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chatnoir17

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Thanks! Will make it so then :)

Now, another question already, I'm afraid...

After the Charlemagne patch, my special troops are unselectable on the map, and they are also invisible (unit graphic-wise).

For example this used to work:

zombies = {
morale = 3
maintenance = 1
phase_skirmish_attack = 1
phase_melee_attack = 3
phase_pursue_attack = 2
phase_skirmish_defense = 4
phase_melee_defense = 4
phase_pursue_defense = 2
base_type = light_infantry
}

just fine as-is. But do we now need to define the graphical culture of the special troops somehow... I know that one of the steps of the CM patch compatibility was to remove exactly this graphical_culture line, but... removing it seems to have broken things!

Adding back graphical_culture_type = westerngfx doesn't bring back the unit on the map either, and still makes it un-selectable.

Hmm, maybe you need to check how vanilla special units work again? F.e. there are some entries and files in the technology, model gfx, interface etc.
 

Blood Royal

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Hmm, maybe you need to check how vanilla special units work again? F.e. there are some entries and files in the technology, model gfx, interface etc.

I checked /interface folder, but there's nothing there that I can see about defining special troops graphical culture. I really hope it's not something hard coded in the new patch, cause it makes modding special units impossible, if so.
 

jursamaj

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I checked /interface folder, but there's nothing there that I can see about defining special troops graphical culture. I really hope it's not something hard coded in the new patch, cause it makes modding special units impossible, if so.
Perhaps this from the 2.2 ChangeLog:
Code:
- Special culture unit models are now suffixed with the unit name (i.e. "horse_archers", "war_elephants" and "camel_cavalry") instead of "SPECIAL_UNIT".
 

richvh

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The problem is, I can run this game safely. It indicates you might have problems, but they don't exist on my side... In addition, there are not few people who can run the game beside me (they have reported another bugs during the game play). It seems that the problem depends on rather personal condition, not on any fatal error in the mod.

Or changes you have made outside your mod, that aren't included in the download. Why are you shying away from work that needs to be done, regardless of whether it's crash related? If you don't do it, you'll have broken CBs and broken decisions.

Lux Invicta runs very well, largely because I do go through Validator reports and fix the problems.
 

chatnoir17

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Or changes you have made outside your mod, that aren't included in the download.

It is unthinkable, since other people can actually run the mod. Do you think they also have changed something outside my mod, just as I did?

Why are you shying away from work that needs to be done, regardless of whether it's crash related? If you don't do it, you'll have broken CBs and broken decisions.

I have never said I won't fix it. Actually I have already fixed it.
I have just said that what that error log says doesn't relate with CTD. The most people seem to run the mod anyway.

I just wanted to know why the difference comes. For me, it is quite strange that some people get CTD and the others not. :)

I respect you a lot for your support on this QQQA thread though. Please don't take my comment as personal offence.
 
Last edited:

richvh

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Error.log rarely has anything useful to say. This is one of the few times it does.
 

Teutonic_Thrash

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Set the employer to be the host for the length of his stay.
Code:
location = {
   owner = {
      ROOT = {
         employer = PREV
      }
   }
}
Didn't work I'm afraid. Tried it in the new_character block and he still went back to a court of his own culture; tried it in the create_character block and a blank event appeared.
 

richvh

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It seems that some users of my mod got CTD by loading graphics, while the others can run into the start window. I have no idea what causes this CTD.

Could anyone test and check this mod?
http://steamcommunity.com/sharedfiles/filedetails/?id=333442855

You are using the vanilla defines.lua (no defines.lua in your common folder), and don't have a character 108500 (START_CHARACTER from the defines used by the learning scenario), so anyone that hasn't disabled the tutorial at the startup screen will crash before the camera pan. You, and others that are able to play, most likely have disabled the tutorial. This can be tested by deleting settings.txt and see if you crash.
 

chatnoir17

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You are using the vanilla defines.lua (no defines.lua in your common folder), and don't have a character 108500 (START_CHARACTER from the defines used by the learning scenario), so anyone that hasn't disabled the tutorial at the startup screen will crash before the camera pan. You, and others that are able to play, most likely have disabled the tutorial. This can be tested by deleting settings.txt and see if you crash.

I have confirmed this. Thanks a lot. I have read that in the CM issue thread, but didn't know that it was exactly my problem.
 

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Perhaps this from the 2.2 ChangeLog:
Code:
- Special culture unit models are now suffixed with the unit name (i.e. "horse_archers", "war_elephants" and "camel_cavalry") instead of "SPECIAL_UNIT".

Nope, unfortunately not.

The closest thing I can find to what determines how special troops look now is /interface/avatars.gfx

However, adding this to a custom avatars_br.gfx file does not even solve the problem:

EMFXActorType = {
name = "westerngfx_skeletons"
actorfile = "gfx\models\Western_Heavy_Infantry.xac"

idle = "gfx\models\Infantry_Sword_and_Shield_Idle.xsm"
move = "gfx\models\Infantry_Sword_and_Shield_Moving.xsm"
attack = "gfx\models\Infantry_Sword_and_Shield_Attack.xsm"

scale = 1.0f
}

EMFXActorType = {
name = "normangfx_skeletons_helmet"
actorfile = "gfx\models\Attachments\Helmet_15.xac"
scale = 1.0f
}

EMFXActorType = {
name = "frankishgfx_skeletons_helmet"
actorfile = "gfx\models\Attachments\Helmet_16.xac"
scale = 1.0f
}

EMFXActorType = {
name = "occitangfx_skeletons_helmet"
actorfile = "gfx\models\Attachments\Helmet_16.xac"
scale = 1.0f
}

EMFXActorType = {
name = "germangfx_skeletons_helmet"
actorfile = "gfx\models\Attachments\Helmet_17.xac"
scale = 1.0f
}

EMFXActorType = {
name = "germangfx_skeletons_helmet"
actorfile = "gfx\models\Attachments\Helmet_12.xac"
scale = 1.0f
}


EMFXActorType = {
name = "westerngfx_skeletons_weapon"
actorfile = "gfx\models\Attachments\Sword_01_Longsword.xac"

scale = 1.0f
}

EMFXActorType = {
name = "westerngfx_skeletons_helmet"
actorfile = "gfx\models\Attachments\Helmet_03.xac"
scale = 1.0f
}

EMFXActorType = {
name = "westerngfx_skeletons_shield"
actorfile = "gfx\models\Attachments\Shield_Kite_02_Checker.xac"
scale = 1.0f
}

EMFXActorType = {
name = "germangfx_skeletons_shield"
actorfile = "gfx\models\Attachments\Shield_Kite_01_Chevron.xac"
scale = 1.0f
}

EMFXActorType = {
name = "englishgfx_skeletons_shield"
actorfile = "gfx\models\Attachments\Shield_Tear_01_Checker.xac"
scale = 1.0f
}

EMFXActorType = {
name = "normangfx_skeletons_shield"
actorfile = "gfx\models\Attachments\Shield_Tear_02_Norman.xac"
scale = 1.0f
}

EMFXActorType = {
name = "saxongfx_skeletons_shield"
actorfile = "gfx\models\Attachments\Shield_Round_04_Large_Saxon.xac"
scale = 1.0f
}

Has anyone at all managed to get custom special troops working post CM? Like any other mods that anyone can recall? If so, I'd like to know which ones so I can see how they did it...
 

Bittenfeld

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So here is an example of a looting event from the Old Gods:

# +2 Axe
character_event = {
id = TOG.3300
desc = EVTDESC_TOG_3300
picture = GFX_evt_vikings_arriving_oldgods
border = GFX_event_normal_frame_war

ai = no

is_triggered_only = yes

trigger = {
has_dlc = "The Old Gods"
NOT = { has_character_flag = loot_axe }
}

option = {
name = EVTOPTA_TOG_3300
set_character_flag = loot_axe
change_martial = 2
}
}

However, nothing there seems to suggest that it's only triggered while looting/raiding. Is there something I'm missing that ensures it only fires when the PC is rading/looting? I ask because I was thinking about adding some additional looting events myself.
 

richvh

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It's fired from (if I remember right) the on_loot_settlement on_action.
 

jursamaj

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So here is an example of a looting event from the Old Gods:



However, nothing there seems to suggest that it's only triggered while looting/raiding. Is there something I'm missing that ensures it only fires when the PC is rading/looting? I ask because I was thinking about adding some additional looting events myself.
We see there that it is 'is_triggered_only = yes'. The best thing then is to find that trigger. Using any multi-file search utility(NotePad++ is popular on Windows, I use BBEdit on Mac), search for the event ID (TOG.3300 in this case), and you'll see everywhere it's triggered from. And richvh is right, it's in the on_loot_settlement section of on_actions/00_on_actions.txt, along with 4 other events. If you want to add more looting events, define them with 'is_triggered_only = yes' & add them to on_loot_settlement.
 

richvh

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Has anyone tested to see if the Captain's new stuff is in the betas, in particular the event targets?
 

notalbanian

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Is there a way to make a mod require a DLC in order to be enabled? For ATE I want to use the Mesoamerican portraits from Sunset Invasion, but there's some bugs because they have fewer headgear/clothes frames than the mod. In order to fix those I'd have to copy and modify those files from SI, but to comply with the rules it'd have to only be accessible to people with SI.
 

richvh

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I'm pretty sure just distributing the altered DLC strips would be against terms of service.
 

LumberKing

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