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Could I speak to you about start_pos specifics when it comes to your mod(s)?
I have a series of start position mods which I've been considering to turn into a proper start_pos mod at some point, and I'd be interested in supporting hand-picked faction mods, such as yours.
I hope you're having a good day! :)
This mod does not change any of the quests in the game in any way nor does it add or remove Tower of the Enchantresses, so I don't see how it would be this mod. Maybe it is another mod or a bug in the base game.
You could try this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2853239174
You could also try changing the load order by moving the moving the position of the mods on the mod manager. Probably putting this mod higher (closer to 1st) than the other mod is the correct order.
Archer 1 lvl https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2853239091 do they stop improving if you install this mod, if there is a compatibility mod?
TLDR: I will wait until the next DLC.
Mods that use startpos.esf break any time CA updates the games map, including adding new factions or regions; basically, any time a DLC is released and sometimes when they do a major update. That's why other mods that use startpos.esf such as The Old World and Mixu's Faction Unlocker take so long to get an update after there's a patch; it just actually takes many many hours to update such a large mod. Most modders just end up using Mixu's Faction unlocker as a base (including The Old World) so they don't have to personally update the startpos.esf file themselves every update, and so their mods are more compatible.
I will probably wait until the next dlc is released, because this mod will just break again when they update.
Updating mods that use startpos.esf are very time consuming because you have to rebuild the startpos file from scratch every time. You used to have to use several Bob and Dave (Creative Assembly's proprietary editors) to update the esf file. Bob and Dave are unfortunately unintuitive and clunky (imo). Recently a few of the other modders created an update for RPFM (the custom modding tools most modders use) that makes it easier to update startpos.esf, but I haven't had time yet to learn how to do that process.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3150830237
I can see the rest of it fine, if a tad janky, but being unable to see the top is irritating.
Here is a Mixu's Faction Unlocker compatible version: Bertrand and the Survivors of Bergerac (Mixer Submod)
Sure thats fine.
You are playing as Bertrand correct? Only Bertrand's faction can recruit the Bowmen of Bergerac in this version of the mod.
I just did a quick test to make sure it was working and it seemed fine on my end. It may be that another mod you are using is interfering.
One of your lords have to be level 2.
I just found Chalon could be the most "potentially accurate" cross-checking those infos with warhammeresque twist of reality (Bergerac being a city in region Aquitaine, nearly same latitude as Bordeaux) and potential gameplay interest (middle/south Bretonnia being a bit short on LL, when north already have lots especially with current and upcoming mods - Couronne, Kemmler, Mariemburg ones recently, Mousillon on the way, and of course all dukes from MixuLL).
Its because of another Bretonnia mod you are using. You should still be able to upgrade peasant units to all the other Brigand units.
I must say thank you for this and your other mods, they really add a lot to the game and imo are a must to have
Yes, I will keep the other version up to date.
Other factions can confederate Bertrand, but Bertrand can not confederate other factions.
I don't think 'Recruit Defeated Legendary Lord' uses startpos.esf so it should be compatible.
I am on the modding discord and I am (mostly) aware of what I need to do to make a compatible version. I just released this version first because I finished it first.