything, just drops out before load screen. I have a clean (1h ago) install of Gigantus CoW.

    THIS^

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    @Kvaccian
    Nothing to be seen: the EDB has Toho's dismounted units added, one instance of replenish time has been corrected and the cold flame order building tree has been disabled.
    The EDU has units tweaked and the addition of Toho's units - bringing the total to 371 units, way below the 500 limit.
    Errors between the EDU and EDB (spelling of unit names, incorrect ownership) would be documented in the log
    Errors between EDU and modelDB would also be documented in the log (missing unit entry)
    Makes me feel that the error is not in these files.










  3. #3

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    what does the log say? im pretty sure thats all you need though...

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    - You will end up with empty villages belonging to the slave faction in the new regions because of the missing descr_strat entries.
    - The only files from the data\text folder that you need are the two imperial_campaign.... files - copying all the others is probably the reason for the crash.










  5. #5
    Ekaddon's Avatar Tiro
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    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    Quote Originally Posted by Gigantus View Post
    - You will end up with empty villages belonging to the slave faction in the new regions because of the missing descr_strat entries.
    - The only files from the data\text folder that you need are the two imperial_campaign.... files - copying all the others is probably the reason for the crash.
    This worked for me, thank you and Toho too for quick replies! For the descr_strat, they only miss entries for population or entries altogether?

    THIS^

  6. #6

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    I'm certain it's those files, or those files interacting with something else. I'll do a clean reinstall, just delete the mod folder and reinstall from the 11 .rar file chunks I downloaded. We'll see how that works. Thanks again for the help.

  7. #7

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    Quote Originally Posted by Kvaccian View Post
    I'm certain it's those files, or those files interacting with something else. I'll do a clean reinstall, just delete the mod folder and reinstall from the 11 .rar file chunks I downloaded. We'll see how that works. Thanks again for the help.
    no one else seems to have any problems with the installation my friend, this must be something else, if there was a problem with EDU or EDB everyone here would be crashing not just you

  8. #8

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    Toho,

    Actually, I am having trouble trying to get your submod to work with Reiksfart's? If you got it to work, can you share it with us? The EDU tweaks I did worked fine.

  9. #9

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    part of the reason i made this submod was because i was having a lot of trouble with reiksfart mod, (those damn nurgle knights kept crashing), well the knights and the regions are already in reiksfart mod and to get the new settlements you need to get descr_culture and models_strat folder in your data folder.

  10. #10

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    Quote Originally Posted by Toho View Post
    part of the reason i made this submod was because i was having a lot of trouble with reiksfart mod, (those damn nurgle knights kept crashing), well the knights and the regions are already in reiksfart mod and to get the new settlements you need to get descr_culture and models_strat folder in your data folder.
    Thanks for the quick reply. Will try it. So going the route (as suggested for someone at Rieksfart's thread) of creating a "Knights of nurgles" (with the added "s" at end of nurgles) did not work for you? It might also easy to simply disable "Kinghts of nurgle" as a unit.

    Edit: Did as you suggested above and got it working. Will see if there are any CTDs going forward. At least new campaign loaded fine now. To Ekaddon below, did you try deleting the txt.bin strings (in data/text) and also map.rwm?
    Last edited by boatie; August 24, 2011 at 11:28 AM.

  11. #11
    Ekaddon's Avatar Tiro
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    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    Meh so i closed MTV and was to play again, but now it crashes upon starting a campaign. What do i need to find in the log? This is the entry before the crash.

    19:11:13.104 [system.io] [trace] file open,,10905868,27012
    19:11:13.104 [system.io] [info] open: found mods/Call_of_Warhammer/data/world/maps/base/descr_regions.txt (from: E:\SEGA\Medieval II Total War)
    19:11:13.108 [system.io] [trace] file open,,10707DD0,3849059
    19:11:13.108 [system.io] [info] open: found mods/Call_of_Warhammer/data/world/maps/campaign/imperial_campaign/map.rwm (from: E:\SEGA\Medieval II Total War)
    19:11:14.180 [system.rpt] [error] Unspecified error. The game will now exit.

    So i replaced the World with the vanilla file, no problem anymore. Any reason why the two files i put in simply will not work? A pity not to be able to use any mods.
    Last edited by Ekaddon; August 24, 2011 at 11:23 AM.

    THIS^

  12. #12

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    I reinstalled and it works fine! It must have been me, although for the life of me I cannot remember what I must have done. I did it clean this time, extracted everything into another folder then copied and overwrote all the necessary /Data folder files. Thanks! You guys are great, and what makes the Total War community so fantastic. I hope you have luck with your mod

  13. #13

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    wait so you replaced my world file with the vanilla world file or was it the other way around? anyways here is a more surgical instruction, i want you to get these from my world file to yours
    - descr_strat
    - map_regions
    - descr_win_conditions
    - descr_regions

    and then go to your text file, delete all the bins and replace imperial_campaign_regions_and_settlement_names with my own.
    if this doesnt work then gigantus would probably have a better idea...
    oh and dont forget to delete your map.rwm in your world folder.
    and by the way when me and gigantus say world we mean world\maps\campaign\imperial_campaign

  14. #14

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    Quote Originally Posted by Toho View Post
    wait so you replaced my world file with the vanilla world file or was it the other way around? anyways here is a more surgical instruction, i want you to get these from my world file to yours
    - descr_strat
    - map_regions
    - descr_win_conditions
    - descr_regions

    and then go to your text file, delete all the bins and replace imperial_campaign_regions_and_settlement_names with my own.
    if this doesnt work then gigantus would probably have a better idea...
    oh and dont forget to delete your map.rwm in your world folder.
    and by the way when me and gigantus say world we mean world\maps\campaign\imperial_campaign
    I am still having problems adding the new provinces. I followed the instructions above. In fact, I copied everything except three files:

    1. I did not copy EDU. Reiksfart EDU already includes your dismounted units and I have tweaked it extensively.
    2. I did not copy your descr_stat, but I did copy the entry where you added the provinces. In future, I hope that any additions you do, you simply add under a section such as ****Toho Additions**** Makes life easier trying to figure out what you added versus did not.
    3. I did not copy export_descr_buildings.txt Whenever I copied this, I got CTD and could not even load COW.
    4. Your submod did not include any descr_win_conditions file.
    5. Your submod did not include any descr_regions_and_settlement_name_lookup.

    I then deleted all txt.bin strings in /text and also map.rwm. I can start a new campaign without any problems. I can build all units. When I toggle_fow, I don't see any of the provinces you added. Any help would be appreciated.

    I think you are missing some files in the zip you uploaded. Lol.
    Last edited by boatie; August 25, 2011 at 05:18 PM.

  15. #15

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    nice revampening..im a sucker for shiny armor..updated maps and castles and such look great as well..well done tiny toho

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    The world folder and it's subfolders contain all the files necessary to create a new map. The only file needed outside this folder is the set of imperial_campaign... files in the data\text folder. HOWEVER - if there were changes in the descr_strat not covered by existing files (units - EDB, buildings - EDB) then the game will crash.
    To generate the new map, the map.rwm file needs to be deleted. Changes to the world folder are not save game compatible, they will either cause weird graphic effects or crash your save game.










  17. #17

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    if you are playing reiksfart mod you should already have the new regions, also did you look at the "fix" upgrades too? some of the files i forgot/you did not find should also be there.
    what i dont understand is that reiksfart should already have all these new regions included you would not need to add them at all.
    edit: your crash is either from descr_strat mistake or descr_regions_and_settlement_name what does the log say?
    Last edited by Toho; August 25, 2011 at 05:19 PM.

  18. #18

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    Toho,

    I only download the file from this link: Download 2 courtesy of mw2xboxplayer in Rieksfart's first page. This did not included your addon.

    I think you should combine your two addons because there are missing files between the two. I downloaded your submod from this thread thinking it has everything and it turns out it was missing files. Previously, I did include both patches. Going to give it another shot now.


    Edit: bah, still doesn't work. Copied over all missing files from the addon.zip in Reiksfart's thread. Still can't see provinces when I started new campaign.

    I have a question for Gigantus (or anyone else who knows the answer). I would like to add an army for the rebel town Karag_Dum. Which file would I have to mod and where in this file should I revise? Karag_Dum has been taken over by Chaos and a daemon prince resides there. I would like to put a 20 unit army of chaos with a daemon prince there. Would make it fun to take.

    By the way, Gigantus, thank you so much for making this wonderful mod accessible for others. More people need to know and play this. One of the most satisfying gaming experiences I have ever had.

    Edit 2: Ok. It works now. I see provinces. However, when I start a campaign, the game no longer asks me whether I want to enable/disable assassins? Anyone have a clue on what happened?
    Last edited by boatie; August 25, 2011 at 07:45 PM.

  19. #19

    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    finally finished editing the entire EDU and EDB, check the first post.

    all thats left is some beta testing to see it completely balanced in the campaign.

    @Boatie, im glad you got it working, to add a garrison to a region you must find its location with show_cursorstat in your console and just follow the other garrisons that are done for the other cities, just change the general name and location. everything else is up to you, just make sure you don't pass the 20 unit limit.
    Last edited by Toho; August 26, 2011 at 12:41 PM.

  20. #20
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Call of Warhammer Revamp; new map, models, units and more (Released for 1.4.4)

    Quote Originally Posted by Toho View Post
    @Boatie, im glad you got it working, to add a garrison to a region you must find its location with show_cursorstat in your console and just follow the other garrisons that are done for the other cities, just change the general name and location. everything else is up to you, just make sure you don't pass the 20 unit limit.
    Ever tried the Geomod tool for map stuff? Makes this placing a breeze. Got a manual for it as well.










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