Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If I understand your question correctly, you're asking whether or not the AAA Roman general's appearances will change if you hit the Marian Reformation (vanilla or DeI) without this submod? The answer is no - it's impossible to change a character's appearance via a change in technology. That is why I made this submod, so that when people do hit that technology, they can change the appearance of their generals by exiting the game, loading this mod and entering the game again to simulate something like that.
Yep, it is save compatible.
Do you have AAA: Generals - Romans enabled below this mod in the mod load order? That should make this mod work.
As for bareheaded-ness in AAA: Generals, that's because your generals are rank 1. They start off that way and - upon attaining rank 2 - get their first helmet. Their helmet from there on out will be replaced with better versions as they attain a higher rank.
Why, did you notice any bugs?
What mods did you enable (in the exact order from top to bottom)? Which campaign were you playing? Do you have any screenshots? I never have those issues when using this submod.
I don't understand what you mean, your problem is too vague - which vanilla models clip exactly? With which new models?
False reports - there is absolutely no way that the "Faction Unlocker" mod or simple faction logo replacement mods are incompatible with any of my AAA mods, it's just simply not possible since they affect completely different things.
I think I know the true reason you're experiencing graphical issues - you're likely going over the 35 mod limit. Try the same mods again (e.g. Faction Unlocker, faction logo replacement mods) but with only 34 mods enabled and then check back with me.
am Anfang von der Kampagne sind die 3 Fraktionsführer ohne Helm das passt ja so,aber die nächsten Generäle die ich aufstellen will haben immer Helme vom Mod ( Krieg der Götter ) könntest du bitte mal nachschauen das währe toll ich bin begeistert von deiner arbeit super
Hmm, strange then - don’t know what could be causing it. I don’t think it’s because of the launcher, I use the release candidate launcher as well since I got fed up of the new one with its weird default load order organisation etc.
Are you using any other mods? What settings are you running it on? What are yours specs? Just trying to eliminate any other possibilities.
Sounds like you went over the mod limit? I think there's a hard limit of 36 or 38 mods - once you've gone over the limit, all of the models + textures in the game start to go weird.
Yes it does, it was specifically designed for it in mind.
What's the problem you're having with it?
That issue sounds like the one you get when you've enabled too many mods in your load order (around 35, can't remember how many exactly). I don't think this mod is capable of causing such an issue on its own - all it does is make a couple of db table changes to the Roman Generals.
No problem!
Yeah, all rank 1 generals don't have helmets - all ranks above that do have helmets. I did this intentionally to clearly show to the player that they're inexperienced (i.e. haven't fought a battle before) and to show off the full head of the general in the recruitable candidates window.
How is it breaking? I just tried the AAA mods ingame and they were fine. I need more info.
Marian is already designated for Imperial.
Yes, this is a submod for that mod.