Page 18 of 18 FirstFirst ... 89101112131415161718
Results 341 to 360 of 360

Thread: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

  1. #341
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,095
    Blog Entries
    35

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE











  2. #342
    Losthief's Avatar Campidoctor
    Join Date
    Aug 2010
    Location
    TX
    Posts
    1,907

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    should we add this to the 6.4 release thread? Since the Teutonic fixes (among others) links are all dead and gone?
    LOSTHIEF
    I'd rather be lucky than skilled!


  3. #343
    Cleomenes III's Avatar Civis
    Join Date
    Jun 2013
    Location
    Mare Nostrum
    Posts
    185

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    How can I get cannons +gothic knights at start of campaign? I have selected no RR+ AOR


    Ego sum Attila flagellum Dei

  4. #344
    Parsman's Avatar Libertus
    Join Date
    Nov 2009
    Location
    Georgia
    Posts
    65

    Default Re: Bug Fixes for SS6.4 ?

    I've just installed SS6.4 but haven't played it yet. So, Should I install these bugfixes too? Or is it not necessary?

  5. #345
    Parsman's Avatar Libertus
    Join Date
    Nov 2009
    Location
    Georgia
    Posts
    65

    Default Re: Bug Fixes for SS6.4 ?

    Quote Originally Posted by Melooo182 View Post
    Ok here is the compilation I promised


    SS6.4 BUGFIX COMPILATION v1.27
    Last Update on Jul 18 2015
    NOT savegame compatible

    I'm no part of the SS mod team so this is fan made


    DOWNLOAD HERE
    GOOGLE DRIVE MIRROR

    G5 Settlement Fixes All in 1*

    7zip DL link just in case

    CHECK ADDENDUM INFO TAB

    CONTENT

    Major Bugs/CTD fixes:
    1.0
    -Hospitaler Knights CTD fix by Baraban
    -Italian Men at Arms CTD fix by valky
    -Really Bad AI (Fixes CTD in Battles with reinforcements and generally improves the Battle AI) by G5(Germanicus5)
    -FIX for a semi random CTD caused by some Teutonic Order scripted siege around turn 130
    1.2
    -CTD fix for mongols and timurid scripted sieges, Fix by stevietheconquer and Geoffrey of Villehardouin
    1.26
    -Fixed some mistakes in the BM.MDB which caused CTDs with some english Archer.
    -Corrected typo in early era campaign script.
    -Update on Scripted Sieges, greatly reduce likelyness of CTDs related to them.

    Minor Bugs fixes:
    1.0
    -HRE Teutonics Knights Chapter House Fix by Ishan
    -Woodsman Guild Archers Bonus Fix by Newt
    Includes "Disabled RR" version and also "Disabled RR AOR on" of newt's mod
    -Bloodline descriptions and names fix (Alberi di Famiglia Regal submod by Seether) Tweaked
    -Stables and Tourney building Guild points fix
    Tourney and Jousting buildings now increase chances of a Horsebreeder Guild and/or Swordsmith Guild, instead of Woodsman Guild.
    -Persistent Spawn of merchant and priest on dead factions fix by Gorrrrrn
    -Faction Leader Death event spam Fix
    -G5 Economy Script Fix (campaign_script.txt) by MWY updatedby gsthoed
    -Mercenary Elephants and Crusader Sergeant fixe
    -Witches with Piety instead of Magic on their traits fix
    Includes a compatible version of Weaker Heretics Mod by Lazy
    -Byzantium and Denmark vanilla stratmap flag instead of SS new one when under FOW fix
    Includes Kwarezm Stratmap flag proper update
    -Mongols Priest named as EMT_MONGOLS_PRIEST_2 Fix
    -Seville should be Badajoz Fix
    -Bishop Trait loss description Fix
    -Transilvanian peasants texture Fix
    -Corinth misplaced in Early Era Campaign Fix
    -Konigsberg("Palanga") misplaced in Late Era Campaign Fix
    -Knights of Santiago Incorrect Mount Fix by Aymar de Bois Mauri
    -Woodsmen Guild Icons Fix for middle eastern and south european factions
    -Horsebreeder Guild Icons Fix for middle eastern factions
    1.2
    -Lusitanian javelimen duplicate fix,
    by Aymar de Bois Mauri
    -RR AoR longbowmen availability fix (now matches this site info)
    -Disabled RR Camel Gunners requirements fix
    -Kievan Rus Tsar Crown ancillary fix
    -Princess EducatedWoman trait fix (last level reduced charm)
    -Princess PassionateWoman trait description update (last level reduces fertility)
    -AI priest piety boost when near an heretic trait fix
    -Non-playable battle map location fix
    -Series of Hates/Fears (religion) traits triggers fix (no more muslims that hate muslims etc)
    -Kwarezm proper Agents Info Images and Icons
    -Templar Heavy Spearmen and Lithuanian Late Spearmen animation Fix (they were using macemen animations)
    -No more silver surfers!, fixes most if not all missing or incorrect assigned textures.
    1.21
    -AIGracul faction standing triggers dupe entry removal, by gsthoed
    -Megas Konostaulos ancillary trigger fix, by gsthoed
    -Banner of Herakleios ancillary trigger fix, by gsthoed
    -AI Generals' wife negative traits triggers fix, by gsthoed
    -Sorted redundancy in some Post Battle Traits triggers, with help of gsthoed
    1.25
    -Black Plague event location fix for Corinth Late Era.
    -gsthoed localized text improvements and fixes, further tweaked and with restored British spelling.
    -More EDCT fixes, Cardinal Corrupted Trait Triggers, Religious Merchant Triggers, MerchantFamily trigger dupe removal.
    -Turks and Egypt proper merchant icon.
    -Unique Mulsim Assassin Stratmap model fixed and implemented.
    -Proper early and late era faction names for "Faction Leader Death" events.
    -Cleaned descr_rebel_factions.txt of unused rebel subfactions.
    -Novgorod and Sicily Spy textures tweak to display better their faction colors and differentiate from each other.
    -Sicily Merchant texture tweak for differentiating better from "Independent" merchants.
    -ME school building icons improvement.
    -Castle Academic Building Tree properly working and with 'new' icons.
    -Optimized Interactive Events script, they should have less impact on turn times now. Thx to this Tutorial
    -Included gsthoed's suggestion for improving Important Persons ancillary scripts.
    -Corrected Crusader States priest icon.
    -Aragon agent icons proper colours (some where using spanish gold and red).
    -Faction Killer trait triggers simplified along with workaround script optimization. Thx to gsthoed
    -Corrected Denmark agent icons.
    -Corrected colours for egyptian Spy icons and texture, now it uses a sand yellow that blends in better with the faction colours.
    -Revised character names files (names.txt, descr_names.txt) mainly cleaning and added some commented out lines for easier modification through submod manager.
    -Both Early and Late Era starting families edited to include child faction heir/leaders where it would apply, as well as past faction leader distinction where it applies.
    -Changed "has_family_tree no" for "has_family_tree teutonic" so the teutonic order can be destroyed like any other faction.
    -BM.MDB's dismounted_armats_ug1 duplicate renamed to dismounted_armats_ug2 (it could be used as a gothic armour upgrade for dismounted men at arms).
    -Aragon and Genoa Princesses textures edited to differentiate more from each other and from Castille.
    -Teutonic Order strat map (Faction Leader and Generals) models and texture tweaked, fixing some minor issues they had.
    -Other miscellaneous fixes such as campaign script optimization for lessening impact on turn time.
    1.26
    -2nd Upgrade for english Longbowmen was missing melee maul and small round shield
    -Lithuanian Berserker trait birth trigger fix. Thx to gsthoed.
    -Light Men at Arms and Light Swordsmen fixed mediterranean accent removal, they should use their faction accent now.
    -Byzantine Agent info cards and icons now properly display how the model looks.
    -Aragon Agent info cards updated with proper colours.
    -Minor tweaks on Denmark Agents info cards and icons.
    -Some Polish units info cards and icons updated to actually show how they look in battle.
    -Pistoliers Black Helmets fix
    -Removed some redundant conditions on some Trait and Ancillaries triggers.
    1.27
    -Lithuania Faction Leader Death Events were completely missing.
    -More varied princess come of age notification event images (Campaign Script Customization submod).
    -BGR2 setup txt tweaked for greater compatibility with other submods.
    -Fixes to some campaign script errors/oversights from my part + general improvements thanks to gsthoed.
    -Tweak on extras submod for better compatibility and installation order.
    -Included Batch file that cleans the mod folder of some bloat files, unnecessary for the mod as well as left overs from previous Bugfix Compilations not needed any more or that could cause conflicts.
    -Cleaning in some text files that had junk code lines
    -Removed some unnecessary files from the bugfix compilation package
    -Texture fix for cumans and kievan rus strat map general models
    -Further Campaign Script optimization
    -EDCT and EDA triggers optimizations
    -Timurid captains and generals texture tweak
    -Lithuania stratmap captains and general tweak
    -More Agents UI icons and info portraits tweaks
    -Early Era mongols spawn script tweaks, 1 of the random named generals erroneously had the factionleader trait
    -Aragon Men at Arms early access and inconsistency with stable upgrades fix.
    -Teutonic Order leather/padded texture file folder location correction (was in perkunas units folder...don't ask me why xD)
    -Teutonic Order "AttachmentSets" textures corrections.
    -Edited models for Heavy Mail Light Men at Arms (just have a beefier torso to represent extra mail thickness like Spearmen Sergeants)
    -Extra miscellaneous corrections in BattleModels.modeldb, fixing stuff like mismatching normal maps and etc.
    -Sicily Early Era Starting Forces fix, Mailed Knights replaced by Norman Cavalry (Miles).
    -Miscellaneous text tweaks.
    -Further Campaign Script improvements.
    -More Historical tweaks for Late era starting families.
    -"Disable RR AoR on" Dismounted Ghulams not available for egypt fix.
    - Persian Spearmen availability bug fix
    - Desert Cavalry, Desert Raiders, Desert Archers AoR inconsistency for Egypt and Moors fix
    - Pechenegs AoR inconsistency for Novgorod, Kievan Rus and Cumans fix
    - Turkomans AoR inconsistency for Turks and Kwarezm fix
    - Turkomans and Turkish Horse Archers over availability bug fix
    - LAN Custom Battles faction selection screen fixed, you can choose any of the playable factions now
    - Cuman duplicated Artillery in custom battles fix
    ADDITIONAL CONTENT

    *Improvements:
    Tweaks to some texts files, factions names, settlement names and starting family members, improving historical accuracy as well as gaming experience.
    Check the change log bellow for details.

    *Useful batch files:
    - SS_campaign_map_reset.bat (for bugfix compilation old versions)
    Forces the game to regenerate the campaign map.
    - SS_events_dat_idx_reset.bat (for bugfix compilation old versions)
    Deletes events.idx and events.dat files forcing the game regenerate them.
    - reset_map_and_sound.bat
    Merges and replaces both previous batch files.
    - swap_battlemap_LOD.bat
    switches between SS/M2TW default LOD values and an extra long range one.

    *Battle models LOD options:
    Short(original) and long(compilation's default) LOD distances

    *Optional Submods included:
    - Disable RR AoR on (Newts)
    Disable all of the effects of Real Recruitment while keeping the Area of Recruitment.
    - Weaker Heretics (Lazy)
    Makes heretics less hard to denounce by priests.
    - Campaign Script Customization (bane_tw) [files are stored separately in a 7z file]
    Allows you to turn on/off some parts of the campaign script, useful for speeding up turns.
    - Spying Reduced Dread
    Using spies have less chances of making your Faction Leader gain Dread
    - Horse Breeder Guilds in Cities
    Allows to get Horse Breeder Guilds in cities.
    - Castle Academic Buildings for All
    Every Faction has access to the castle academic building tree, allowing them to recruit diplomats with it.
    - 2 Turns per year
    1 year will take 2 turns, land devastation by enemy armies is back, settlement income reduced to 3/4 and religion conversion is halved
    Versions Change Log

    1.0
    -Newts' "Disable RR AoR on" submod option
    -Lazy's "Weaker Heretics" submod option
    -Custom 2TPY submod option that adds back devastation
    -Horse Breeder Guild for Cities submod
    -UI units icons and info images improvements by Meneth? (from MSC)
    -Disamounted Turhagut and Dismounted Turhagut? Dupe unit Removed
    there is 1 free slot for a new unit now.
    -New Seljuks Turks stratmap flag consistent with the rest of stratmap flags of the mod.
    -Palanga renamed to Twangste in early era, the real historical name of the pagan fortress located in that place before being destroyed by the Teutonic Order and rebuilt as Konigsberg, real Palanga is several Km to the NE of that location.
    -Palanga renamed to Konigsberg in late era. Also added the code that does the renaming of the settlement in early era once is captured by the Teuntons.
    1.2
    -Early Era starting families revised for historical accuracy without altering gameplay
    -Iraklion renamed to Chandax in Early Era and Candia in Late Era (Iraklion was a name that came in use by XIX c.)
    -Canakkale renamed to Dardanellia (Canakkale is the Turkish name)
    -Iconium renamed to Konya in Late Era (Turkish version of Iconium which had been under Turkish rule for a long time by 1220)
    -Iconium Region renamed to Lycaonia
    -Isparta renamed to Baris in Early Era (Isparta was the name Turks gave to it in reference to its ancestral name of Sparta)
    -Isparta Region renamed to Pisidia
    -Fatimids renamed to Ayyubids in Late Era (Fatimids were no longer a power in any way by 1220)
    -"Kingdom of León" renamed to "Kingdom of Castile and León" in Early Era (by 1100 Alfonso VI already ruled both)
    1.25
    -Iconium renamed to Iconion in Early Era.
    -Kutaisi Region renamed to Lazica.
    -Trebizond Region renamed to Pontus.
    -Improved 'Is of Ayyubid Blood' description, adding a brief Saladin's legacy comment.
    -Renamed Henry IV to Heinrich IV in HRE 'Is of Imperial Blood' description, late era displays Friedrich Barbarossa instead.
    -Castle Academic for all factions submod option.
    -Late Era starting families revision for better historical accuracy without altering gameplay.
    -Campaign Customization adapted to work with the new changes, the modules can be found in ".../SS6.3/data/campaign/CS_Customization.7z".
    -SS_campaign_map_reset.bat, a batch file to force the game to regenerate the campaign map.
    -Moorish Caliphate renamed to Almoravid Emirate and Almohads Caliphate for early and late era respectively, includes all localized text tweaks and etc.
    1.26
    -SS_events_dat_idx_reset.bat, a batch file to force the game to recreate the events.idx and events.dat files after making changes to the sound txt files.
    -Spying Reduced Faction Leader Dread Submod.
    1.27
    -Many moar fixes
    -Improved Families for Byzantium and Crusader States
    -Historical improvement on late era, specially Sicily "sharing" faction leader with the HRE
    -Crusader States get some extra historical crusaders characters when it expands its territories.
    -Updated 2TPY submod, now reduces settlements income a 25% and halves religious conversion rates, slowing down the game pace.
    INSTALLATION

    First of all is recommendable that you have a clean version of SS6.4, that means no submods.

    1- Deactivate any submod with the SS_setup.exe

    2- Extract the content of "BugFix_Compilation_vX.7z" to "...\Medieval II Total War\mods"

    3- When windows asks you if you want to overwrite existing files and folders, accept to overwrite everything.

    4- Before launching the game you must run the SS_setup.exe with no submod selected
    (just the mandatory AI option of course) this will finalize the bugfix setup.

    5- Now you can run the SS_setup.exe again, activate any submod you want and play as normal

    6- If you have any problem with sounds, run the SS_events_dat_idx_reset.bat located at mod main folder (.../mods/SS6.3)

    For those who are updating an older version of the bugfix compilation to v1.27, you must run the CLEAN_OLD_BUGFIX.bat located in /SS6.3/ folder
    *G5 Settlement Fixes All in 1 Instructions
    *G5 Settlement Tweaks All in 1 instructions:
    - Download "G5_Settlement_Tweaks.7z" and place it in "...\Medieval II Total War\mods"
    - You need 7zip installed
    - Right Click on "G5_Settlement_Tweaks.7z" -> 7zip -> Extract Here
    - This will automatically extract the content to SS6.3 folder
    - When Windows ask if you wish to overwrite, accept
    - Play

    If you prefer original G5 files with installer here they are:
    G5 Settlement Fixes Original Mirror (this installer will place settlement fixes to the M2 vanilla data directory)
    SS specific Settlement Fixes
    Original Mirror
    Thanks, Credits and Permissions

    Each Bugfix has been credited Properly
    Thanks to the many DIY bugfixes posted in twcenter SS forum
    specially G5, newt, bane, MWY, Baraban, valky, Gorrrrrn, Aymar and gsthoed

    About Permissions, feel free to use in whatever you want as long as proper credit is given to each of the contributors.
    Additional Notes

    Feel free to make more mirrors of the Bugfix compilation

    Also is never enough to mention that all changes made to campaign_script.txt are NOT savegame compatible.

    Some fixes might require that you delete the map file to take effect
    The map.rwm file is located at following location
    "...Medieval II Total War\mods\SS6.3\data\world\maps\base\"

    This probably won't work with Meneth's Submod Compilation.
    Working on a compatible version of MSC
    ADDENDUM INFO

    These are fixes that missed the current release but will be in the next version once enough are compiled.
    You can download them as Patches for the current Bugfix Compilation version, they are not intended as stand alone fixes!.

    For Installing, just extract them into Stainless Steel mod folder ".../mods/SS6.3"
    Also is highly recommended that you deactivate any submod prior installing the addendum.

    v1.27 ADDENDUMS
    v1.27 ADDENDUM 1 (savegame compatible)
    - Persian Spearmen availability bug fix
    - Desert Cavalry, Desert Raiders, Desert Archers AoR inconsistency for Egypt and Moors fix
    - Pechenegs AoR inconsistency for Novgorod, Kievan Rus and Cumans fix
    - Turkomans AoR inconsistency for Turks and Kwarezm fix
    - Turkomans and Turkish Horse Archers over availability bug fix
    - LAN Custom Battles faction selection screen fixed, you can choose any of the playable factions now
    - Cuman duplicated Artillery in custom battles fix

    As for 18/Jul/15 these addendums above have been included in the main Bugfix Compilation 1.27 download
    So you only need this if you had downloaded the Bugfix before that date

    -More AoR fixes
    -Wallace script minor fix, was using a non existent counter

    OLD VERSIONS

    v1.1 MEDIAFIRE GOOGLE DRIVE
    v1.1 Addendum (non critical fixes)
    v1.2 MEDIAFIRE GOOGLE DRIVE

    v1.21 MEDIAFIRE GOOGLE DRIVE
    v1.25 MEDIAFIRE GOOGLE DRIVE SURDOC
    v1.25 Addendum (critical fix)
    v1.26 MEDIAFIRE GOOGLE DRIVE
    v1.26 Addendums
    v1.26 Addendums
    v1.26 ADDENDUM 1 (not savegame compatible)
    - Lithuania Faction Leader Death Events were completely missing.
    - More varied princess come of age notification event images (Campaign Script Customization submod).
    - BGR2 setup txt tweaked for greater compatibility with other submods.
    v1.26
    ADDENDUM 2 (not savegame compatible, must run CLEAN_OLD_BUGFIX.bat after unpacking in SS6.3 folder)
    - Fixes to some campaign script errors/oversights from my part + general improvements thanks to gsthoed.
    - Tweak on extras submod for better compatibility and installation order.
    - Included Batch file that cleans the mod folder of some bloat files, unnecessary for the mod as well as left overs from previous Bugfix Compilations not needed any more or that could cause conflicts.
    - Updated 2TPY submod which now halves income from settlements and religious conversion rates properly adapting them to a 2tpy pace.
    v1.26 ADDENDUM 3 (savegame compatible?)
    - Fix for 2TPY submod settlement income tweaks that were breaking settlement population level requirements.
    - Also the settlement income reduction has been lowered to 25%, which should be more balanced.
    Next Versions Change Log
    v1.3 (TBD)
    - Ribault animation fix




    I've just installed SS6.4 but haven't played it yet. So, do I need to install these bugfixes right away or it's not necessary yet?

  6. #346
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,095
    Blog Entries
    35

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Simple logic - if there is a bug fix then some bug needed fixing. If you feel adventurous to find out what the bugs were then don't install the fix. Simple, right?

    Mind you (as it says on the info): the fix is not save compatible, which means your save has a great chance of crashing after the fix and you will have to start a new game - your call.










  7. #347

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Quote Originally Posted by Melooo182 View Post
    DOWNLOAD BUGFIX COMPILATION 1.28 WIP (UNFINISHED)

    Changelog:
    - Fixed bugs in gracul faction standings:
    -- Muslim_Build_First_Huge_Cathedral_Faction was wrongly referring to catholic cathedrals
    -- Orthodox_Destroy_Small_Church and Orthodox_Destroy_Church had positive values
    - Included AOR tweaks done to the main EDU to DisableRR_AoR submod
    - Included Siege weapons ownership fix into EDU submods
    - Castle Academic submod improved, included text files updates and such
    - Wallace siege script update wip
    - Late era miscellaneous fixes, including TO order misplaced teutonic_king counter


    I thinks that's all, the wallace siege script update can probably be reverted since it is untested and unproven
    It was a pleasure doing all this, but everything has an end
    I'll still be around busy with Titanium, if have any questions don't be afraid of sending a PM

    Did anyone every test out Melooo's 1.28 bugfix?

  8. #348

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    I dont think this works with SSHIP. I kept getting errors saying these were missing

  9. #349
    Losthief's Avatar Campidoctor
    Join Date
    Aug 2010
    Location
    TX
    Posts
    1,907

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    SSHIP does its own bugfixes iirc.
    LOSTHIEF
    I'd rather be lucky than skilled!


  10. #350

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Hi everyone, I had a clean SS6.3 which was working fine. I installed the bugfix compilation using the Gigantus installer and it all seemed fine, but I have 1 question and 2 bugs.
    Question - it mentioned having optional submods but where do i find them? the setup launcher only shows me campaign and translation options
    Bug 1 - royal_blood_jerusalem trait has 2 levels and the 2nd level has no description, caused an error when starting jerusalem campaign, i checked and no characters start with that trait at level 2 so I commented out the 2nd level in export_descr_traits
    Bug 2 - i can load the game fine, it says bugfix compilation v1.27 on the load screen, i can select my campaign but i get a CTD when i start the campaign, with any faction i tried. Error log says:
    00:00:41.254 [system.rpt] [always] CPU: SSE2
    00:00:41.255 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    00:00:41.258 [system.io] [always] mounted pack packs/data_0.pack
    00:00:41.258 [system.io] [always] mounted pack packs/data_1.pack
    00:00:41.259 [system.io] [always] mounted pack packs/data_2.pack
    00:00:41.260 [system.io] [always] mounted pack packs/data_3.pack
    00:00:41.261 [system.io] [always] mounted pack packs/data_4.pack
    00:00:41.261 [system.io] [always] mounted pack packs/localized.pack
    00:01:52.170 [data.invalid] [error] Insufficient video memory to load requested texture set.
    I found a similar thread with the same video memory issue but htat related to a missing novgorod banner file that was deleted by the cleanup file, I'm not sure if this is the same sort of problem but i have no idea how to fix it, any help would be much appreciated
    thanks

    EDIT: Fixed now, after trying again running the launcher, I could see all the mod options, watchtowers was checked so i unchecked it, launched the game and all fine, no errors. The second level of jerusalem royal blood trait is still there but not causing an error, the log file still says the stuff about "mounted pack" which i don't know about but again its not causing an error so all fine.
    Last edited by part_time_player; May 04, 2020 at 04:36 PM.

  11. #351
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,095
    Blog Entries
    35

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    "00:01:52.170 [data.invalid] [error] Insufficient video memory to load requested texture set."

    That's a CAS model missing it's TGA texture. If you run the log in trace mode it will tell you in the line above which model that was.

    @modders: check in the data/models_strat/residences folder if the tower models have their TGA files present (open CAS with Notepad to get name of texture). Names of models can be looked up in descr_cultures.










  12. #352

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    sorry if this isn't the place for this I am new. I have been playing SS 6.4 bugfix 1.27 and have had been able to recruit units at double their normal size ie: Generals 32 and other cavalry units 62, infantry 120 etc. I have started a new campaign and everything has gone back to the original size 16 units for generals etc. Even in my old saved campaign the new units I recruit are 1/2 size as well. Is there a quick fix for this? Thanks.

  13. #353
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,095
    Blog Entries
    35

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Usually the unit size is set in the game options, you will find it here: options\game settings. You will need to adjust the unit size before starting a new game.

    It can happen that a mod resets your chosen unit size, in that case may need to check the mod's CFG file and disable it, Stainless Steel however has no such entry in the CFG file.










  14. #354

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Quote Originally Posted by Gigantus View Post
    Usually the unit size is set in the game options, you will find it here: options\game settings. You will need to adjust the unit size before starting a new game.

    It can happen that a mod resets your chosen unit size, in that case may need to check the mod's CFG file and disable it, Stainless Steel however has no such entry in the CFG file.
    Thank you it was a dumb question it was just in game settings.

  15. #355
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,095
    Blog Entries
    35

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    There are no dumb questions, only dumb responses










  16. #356
    Nergor's Avatar Tiro
    Join Date
    Oct 2009
    Location
    Frankfurt am Main,Germany
    Posts
    239

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Hi guys
    Do you have trouble with the Launcher Error: Unable to locate kingdoms.exe. Is Kingdoms.exe in your MTW2 folder? Then have a look at this video on Youtube: HOW TO FIX THE KINGDOMS EXE ERROR IN MODS
    https://www.youtube.com/watch?v=ngiedgxZaOY

  17. #357
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,095
    Blog Entries
    35

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    See my (FritzvomWald) comment in that video.

    The repack of mine installs into the correct folder and resolves the 'kingdoms.exe not found' issue - unless you changed the installation directory.

    If you use the original installation then simply follow this guide of mine to solve that issue once and for all.
    Last edited by Gigantus; December 22, 2021 at 11:14 PM.










  18. #358

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    hello
    What happens is that I already had the mod installed, however some time later I had to uninstal it but I took my games in a memory. Yesterday when I reinstalled the mod and put my games, I get that the game crashes when I try to load them, this happens because the Script Handlers are not the same in the set up as in the games.
    Does anyone know how I could know which were the script handlers of my saved games?

  19. #359

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Hello. The weird thing is that in my game, battles, especially huge sieges with castles etvc, gave unspecified error CTD, when I pressed deployment button. And I saw from system log, that it did those CTD, when game was loading g5script.txt file
    even though I am not using it. I don't know whether reallybadAI presents CTD with the steam version of the game.

  20. #360

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    The weird thing is that I am using SS 6.4 with Mienloo mod (Steam version), and it gave me unspecified error CTD when I pressed the DEPLOYMENT button, mainly in huge or large siege battles, when I was defending mainly.
    After checking system log, I noticed that the error took place, when the game was loading files from g5script2.txt, which refers to ReallyBadAI mod

    It is weird, is it incompatible or clashes with the steam version of the game????

Posting Permissions

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