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Add shields to HE, DE, and Bretonnian officers, they look awkward with the sword and shield animation but without a shield. Their other arm is just hanging in mid-air like it's holding a shield.
Modify the officer for the HE Dragon Princes, they look completely off-putting and do not fit the theme for them at all.
Make officers for more units closer to the unit instead of standing out so much. Sebidee reused the same officers for a ton of units and they don't really fit. They don't have to be completely unique per unit but maybe the officers for each unit can look more similar to the unit it commands.
Fix compatibility with unit resize mods, one being Total Unit Resize II by Daelin https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1202257019&searchtext=total+resize
What is the compatibility issue and do you have ideas what might need to be done to fix it?
*Will add Total Unit Resize II to checklist (So far we've got Lucky's, look into texture mods, SFO, and Unit Resize, I think these are all popular enough to warrant investigations for sure)
*Dragon Princes, haven't really looked at them much myself(not much of a HE player) but will look into first along with adding the shields, that should be simple just need some free time and tmmrw should be able to hack away at it quickly
Great suggestions otherwise, yeah long term I want to modify almost every officer(give greatsword officer, oh i dunno, a greatsword, etc etc). This is the only mod I'm only ever going to work on like this so may as well give it the treatment deserves, cause I agree with you and its painfully obvious how many corners were cut in the original version of the mod when you pour through the db files, I think the Tomb Kings update was arouind when he stopped really caring/think he just liked making textures and variants the most etc, cause all there battle entities are just copy pasted from the similiar units as the Vamps, now for ghouls thats fine even for CA thats the same unit, but otherwise seemed pretty lazy to me, as didn't even factor in stat differences between skeletons in tomb kings and vamp counts, ffs one faction doesnt even have ranged units which are typically faster, so yeah, kinda blows my mind how popular mod was and how willingly, or otherwise oblvious the orig makers were to these issues. Pretty predominate problem with modding lately I've found, days of Darthmods are long gone most people just shove some ♥♥♥♥ down the pipes wont cause a CTD and serves basic function to get those Patreon hits. After you hit update every major patch and call anyone in the comments an idiot who points out a flaw with it. Greed, pure and simple.
That speed thing you pointed out too from the orig mod, or at least the last version uploaded, suggests this mod has always been doing that. FFS he didn't create different profiles for the indiv officers within a faction. While they have looked different in the past, teh Sea Guard and default HEF officers for example, had the same stats for speed etc, in other words essentially the same unit with a different hat, every faction is like that until now at least. /rant, lol had that on my chest since started working on this mod lol.
So yeah we'll say for now 2.3 update will include rework Dragon Prince Officer, no more awkward Medieval 2 TW style shieldless dudes, and unique variants for VC
If I can get all that done in reasonable time we'll aim 2.4 to be the big compatibility update/maybe when I'll start releasing sub-mods etc
Oh final note on Seb, yeah he always said mod was SFO compatible, but you debunked that pretty quickly, it's not, I mean won't cause a crash but officers have always been slowing units down by overwriting speed values, to two of us at least that ain't compatible lol
this would be a project for Cataph not I, as he would have to incorporate the officers into his mod like Lucky did, basic examination upon overhaul mods(was looking at trying to get it going for SFO today) is I either take on the effort of uploading and updating versions of their mods for sake of adding few officers to units they've added to game, or it would just be far easier for other mod maker to work my mod into their compatibility.
Thats just for the visual aspects of this mod too, not even considering the overhaul unit stat, etc changes that would need to be made for each overhaul mod. So far I cant even get SFO to load with my mod without it tossing mine out of the load order entirely, so unfortuntatly I'm a bit hands up in the air with compatiblity plans right now, was hoping be something stupid easy I could throw together but little beyond my pale of understanding/time allowances with modding yet :(
Using a Krox as an officer would be a simple swap, I'd imagine, adding a few into the unit may prove more complicated far as I've tried experimenting with multiple officer type models in a unit (last attempt was beast masters for dark elves a while ago, the game doesn't seem to like you just dropping in officers to the areas in that same table) but without much luck.
This is kinda topic relevant, so I thought I'd ask in this thread: How would you feel if I integrated Soul's All Faction Officers Revival into my Revisited mod? From my end it would slightly streamline the modding process to work from just one integrated mod, and for mod users it might help to keep their mod counts under the hard limit.