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February 8th, 2011, 03:36 PM
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Mod compatibility problems, advice needed
Good evening everybody.
I hope I can get some advices from more experienced colleagues modders on this problem.
I am compiling and editing various mods for using them all concurrently for my personal use (Worthy Heroes, Mytheology, Warhammer mods) and have encountered strange compatibility problems.
You see, magic skills are vanishing on some units in game when some of the mods are used combined. For example, Skink Shamans magic skills of Lizardmen mod vanishes completely, or Grail Damsel of Bretonnia mod is left with air magic only.
Unit IDs compatibility - check,
nation IDs compatibility - check,
unit stats - check.
So, this really perplexes me and I ask for your kind advices
P.S. My first post in this forum
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February 8th, 2011, 06:22 PM
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Colonel
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Join Date: Nov 2008
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Re: Mod compatibility problems, advice needed
Which version of Mytheology are you using? I posted an update a while ago. (With some balance changes, but also a lot of bugfixes).
You could also have overlapping armor and unit id's.
Could you post the mods you are combining? (Specific version numbers are good. A zip with your work is better).
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February 8th, 2011, 06:38 PM
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Re: Mod compatibility problems, advice needed
Ahem, here are the numbers:
Mytheology 3, v.3
Warhammer races, taken from Warhammer Six or other sources (whichever was newer)
Skaven 1.15
Lizardmen 0.82
Bretonnia 1.03
Tomb Kings 1.6
Ogre Kingdoms 0.9
Chaos 1.00
Sanguinia 1.1 (heavily revamped by me)
Bits and odds from Worthy Heroes 1.7b
And this mix was edited heavily to fit together, polished unit IDs and so on. I am kinda trying to build one unifying Warhammer mod (like Warhammer European Union ).
And I shall include files, as convoluted and unfinished they are now.
I hope some day I will present this compilation to community (if original modders will agree ).
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February 8th, 2011, 06:54 PM
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Colonel
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Join Date: Nov 2008
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Re: Mod compatibility problems, advice needed
Quote:
Originally Posted by Melyndantis
Lizardmen 0.82
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Whot? I thought it was only up to 0.75
http://z7.invisionfree.com/Dom3mods/...?showtopic=107
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February 8th, 2011, 06:54 PM
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Colonel
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Join Date: Nov 2008
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Re: Mod compatibility problems, advice needed
Quote:
Originally Posted by Melyndantis
Ahem, here are the numbers:
Mytheology 3, v.3
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This version is broken. Or at least, it was the last time I checked. A lot of pretenders stopped working after a certain patch version.
And wow those files are a mess. Lets see if I can find the problem. (I'll look into the shaman issue, but first I have to download the mods I'm missing).
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February 8th, 2011, 07:05 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: Mod compatibility problems, advice needed
Quote:
Originally Posted by Melyndantis
Chaos 1.00
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Where did you get 1.00 from? I'll assume the .55 version.
Ps: I got it working now.
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February 8th, 2011, 07:08 PM
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Colonel
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Join Date: Nov 2008
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Re: Mod compatibility problems, advice needed
And it all works at my end. I see no problems.
I assume you did update to the latest version.
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February 8th, 2011, 07:10 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: Mod compatibility problems, advice needed
And it all works at my end. I see no problems.
I assume you did update to the latest version.
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February 8th, 2011, 09:36 PM
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Re: Mod compatibility problems, advice needed
Yes, I was also surprised when I found out these newer versions, they were unannounced They're from llamaservers/mods Six Warhammer Nations ( http://www.llamaserver.net/mapModBrowser.cgi).
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February 9th, 2011, 09:06 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: Mod compatibility problems, advice needed
I cannot reproduce your problems. I had your mods working, and it all looked fine.
Can you ensure the following:
- You are running version 3.26
- You only use the three mods you put into the zipfile.
(And I would advise you to get the newest versions of the mods, and not use the mapmodbrowser, I don't know how up to date all the mods there are).
Edit: I know that checking two forums and doing a lot of searching is a pain in the ***. But only basing your mod information on the modmapbrowser could give you buggy mods, outdated mods, etc. It just doesn't provide enough information. And not all mods work correctly in the newest versions of dom3.
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