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Thread: Late Knights Sub Mod (Retexture)

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  1. #1

    Default Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by Baraban View Post
    Ahh...That looks like something's gone wrong in the battle_models.modeldb file, is this happening to all your units or just certain ones? Which entries in the battle_models.modeldb file did you change, and if possible can you post it here as code in a spoiler, so I can have a look at it?

    In the meantime I'll have another look at the HRE units in-game.... I'm positive they looked fine when I tested them out last night..

    *Update*
    Tested the HRE and Venice using the units that were changed and they look okay on mine, I recognise the parts that are using the wrong texture as belonging to the Attachments Set.
    Are you using any other mods that change the battle_models.modeldb file? As it looks like the textures being used are the final special heads_* instead of final knights heads_*. I'll be able to verify this once you reply, and I'll try and see if I can help fix it for you....

    *Update 11:17 GMT*
    I have some good news. I've managed to duplicate your bug ConstantinoXI.
    The unit in your picture above is the Broken Lances for Venice, so I found their entry in the battle_models.modeldb file, and changed the code for their attachments from this:-
    6 venice
    66 unit_models/AttachmentSets/Final Knights Heads_venice_diff.texture
    64 unit_models/AttachmentSets/Final Knights Heads_base_norm.texture 0
    To this:-
    6 venice
    59 unit_models/AttachmentSets/Final heater_venice_diff.texture
    59 unit_models/AttachmentSets/Final heater_venice_norm.texture 0

    And suddenly my units looked exactly the same way yours do in the post above!!!..... What this means is that the replacement entries for the battle_models.modeldb file weren't copied and pasted for each unit you wanted to install correctly. If you don't know how to do this, or need help, then just let me know and I'll talk you through it.

    ok thanks for help! great works
    as regards the log....you have something similar to my log?

  2. #2
    JRP's Avatar Laetus
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    Default Re: Late Knights Sub Mod (Retexture)

    OK.. So I used your mediafire link to download the mod and all I get is a notepad file that crashes notepad when ever I try to open it... And were is your intructions readme file..? I'm mostly interested in the English Knights looking more up to date with 15th centry armour like the Noble or Portuguese Knights. The English Knights look good for early era... But for late there kinda "dated"... I made my Armoured Swordsmen look like Dismounted Knights Templar with editing the data file, but thats all I know how to do... I used your Hospitaller fix btw, that was simple and easy to use! Thankyou

  3. #3

    Default Re: Late Knights Sub Mod (Retexture)

    Hello JRP and welcome,
    I've just checked the link and the download seems to be fine, but as it's a rar you'll need an archiver program like WinRar or 7-Zip to extract it, then just follow the instructions in the file named readme 1st.txt
    Hope this helps?

  4. #4
    JRP's Avatar Laetus
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    Default Re: Late Knights Sub Mod (Retexture)

    Yes it did! lol.. I kinda feel like a Dorkus Maximus for not thinking of that.. Thankyou, you made a history nerd very happy today.

  5. #5

    Default Re: Late Knights Sub Mod (Retexture)

    Hi,First:Your mod is great!Congratz!!

    Second:
    Problem:
    im using Version 1.02 and the dismounted kings men are bugged.Their textures are messy.
    Thx in advance :]

  6. #6
    Miles
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    Default Re: Late Knights Sub Mod (Retexture)

    Hello Baraban. I am planning to use this sub mod because I personally dislike this mod's and this game's job on England. England had a lot of very heavily armored foot knights during the Middle Ages, one must just go to an English History Museum to appreciate that, and not a single mod has given any relevance to that. Instead, most of the time, the Holy Roman Empire and France end up being more overpowered (when it comes to their unit roster) than they were before. I installed the sub mod to try to make the factions look balanced in terms of late armor, but only a few files were affected, including the King's Men. Sadly, all of them were glitched and their textures way off. Is there any way to solve this? I have no experience using the modeldb notepad file at all and every time I play as England I get depressed because of the lack of knights. I also tried replacing the normal King's Men armor with this because, even though the new Stainles Steel armor is very well done, doesn't fit my taste and I believe makes the English knights look weaker. Any suggestions?

  7. #7

    Default Re: Late Knights Sub Mod (Retexture)

    I'll reinstall everything from scratch on my old machine then have a quick look at the dismounted Kings men and see what the problem could be....

    *New*

    Everything seems to be working fine, just as long as you remember to add the new unit models and make the appropriate changes to the
    battle_models.modeldb file - then they should look like this:-



    Version 1.02 is an older file - the new one is 1.03 which updated the battle_models.modeldb entries.txt to replace all instances of 'Final Knights Heads_slave_norm' with 'Final Knights Heads_base_norm' - as these two files were identical and just took up space.

    You can grab it here:-

    https://www.rapidshare.com/#!download|44|99927428|late_knights_mod_for_ss6.4_v103.zip|59932

    If you're struggling with editing the battle_models.modeldb, then just send me a PM and I'll talk you through it.....

    Best,
    Last edited by Baraban; September 02, 2012 at 08:26 AM. Reason: Added findings and a link to version 1.03 again

  8. #8
    Roma_Victrix's Avatar Call me Ishmael
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    Default Re: Late Knights Sub Mod (Retexture)

    Hi everyone,

    I think Fedual has mentioned this before in the Komnenian (Byzantine) / Kwarezmian sub mod thread, but is this sub mod completely compatible with Caudillo87's? His sub mod unfortunately has missing textures for the original late knights and Fedual said this sub mod fortunately filled in the missing gaps (i.e. shoulder plates and some helms). I am downloading it right now and hope that it works. Has anyone had any experiences otherwise with said issue? Otherwise, I don't even want to play Caudillo's sub mod if it's not compatible with these awesome new textures for late knights. In other words, Caudillo's otherwise awesome mod can go straight to hell if it doesn't work with your most excellent mod, Baraban. Lol.

    Cheers,
    Eric

  9. #9

    Default Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by Roma_Victrix View Post
    Hi everyone,

    I think Fedual has mentioned this before in the Komnenian (Byzantine) / Kwarezmian sub mod thread, but is this sub mod completely compatible with Caudillo87's? His sub mod unfortunately has missing textures for the original late knights and Fedual said this sub mod fortunately filled in the missing gaps (i.e. shoulder plates and some helms). I am downloading it right now and hope that it works. Has anyone had any experiences otherwise with said issue? Otherwise, I don't even want to play Caudillo's sub mod if it's not compatible with these awesome new textures for late knights. In other words, Caudillo's otherwise awesome mod can go straight to hell if it doesn't work with your most excellent mod, Baraban. Lol.

    Cheers,
    Eric
    it works, install caudillo87´s mod first then install this mod. After you install this mod i strongly urge you to backup the files that you changed, since its a complete and utter pain to install it again, in case you buy a new computer, uninstall MTW2 or something else unfortunate happens that makes you loose these files. (still, it is awesome when you get it right, but a pain to install)
    Last edited by Fedual; October 15, 2012 at 01:52 PM.

  10. #10
    Roma_Victrix's Avatar Call me Ishmael
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    Icon10 Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by Fedual View Post
    it works, install caudillo87´s mod first then install this mod. After you install this mod i strongly urge you to backup the files that you changed, since its a complete and utter pain to install it again, in case you buy a new computer, uninstall MTW2 or something else unfortunate happens that makes you loose these files. (still, it is awesome when you get it right, but a pain to install)
    Wow! Holy rusted metal, Batman! It worked! I am a very, very happy boy.

    Both mods look great together. Completely compatible. Caudillo should make a note in the first post of his thread to download this late knight mod as a requirement for the game to function normally.

    Cheers,
    Eric

  11. #11

    Default Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by Roma_Victrix View Post
    Wow! Holy rusted metal, Batman! It worked! I am a very, very happy boy.

    Both mods look great together. Completely compatible. Caudillo should make a note in the first post of his thread to download this late knight mod as a requirement for the game to function normally.

    Cheers,
    Eric
    To be honest they should contact eachother and combine their mods...

  12. #12
    WarbornUK's Avatar Tiro
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    Default Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by Fedual View Post
    To be honest they should contact eachother and combine their mods...
    I concur.

  13. #13

    Default Re: Late Knights Sub Mod (Retexture)

    The download button for v1.03 doesn't work when I go to Rapidshare. Registered and retried. Still no luck. Can someone upload the latest version? Thank you!

  14. #14

    Default Re: Late Knights Sub Mod (Retexture)

    ^ Same issue, it doesn't work.

  15. #15

    Default Re: Late Knights Sub Mod (Retexture)

    this mod is now in:

    The Stainless Steel Historical Improvement Project (formerly SSMAP) - Beta 7 downloadable!

    so download that mod instead

  16. #16

    Default Re: Late Knights Sub Mod (Retexture)

    Ok noobie question..

    When I install this mod I'm following the instructions and for the part to install "battle_models", Do I manually have to go through each faction to completely "install" the textures? (Not confident in doing this lol)

    Or can i just copy and paste the whole damn thing over the pre-existing battle_models file?

    I don't care about the "vanilla" SS 6.4 models so I would like to use all the textures that you made for this mod.

  17. #17

    Default Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by Vakko View Post
    Ok noobie question..

    When I install this mod I'm following the instructions and for the part to install "battle_models", Do I manually have to go through each faction to completely "install" the textures? (Not confident in doing this lol)

    Or can i just copy and paste the whole damn thing over the pre-existing battle_models file?

    I don't care about the "vanilla" SS 6.4 models so I would like to use all the textures that you made for this mod.
    I copy/pasted each part. You can't just paste the whole thing over.

    Also, the battle model file for me had to be updated with the included additions. Some were saying it was the same as the one already there. For me, there were changes. Some look like bug fixes for typos. I installed on a stock ss6.4.

    Having said that, just as feudal noted, you might want to check out ssmap. I was reluctant to install it as I enjoy the stock ss but I'm liking it so far. It seems like a bigger and improved ss. I installed another copy of ss6.4 into a folder ss6.4ssmap and then installed ssmap on it.

  18. #18

    Default Re: Late Knights Sub Mod (Retexture)

    Sorry, the texture folder I just copied and merged/replaced.

  19. #19

    Default Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by evo678 View Post
    Sorry, the texture folder I just copied and merged/replaced.

    Ok, let me get this right.

    1. SSMAP has this Late Knights Sub Mod in it?

    2. Therefore, if i install SSMAP it will replace the whole battle_models file (simple overwrite of the file/files) ?

  20. #20

    Default Re: Late Knights Sub Mod (Retexture)

    SSMAP does a lot more than just add those knights. It changes the whole game. You should read about it before installing it, in case you don't want some of those changes.

    If you only want these knights, try to get them from this thread, or download SSMAP but don't install it and extract the knights from it. Or get a separate SS install, add SSMAP to it, and extract the knights from there.

    And yes, it will probably overwrite the battle_models.

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