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If you play as Schwartzenhafen and building of temple of morr is completed Frederick_van_Hal will spawn.
I have not seen issue yet with spawn script
Regards
Blaise90
- based on "Back2life" feedback I solved the bug of T-Posing for Reanimated Raven Knights
- based on idea of Reg, for fun I added reanimated zombie witch hunters
They can be either played in Custom Battle or in campaign summoned by Van Hal's zombie summon spell.
They are still meat shields, but a bit stougher then usual zombies.
various small fixes with icons etc.
Back2life,
Thanks for feedback.
I check that issue.
Hi Rziha,
Not planned currently as I have no experience with SFO stats.
Hi Nick.Georgiev,
When the last two planned heroes are released I will do a combined package with all heroes added.
Regards
Blaise90
Is this mod requires a certain mod to make it work properly?
That sounds like an awsome idea.
I will try to create Zombie Witch Hunter model with Asset Editor and repalce the summon zombie skill with a more powerful witch hunter zombie
Thanks for feedback.
I will do a quick fix.
Regards
Blaise90
On the vampire landmark construction panel it says "Fallen Tample of Morr" instead of "Fallen Temple of Morr"
Currently in progress my Adolphus Krieger mod.
The foot version of Knights of Morr are the original DLC knights of Morr without their horse + bretonnian 2h sword.
Most possibly other modders are also thought of the re-use of built in assets as many Morr related content was created already, only most of them is not update.
So there is a good chance that he used the same idea, but assets for Initiates & Kinghts of Morr I used are from the original game and not custom content.
Warrior Priest and Priest of Morr was customly modified by usage of H3ro's Asset Editor.
Regards,
Blaise90
adding now
- fixed compatibility with Estroth mod thanks to egwhitt analysis
- fixed missing agent description
- fixed a few character skill icons in Fredrick's skill tree.
@egwhitt You are just a wonderfull person dude
You were rigt the cause for incompatibility was the copy issue of not renaming the "est" table.
Correcting it the separate packs do not crash.
Have to trial it in campaign before uploading the fix.
Regards,
Blaise90
Thanks for diagnose.
I did a combined pack and it did not crash after fixing a few doubles.
I did recognize the skill dump and the name entries.
Now it do not crash in combined pack.
Have not recognized yet the copy paste issue.
Will check that and see if it solves the problem with individual mod compatibility.
Regards
Blaise90
1. character_skill_level_details_tables, character_skills_tables: Looks like these tables each contain an entry with the same key and that won't work (vmp_skill_dump). You'll have to either only include the skill in one pack and make the other require it, include the skill in a parent and make both require it, or change the key name in both packs (this will also require a key name change in character_skill_nodes_tables)
2. names_tables same as above with keys 9999999993 and 9999999992
3. unique_agent_component_junctions_tables: frederick_van_hal.pack includes a table name of "est" since estroth.pack also uses this table name, they conflict. Looks like this was just a copy/paste accident, so changing the name in frederick_van_hal.pack fixes it.
Looking forward to the combined mod.
I will do a separate combined version of the mods so those who want to enjoy both together, can enjoy it.
Thanks for info.
I give it a try.