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i've tried figuring out if there was a table or something missing via PFM. I've little experiecing updating a mod or porting one from WH1 to WH2, but wish I could figure out what's going on
It's about using the shader ".xml" files.
However, after Wood Elves DLC they modified it to a level that the method I was using is not working anymore.
Sadly, I don't know how it is worknig currently with the latest patch.
I nowadays won't have time to update.
It will work with TW version before Woodelves dlc.
Regards,
Blaise90
I recently become aware that my mods are conflicting with each other.
If you use two of my mods together for example: Meele pack + Ragned pack ,then it won't work because they conflict each other.
Try to use only The full pack and see if it changes anything.
Also I have to say that after the Elf DLC ruined Tattered Ethereals and the way to use ethereal shaders, I haven't really played the game because I got busy with IRL stuff.
So if any update came along after the Elven campaign, it could make the mod ruin.
This is possibly because of a balance mod.
Oh, ye.
I had a request quite a while ago.
Sadly, I won't be able to work on my mods until January.
But when I come back I can look into that one.
Kind Regards,
Blaise90
If yo uahve wood elves dlc, just ry to unsubscribe the, subscribe again as I updated the mod for wood elves dlc.
If you still encounter this issue after it is done, then there is a possible mod conflict which i'm unaware of.
Them od is updated to work with the new dlc.
However there will be slight differences to the unit look.
Tattered Ethereals is still not up to date as well as CA did some hcange in the Shader usage.
So have to figure out how to use again properly the shaders.
Regards
Have you downloaded the new dlc? If you got woodelves dlc, my mod is not up to date yet.
Have you got blood dlc, grim and the grave dlc & chaos faction dlc?
My mod uses these three dlc's.
If there is any other reason there is a possible mod conflict which is currently unknown to me.
When selected all divided unit mods together the game crashed.
When selected three sub mod out of the four the game started but only one of the unit pack units were visible in the custom battle screen because they conflicted with each other and the mod wwich loaded last was visible.
So it is possible that there is a conflict with one of the unit mods but it is not as grave to cause you a game crash just won't load the units up.
Also if there is a limitation, a good thing to try is just unthick randomly one of your unit mods and if after that my units will show, then it was a mod number limitation. If my units will still won't show then there might be a conflict with one of the mods you use.
I honestly I don't know.
I can give you a breif brainstorm of my experiences.
I know that for some people my mod could conflict with Mousillion Reskin mod in custom battle.
Also, I suspect that there is an "active mod limitation" in the game as what I figured is that for example I used before a lot of single unit and reskin mods and after 20 or so the game started to crash on start up.
I started to tick off the mods one by one to see which causes the crash, but the at the end it did not matter which one was unchecked the game started up normally.
I look into it to see if it can be done or not, but lot of involvement is done with Chaos Race pack so that is a must have for new unit combinations.
Also some polishing is still required to done the main mod in the first place.
After it is done I'm looking into such requests as dividing the mod to army sets: meele, missile, cavalry, artillery, monsters.
Also there is plan for creating a tattered ethereals version where I only use basic shaders and not the "nagash" variant etc.
But first the mod has to be fully completed.
I'm still looking to finish unit cards and looking into re-texture method of modding.
So lot will come until final release, but need more time.
-Unit bullet points done
-Most of the unit portraits done(what's remaining is Wolf rider, Wolf archer, Ancient Prophet)
All units in the pack are now undead.
Also I think it is because a balancing mod.
Someone written that this bug was happend to him because he used Radious mod.
Thanks for the review.
Noted.
To be honest I fallow a different plan:
1st objective: Want to roll out all unit ideas I want to see in the final mod.
2nd polishing/finalizing: Do the balancing/polishing/finalization of the units
3rd break into sections: When the whole mod seems finished, break it into sections as you described.
I want to see my vision as a whole first, and break it into sections when it is finished based on "requests".
"ranged units" "cavalry units" "infantery units" monster units" and so on so people can pick n choose bits n pieces. i would also put more effort into each unit so they have unit descriptions etc. keep in mind that quality beats out numbers on things like this.
Spectral Wolf Riders - Cheaper cavalry solution
Spectral Wolf Archers Cheaper missile cavalry solution
Ethereal Grave Guard Greatweapons - Greatweapons unit that uses scythe instead of 2h sword
Noted, good point will do that.
The reason why they glow I think is the trait: "Encourage".
This will raise the moral of other troops.
It is reasonable to remove it from the banshee unit, but I want to retain it for the Risen Warrior Priests.