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By all means, please post it! I would love to see your implementation!
Many thanks for hunting that bug down! I have removed the interactions with Black Venom, so you can give it another try!
TEB has this line in its scripts: cm:force_declare_war("wh_main_grn_black_venom", "mixer_teb_border_princes", false, false)
This mod ends up with your Red Duke faction vassalizing Black Venom and as a result this causes the game to hang indefinitely (can't save/end turn/move etc).
Somehow Cataph's Southern Realms mod shifts the position of the characters introduced in this mod, causing them to clip into campaign terrain and became immobile. It does not occur with every user so it is a bit of a mystery.
(can raise dead, recruit, build, start technology, etc.)
Added! Please give it a try to see if it works for you.
There are existing Todbringer mods that are quite well done.
Scripting isn't my forte, but that is something that I may look into. Right now VCO's victory condition is for the Mousillon faction.
It should not crash, but a user has reported the special Blood Keep building added in Lost World will not spawn with this mod active.
Archery Wights: recruited from Forest buildings level 2 and 3. Smaller unit size archers that replenishes ammunitions when shot by arrows and bolts. Unit cap increased by Forest buildings. Replaces Mournguls.
"
My G, this is ingenious, wanted to especially point this out. Great idea.
living factions now often come with their certain ways of replenishing ammo via engineers etc
but undead archers just need to pluck the arrows, they've been shot at. wonderful!
I am looking forward, hoping there will be more of that creativity in the future!
I managed to apply a band-aid fix for Graetor's Solland mod, it is a "magic number" fix that detects if one of their script is active.
Seems the Solland mod moves the agents for my mod on the campaign map on start, causing them to be stuck in impassable terrains. I moved the agents to another coordinate in one of the more recent builds to resolve that issue. I suspect Cataph's TEB mod has a similar interaction, not sure if it stacks with the Solland mod.
If you are not encountering issues with Cataph's TEB mod anymore, I will remove the note.
Thank you for the report!
Will test some more.
So I am trying to figure out a way to detect the Solland mod is active, and not run the script that grants Pfeildorf to Black Venom if it is active.
Or do they receive it by default somehow because of your mod?
Mod compatibility is a tricky beast especially for larger, more encompassing mods. I am still trying to get this mod to be compatible with Gra's Solland mod, no time to try out Cataph's mod yet.
This has grown into a real awesome faction mod and while I don't think the Duke needs vassal greenskin goblin faction, the mod itself is still awesome. Would be great if it played nice with TEB tho.
At one point I could not make up my mind whether or not they were Vampires or Wraiths. They are buffed by the same techs and skills as Vargheists for now.
The script that spawns the Red Duke for The Scourge of Aquitaine is supposed to kill the original Red Duke (he will not have a name on the campaign map if you have Mixu's Mixer), but seems giving him immortality from the start has a side-effect of him not staying dead.
Now that I updated the spawn script he should stay dead.
May I please request Boris Toddbringer next? He NEEDS something.
Apparently the Skeletal Steed mount was broken much earlier, but it is fixed now. Thank you for the feedback!
Recently havent had much time to play but if I manage to unlock his next mount ill let you know if the bug continues. Either way if someone could test it out and let it know if it's just me or is an issue for everyone that would be helpful. And keep up the mod man, really enjoying it so far.
Try deleting the following tables from this mod on your end (RPFM, Open from Content):
building_chain_availability_sets_tables
building_chain_set_items_tables
building_chains_tables
building_culture_variants_tables
trde_building_effects_junctions_data under building_effects_junctions_tables
building_instances_tables
building_level_armed_citizenry_junctions_tables
building_levels_tables
building_set_to_building_junctions_tables
building_upgrades_junctions_tables
building_upgrades_junctions_tables
cai_construction_system_building_values_tables
Edit building_units_allowed_tables to delete references to "wh_mod_special_blood_keep_red_duke_1" and
"wh_mod_special_blood_keep_red_duke_2".
Afterwards run the error checking diagnostics to see if anything else need to be edited. This way you can keep the ability to recruit the new units.
Good luck!
I looked OVN Lost World's pack file. To make the mods compatible, I will have to split off the unique building for the Red Duke from the Nuln landmark.
I haven't used OVN Lost World, chances are its Blood Keep model is tied to the building key. I got the Scourge of Aquitaine to use its own version of the Blood Keep building key, so that is why it does not use the OVN Lost World model.