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  #1  
Old June 1st, 2008, 01:02 PM
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Herode Herode is offline
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Default Re: SingleAge mod

Great work llamabeast. Thanks to all modders ^^
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  #2  
Old June 1st, 2008, 01:29 PM
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Default Re: SingleAge mod

Thanks guys for all the work done!

Question: does Mists of Deception give a Mirror Image now or is taken away from the game?
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  #3  
Old June 1st, 2008, 01:41 PM

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Default Re: SingleAge mod

If you look in the mod forum, twan describes his "fix" to Mists of deception. Basically it is 9 rounds of Mist spell with phantasmal beasts, ghost wolves, and phantom warriors coming from the sides like the spell howl. Pretty nice fix. 2 air gems, 200 fatigue.

BTW, Llamabeast mentions me as the source of the gem reduction mod language and spell banning mod language. While I did incorporate those into a "kitchen sink mod" that I invented, I can claim no credit for the language that is contained in those mods.

As far as I know either Dr. P or Endoperez, or both had a hand in that.

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  #4  
Old June 1st, 2008, 02:06 PM

Xietor Xietor is offline
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Default Re: SingleAge mod

EA Atlantis(dedas) has informed me he will not be able to play.

Agema, 1st sub, has graciously agreed to take EA Atalntis, and the relative safety of the water.
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  #5  
Old June 1st, 2008, 02:07 PM
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Default Re: SingleAge mod

There should be a little change to make the MoD fix consistent with changed spell levels :

For my MoD fix mod I had to replace the spells "Phantasmal Warriors" and "Ghost Wolves" by spells named "Summon Phantasmal Warrior" and "Summon Ghost Wolves" (doing exactly the same things) so I could use the originals as chained #nextspells for Mists of Deception (as the #nextspell mod command only work with original spells).

But the other part of kingmaker mod change the level of the original spells, not my remakes.

So "Summon ghost wolves" should get researchlevel 2 and "Summon phantom warrior", researchlevel 1 (research level of "Phantom Warrior" and "Ghost Wolves" original spells are not important as they are no longer researchable)

(I corrected in the attachment, and also added correct descriptions for these spells -I was lazy when making the MoD fix, the descriptions of the remakes just said "as the spell x described in the manual")
Attached Files
File Type: zip 611572-KingMaker.zip (35.7 KB, 96 views)
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  #6  
Old June 1st, 2008, 03:41 PM
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Default Re: Kingmaker mod

I get this error when trying to run the mod,

Nagot gick fel!
myloadmalloc: can't open./mods/./sns3/ea_arco_icon.tga

How can I fix?
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  #7  
Old June 1st, 2008, 03:43 PM

Xietor Xietor is offline
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Default Re: Kingmaker mod

I get the same error. llamabeast did not include any banners
is my best guess. there are no tga files i see associated with the Mod. I actually went and dowmloaded the sns banners found
on p. 5 of the mod forums, but then got the error for llamabanners.

So I think your best bet is to wait on the updated version.
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  #8  
Old June 1st, 2008, 03:45 PM
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Default Re: Kingmaker mod

edit : xietor was faster
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  #9  
Old June 1st, 2008, 03:51 PM
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Default Re: Kingmaker mod

It worked for me, after 1 error.

Dumped it all in my mods, got error, then seperated IlamaBanners DM file out of its folder and worked fine in a brief test.
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  #10  
Old June 1st, 2008, 04:12 PM
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Hoplosternum Hoplosternum is offline
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Default Re: Kingmaker mod

Quote:
Slobby said:
I get this error when trying to run the mod,

Nagot gick fel!
myloadmalloc: can't open./mods/./sns3/ea_arco_icon.tga

How can I fix?
I get this error. I have downloaded both the mods from llamabeast and Twan and then enabled them (in different combinations as there seems to be two Standards mods).

There is nothing in the sns3 or llambeasts folders either in my mod folder or the zipped download.... And I have redownloaded both and no change.

Not sure what to do....
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