The point is, I used the version from this thread. I'm also using your submode Turtle red for 12tpy.
The point is, I used the version from this thread. I'm also using your submode Turtle red for 12tpy.
"najłatwiej i najpiękniej nie gnębić drugich, ale samemu nad sobą pracować, żeby być możliwie jak najlepszym" Sokrates
I'm using, in this order:
- testudo 1.4.1 huge fix pack,
- testudo 1.4 huge pack,
- 12tpy dei from this thread,
- pigs char_age,
- pigs fami_child 12tpy
- pigs beta_03
- dei.
(and some graphical mods)
In data folder there is no unneeded files and still I've 4tpy game.
"najłatwiej i najpiękniej nie gnębić drugich, ale samemu nad sobą pracować, żeby być możliwie jak najlepszym" Sokrates
No, you can't use PIGS with Testudo, there is a script incompatibility, I specified this into PIGS Compatibility spoiler.
This is probably messing up 12 tpy.
Wait for 1.5 Testudo version, it will contain PIGS in the same pack.
Thank you
"najłatwiej i najpiękniej nie gnębić drugich, ale samemu nad sobą pracować, żeby być możliwie jak najlepszym" Sokrates
Hello ,Is there actually a named legions mod ,which works with the last version of DEI ?
i'm quite confused since there are many threads on this subject.
Hey guys,
Just a quick heads-up on the 'no fog of war' submod from the OP.
The mod doesn't seem to be working in its current form which is apparently due to its table naming. DeI_agents doesn't seem to be overwriting the equivalent table from the main dei pack even if the pack is placed in the higher loading order. Renaming the table fixes the problem. Since AE names the same table '@@DeI_agents', the name for the table in this pack has to be something like '@@@DeI_agents' to make sure that this table loads before the one from the main pack and AE.
This is a problem then for more than just that submod which is troubling. I am guessing with the new launcher, equivalent table names don't overwrite each other now? But then more than just that submod would be not working...
I updated the submod but now I am wondering about other submods. The strange thing is that our internal fix packs use the same tables but that seems to work ?
Dresden, please, bear in mind that I discovered this issue prior to switching to the new mod manager, as far as I remember. It's, therefore, not necessarily the problem ralated to the new mod manager.
This is a strange thing indeed. In my Age of Hellenism pack, for example, I have a couple of tables that were incorporated from the DeI pack and even though I didn't change their names, I can tell they still overwrite DeI's tables once the pack is placed above DeI.
Could it be that only some of the tables are affected here?
"streetdepper" was using scipio's realism.
Probably scipio's realism renamed the tables as AE did (something like '@@DeI_agents').
My pack's tab is named "@@@@@@@@@@DeI_agents"
Think this is the cause, a war between @ is going on and won't stop
But I actually tested this 'no fog of war' pack without AE and it didn't work, either. It was only after I renamed the table that I managed to make it work.
Unless there is another submod that I'm using that modifies the same table that I haven't spotted... I will take a look!
@NoPOGarrison isn't currently working, does it still need to be updated?
Thanks
Im having trouble moving it to the the top as well. In the mod manager it has it as the first but when I go to launch it, the no population mod is showing as the last to load. Thanks
I don't think this any significance, Caesar, if I understand you correctly. What matters most is the loading order you select in the mod manager and what is actually dispalyed in that window that pops out right before launching the game is just an overall list of mods you use.
I have the no public order, faster battles and reduced costs mods as well. Should I load them before? Or would they have no effect? Thanks