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Yes, I’ve seen the news. Very good and well due.
On that, I see no need to further update this mod, which is something of a relief, this one’s been a surprising headache at times.
Thank you for the support!
The mod is not in need of an update currently. I will update it alongside the next major patch at the end of next month.
Yes it does. I'm working on it.
@Advice Feel free to include these in the base mod when you get a chance. Just credit me on the mod page.
Go ahead. I think I just pulled their description texts from the warhammer fantasy wiki, which likely just pulled from the army book anyways.
Goddamn the Ogres needs mods to be playable smh
Although on the army list and on custom battles they're completely fine, its kinda weird.
The Caster lords are completely fine, though, really good mod!
Just moving the portraits.
I'll hide my shortly.
Did you end up regenerating the .bins or just move the portraits around?
Implemented the fix. Thanks again for figuring this one out of your own accord.
The issue with the Ogres was not a table issue, the portraits were just in a different directory.
Maybe it's a incompatibility with this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2888869761&searchtext=cathay+variety CA changing the tables after every update and that break the mods, it's frustrating really
The fix I did wasn't the best, I just copied the portraits and put them back in the wh3_main_sc_ogr_ogre_kingdoms folder. I did have a look at fixing it correctly with selfie but wasn't entirely sure how you had originally set it up. My way does work but if CA (or another mod) updates the portraits, they won't be correct. So ideally you'll just need to regenerate your portrait .bins with the new paths.
I've had a tough time getting the time to sit down and look at this mod. What was the problem anyways?
@Advice When you get a chance you should update the bath in your portrait/unit .bin files. That should fix the issue properly.
While i was looking through the packs from the base game and this mod i noticed the Character Skill Key in character_skill_nodes_tables was the same for both butchers and slaughtermasters, meaning that the spell skill lines for butchers (heroes) and slaughtermasters (lords) are the exact same.
In the base game these skill lines are slightly different for lords and heroes (lords start with 2 spells known but heroes with just 1 for example). Not a big deal obviously but i figured i'd let you know
the portraits/unit cards for some variants of the slaughtermasters (and maybe butchers too) aren't working but that might just be because i've modded my game into high hell lol
also great work on this mod btw! it really helped figure out how all this stuff works XD
Not really. Don't really car enough for welfs to bother with it. Sorry.
What type of mods could cause this issue besided bruisers?
Try unsubbing and resubbing to bruisers to force the update
This is something that has to do with the art_sets of butchers that is changed in the reskin mod. The author of that mod is aware of this problem afaik. Frankly, my primary concern is that my mods work correctly independently, and cross-mod compatibility is up to the user’s discretion.