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Thread: [UP]TES UP 2.0.5. RE-RELEASED on the 17th March 2024

  1. #241

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    I meant to ask this but forgot while asking for help, but are there any solid plans on a unique Valenwood roster? Adding it is one of my favorite parts of your patch, but I just find it hard to get into a campaign as the faction due to its nonunique units. I know you said you didnt know how to creste custom units but was wondering if you had found someone that did.

  2. #242

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    I have crashes with Empire and Stormcloaks (same custom campaign), both on turn 43 after i press end turn (with stormcloaks it crashes after yellow guys and with empire immediately after), any fix (what should i send) and can i continue those campaigns after?

  3. #243

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    I too am having end turn crash problems. One game as Skyrim (WGC start), another as Aldmeri Dominion (Main), while one as Imperials (Main) i've played for over 100 turns without a crash.

  4. #244

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Ok, i think i've figured away past the crashing. When you go into end turn make sure quick animation isn't active (Spacebar), don't use it at all during end turn. I quickly tested around 20 turns with this and didn't get a single crash. Hope this helps!

  5. #245

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Doesn't work, it's strange that both are same custom campaigns and both crash at 43/44rd turn so something happens then or it is just huge coincidence.

  6. #246

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Can you try stopping all your units from moving, then end turn.

  7. #247

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    What do you mean? They aren't moving, i used movement points of every army/agent, i tried skipping AI moves but still same...

  8. #248
    Jadli's Avatar The Fallen God
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    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Aright, have been away for a weekend so sorry for a delay (will check the last save tomorrow)

    Quote Originally Posted by Vonos27 View Post
    Hey, great mod! Love it! I am having one issue, I am playing House Redoran and at turn 93, I crash. No matter what I try to do. I have the log

    06:37:13.206 [system.rpt] [always] CPU: SSE2
    06:37:13.207 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    06:37:13.209 [system.io] [always] mounted pack packs/data_0.pack
    06:37:13.210 [system.io] [always] mounted pack packs/data_1.pack
    06:37:13.210 [system.io] [always] mounted pack packs/data_2.pack
    06:37:13.211 [system.io] [always] mounted pack packs/data_3.pack
    06:37:13.212 [system.io] [always] mounted pack packs/data_4.pack
    06:37:13.212 [system.io] [always] mounted pack packs/localized.pack
    06:37:21.782 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_unit.txt, at line 2788, column 37
    missile range of 1019 is impossible with projectile greek_fire (max range 1019)
    06:37:21.798 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_unit.txt, at line 8232, column 37
    missile range of 1019 is impossible with projectile greek_fire (max range 1019)
    06:37:21.798 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_unit.txt, at line 8266, column 37
    missile range of 1019 is impossible with projectile greek_fire (max range 1019)
    06:37:21.798 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_unit.txt, at line 8300, column 37
    missile range of 1019 is impossible with projectile greek_fire (max range 1019)
    06:37:22.074 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2706, column 91
    unit(galleass) does not match up to the ownership for faction(papal_states)
    06:37:22.075 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2706, column 91
    unit(galleass) does not match up to the ownership for faction(aztecs)
    06:37:22.075 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2706, column 91
    unit(galleass) does not match up to the ownership for faction(normans)
    06:37:22.076 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2731, column 91
    unit(galleass) does not match up to the ownership for faction(papal_states)
    06:37:22.076 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2731, column 91
    unit(galleass) does not match up to the ownership for faction(aztecs)
    06:37:22.076 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2731, column 91
    unit(galleass) does not match up to the ownership for faction(normans)
    06:37:22.079 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2810, column 91
    unit(galleass) does not match up to the ownership for faction(papal_states)
    06:37:22.079 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2810, column 91
    unit(galleass) does not match up to the ownership for faction(aztecs)
    06:37:22.079 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2810, column 91
    unit(galleass) does not match up to the ownership for faction(normans)
    06:37:22.080 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2835, column 91
    unit(galleass) does not match up to the ownership for faction(papal_states)
    06:37:22.081 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2835, column 91
    unit(galleass) does not match up to the ownership for faction(aztecs)
    06:37:22.081 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 2835, column 91
    unit(galleass) does not match up to the ownership for faction(normans)
    06:37:22.639 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22488, column 45
    Building level name artist_studio not found as a level in building database
    06:37:22.639 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22497, column 45
    Building level name merchant_bank not found as a level in building database
    06:37:22.639 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22505, column 45
    Building level name theatre not found as a level in building database
    06:37:22.640 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22521, column 45
    Building level name public_baths not found as a level in building database
    06:37:22.640 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 22529, column 45
    Building level name library not found as a level in building database
    06:37:22.641 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23237, column 43
    Building level name artist_studio not found as a level in building database
    06:37:22.641 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23248, column 43
    Building level name theatre not found as a level in building database
    06:37:22.641 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23282, column 43
    Building level name library not found as a level in building database
    06:37:22.641 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23304, column 43
    Building level name library not found as a level in building database
    06:37:22.642 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23621, column 40
    Building level name eastern_assassins_guild not found as a level in building database
    06:37:22.642 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23630, column 40
    Building level name m_eastern_assassins_guild not found as a level in building database
    06:37:22.642 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23639, column 39
    Building level name gm_eastern_assassins_guild not found as a level in building database
    06:37:22.643 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23738, column 43
    Building level name m_merchants_guild not found as a level in building database
    06:37:22.643 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_character_traits.txt, at line 23747, column 39
    Building level name gm_merchants_guild not found as a level in building database
    06:38:08.399 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Any insight would be great!


    Sorry if this isn't the place to post bugs.
    Forgot about this one. The log doesnt actually say anything important. Can you send me the save?

    Quote Originally Posted by mevans596 View Post
    I meant to ask this but forgot while asking for help, but are there any solid plans on a unique Valenwood roster? Adding it is one of my favorite parts of your patch, but I just find it hard to get into a campaign as the faction due to its nonunique units. I know you said you didnt know how to creste custom units but was wondering if you had found someone that did.
    They have got 3 unique units, so could be worse. Situation in this matter is still the same as few days ago Im afraid...

    Quote Originally Posted by Vefur View Post
    I have crashes with Empire and Stormcloaks (same custom campaign), both on turn 43 after i press end turn (with stormcloaks it crashes after yellow guys and with empire immediately after), any fix (what should i send) and can i continue those campaigns after?
    Quote Originally Posted by Sir Richard Richard View Post
    I too am having end turn crash problems. One game as Skyrim (WGC start), another as Aldmeri Dominion (Main), while one as Imperials (Main) i've played for over 100 turns without a crash.
    Send me the saves

  9. #249

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Put them in .rar because i can't send them in .sav
    Attached Files Attached Files

  10. #250

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Same problem here. It crashed every time when I end the turn during yellows turn (turn 54). Playing the Rebellion scenario as Skyrim. I also try advises mentioned above (no fast movement, skip AI moving).

    P.s. Maybe its caused because I refuse peace with Aldmeri Dominion :-D
    Attached Files Attached Files

  11. #251

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Oh no it is more than fair and fine as is, I just mean they are simply re purposed units from the AD, and two of them are the same unit just with different stats. Mostly I am just stating that there is huge potential if you do happen to find someone that can model custom units to make it a stand out faction like the others with its own unique play style, it could easily be one of the coolest factions to play ^.^

  12. #252
    Christonikos's Avatar Centenarius
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    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    I am having a problem with my save playing as the Empire the default campaign on H/H. After I press end turn, during Dagoth Ur's turn, game freezes. Doesn't crash, just freezes and stays unresponsive. It stays unresponsive for ever(I even waited 10 minutes before closing the game from Task Manager). I toggled_fow off and noticed that it happens once Dagoth captures the last Ashlander settlement. I cheated and moved Dagoth's sieging army and since Ashlanders don't get destroyed, the game doesn't freeze and continues normally. I cheated again and moved my army next to the settlement, killed Dagoth's army and I conquered the last Ashlander settlement. After I pressed exterminate populace, the game froze exactly the same way, like during AI's turn. So there is a very specific bug, that doesn't let the ashlanders get destroyed.

    I attached the save file. Please find me a solution, I want to finish at last a campaign at TES TW, and I haven't even made it to Oblivion Crisis.
    Attached Files Attached Files

  13. #253

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Vefur, your save worked with me. This is it after i passed a turn, see if it works.

    Empire.zip

  14. #254
    Jadli's Avatar The Fallen God
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    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Thank you Sir Richard Richard
    Quote Originally Posted by Seraphim Yggdrasil View Post
    Here is the save, it is an auto save and it just crashed on me several times in a row when I end the turn. Hopefully this shows up haha.
    It was something with the undead, so I destroyed the faction. Will dig into it later. It works now. Here is your save for the next turn http://www.mediafire.com/file/jj384abtp095prj/fix1.sav Looking at the next ones now.

    Also, we discovered another bug, causing the game to crash when Valenwood builds a fort. Considering AI doesnt build forts it shouldnt happen in your campaigns, but I suppose its worth of fixing if you have some crashes. How to easily fix it is described here http://www.twcenter.net/forums/showt...1#post15342110


    Quote Originally Posted by Narrows View Post
    Same problem here. It crashed every time when I end the turn during yellows turn (turn 54). Playing the Rebellion scenario as Skyrim. I also try advises mentioned above (no fast movement, skip AI moving).

    P.s. Maybe its caused because I refuse peace with Aldmeri Dominion :-D
    It was something one Anequina's turn. For the first time it crashed for me too, but for the second time it didnt... Here is the save http://www.mediafire.com/file/g7migc...n48/sk_fix.sav Nice campaign by the way. However, its shame you use Dragonborn to only govern Whiterrun. There are some other things you can use him for sure, battles especially. Your FL (Ulfric) has already received High King of Skyrim title, as you cnquered all of Skyrim. Once you take Imperial City, your FL will also get emperor ancillary (Ruby Throne), unless someone already has the title, which is possible.Dont remember now if your FL has to travel to IC, or holding it is enough to receive it.... And if your FL is dragonborn, he would become a new Dragonborn Emperor. Children of dragonborn also has pretty high chance to be emperors, so you might possibly start a new dragonborn dynasty I guess, tho you would need to play a lot longer with those 12 turns per year...

    Quote Originally Posted by Christonikos View Post
    I am having a problem with my save playing as the Empire the default campaign on H/H. After I press end turn, during Dagoth Ur's turn, game freezes. Doesn't crash, just freezes and stays unresponsive. It stays unresponsive for ever(I even waited 10 minutes before closing the game from Task Manager). I toggled_fow off and noticed that it happens once Dagoth captures the last Ashlander settlement. I cheated and moved Dagoth's sieging army and since Ashlanders don't get destroyed, the game doesn't freeze and continues normally. I cheated again and moved my army next to the settlement, killed Dagoth's army and I conquered the last Ashlander settlement. After I pressed exterminate populace, the game froze exactly the same way, like during AI's turn. So there is a very specific bug, that doesn't let the ashlanders get destroyed.

    I attached the save file. Please find me a solution, I want to finish at last a campaign at TES TW, and I haven't even made it to Oblivion Crisis.
    Will look at this in few hours once I get home...

    Fixed. Just used console_command "surrender_regions ashlanders", which moved the army outside. Ashlanders are horde faction, so they cant actually die. There is someting with taking one of their last settlements tho, under certain circumstances, as in other saves they also lost their last settlement and no crash happened. Perhaps the settlements mustnt be exterminated or somth like that... Here is the save http://www.mediafire.com/file/4szde7rkgi1lxaz/fix3.sav
    Last edited by Jadli; June 20, 2017 at 11:59 AM.

  15. #255

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Quote Originally Posted by Jadli View Post

    It was something one Anequina's turn. For the first time it crashed for me too, but for the second time it didnt...
    It was the "Battle_General_Took_Hits_khajiit" trigger that caused the crash. This should fix it.

    Code:
    ;------------------------------------------
    Trigger Battle_General_Took_Hits_khajiit
        WhenToTest PostBattle
        Condition GeneralHPLostRatioinBattle > 0.3
                  and CharacterReligion orthodox
    
    
        Affects BattleScarredKhajiit  1  Chance  50
        Affects BraveKhajiit  1  Chance  30
    "Fusozay Var Var": Enjoy Life


  16. #256

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Aldmeri Heavy Pikemen are bugged, they don't function properly at all. To fix them go into "export_descr_unit.txt", find the line "stat_sec" under "Aldmeri Heavy Pikemen", the line will read "8, 4, no, 0, 0, melee, melee_blade, piercing, spear, 50, 1" change it to "0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1".

  17. #257

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Ive noticed that Dunmer cities (Dres ones at least) when they reach the huge size all change into the Mournhold model. I don't really remember this happening in the base mod, and it is a little off putting to see Mournholds everywhere. Is there anyway to change it so that they simply look like I think they did in the base mod? or have they always done that?

  18. #258
    Jadli's Avatar The Fallen God
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    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Base mod didnt have enabled upgradement of settlement. In order to enable it I had to reorganize basically all of settlements. I actually had no free spot left for Mournhold, if I wanted it to be huge city/citadel, so I didnt know where to put it, so I had just left it here as I have now realized.... Imperfect, but better than no Mournhold. There should be another method for adding start models that will improve this, which we will use for the next version. I suppose you can replace Mournhold model with the normal morrowind model, if you go to data/models_strat/residences, find there mwtw_hla_large_city2.CAS, make a copy of it and change its to mournhold.CAS . Certainly back the files, Im not sure if it lets you play the old saves or not...

  19. #259

    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Princesses(royal) are disabled in this mod? I'm assuming they were disabled in the base mod as well, but not having them is a major disappointment.

  20. #260
    Jadli's Avatar The Fallen God
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    Default Re: [Sub mod] Unofficial TES Patch 1.3 - DOWNLOAD LINK

    Im not sure if a princess marrying an undead or daedra general actually makes sense...
    Last edited by Jadli; June 22, 2017 at 04:43 AM.

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