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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

    Hi Gigantus, hi Withwnar,

    thank you both for your input.

    @gigantus
    thank you, deleting the bin file solved the loading issue. I would have never thought about that.
    Regarding the bat file, I think I already use your Bare Geomod bat, but have not changed the cfg file.
    Maybe you could tell me, which cfg file is used (in the steam version). Is it the original cfg in the game folder (because through steam the game starts with the command lines in steam)?

    Edit:
    Ok, sorry nevermind, I followed your link. it is the original game cfg.
    So it is even stranger that baselhun resolved the issue, with replacing lines in the mod cfg.


    @withwnar
    Thank you to. This could be an issue. But after baselhun changed the cfg file and replaced the lines from (audio) onwards with his own, it worked. So I suspect an issue with certain pc setups and the cfg settings in the modded cfg file.
    This could have been very well the issue that haunted me with the original mod release, that affected some people.
    But I will keep this in mind, if this issue persists.

    cheers azumi
    Last edited by 4zumi; May 01, 2017 at 09:50 AM.
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  2. #2

    Default Re: Total Vanilla Beyond 1.0 Release

    HELP! Moving files from cfg does not help! The game starts once and gives an error! Sometimes it's OK to start normally, and sometimes with an error and crashes, I do not understand what's the matter, I tried it through Steam and through a pirated version, what should I do?

  3. #3

    Default Re: Total Vanilla Beyond 1.0 Release

    Also is there anyway to change the unit size for the dismounted knights I prefer something a little bigger, wasn't sure if there was for me to do it on my end?

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Total Vanilla Beyond 1.0 Release

    Quote Originally Posted by 4zumi View Post
    Maybe you could tell me, which cfg file is used (in the steam version). Is it the original cfg in the game folder (because through steam the game starts with the command lines in steam)?
    In all versions the mod's CFG file settings override the main game's CFG file settings, provided you use a BAT file (with the CFG file call) to start the game. All other methods (common in Steam) ignore the mod's CFG file but can have CFG fiel specific entries added to the command line.

    Check this tutorial on the matter: Creating a World - Starting Steam mods the easy way, in the 'alternative method' section you could then add other CFG file entries, eg --game.unlimited_men_on_battlefield=1 to allow battle field re-enforcement.


    Quote Originally Posted by cadd View Post
    Also is there anyway to change the unit size for the dismounted knights I prefer something a little bigger, wasn't sure if there was for me to do it on my end?
    You can set the global size for units in the 'options\game settings' section of the game menu. If you are looking to increase the individual unit size then this tutorial should come handy.










  5. #5

    Default Re: Total Vanilla Beyond 1.0 Release

    ПОМОГИТЕ! Перемещение файлов из CFG не помогает! Игра начинается сразу и выдает ошибку! Иногда это нормально, чтобы начать нормально, а иногда с ошибкой и аварий, я не понимаю, в чем дело, я попробовал через стим и через пиратского, что я должен делать?

  6. #6

    Default Re: Total Vanilla Beyond 1.0 Release

    Love this mod, its basically everything I've ever dreamed for Total War. I did suffer an error and I'm investigating. Any advise on what a C++ Runtime error could be?

  7. #7

    Default Re: Total Vanilla Beyond 1.0 Release

    Also one final question, when selecting a faction is shows a unique unit. I couldn't find the unit in custom battles is this a campaign only deal. For example England's merry men. Thanks for all the help thus far.

  8. #8

    Default Re: Total Vanilla Beyond 1.0 Release

    Mod looks good but I get start CTD as well. I did that audio copy thing but it didnt work for me? İs there a any hotfix that can help me?

    Edit : Some notes. Game didnt create a log file after CTD neither in log file in the mod or in the base game, Also I have 5 other mods that I am using and all of them work just fine.
    Last edited by karasis; May 20, 2017 at 05:58 AM.

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Total Vanilla Beyond 1.0 Release

    Sometimes the log does not get created if it is outside the root folder of the game. I would suggest to change the [log] section in the mod's CFG file (opens with Notepad) to this setting:
    Code:
    [log] 
    #to = logs\log.txt                   # path and name of log
    level = * trace                        # detailed log
    #level = * error                    # basic log
    The hash tag in front of the lines means they will not be read, in this case the log will revert to the default log (system.log.txt) in the M2TW root folder. It will have a rather size due to the detailed info and requires compressing (7Zip is freeware) before uploading it for inspection.










  10. #10

    Default Re: Total Vanilla Beyond 1.0 Release

    Quote Originally Posted by Gigantus View Post
    Sometimes the log does not get created if it is outside the root folder of the game. I would suggest to change the [log] section in the mod's CFG file (opens with Notepad) to this setting:
    Code:
    [log] 
    #to = logs\log.txt                   # path and name of log
    level = * trace                        # detailed log
    #level = * error                    # basic log
    The hash tag in front of the lines means they will not be read, in this case the log will revert to the default log (system.log.txt) in the M2TW root folder. It will have a rather size due to the detailed info and requires compressing (7Zip is freeware) before uploading it for inspection.
    Thanks for the info.Here is a log.

    system.log.rar

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Total Vanilla Beyond 1.0 Release

    The log is unfortunately not very helpful: the crash happens after the names files are processed, not sure what the crash reason could be.

    Underneath is the standard CFG file entry that I use in my Bare Geomod installation, you could try replacing the content of your CFg file with it. You will need to change the mod path at the top to mod=mods/totalvanillab

    Code:
    [features]
    mod = mods/Bare_Geomod                # path to mod folder
    editor = 1                            # battle editor enabled
    
    [log] 
    to = system.log.txt                    # path and name of log
    level = * trace                        # detailed log
    #level = * error                    # basic log
    
    [misc]
    show_hud_date = 1                    # displays date and season above mini map
    #rebuild_geography_db = 1            # rebuilds geography data base
    #bypass_sprite_script = 1            # runs sprite script
    
    [video]
    movies = 1                            # set to zero to stop intro movies
    #windowed = 1                        # allows for easy Alt+Tab, requires game video resolution the size of desktop or larger
    #borderless_window = 1                # removes border from windowed mode
    #battle_resolution = 1920 1080        # enter your desktop resolution
    #campaign_resolution = 1920 1080    # enter your desktop resolution
    #tga_width = 1920                    # enter width of your desktop resolution
    #tga_aspect = 1.9                    # enter value of width\height of your desktop resolution
    
    [ai]
    #ltgd_logging = 1                    # detailed AI logging
    
    [util]
    #no_animdb = 1                        # forces rebuildng of animation data base
    
    [io]
    file_first = 1                        # look up sequence of files: mod, main game, packs
    disable_file_cache = 1                # file caching disabled for better performance
    
    [game]
    allusers = 1
    unlimited_men_on_battlefield = 1    # all reinforcements will arrive
    
    [multiplayer]
    playable = 1                        # multi player enabled
    factions = 1                        # first faction selected as default
    
    [hotseat]
    passwords = 0                        # use individual passwords for players
    turns = 0                            # force separate human faction turns (including diplomacy) in hotseat campaign
    autoresolve_battles = 1                # force autoresolve for all battles in hotseat campaign
    disable_console = 0                    # disable console in hotseat campaign.
    disable_papal_elections = 1            # disable voting in papal elections in hotseat campaign (only first valid human faction votes)
    save_prefs = 1                        # force relevant hotseat options to be saved with game.
    save_config = 1                        # save config file in save dir containing information about next players turn
    update_ai_camera = 1                # enable camera updates during ai turn in hotseat campaign
    validate_diplomacy = 1                # enable diplomacy validation for incoming propositions
    scroll = 0                            # show start turn scroll in hotseat campaign
    admin_password = password             # specify password for administrator access to the dev console when console disabled. Change 'password' to a suitable password
    autosave = 1                        # autosave hotseat game at start of players turn
    close_after_save = 0                # close medieval II directly after a hotseat autosave
    gamename = hotseat_gamename            # sub directory name for hotseat save games
    validate_data = 1                    # ensure game data files used in previous save match current campaign data files
    allow_validation_failures = 0        # prevent game to load if savegame or data validations fail










  12. #12

    Default Re: Total Vanilla Beyond 1.0 Release

    Quote Originally Posted by Gigantus View Post
    The log is unfortunately not very helpful: the crash happens after the names files are processed, not sure what the crash reason could be.

    Underneath is the standard CFG file entry that I use in my Bare Geomod installation, you could try replacing the content of your CFg file with it. You will need to change the mod path at the top to mod=mods/totalvanillab

    Code:
    [features]
    mod = mods/Bare_Geomod                # path to mod folder
    editor = 1                            # battle editor enabled
    
    [log] 
    to = system.log.txt                    # path and name of log
    level = * trace                        # detailed log
    #level = * error                    # basic log
    
    [misc]
    show_hud_date = 1                    # displays date and season above mini map
    #rebuild_geography_db = 1            # rebuilds geography data base
    #bypass_sprite_script = 1            # runs sprite script
    
    [video]
    movies = 1                            # set to zero to stop intro movies
    #windowed = 1                        # allows for easy Alt+Tab, requires game video resolution the size of desktop or larger
    #borderless_window = 1                # removes border from windowed mode
    #battle_resolution = 1920 1080        # enter your desktop resolution
    #campaign_resolution = 1920 1080    # enter your desktop resolution
    #tga_width = 1920                    # enter width of your desktop resolution
    #tga_aspect = 1.9                    # enter value of width\height of your desktop resolution
    
    [ai]
    #ltgd_logging = 1                    # detailed AI logging
    
    [util]
    #no_animdb = 1                        # forces rebuildng of animation data base
    
    [io]
    file_first = 1                        # look up sequence of files: mod, main game, packs
    disable_file_cache = 1                # file caching disabled for better performance
    
    [game]
    allusers = 1
    unlimited_men_on_battlefield = 1    # all reinforcements will arrive
    
    [multiplayer]
    playable = 1                        # multi player enabled
    factions = 1                        # first faction selected as default
    
    [hotseat]
    passwords = 0                        # use individual passwords for players
    turns = 0                            # force separate human faction turns (including diplomacy) in hotseat campaign
    autoresolve_battles = 1                # force autoresolve for all battles in hotseat campaign
    disable_console = 0                    # disable console in hotseat campaign.
    disable_papal_elections = 1            # disable voting in papal elections in hotseat campaign (only first valid human faction votes)
    save_prefs = 1                        # force relevant hotseat options to be saved with game.
    save_config = 1                        # save config file in save dir containing information about next players turn
    update_ai_camera = 1                # enable camera updates during ai turn in hotseat campaign
    validate_diplomacy = 1                # enable diplomacy validation for incoming propositions
    scroll = 0                            # show start turn scroll in hotseat campaign
    admin_password = password             # specify password for administrator access to the dev console when console disabled. Change 'password' to a suitable password
    autosave = 1                        # autosave hotseat game at start of players turn
    close_after_save = 0                # close medieval II directly after a hotseat autosave
    gamename = hotseat_gamename            # sub directory name for hotseat save games
    validate_data = 1                    # ensure game data files used in previous save match current campaign data files
    allow_validation_failures = 0        # prevent game to load if savegame or data validations fail

    Done.Here is log.

    system.log.rar

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Total Vanilla Beyond 1.0 Release

    Weird, the log suggests a normal exit, but the looping BIK lines point to an unspecific error. Nothing I can put my finger on.










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

    Hello,

    I'm terribly sorry for leaving my mod so long unattended, but due to real life complications that are not finally solved I did not have the time to respond or was able to take care of anything here.
    Thanks Gigantus for the help and responding to the questions.
    I will try to log on more frequently.

    @cadd: It may be a late answer but here you go. The special units shown in the faction selection screen are a remnant of the Special Unique Units I made for "Total Vanilla" (predecessor of this mod "Total Vanilla Beyond") but I had to cut them out due to the unit limit, in order to create the new factions present in this mod.
    This mod still lacks my beautify patch, which will take care of these things.
    And for the unit sizes of the dismounted knights, you can change the numbers just double the amount of soldiers in the soldiers line in the appropriate file (export_descr_unit.txt), but make sure, you change the hitpoints from 2 to 1, to avoid making them very overpowered.

    @karasis: sorry you ran into that problem. I did not have the time to further investigate, but it seems this startup crash is something that does not follow any pattern, or leaves a trace in the log files. And I don't know how to solve it because of the randomness (some people are affected, some not). A last tip could be unpacking the vanilla game and try if that works, or other possible solutions mentioned in this thread. But I'm afraid further than that I can not assist at the moment. Sorry for that.
    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

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  15. #15
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Total Vanilla Beyond 1.0 Release

    in this mod do faction leaders have their unique model from kingdoms?
    anyway as soon as I have good internet again I will download you mod
    Rise of Mordor 3D Modelers Wanted
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    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

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

    hi atthias,

    honestly i don't know, I suppose it is a battle model? Then I don't think it is included as I have never imported special king models into the mod.
    You could wait with the download a bit, because I'm right now finishing the 1.5 Version of this mod and there are some big and monor changes and bugfixes. I think it will be released before the weekend if I do not stumble upon a major problem, but it looks promising at the moment as I'm testing.
    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"

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Total Vanilla Beyond 1.0 Release

    I think atthias is talking about the battle models that get assigned via descr_strat\script, eg where blue is the custom model assigned to the character and red is his body guard (taken from crusades):
    Code:
    character    Nur ed-Din, named character, male, leader, age 44, x 156, y 84, portrait nur, battle_model Sultan_Nur_elDin, hero_ability Light_of_the_Faith    ;Mosul
    traits Factionleader 1 , GoodCommander 4 , PublicFaith 2 , Intelligent 1 , ReligionStarter 1 , IslamHero 1 , JihadHistory 2 , AssassinMaster 1 , SpyMaster 1
    ancillaries apothecary
    army
    unit        Nur adDin                exp 3 armour 1 weapon_lvl 0
    The teutonic script offers a sample how to assign a battle model to a new faction leader\heir:
    Code:
        ;apply the Hochmeister battle_model to the Teutonic Order faction leader whenever a new leader is assigned
        monitor_event BecomesFactionLeader FactionType teutonic_order
        
            change_battle_model teutonic_order leader Teutonic_Hochmeister
        
        end_monitor
    Replace 'leader' with 'heir' if desired.
    Last edited by Gigantus; July 12, 2017 at 09:36 AM.










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

    @ atthias

    You just posted the example as I was typing. This is indeed the campaign map model. I just looked and the model used in this mod looks similar to the one shown.
    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

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  19. #19
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Total Vanilla Beyond 1.0 Release

    just for clarification I mean to model on the left with a normal model next to it for a comparison
    https://ibb.co/mCuxXv
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  20. #20
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 1.0 Release

    @ gigantus

    OK, thanks for the input.

    Then I can definitively say no, this is not the case in this mod. I suppose I would need a free slot in the EDU? If that is the case, this won't be possible, because I do not have a free slot
    Last edited by 4zumi; July 12, 2017 at 01:49 PM.
    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"

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