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Don't expect anything in the next week or two, as I don't know how much time I have to work on this, but the goal is bringing this up to date. No idea how long it will take to redo all the skill node tiers.
@noneatimos
Probably a lot. There has been a few updates since I last worked on this, most of which messed with skill node tables. The big character comp submod for lol is broken, for example.
Did you have a chance to see if it's lots of work or maybe just some small adjustments, if I may ask?
My new question is now, after both of the two required mods have been updated, will this get another update soon ish, dear author? <3 ;) WH3MM complains about missing 4.0 changes, so I'm leaving it off for now, I guess?
In the meantime: does anybody know if both main mods can run together without MAJOR issues (which this mod will fix usually)? MAJOR meaning the majority of LLs have issues, there could be crashes occuring etc. And is the assumption correct that before it's updated to NOT run this patch alongside? I might not be the only user with those questions, I hope. Sorry in case they're stupid. Thanks <3
Crazy how "less red more art" is still working, could swear that was the "culprit"... this UI mod is huge and outdated, deals with overwriting scripts, it conflicts with the main menu background, etc.. but it still works somehow
Think of skills assigned on a grid. If you have two skills assigned on the same spot on that grid, you will have conflicts. If you have skills with prereqs that are removed, you will have issues. If you add skills and remove skill groups, or reorganize skills in that grid, you will have issues.
Some skill mods can coexist, because they just add things. Some skill mods move things around, remove other things etc. If you have several skill mods that do the latter, you're likely to run into issues.
I bet you just didn't realize you had issues with your lord's skill trees.
As for the mod being updated, there could be issues, I've not played 4.x yet. But if there are issues, it should only be for newly released lords, or where things have changed to cause a conflict.
Could you elaborate a bit on what the "overlap" exactly means? You guys are not talking about a visual overlap on the tech tree window only, or are you? Is it recommended or essential not to use with both those skills mods?
On a more general note: Is this up to date for 4.0.3, independent from the compatibility with Expanded Lord Skills?
Sorry for being noobish <3
Pick one and go with it. If you pick Cryswar's or LLLM, you can also use the other with this mod.
They don't overlap at all, because that mod only provides support for other mods that add characters,. This mod fixes compatibility issues only between the mentioned two parent mods. If something isn't as it should be it's either because the parent mods are overlapping (and I've fixed everything that's been reported so far), or because you have another mod that overlaps.
In your case it looks like a case of another mod interfering, as I can see you have some additional skills for Kairos on the bottom row "Marauding Horsemen" etc. "Subjugate the Weak" isn't even a skill Kairos has in either LoL or LLLM. Whatever mod(s) adds/changes skills for your lords (that isn't LoL or LLLM) is causing your issues.
Unless you know for a fact that lord skill changing mods don't interfer, you shouldn't use any with either LoL or LLLM.
I remember fixing those specific ones, so I guess something must've changed since. I'll take a look when I've got time to spare.
Kislev lords have had some issues fixed.
Skrag had a similar issue as Alarielle, and has been fixed.
There may be a few more unique skill duplicates due to a combination of one mod changing node position and the other creating a new skill for it. The few potentially affected lords didn't seem to have the issue.
Chaos Sorcerers of Tzeentch has issues with its magic line, but that's a parent mod issue.
Everything I know about has been fixed now, or is mentioned in the known issues list.
Eltharion, noted.
Had to do some compromises regarding the daemons, but I think it turned out alright. A few remaining issues are due to parent mods, as I opted to not fix them in this one.
Oh and for whatever reason the Herald of Tzeentch (Tzeentch) didn't want to link the Mark of Tzeentch, which it should already be doing, so I just let it sit there by its lonesome (its still got a high level prereq, so it's not that big of a deal.)
Some lords aren't changed, as I've not been able to identify all the issues (and daemons are a work in progress, busy week and internet issues to boot.)
If you see something wrong I need to know which lord and skill it is.
Yes, I see now that daemons (maybe something else, it's too time-consuming to start three different campaigns with every LL there is) have a little different skill organisation than other LLs, which means the two mods together have brought even more chaos.
Not sure how long it'll take, as I'm a little busy at the moment, but a fix should be out soonish. Until then you're better off ignoring the skills that are affected, as to prevent future weirdness and point disappearing.
Unless you know what you're doing or have a good reason to, you should never need to touch load order. You should also use a proper mod manager like Prop Joe's or Kaedin's so things end up in the correct order for certain.
Submod creators (should) make sure things are in the correct order without user action.
Literally nothing changed in the submod. It just updated so the mod manager doesn't say outdated, like many of us do when a new game update drops.
My current save game is fine as well.
Yes, but only because it's unrelated to what this mod does. LLLL only change vanilla lords, so the 3rd party stuff won't have any capstones to fix.