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If it really doesn't work, tell me so I can get to fixing it.
It looks like it's working again, so I hope whatever the hell I just did fixed it entirely.
Ahh did the patches break it? Damn, I was hoping it'd survive all the changes, but I guess that was hoping for too much.
I'll look into it when I get a chance. It's going to be hard to re-learn all of this a year later, so I hope it's an easy fix.
That's definitely strange, because we never had that issue. My friend and I would leave my Krell mod on when he played VC, but he never recruited him and was able to recruit other LL's.
They probably made more table changes that'd take a lot of time for me to diagnose. Time I don't have until I finish my book, which won't be until later this year. The free time I do have I play a quick game of MM or VH2 just to keep myself sane rofl. Writing a story is far more mentally draining than I ever thought it would be.
With that said, if something truly game-breaking does hit this mod, like it straight up doesn't work or the talents are locked out again, then I'll try and force myself to figure it out.
im a dumbass
Oh so it's basically this mod but it's the normal Krell size and speed etc.? Yeah go right ahead then so long as you're crediting me. There is a group of people who want a normal sized Krell with this mod after all.
Also sorry everyone, can't look at it today. Either the 28th or 29th.
While I made a bunch of CAMPAIGN changes to him, like making him a lord, gave him talents and artifacts etc. Krell himself is basically just bigger and with more weight. Obviously I kept his weapon the same, it's tied to TW3's file system at a 1:1 ratio. I'll wait to see what the next hotfix they put out does and pray no more problems pop up in the meantime.
@Mortarch. variants_tables ---> Scale. He's set to 3. Put him at 1 I assume that's his base size. Then go to battle_entities_tables and either A: download the TW3 assembly kit so you can see Krell's normal stats, matching them up exactly, or B: Mess around with the stats yourself until Krell is in a position you want him to be.
You're gonna have to do this yourself above, because I am not making a normal sized Krell mod. I made this mod for myself and decided to share it with others in case they might also like it, and judging from the stats I'm glad I decided to put it out into the world for others to enjoy.
As for the AI recruiting Krell I haven't considered it an issue since no one has brought it up yet, and I liked randomly fighting my Krell. But I can definitely see that being annoying if there was like 3 Krell's near you at end game. I think it's an easy fix too?(Hard to remember, my last time modding was Krell half a year ago now), but I'll let it stew for awhile and see if multiple people add in saying they want it changed.
I'm just glad no one has said the special models like the royal guard/reapers aren't working. That was a nightmare for my limited brain to figure out and I've already forgotten how I did it so... *Please keep working.*
"Armour of the Barrows" quest item says it unlocks lvl 11, but it unlocked at lvl 12 for me.
Krell's "Aura of Inertia" skill has a locked tool tip that informs to "spend 4 skill points in the previous group" I had to spend 6 for it to unlock.
Playing as Vlad's Sylvania, & recruited Krell. Seeing Barrow Legions' army is led also by another Krell (With this i'm assuming all Vanilla main vampire factions would be able to recruit Krell, creating multiple Krell Legendary Lords at the same time).
Minor Tooltip bug: Under the "Quests" tab for Krell's "The Black Axe of Krell" - hovering over tooltip "Enables sundering attacks" information is replaced with "phase name" while quest item is locked. ***Temporary workaround to see what the effects are; after unlocking the quest item at lvl 6, if you go back to quests tab for Krell, under "Traits" to the left side of the screen you can see "Enables sundering attacks" which shows the proper tooltip when hovering over it & hovering back over "Enables sundering attacks" under the "Black Axe of Krell" quest item will now show the correct tooltip while staying on "Quests" tab.
I haven't even played since May or June. If this mod isn't working like VKR says, I hope someone tells me in the next week what is wrong. I don't have time for a full match looking around for things that a patch broke.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3137383565&searchtext=
It was 3 stars when I posted that, looks like I got 10 upvotes since then and now it's 4 stars. Thanks everyone! No clue where the 5 star breakthrough is, I'd bet it's way higher, but I'm satisfied with this.
Max points have been wired <3
Steam points coming your way too. Cool mod!
It feels very bad seeing something I put a good amount of work into AND from the subs/ratings it's clearly well received by those who use it, yet it has such a misleading bad star rating for no reason.
And thanks man no problem!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3012873497
Thanks for allowing this :D
I can show you how to change the mod yourself though if you want to try it out.
https://imgur.com/a/alYsYG1
^
First two images: Go into the "variants_tables" on the left.
Then change both of the vmp_the_red_duke (I highlighted one of them to show which) to the 2nd image- vmp_grave_guard . That takes care of their models, but you might want to change the scale on the right from 1.8 to 1 or you'll have some very big grave guards.
Next two images: Go into the "unit_variants_tables" on the left.
Then change both of the Unit Cards from "vmp_hero_krell_royal_guard" to "wh_main_vmp_grave_guard". Also highlighted. That should fix their cards at the bottom.