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  1. #1
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    @ marc
    Hi Marc, I just replied while you to replied.

    @ baselhun
    There has to be more log. I mostly just need the last ten lines.
    The end of the log should say something like "Medieval 2 experienced an uspecific crash and exited"
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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    Total Bananas mod for Medieval 2 - Kingdoms (beta)

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  2. #2
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    4zumi
    Where is that spesific log file you are talking about?

    Also I couldn't find the geomod tool download link nor where world map file is in your mod.I only have the geomod file pdf which is a guide. The error occurs when I start the game, then it crashes, I can't do anything. I can't play even for one second.

  3. #3
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    There is no log file in mods folder so I'm gonna post, default medieval 2 one.

    here is my system log file

    Spoiler Alert, click show to read: 
    14:43:09.551 [system.rpt] [always] CPU: SSE2
    14:43:09.552 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    14:43:09.555 [system.io] [always] mounted pack packs/data_0.pack
    14:43:09.555 [system.io] [always] mounted pack packs/data_1.pack
    14:43:09.556 [system.io] [always] mounted pack packs/data_2.pack
    14:43:09.557 [system.io] [always] mounted pack packs/data_3.pack
    14:43:09.557 [system.io] [always] mounted pack packs/data_4.pack
    14:43:09.557 [system.io] [always] mounted pack packs/localized.pack
    14:43:11.533 [data.missing] [warning] missing/invalid cursor for ANISELECT
    14:43:11.581 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    14:43:11.622 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    14:43:11.911 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    14:43:11.912 [data.missing] [warning] missing/invalid cursor for DRAGGING
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    14:43:11.954 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    14:43:11.955 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    14:43:11.955 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    14:43:12.546 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    14:43:12.547 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    14:43:12.551 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    14:43:12.552 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    14:43:12.553 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    14:43:12.554 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    14:43:12.556 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    14:43:12.557 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    14:43:12.558 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    14:43:12.560 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    14:43:12.561 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    14:43:12.562 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    14:43:12.564 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    14:43:12.565 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    14:43:12.566 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    14:43:12.567 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    14:43:12.575 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    14:43:12.576 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    14:43:12.581 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    14:43:12.581 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    14:43:12.582 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    14:43:12.583 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    14:43:12.585 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    14:43:12.586 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    14:43:12.587 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    14:43:12.587 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    14:43:12.588 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    14:43:12.589 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    14:43:12.590 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    14:43:12.590 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    14:43:12.591 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    14:43:12.592 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    14:43:12.601 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    14:43:12.602 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    14:43:12.607 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    14:43:12.608 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    14:43:12.609 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    14:43:12.610 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    14:43:12.610 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    14:43:12.611 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    14:43:12.622 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10671, column 23 :
    we should only have trait(Berserker) additional affects for triggers(Battle_Losing_Berserker)
    14:43:12.622 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10789, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    14:43:12.622 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10790, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    14:43:12.622 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10800, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing)
    14:43:12.622 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10801, column 25 :

  4. #4

    Default Re: Total Vanilla Beyond 1.0 Release

    Dear 4zumi can you please have a look at the last post?

  5. #5
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    @baselhun
    no, not a specific log file. It is the one you found in the base game folder system.log.txt.
    This text file normaly ends with an error report (last lines in the file), that Medieval 2 has crashed. Before these lines the error is usally mentioned in the log.

    You can find the geomod tool here:
    http://www.twcenter.net/forums/showt...ol-for-Mapping
    And the download here:
    http://www.twcenter.net/forums/showt...=1#post3894857

    You will find the world map files where they are supposed to be data/world/maps/base

    Ok, so you have a startup error.
    I assume you could play the mod without an error, because otherwise you would not have asked after the heretics and ocean change.
    So something must have happend between this.
    Maybe some file got corrupted (can happen), in this case just delete the totalvanillab mod folder and use one in the zip file you have downloaded to replace it. (New installation of the mod)
    If you have altered any files in the mod, you haven't answered this question yet, this could likely be the cause. In this case just install the mod new, like above.
    Do you use the steam or the disc version of the game?
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  6. #6
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    Quote Originally Posted by 4zumi View Post
    @baselhun
    no, not a specific log file. It is the one you found in the base game folder system.log.txt.
    This text file normaly ends with an error report (last lines in the file), that Medieval 2 has crashed. Before these lines the error is usally mentioned in the log.

    You can find the geomod tool here:
    http://www.twcenter.net/forums/showt...ol-for-Mapping
    And the download here:
    http://www.twcenter.net/forums/showt...=1#post3894857

    You will find the world map files where they are supposed to be data/world/maps/base

    Ok, so you have a startup error.
    I assume you could play the mod without an error, because otherwise you would not have asked after the heretics and ocean change.
    So something must have happend between this.
    Maybe some file got corrupted (can happen), in this case just delete the totalvanillab mod folder and use one in the zip file you have downloaded to replace it. (New installation of the mod)
    If you have altered any files in the mod, you haven't answered this question yet, this could likely be the cause. In this case just install the mod new, like above.
    Do you use the steam or the disc version of the game?
    Thank you for your attention, I can play vanilla game just fine. I'm using steam version, I couldn't have played your mod just wanted ask those before starting to play, since I thought your mod is very promising. Also I just deleted the mod and reinstalled, nothing changed.

  7. #7
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    No problem, I will always try to help

    That is indeed strange, that it does not start up for you. Because it starts just fine for me and others.

    Just to make sure, I will ask some questions, some may seem dumb but, sometimes its just a small mistake.
    1. You did unpack the downloaded zip file, and did not just copied the packed zip file into the /mods folder?
    2. The Total Vanilla Beyond mod folder is named "totalvanillab"?
    3. The command line in steam is correctly named? (--features.mod=mods/totalvanillab)

    Did you find the part in the log file I mentioned, or does it just end there? What you have posted looked like a half log file with a missing part?

    4. Very unlikely, but maybe the download got corrupted. You could try reloading it.

    If none of the above things are the cause, or worked, please just post again and I will try to help you further.

    Thanks and cheers
    azumi
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  8. #8
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    Sadly it's just ends there.

    1)yes, it's unpacked of and zipped of course
    2)yes
    3)yes

    I will try to download again, I'm assuming azumi faction might cause the bug since you delete the faction but it still exist on other files such as EDU. that is just a guess.

  9. #9
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Ok, I just wanted to make sure.
    If the redownload does not work, please look again at the log file and post the last ten lines of it. Or just upload it somewhere for me to download so I can have a look at it.

    Oh, and stupid question Number 5:
    You do own the Kingdoms expansion for Medieval 2 and it is installed and activated in Steam?

    The azumi faction ist not deleted, it is just renamed (Kwahrizmians).
    Your startup error is a strange one, because I'm using the same version of the mod and the steam version and I have no problems with the startup. So I can't reproduce the error.
    But as I said, I will try my best to help you.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  10. #10
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    Quote Originally Posted by 4zumi View Post
    Ok, I just wanted to make sure.
    If the redownload does not work, please look again at the log file and post the last ten lines of it. Or just upload it somewhere for me to download so I can have a look at it.

    Oh, and stupid question Number 5:
    You do own the Kingdoms expansion for Medieval 2 and it is installed and activated in Steam?

    The azumi faction ist not deleted, it is just renamed (Kwahrizmians).
    Your startup error is a strange one, because I'm using the same version of the mod and the steam version and I have no problems with the startup. So I can't reproduce the error.
    But as I said, I will try my best to help you.
    I have kingdoms expansion, I can go into kingdoms campaigns and I'm able to run third age mod which needs kingdoms campaign.

    here is the log file

    Spoiler Alert, click show to read: 
    02:13:54.682 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    02:13:54.682 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    02:13:54.682 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    02:13:59.917 [script.err] [error] Script Error in mods/totalvanillab/data/export_descr_buildings.txt, at line 8335, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction apachean (bdg town vs clt huge_city)
    02:13:59.917 [script.err] [error] Script Error in mods/totalvanillab/data/export_descr_buildings.txt, at line 8335, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction tuareg (bdg town vs clt huge_city)
    02:14:01.046 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    02:14:01.047 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    02:14:01.515 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    02:14:01.517 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    02:14:01.643 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    02:14:01.645 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    02:14:01.648 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    02:14:01.650 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    02:14:01.759 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 10733, column 23 :
    we should only have trait(Berserker) additional affects for triggers(Battle_Losing_Berserker)
    02:14:01.759 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 10851, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    02:14:01.759 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 10852, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    02:14:01.759 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 10862, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing)
    02:14:01.759 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 10863, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing)
    02:14:01.760 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 10875, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    02:14:01.760 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 10876, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    02:14:01.760 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 10917, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Dread_Let_Them_Go)
    02:14:01.771 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 16842, column 27 :
    we should only have trait(GoodDenouncer) additional affects for triggers(hereticinit1_denouncerclear)
    02:14:01.771 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 16850, column 26 :
    we should only have trait(BadDenouncer) additional affects for triggers(hereticinit1_denouncerclear_bad)
    02:14:01.771 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 16858, column 25 :
    we should only have trait(StrongFaith) additional affects for triggers(hereticinit1_faithclear)
    02:14:01.771 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 16866, column 22 :
    we should only have trait(Purifier) additional affects for triggers(hereticinit1_purifierclear)
    02:14:01.773 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 17800, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_6)
    02:14:01.773 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 17801, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(crusades_6)
    02:14:01.773 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 17810, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_7)
    02:14:01.774 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 17853, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_7)
    02:14:01.774 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 17854, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(jihads_7)
    02:14:01.774 [script.err] [warning] Trigger parsing warning in mods/totalvanillab/data/export_descr_character_traits.txt, at line 17863, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_8)
    02:14:01.837 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/scribe_ancillary.tga
    02:14:01.840 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    02:14:01.841 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    02:14:02.427 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  11. #11
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Thank you for posting the log.
    Sadly, the error log tells me nothing out of the ordinary. Many warnings and a few errors to ignore.
    The error that makes the game crash on startup is not displayed.
    I know that some people get this startup error (to this day I thought it was only connected to the CD version), but I was not able to reproduce it or hunt it down.

    The last thing I can suggest is, to unpack the vanilla game and see if that helps.
    You would have to go into the games main folder. There you will see the folder /tools and there the /unpacker folder.
    In this folder there is the unpack_all.bat. Run it and let the game unpack.

    Maybe it solves the problem.

    Another suggestion is to alter the "medieval2.totalvanilla.cfg" found in the mod folder, to your specs (I'm not completely sure if the mod uses this config file if it starts over steam) but you can try non the less.
    Open it up with notepad++ and change the screen resolutions found in there, to your resolution.

    And the last one I have, is to set the "medieval2.exe" found in the game folder into compatibility mode (try every setting from xp - to win8).
    Make sure all your system drivers are up to date.

    This is all I can think of. If this does not help I have no idea at the moment what else could help. I'm sorry.

    Maybe someone wiser than me can find a solution.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  12. #12
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Oh and one more thing,

    can you run any of the kingdoms campaigns (crusades, teutonic, etc)?
    You will have to delete the totalvanillab command line in steam, before trying it out.

    Edit: And did you try verifying your game over steam?
    Last edited by 4zumi; April 19, 2017 at 09:26 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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    Total Bananas mod for Medieval 2 - Kingdoms (beta)

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  13. #13
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    I changed the resolution form that file you said, maybe that .old file is causing trouble I don't know their function at all. I'm redownloading right now, let's see if anything changes. And my game is unpacked. I tried running in diffrerent compability modes that didn't work either. Redownloaded tried again, tried to change .cfg file that didn't work either.Also just verified my game.

    last but not least edit:after all these efforts, I tried to change .cfg file with notepad++ instead of .txt notepad(?), since notepad++ is less prone to buggy game edits. It worked finally I saw the game with my own eyes, right now I'm gonna edit EDU file to my own taste, it'll take time but I'm sure it will worth it.

    Things I want to ask or tell are;
    Castles can't build cannon towers
    Castles can't have highways
    I'm not sure above are intended, just saying.

    Lithuania's priest is bugged, I took screenshot but all I got is dark window.
    I have no idea what happens when a settlement has 2 same trade source, please enlighten me.

    Also how do I make world is round even later?

    Spoiler Alert, click show to read: 

    What does highlited number means? I changed the hitpoints, should I delete it?
    Last edited by baselhun; April 21, 2017 at 03:01 PM.

  14. #14
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Very good.
    Would you mind telling what it was you changed in the cfg file, so that others that may experience this issue can solve it too?
    Was it only the resolution?
    Thank you.

    And to come to your questions:

    1. Castles most definitevely can build cannon towers, as I build many of them in my games. The prerequisites are, that "gunpowder is invented" event and the castle has to be a citadel.
    2. Castles can although have highways. The building of a highway is also tied to the "gunpowder invented" event, after that you can build highways in citadels and huge cities.

    3. What about the lithuanian priest is bugged? I'm not aware of a bug, other than he may look like a catholic priest, but I'm not sure.
    4. If a province has 2 of the same ressources, it will double the amount of money you get from it.

    5. You can change "the world is round" event in the descr_events.txt. Just choose a turn number to your liking. But it does no other thing than reveal the left part of the map. That you can get to the americas by the northern route stands unchanged, as it is a mapping thing.

    6. Things in the EDU behind ";" are comments/not loaded into the game. This was the original unit size number, before my change. I changed the hitpoints accordingly to that. All knights on foot did get 2 hitpoints, but half the unit size. If you changed this back to 1 hitpoint but kept the smaller unit size, they are not as useful anymore. So double the unit size or change back the hit points to 2, if you do not want them to be less powerful.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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    Total Bananas mod for Medieval 2 - Kingdoms (beta)

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  15. #15
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    I tell those infos from builing panel I might be wrong. As for lithuanian priest, try to move your mouse on him, the text seems bugged. For .cfg file from audio to last part of vanila .cfg file I copied and pasted. In your mod there is something above of [audio] part, which is related with your mod. I change everything except mod related text with notepad++

  16. #16
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    The building panel does not always show every building, when it is tied to an event unlock.
    Yeah, seems like a missing text for the lithuanian priest. Thanks for pointing this out.

    To get this right, before I post this as a solution:
    You copied the lines from the original cfg file located in the base folder to the medieval2.totalvanilla.cfg (beginning from [audio] and left the above [log], [io], [features] as it was, and it worked?

    If so, I will include this info in the starting post as a solution for the startup issue.
    Thank you.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

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  17. #17
    baselhun's Avatar Civis
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    Default Re: Total Vanilla Beyond 1.0 Release

    >You copied the lines from the original cfg file located in the base folder to the medieval2.totalvanilla.cfg (beginning from [audio] and left the above [log], [io], [features] as it was, and it worked?
    Yes it worked.

    By the way, naffatun suppose to have broken glass sound when projecile on impact, but I don't hear any sound besides burning men. I have never modded any sound effects or whatsoever, I think this is also case for fiery catapult, trebuchet etc. Please test in your game and tell me if I'm the only one has this problem.

    Just a request you don't have to do it, but if you do it might improve the gameplay. Can you implement this minimod to your mod?
    http://www.twcenter.net/forums/showt...mod-V1-0/page6
    Long years ago I was playing with that minimod, and there was a file that also let those princess use eastern european princess voices but I don't remember where did I found it.
    Last edited by baselhun; April 22, 2017 at 08:52 AM.

  18. #18
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    Ok, thanks for the confirmation.

    I have also not edited any sounds, and I'm not much of a sound editor. But I will take a look if the sounds you mentioned are in my game and come back to you.

    I will look into implementing eastern princesses, but can not promise anything. Thanks for the idea.

    I'm quiet busy now, because I'm not on vacation anymore.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
    Developer of
    Total Bananas mod for Medieval 2 - Kingdoms (beta)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

    Discord: zumi's cookie corner
    Fighting for launch of "Cookie Friday" and "No Pants Saturday"

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Total Vanilla Beyond 1.0 Release

    • Regarding long loading times: I am suspecting you edited the mod with Geomod and did not delete the data\text\historic_event.string.bin file - it's a known bug of the tool. Simply delete the file and start the game again\load your save.
    • Regarding logs: change the log to trace in the CFG file
    • Regarding BAT\CFG for disk version - use the set from my Bare Geomod installation and change the mod line in the CFG file. Works for Steam and disk (universal BAT file system) - simply create a desktop shortcut for the BAT file

    Code:
    [features]
    mod = mods/folder name of mod                # path to mod folder
    
    [log] 
    to = system.log.txt                    # path and name of log
    level = * trace                        # detailed log, enabled
    #level = * error                    # basic log, disabled
    Other stuff: Creating a World - Starting Steam mods the easy way
    Last edited by Gigantus; April 25, 2017 at 10:58 PM.










  20. #20
    Withwnar's Avatar Script To The Waist
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    Default Re: Total Vanilla Beyond 1.0 Release

    I haven't read this thread but in response to this (from another thread which brought me here)...

    Quote Originally Posted by 4zumi View Post
    Some people get a startup crash, others including me can run the mod just fine without a crash.
    The logs say nothing out of the ordinary, bug crash is not displayed. I tried every suggestion I can think of, but nothing seems to work.
    We had a similar issue in another mod, where it continued to crash for one of our testers but nobody else. Turns out it was this problem and solution 2 (top of its OP) solved it for him. Why it only affected him I have no idea, why the solution works at all I have no idea, and of course this might not be the problem here.

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