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Thread: Withwnar's Submod Collection v1.7 [3.2 compatible]

  1. #61
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Kilic is not onto it, no. If a trait and thus a limitation to imrahil's heirs is preferable to WSC I do not know, but both to my tree submods and DCI it would be cute

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    DCI: Last Alliance
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    Favorite TATW compilation: Withwnars Submod Collection
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  2. #62
    Withwnar's Avatar Script To The Waist
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    In your "Uncle Imrahil" submod there are effectively two branches: Denethor and Imrahil. If a "descendant of Imrahil" trait was added to BSG and/or WSC then about half of the generals in the family tree will have access to the Swan Knights. Even in the vanilla 3.2 tree there will be many "descendants" over time. My fear is that this would remove the 'novelty' of them. Although, of course, it would up to the player whether to actually use them, i.e. Bodyguard Switch to them.

  3. #63
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    True enough; in a non-BGS enviroment it would create a swan Knight inflation, haha, even if removed and given a hidden family tree; good call W'

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    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  4. #64
    Withwnar's Avatar Script To The Waist
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Still, better to have the option than not, no? That way the player can decide who to give Swan Knights: e.g. just the next in line for the Prince title, oldest son in each generation , etc.

    Would it be better to make it an "Heir of Dol Amroth" rather than a "descendant of"? i.e. Only one person at a time can have the trait, so only the Prince and the Heir can have Swan Knights.

  5. #65

    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Hi there!
    First of all, thanks for your work Wit, i really enjoy your BDS and SAU submods. ;-)

    Will you plan to make BDS 2.0 compatible with mos 1.21, as BDS 1.31 was? (with manual merge)

  6. #66
    Withwnar's Avatar Script To The Waist
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Thanks Brune. It is always good to hear that.

    Regarding manual merge I answered that recently in the BGS thread. It was available to previous versions because the changes were fairly simple additions to four files. v2.0 is a lot more complicated: more files and no longer just "append this block of code here". As a result the manual merge files and instructions would be too complicated to write (and read). It would be easier to use a merging tool to see - and merge - the differences than it would be for me to put into words what needs to be done (and for the reader to understand what the heck I'm talking about).

    I regret that. I very much liked the idea that v1.x could easily be manually merged into any TATW, effectively making it compatible with anything. Unfortunately with more complicated solutions comes more complicated merges; the penalty for v2.0's "any general" ability.

  7. #67

    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Ok i saw your post but didn't post in the right thread.

    Maybe Mos-team will make it compatible one day. :-)
    However i'm still content with the previous version.

  8. #68

    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Hey Mate!
    Awesome mod, but it unfortunatly doesn't work for me. I'm pretty sure that I didn't make a installation mistake, but when I start a campaign, no welcome scroll appears...

  9. #69
    Withwnar's Avatar Script To The Waist
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Thanks. My immediate reaction would be "installed wrong". Can you post a copy of the log (in a spoiler if you can't attach it to the post)?

  10. #70

    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    There you go!
    Spoiler Alert, click show to read: 

    13:43:05.140 [system.rpt] [always] CPU: SSE2
    13:43:05.140 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    13:43:05.140 [system.io] [always] mounted pack packs/data_0.pack
    13:43:05.140 [system.io] [always] mounted pack packs/data_1.pack
    13:43:05.140 [system.io] [always] mounted pack packs/data_2.pack
    13:43:05.156 [system.io] [always] mounted pack packs/data_3.pack
    13:43:05.156 [system.io] [always] mounted pack packs/data_4.pack
    13:43:05.156 [system.io] [always] mounted pack packs/localized.pack
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction milan (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction scotland (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction moors (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction turks (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction egypt (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction mongols (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction england (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction france (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hre (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction portugal (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction spain (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction venice (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction papal_states (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction byzantium (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction aztecs (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction timurids (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction normans (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction saxons (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction russia (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction poland (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction denmark (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction teutonic_order (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction ireland (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction norway (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hungary (bdg large_city vs clt huge_city)
    13:43:09.796 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9323, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction slave (bdg large_city vs clt huge_city)
    13:43:59.703 [game.script] [error] Script parsing error at line 13171, column 45 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Sound event PALANTIR_DIRECTION not found!
    13:43:59.703 [game.script] [error] Script parsing error at line 13176, column 1 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Couldn't create a script from file mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt

  11. #71

    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Is it necessary to use soundExtractor to get the game working with the 1.3 full zip, because i extracted the files and neither the DCI nor the BGS worked (haven't checked the other parts of the submod). Am I wrong or is it something else? Any help?

  12. #72
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    No, the sound extractor only affect weither you get the sounds and voices into the game (less fun game without the new sounds but still vanilla's sounds will work).
    Hmm, did you remember step 4 by the way? To delete the map.rwm?

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  13. #73

    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    forgot to delete map.rvm
    thanks a lot
    true about the sound, but it didn't work for me
    suggestion: the Tol Acharn and the family trees might be interesting for the makers of the the vanilla game to use, saw that the bodyguard thing are under progress and hoping that you are able todo something about that

  14. #74
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    King Kong, leader of TATW, know we exist, both mods; if it falls in his taste for future versions he let us know ^^
    Hope you'll have a great experience now

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  15. #75

    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Can't do step 3, coming the file should be stationed a place, but it is the same as it is stationed, any help?

  16. #76
    Withwnar's Avatar Script To The Waist
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    @Krautbomber
    Did you run SoundExtractor? See below.

    Quote Originally Posted by perhje View Post
    Is it necessary to use soundExtractor to get the game working
    Yes it is. Without it you will get a script error (see Krautbomber's log) which stops the script from working, breaking anything that uses script (which all of my submods do and many vanilla features).

    Quote Originally Posted by perhje View Post
    Can't do step 3, coming the file should be stationed a place, but it is the same as it is stationed, any help?
    Sorry, not following what you are saying.

    Step 3 is just copying some images to another place for the Palantiri and deleting keys.dat. Without the images everything still works just the Palantiri/Mirror viewings will look strange. Whatever your problem is we should be able to fix it later (save game compatible). But you must delete the keys.dat file in the Third_Age_3\Preferences folder if you want to use the Switcher, etc. in the meantime.

  17. #77
    Withwnar's Avatar Script To The Waist
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    Default Re: Withwnar's Submod Collection v1.4 - updated to DCI v1.2 [3.2 compatible]

    v1.4 is released. It includes:

    Dunedain Counter Invasions v1.2: improvements to units and voices, some tweaks, and the (limited) ability for Northmen to call an Acharn. See its Change Log for details.

    Palantiri Revision v1.2.3: a new strat map model.

  18. #78
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Withwnar's Submod Collection v1.3 - updated to Bodyguard Switcher v2.0 [3.2 compatible]

    Quote Originally Posted by Withwnar View Post
    Yes it is. Without it you will get a script error (see Krautbomber's log) which stops the script from working, breaking anything that uses script (which all of my submods do and many vanilla features).
    Oh, dang, didn't get that.
    Sound's otherwise so autonomous from other mod content that I didn't percive it as crucial for the whole - even if you carefully ask users to make all 4 steps in proper order in the installation
    Will tell them so next time

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  19. #79
    Withwnar's Avatar Script To The Waist
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    Default Re: Withwnar's Submod Collection v1.4 - updated to DCI v1.2 [3.2 compatible]

    Yep, if script uses the play_sound command for a sound that doesn't exist (in events.idx I expect) then campaign_script breaks big time.

  20. #80
    Araval's Avatar Protector Domesticus
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    Default Re: Withwnar's Submod Collection v1.4 - updated to DCI v1.2 [3.2 compatible]

    I finally have a chance to try this out

    I have some issues though, when I installed it on another computer (Win 7).
    With the indicators, see the attachments. Would it work if I copied the files manually?

    Also when I ran the game, map.rwm didn't rebuild
    Do you have any idea how to fix this?
    Last edited by Araval; November 17, 2012 at 05:00 AM.

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