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Cheers
Also all I could do would try to make them compatible, not combine them.
I'm also using buildings expanded undivided edition, but I don't think that edits this building?
Still, your mod's pretty great.
I'll create my own private .pack file for personal use. Should I ever get a result that I think you'd want to know about (like an all-around Reskin pack that I tested to work with ZC 2.0), I'll come back here and share a link, aight? Then you can bask in my eternal greatness (a joke, obsiouly!)
Have a good day, enjoy 5.0.4 guys <3 Sorry I'm such a nerd
I love completely modular setups (like BSE) that are flexible, probably similar to you guys. But in order to keep my head feeling somewhat organised and my hundreds-of-mods-modlists under control, I'd like to consolidate some EMP changes, once I'm 100% convinced there will be no need to over go back how it was before.... And it's a pile that gets bigger and bigger!
But all of this is indeed not your problem! HAHA ;) I can't really mod but do know how to merge mods, I *STILL* find them practical, in particular for lots of smallervisual mods where load order can be "baked in". I think that's what I'm gonna do, due to the simplicity of these mods, a very low % to oudate and 80% visual fixes, a merge can be great, I think <3
Please post feedback or bug reports. Thx and cheers
As for combining them: I don't see the point in combining mods into each other. If you want to combine, then just do it by subscribing each and all you want. But there are a lot of folks that just want that one single change. So keeping mods small in focus is usefull in my opinion.
Cheers
Also, I assume that you use Sigmar's Heirs. Add @chopchop's "LITE" submod and enjoy the cleanup building chains... <3 I personally like to integrate @_Zorbaz's "Crisis of Mortals" mod + submod for a Divide Et Impera-like population system, but it gets QUITE complicated as some mods like Nagash, Fimir or Pol's Jade Vamps mods break it!
<3 I appreciate your work more than you could understand <3 Much love from Berlin
- @RagnaroK's "Resourceful Purpose" compilation for 100+ additional loreful resources
- @RagnaroK's "Tier 4 for all" plus the T4 version of his "Man The Ramparts" changes
- For races with LOTS of building options and landmarks like the Empire, add the modular setup "Building Slots Extended" with 20 slots for capitals and 6 for minors (the T4/T5 compatibility submod allows for easy "connect" with RagnaroK's mods, and the Custom Faction support submod - Six Slots Minors version - integrates the standout custom faction (e.g. Marienburg, Pirates of Sartosa) and race-adding (Nagash, Jade Vamps etc) mods....
- this mod
- your "Helblaster Upgrades for Volley Gun Steam Tanks in Nuln Gunnery School" mod
- your "Increased Port Income (balanced)" mod
would all become a part of the HIGHLY RECOMMENDED "Empire Buildings Modpack" by @chopchop. If you haven't already, I suggest you give it a try TODAY as it's absolutely L.O.V.E.L.Y. with your mods (I also use your "Provincial Roads" and "Balanced Economy Buildings" and I'm pretty sure he does as well!)
So: Load my mod first, then the "arty school and morr for franz" then sigmars heirs and so on.
If that doesn't work I cannot help you. I'm sorry.
Cheers
thats awesome, thank you! I'm very pleased you also like my idea, it's a pleasure to be in this active community. Cheers
I have added changes to SH Lite, now the procincial chain is also available in Wissenland & Nuln, so you can build this extra building even in a minor city to complete the Imperial Gunnery School mission
I have started the game using Sigmar's Heirs + Lite + this awesome mod = all works as i described above ✌️
This should also work with Obopmot mod "Gunnery and Magic for all Empire factions"
Thank you for the awesome content 🔥
-this mod
-sigmars heirs
-sigmars heirs lite
-(other mods)
If this doesn't work, change the both sigmars in load order.
Don't forget you have to start a new campeign each time you try changing it around or the building for progression doesn't change. (Background: which building is needed for progression in the school mechanic is saved and locked in the campaign).
anyway as always big thx to the modcommunity!
Thx for feedback and cheers
Regarding Sigmars Heirs, the modder changed the required unit to his at tier I, and for tier II he had the normal foundry building, but probably I didn't notice any change because I accidentally forgot to load a new campaign (but a turn one campaign save).
Gonna load your mod before and let you know how it goes
Your change is now working, but the cdir-files are saved in the campaign, so you have to start new if you want the change working.
Thx a lot so far!
For compatibality with sigmars heirs: I didn't try it and have no clue. Did you try loading my mod first? Does sigmar heirs change the nuln building in any way?