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I can look into it. I'm not sure if that would be possible.
@Big Bad Wolf
Thanks for the report! There shouldn't be any other mods required. They might have done something in the most recent patch. Is the mod fully up to date? There was a similar issue a while back that got fixed, and sometimes Steam doesn't automatically update the mod. You can unsub, open the game, and resub to manually update any Workshop mod.
Compatibility submods are perfectly okay!
Just make this one a required mod and I'm good!
I will be updating it this weekend.
As for seeing if it is an incompatibility you can always test things in halves (turn off half of your mods and check if this one still works. Then the other half. Then repeat narrowing it down).
Most common ones would be mods making very similar changes to the dwarfs, though the Resized Lords and Heroes mod is a known incompatibility.
If you find something else it doesn't work withn, please let me know!
Slayer Runesmiths and Engineer Heroes. The last ones would synch well with Malakai.
Yes, SFO submod still isn't out.
@voiceofreason467
Try manually updating the mod. That was an old bug that got fixed a while back and sometimes Steam doesn't automatically update them.
I will look into it!
Are you running any other mods with it?
That is a very strange interaction for sure. Does it happen when you have all of those mods, but not mine installed? I don't know what would be causing that since any default heroes they have should be the normal axe and shield versions.
Usually when I test for incompatibilities I usually remove half of the installed mods with each iteration to narrow it down quickly.
I will look into adding MCT support for that, but I am not sure how well it will work with heroes.
Testing what mod has a conflict with yours is a pain since I would have to play for a little bit (10-20 turns) confed another faction to check if they have these heroes and do this every time I turn off 10 or so mods (have around 150).
Anyway, they dont seem to create issues asides from being somehow immortal so they can only be wounded by the kill command and having upkeep.
Did you add a mod in the middle of a campaign? And which mod is incompatible?
For me I can only recruit miners with blasting charges via T1 airship and dwarf warriors with heavy weapon from the building
Which campaign were you running and do you have any other dwarf mods installed? I just checked and was not having any issues recruiting other variants on a fresh Thorgrim campaign right now.
I will have to poke around to see what has broken the other types from being recruitable.
Is this happening on a new save?
I am currently working on a big mining project that is overhauling all of that stuff pretty heavily, so I haven't been touching it much for this pack. I might have forgotten to port that change here since all my new work is in a separate packfile currently.
Are you still having the issue after rhe update?
I fixed something that might have been causing that bug. I did not see that behavior after the fix, but want to verify it works for everyone.
I am not getting any crash with that mod. There is a required Asset Mod to go along with the polearms, though. Do you have that installed?
It is also possible that whatever the issue was was fixed on the other end. Let me know if it is still crashing for you!
@The Large Lad
I found a potentially related bug that I fixed, and could not replicate the bug you found, so hopefully that took care of it. I will post the update after the patch (along with whatever fixes I wind up needing for that).
Thanks for the info!
I have been having quite a lot of trouble tracking down what has been causing that, but this is very useful information.
To confirm, you do not have this issue with the other variants, correct? Just the axe and shield version?
When I put a thane with axe and shield on an Oath Stone, they will duplicate and become two entities - making them very broken. However, I've noticed that it only occurs if I raise their hp cap. If I never touch any skill which increases their hp, they remain a single entity. Any idea how this could be interacting with other mods? Could mods which add variants to thane styles be causing this issue?