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

  1. #421

    Default Re: [Submod] Unofficial TES Patch - Version 1.31 RELEASED - DOWNLOAD LINK [A new version shall be released on Christmas. A test version availible for testers.]

    Thanks for your answer Jadli

    Ill wait the release of this patch before play TES total war !
    https://soundcloud.com/bmch

  2. #422
    Jadli's Avatar The Fallen God
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    Default Re: [Submod] Unofficial TES Patch - Version 1.31 RELEASED - DOWNLOAD LINK [A new version shall be released on Christmas. A test version availible for testers.]

    Starting the upload now! Sorry for the delay
    Last edited by Jadli; January 03, 2018 at 10:31 AM.

  3. #423

    Default Re: [Submod] Unofficial TES Patch - Version 1.31 RELEASED - DOWNLOAD LINK [A new version shall be released on Christmas. A test version availible for testers.]

    Thanks!
    when ready, send a detailed changelog too, so I stay updated!!


  4. #424
    Jadli's Avatar The Fallen God
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Unofficial Patch 1.41 for The Elder Scrolls (BETA)

    Features
    (very short version)
    - Custom stratmap (settlement/ports/...) models for each race.
    - New audio, music, IU, animations, battlefield models, skies, water, etc
    - New banners for several new factions. New mod logo.
    - Added a new religion - Yokudan Pantheon (for redguards). Changed religion of ashlander tribes to deadric cults.
    - Added about 1500 new (sur)names and about 250 custom portraits (for ESO characters mostly)
    - Changed many of faction leaders/heirs prefixes, priest titles, settlement names, ...
    - Fortresses can be upgraded
    - Many map tweaks - adding ports, changing borders, economical improvements, lowered levels of most of settlements, as they now can be upgraded, et
    - Balancing campaigns - Added/removed/changes many scripts. Changed starting balance of all factions (buildings, traits, ....),...
    - Decreased movement ranges.
    - And more...

    Recruitment, units and buildings
    - Recruitment based on religion - You need to convert foreign settlements before you can hire there new units.
    - Massivel rebalanced unit stats (especially unit costs and upkeeps) and recruitment trees (upgrading military buildings is necessary to get elite units, etc)
    - Unit additions - For The Undead, Dunmer, Redguards, Orsimer. Few more variants of siege crews. Readded some units removed by 1.4. . Made generals recruitable for all factions.
    - All units now can be recruited.
    - Tasunke's Esperitus Sancti mage improvement included.
    - List of AoR units:
    Spoiler Alert, click show to read: 

    List of AoR units (not mercenaries) and where to find them:
    unit - region - faction
    (Dismounted) Knights of The Dragon - Daggerfall/Glenpoint - Daggerfall/Wayrest
    Knights of The Rose - Wayrest/Firebrand Keep/Gauvadon - Daggerfall/Wayrest
    Abibon-gorah Knights - Abibon-gorah - Clans of Crowned and Forebears
    Winterhold mages - Winterhold - Skyrim
    Akavir Tsaeci - Imperial City - Empire (Second Era)
    Arcane Archmages - Imperial City - Empire
    Blades - Cloud Ruler Temple - Empire (Third Era and The Great War)
    Wood orc archers - North-western Valenwood - Kigdom of Orsinium
    Orcrest Warriors/Archers/Spearmen/Marauders - Orcrest - Kingdom of Orsinium
    Skaal Warriors and Hunters - Solstheim - Northern Factions
    Dawnguard - Fullhelm Fort/Fort Dawnguard - Northern Factions (Second and Fourth Era)
    Lillmoth fishermen - Lillmoth - Tribes of Black Marsh
    Ebonheart Guard - Ebonheart city and castle - Empire/Hlaalu
    Buoyant armigers - Ald'ruhn/Ghostgate/Molag Mar - Redoran/Tribunal
    Hands of Almalexia - Vivec city/Mournhold - Tribunal
    Thanes - Skyrim - Skyrim
    Necrom Ordinators - Necrom - Tribunal
    Imperial Legion Company units - Skyrim/Morrowind/Black Marsh - Empire
    Silstriders - Morrowind - All morrowind factions
    Crystal Tower Wizards - Cloudrest - Aldmeri Dominion
    Firsthold Wizards/Masters of Age - Firsthold - Aldmeri Dominion
    Alinor Wizards - Alinor - Aldmeri Dominion
    Psijics - Alinor/Imperial City - Aldmeri Dominion
    Telvanni Wizards/Masters of Mage - Telvanni lands - Telvanni
    Knights of Iron - Leyaviin/Totambu/Guavadon/Camlorn/Sunkeep/Antiphyllos - Nine Divines factions and redguards
    Knights of The Lily - Anvil/Markarth/Morkul Stronghold/Farrun/Northpoint/Taneth - Nine Divines factions and redguards
    Knights of The Circle - Cheydinhall/Daggerfall/Sentinel/Kozanset/Hallin's Stand/Skaven - Nine Divines factions and redguards
    Knight Mentors - Anticler/Wayrest/Abibon-gorah/Skingrad - Nine Divines factions and redguards
    Crusaders - Sharnhelm/Ravenwatch Castle/Dvinnen/Rihad/Gilane/Kozanset/Vulnim/Falinesti/Gideon/Lillmoth/Chorrol/Windhelm/Solitude - Nine Divines factions and redguards
    Knights of The Nine - Kvatch - Empire (Third Era)
    Knights of Horn - Dukfron/Lainlyn - Clan of Forebears
    Knights of True Horn - Clan of Crowns lands (Third Era)
    Knights of Candle/Moon - Sentinel - Clan of Forebears
    Bosmer units - Valenwood - Aldmeri Dominion
    If Anequina/Pelletine controls all of Elsweyr, they can hire few units of the other faction in the starting settlements of the faction
    Several dagoth units - Ashlands - Dagoth
    Wood Sench Riders - Elsweyr - Valenwood
    Volkihar Units - Volkihar Castle - The Undead (or northern factions in some scenarios)
    Desert Riders/Sench - Elsweyr - Anequina
    Blackwod Guild Units - Blackwood - Empire/Elsweyr/Argonians
    The Companions - Whiterrun - Skyrim
    Wildhunt - Valenwood Event - Bosmer/Altmer


    - Added several new buildings, such as temples, knight chapters, etc
    - Spies, assassins and Fighters Guild units can be recruited from guild buildings (thus, you need to accumulate guild points to build them)

    Traits and Ancillaries Overhaul
    Ratial traits - All major races of Tamriel are in game via traits. Effects of these traits might be slightly changing player's strategy for some factions
    Birthsign traits - Every new character is randomly born into certain star constellation, giving him small bonuses.
    Religion traits - Characters with high piety might become dedicated followers of one of the gods, giving them small bonuses.
    Khajiit traits - Many traits from khajiit culture has been added, as well as khajiit name suffixes.
    Faction leader traits - These traits usually have two levels. The first, basis level is granted when a character becomes faction leader. The second level might be obtained if a faction leader unites the entire province/becomes more powerful. Example - Grandmaster of House Hlaalu/King of Morrowind.
    Vampires, Werewolves - Vampyrism and Lycanthropy is now imgame. Your generals might get bitten...
    Governor ancillaries
    - Governor ancillaries for most of settlements. Titles are not the same for each faction. For example if a nord becomes lord of Anvil, he is called jarl, while an altmer would become canonreeve.
    Special ancillaries - For various special military units/guilds/orders (for example the companions, dragonguard, etc)
    Character Ancillaries - For important characters, such as Sotha-Sil, Molag Bal, Hero of Kvatch, etc
    And many more...


    Changes to official 1.41
    Almost all features of the official 1.41 included, except - their recruitment and unit balance system (overhauled), changes to events - you can no longer obtain Mannimarco (as you can play the undead faction instead now). Dawnguard script moved to the 2nd and 4th era campaigns, Harkon script availible only in campaigns where the undead are not playable. You can no longer choose whether Oblivion Crisis happens (and of course, the invasion was improved, so its no longer that imbalanced), you can now upgrade fortresses to citadels. Fighters guild turned to actual guilds. Replaced 1.41 governor ancs with our ones. Removed few other ancillaries (=replaced with our variants), added triggers to armor/weapon/shield/banner ancs. Added more ports, changed some borders, and really lot of smaller things naturally....

    Bugs:
    - There seem be relatively lot of crashes. However most of them can get solved simply by reloading so rather make more saves.
    - There are also many bugs, as I didnt have time to test everything properly, thus report everything you find, thus I can fix them asap!
    - Help us fix the bugs - Whenever you approach any bug/crash, help us get rid of them, by reporting it to me (messages or posts). The report should contain report from log file (Medieval II Total War/logs) or/and a save made just before the crash!
    - Some battle settleement models might be incorrect.

    - A hotfix/patch should be released circa a month from now, fixing the crashes (with yout help), and including several new features from my team, that they havent managed to provide on time.

    Install instructions:

    1. Download The Elder Scrolls mod 1.4 + The Elder Scrolls Patch 1.41 + Unofficial Patch 1.41
    2. Extract it both into your .../Medieval II Total War/mods, in the order written above. Overwrite everything when installing TESTW 1.41 and UP 1.41 (if you werent asked to overwrite, you are extracting the patch into a wrong folder.).
    3. You are ready to play!

    No other files or patches are necessary.

    If you like the mod, reward us with a reputation!

    Jadli
    K'Sharra The Conqueror
    rafmc1989
    Tasunke
    Gigantus


    See the first page for more info


    Last edited by Jadli; January 27, 2018 at 03:50 PM.

  5. #425

    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Big thanks ! going to download this :p
    https://soundcloud.com/bmch

  6. #426

    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    As always, report any ideas, suggestions and things you wanna see in the future..


  7. #427
    Jadli's Avatar The Fallen God
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Mainly try to test as many things as can you in the upcomming days. There were lotta additions, so it was impossible to test everything, thus you can consider this beta, with a hotfix comming in a week or so (and reuploading the main link)

  8. #428

    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    When is the new patch? (which fixes bugs)

  9. #429
    Arglaxx's Avatar Libertus
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Quote Originally Posted by Farin Frostgeir View Post
    When is the new patch? (which fixes bugs)
    Read the post above yours.

  10. #430
    Jadli's Avatar The Fallen God
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    No more than a week.

  11. #431
    Incredible Bulk's Avatar Vicarius
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    got this ctd

    17:31:36.828 [system.rpt] [always] CPU: SSE2
    17:31:36.828 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    17:31:36.828 [system.io] [always] mounted pack packs/data_0.pack
    17:31:36.828 [system.io] [always] mounted pack packs/data_1.pack
    17:31:36.844 [system.io] [always] mounted pack packs/data_2.pack
    17:31:36.844 [system.io] [always] mounted pack packs/data_3.pack
    17:31:36.844 [system.io] [always] mounted pack packs/data_4.pack
    17:31:36.844 [system.io] [always] mounted pack packs/localized.pack
    17:32:08.674 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1068, column 16
    Population of 400 is too low for a village - min is 500
    17:32:08.675 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1611, column 16
    Population of 400 is too low for a village - min is 500
    17:32:08.729 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2655, column 5
    The city core building level should be one less than the settlement level!


    17:32:08.730 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2655, column 5
    The city core building level should be one less than the settlement level!


    17:32:08.741 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2955, column 1
    The character record Prince Torolf is set as faction heir but is not in the family tree.
    17:32:08.749 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3271, column 5
    The castle core building level should be EQUAL the settlement level!


    17:32:08.749 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3271, column 5
    The castle core building level should be EQUAL the settlement level!


    17:32:08.781 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 4077, column 1
    The character record Prince Agronak is set as faction heir but is not in the family tree.
    17:32:08.803 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 4773, column 16
    Population of 300 is too low for a village - min is 400
    17:32:08.822 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5263, column 16
    Population of 300 is too low for a village - min is 400
    17:32:08.853 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5917, column 1
    The character record Almalexia the Pious is set as faction heir but is not in the family tree.
    17:32:08.866 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 6463, column 1
    The castle core building level should be EQUAL the settlement level!


    17:32:08.867 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 6463, column 1
    The castle core building level should be EQUAL the settlement level!


    17:32:08.884 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 6555, column 1
    The character record Magister Arion is set as faction heir but is not in the family tree.
    17:32:08.893 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 6812, column 1
    The character record Lord Lleril is set as faction heir but is not in the family tree.
    17:32:08.914 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7288, column 1
    The character record Gulakhan Urshamusa is set as faction heir but is not in the family tree.
    17:32:08.931 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7804, column 1
    The character record Harrow is set as faction heir but is not in the family tree.
    17:32:08.933 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 8380, column 16
    Population of 2500 is too high for a village - max is 1500
    17:32:08.935 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 8968, column 16
    Population of 14500 is too high for a large_town - max is 10000

  12. #432

    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Thanks!

    Ok jadli when you can, check the Inconsistency in descr_strat..


  13. #433
    Jadli's Avatar The Fallen God
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Pretty sure its not caused by descr_strat, but by something with launcher. Try to name it as one of kingdoms dlcs and then run the dlc via its launcher

  14. #434
    Incredible Bulk's Avatar Vicarius
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Ok

  15. #435
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Doing this: "lowered levels of most of settlements, as they now can be upgraded," without corresponding lowering of core_building (or vice versa) results in this: "The castle core building level should be EQUAL the settlement level!"
    And then not adjusting pop numbers on top of it results in this: "Population of 2500 is too high for a village - max is 1500"

    Suggest to fix these issues to reduce the ton of error messages based on it, however none of those errors are fatal. If the error was descr_stat based it would have in most cases resulted in a 'back to menu' crash.

    A short description of when the crash happens plus compressed, complete trace error logs may provide more insight.










  16. #436
    Incredible Bulk's Avatar Vicarius
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Ok I able to get into the game ian able to click start a campaign button once I select my faction it begins to load up as if the game is about to start then just crashes. Every time at the same spot

  17. #437
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    That could be invalid victory conditions. While I download and install the whole set up to check please do the following:

    Open the CFG file in the mod's directory with Notepad and check the [log entry is set to trace (ignore the blue setting, make sure red is the same):
    Code:
    [log] 
    to = system.log.txt
    level = * trace
    Run the mod until it crashes
    Compress the log (7Zip is freeware)
    Upload the compressed log


    Edit: crickey! 3GB for the original mod and 2GB for the 'unofficial' patch, might be a good idea to put everything into one installer as I am quite sure a lot of files are simply replaced\updated by the patch. Extraction installation is the worst possible installation method by default anyhow.
    Last edited by Gigantus; January 11, 2018 at 10:04 PM.










  18. #438
    Incredible Bulk's Avatar Vicarius
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Ok I’ll do once I get back gome
    tomrrow

  19. #439
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    First impression: the unofficial patch has the same size as the original installation and appears to be the complete original installation with the edited files included (instead of just the edited files), I doubt the launcher was modified for the patch.

    Massive size of sprite files accounts for 10% of mod size (nearly 800MB installed) - never seen something like this, an average of 7MB per sprite set as compared to 300KB normal size.

    But never mind: I'll copy both together, fix some issues and then build an installer.










  20. #440
    Jadli's Avatar The Fallen God
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    Default Re: [Submod] Unofficial TES Patch - Version 1.41 RELEASED

    Thank you for help Gigantus.

    I missed some core buildings it seems, which happens pretty often.

    Anyway, it works for everyone else, so I assume this was just invalid installation (have you installed 1.4 +1.41 before this)?

    We included lot of files, because we edited almost everything, tho I misseed there some files that necessarily didnt need to be there, like Voice file, which will be fixed. Glad you are going to make installer, but I suggest you wait with everything few more days, as this version has expectably lot of bugs, as its BETA. The final version will be released in few days

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