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August 17th, 2008, 02:01 PM
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Private
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Magic does not work in old Mods
I am having a problem. After one of the patches, when I use the nation mods, the magic users do not have spells. When looking at the magic users, even if they have levels in the magic paths, it is not displayed. This applies to the nations as opponents as well as when I choose one to be my player nation.
Is there a command I can use in the dm file to reactivate the magic?
Thanks
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August 17th, 2008, 10:56 PM
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Major General
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Re: Magic does not work in old Mods
It's a bug scheduled to be fixed next patch. Sucks for now though .
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August 18th, 2008, 09:46 PM
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Private
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Re: Magic does not work in old Mods
Thanks for letting me know. I was going crazy trying to fix it. I love the nation mods. If anyone else has a a "wworkaround" let me know.
Thanks
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August 19th, 2008, 01:37 AM
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National Security Advisor
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Re: Magic does not work in old Mods
Disabling some of the mods might work. There's a limit to the amount of magic paths that can exist at once, or something close enough.
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August 19th, 2008, 11:27 AM
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Second Lieutenant
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Re: Magic does not work in old Mods
I tested morrowind with partial CBM 1.3 (all but pretenders and nation), and it worked fine. I think the game can't actually handle more than one pretender and/or nation modifications/addons. IE : cbm complete & morrowind (tested with other mods, but forgot which ones) does give this weird no magic picks result
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Last edited by Humakty; August 19th, 2008 at 11:31 AM..
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August 20th, 2008, 11:47 PM
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Private
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Re: Magic does not work in old Mods
I will try it out.
It is disappointing though.
I know there are some purists who think all the original nations are enough, but I do appreciate the richness and complexity added by those who take the time and try to improve the game.
Thanks to all who responded.
Curtio
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August 20th, 2008, 11:53 PM
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National Security Advisor
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Re: Magic does not work in old Mods
Quote:
Originally Posted by Humakty
I tested morrowind with partial CBM 1.3 (all but pretenders and nation), and it worked fine. I think the game can't actually handle more than one pretender and/or nation modifications/addons. IE : cbm complete & morrowind (tested with other mods, but forgot which ones) does give this weird no magic picks result
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It is a problem with the number of modifications, not the number of mods. So mods that modify a lot of different magics cause the problem. It has been fixed in v3.18.
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August 21st, 2008, 09:18 AM
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Private
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Re: Magic does not work in old Mods
Just tried the Greyhawk mod with worthy heroes enabled as well and no problems. Anyone know when patch 3.18 will be available?
Thanks for the responses.
Curtis
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August 21st, 2008, 10:19 AM
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Lieutenant General
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Re: Magic does not work in old Mods
ehm Edi could you explain.. cus I'm working on my dominions 3000 thingie.. which features a fair number of new troops including about 10 new mages (and about 7 extra 2nd forms with magic) and a few copied ones (with new number) and about 7 new spells
and since yesterday I've lost the magic skills they just don't show up.
Would it help if I created seperate mods for each of the nations I'm creating (and would that work since they all use the same pool of weapons?)
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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August 21st, 2008, 10:48 AM
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National Security Advisor
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Re: Magic does not work in old Mods
Probably won't help. Wait for the patch.
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