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
It's been a while actually, I fired S2. Everytime I click on the item, I kind of get bored in seconds. So coming at your question; My advise just disregard firt 5 items in the list, and activate the rest in that order.
SEK, RSM, GestultUnits, AUM, MN, ArmouredBullets, Portugal, ScopeNinja, FrankUnit, BattleEnhance, Gusoku
And for the beginning don't activate community unit pack and weapon pack(external download). Others are relatively easy to activate and play.
The item is either marked as hidden or you do not have permission to view it.
Here's a link to the Steam Community home page."
you mean the place in the list? It is a unit mod just like other unit mod not an overhaul; don't mind its name.
thanks however I think I have never played FoTS campaign up to now and not enthusiastic/interested in the FoTS era. But more importantly, after the upcoming week, I won't have the free time I had for the last months so I will try to do whatever it is in my mind within this week for my MoSS mods, before I get too distracted with RL. Hope you understand.
Just want to inform you that if you deactivate a mod then activate it, you are sending it to the latest order of the activated modlist.
Let's say, you click 1 - 2 - 3 -4 - 5, then deactivate 3 and 2, now order is 1-4-5, then activate first 3 and then 2, now order is 1-4-5-3-2. So in order to sort them again you need to clear all selections and do the order from scratch. Just wanted to give some background info for S2 mod activation which somewhat confusing at first.
And gathering into 1 file; it is not viable as mod size limit in workshop is 100mb for S2 and there some graphical meshes that can conflict when merged. Also people have the freedom to choose among these list. Not everyone likes everyone of it.
Hope you can resolve your issue.
pack file.
Hey,
Just fired up it with newly updated Mounted Ninja mod(with all of my other mods additionally), runs fine. Can you please deactivate one by one to see which of the mods is causing the issue.
Other than Community pack which involves some external files, the other mods should run smoothly as soon as you download and activate based on the order I gave above.
Maybe you transformed some other file into movie format and forgot about it and it stays active along with my mods. Hope you can find the problem.
Hey,
The animations are limited in S2 and I am not a modder as far as the coding included in it. I am just mere copy and paste database editer, if you want to name it :).
So problem lies in S2. The weapon switching actions are as it is for now until someone offers a solution or I find one but if Engineer haven't found anything up to now, I also won't, probably.
But stay hopeful :)))
As far as I can understand from your text, you are asking why archers/mathlock users have melee weapons that emerges from nowhere in their animations. Am I correct?
1) Open General Daimyo pack with PFM, delete ui folder and save it.
2) right click to generaldaimyo.pack>> add from pack >> dra's Reskin original
3) then in the newly openned menu right click to "ui" directory, press ok..
4) if you do right, new files are added in green color to daimyo package. Save it and run the game