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MEMM2
MCMM
EMM2
CMM
PetCollection
Are the mods collections of yours that I'm using. Of course I've hit 10 mods already and need to squeeze in one more >.<
Or load the mod that disables the buttons in combat after it ;)
(I know this sounds weird coming from making the inventory much bigger as it is, but its just something that irked me a bit after I started playing again.)
This way your scenario of crashing due to some players not having the item etc. is prevented.
MCMM should not have any issues. MEMM on the other hand modifies some base spawn class that FE is adding to, so my change will not be reflected for the FE items for that one, but that is a very minor issue.
For now I kept the Toy Collector mod intact, thereby not having the Synergie changes to Mapworks. Not sure how this affects Synergies, let me know if I should remove the Toy Collector in favor of the Synergies changes.
Wasn't sure if "3 out of 3 rerolls worked just fine with Synergies then MCMM as my load order. It looks like the problem is the Synergies compatibility mod." meant you already tried it with the comp pack or concluded it from MCMM + Synergies working.
"After downloading your recent new version I can't replicate the error even with all my mods enabled."
The issue was definitely not solved with the new version, all it did was change the fish descriptions ;)
Maybe it was a corrupted file after all. Let me know if the issue comes up again. Thanks
Messed up typing in the link last post.
MCMM / Synergies change some treasure spawnclasses that are also changed by Skills Spells.
MCMM / Synergies change some quest rewards that are also changed by Theolentist.
Didn't manage to download the Communit Classes (times out, I guess the Steam Summer Sale does not help there...), will try that again later.
Did not find a throwing weapon mod.
The overlap is minor and to me does not explain the issue. Will see what the Community Classes show. I suspect more of an issue there.
Do not use the comp pack by itself, it is not a stand-alone pack. When you use it, you need to also load MCMM and Synergies.
"Also the text color change MCMM has isn't included when using the Compatibility/Synergies/MCMM combination."
I know, that is because Synergies has its own color changes and I retained those.
So it worked with Synergies and MCMM and when you added the comp pack, it broke ?
The comp pack merges some MCMM changes with Synergy files. So Synergy + MCMM would make MCMM overwrite Synergy changes or vice versa (depending on load order), the comp pack resolves that.
The comp pack should be the highest of the three in your load order (the load order of MCMM versus Synergies does not matter). I assume you did put the comp pack on priority 1 ?
Also the text color change MCMM has isn't included when using the Compatibility/Synergies/MCMM combination.
So if it is a level chunk causing it, it should be from Extra Chunky. Can you check with its author (and provide enough detail for him to figure out if it could be caused by his mod) ?
MCMM Synergies compatibility pack (version .5, states mod version 6 in loader)
Synergies Mod (2.189, states 189 in mod loader)
Mamba's core mod merge (version .9, states mod version 10 in loader)
Item Affix Expansion (states mod version 38 in loader)
RNF skill spells 1.3 medium (states mod version 2 in loader)
Theolentist class (states mod version 913 in loader)
Huntington's Shadowmancer (states mod version 35 in loader)
Community Class Mod Pack (states mod version 34 in loader)
Throwing Weapons (states mod version 2 in loader)
Based on this, I would rule out Blanks Landmark as the source, not sure it is Extra Chunky though either. You could check with its mod maker, maybe he can figure it out if you are specific about what area it happens in (at least from a 'can be Extra Chunky' / 'impossible to be caused by Extra Chunky' perspective).
Sorry that I cannot be of more help here. What other mods are you loading in what order ?