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Does anyone know why the official Norsca factions (Norsca & Wintertooth) don't show up with this mod and the related submod? I own the Norsca DLC but with this there are only Skaeling and Varr, without the legendary lords.
English is not my native language.
Thanks in advance to anyone who answers.
While i'm asking, would it crash the mod if i just deleted those specific UI or am i good?
referring to 'wh_main_marienburg_handgunners.png' and such
Thanks
That is a very complex topic, but if you really want to talk about it, then that is better done in private.
@ScarletConflux
Sure it will, just not sure on an exact ETA. As for TEB, I recommend you look at Cataph's well known TEB mod instead and rather focus on fleshing out another minor faction, like for example we don't have a decent Kislev mod at the moment other than unit packs.
I'm trying to do some modding of my own, mainly just "remixing" and cleaning up a bunch of different stuff for compatibility. Your mod's a great framework everyone uses... but for my preference and what I'm trying to make it compatible with I actually need a sort of "halfway" between the Plus and the Basic versions. I need customizable faction leaders for Mixu's Legendary Lords mod, but otherwise want to keep this basic version
I'm plainly a novice and need some help figuring out the comparison between the two. I've been going over both in a basic pack file editor but can't seem to find a directory that's clearly responsible for them. If it's not too much trouble, could you explain how the custom faction leaders in the plus version worked, and what exactly could be done to bring them back?
That's a leftover from my Unlocker+ that I probably forgot about, as all minor faction Bretonnia Lords start with vows there and thus don't suffer from that issue quite as badly. I'll look into either forcing those onto the existing lords somehow or modifying those units a bit.
For ref, you've given Bastonne a unit of Grail and Questing Knights, but as they have no vows to pay for these until levels 5 and 10, they're completely unaffordable (2000 upkeep/turn!) and bankrupt Bastonne unless they're disbanded immediately. Doing so gets them killed by the neighbouring Dwarfs, who they start at war with. :)
I think they had several units of polearms before, which were affordable and balanced the Dwarf's armour nicely.
Cheers mate.
You are most likely right that was rude of me.
That sounds like something else is seriously wrong with your computer and / or Steam.
Probably some serious mod conflict too with another startpos mod, but that always only crashes the game itself, so if a simple game crash crashes your entire PC, you should really look elsewhere to fix this issue.
Even if I were to add a virus into this mod, it couldn't possibly activate itself by playing Warhammer.
@RafaL
No, Krell does not exist in this mod.
Since the lords used in vanilla are generic generals with fixed names, there are no references to any unique character bits and anything you would try to modify would affect all newly recruited Southern Realms generals equally.
I'm somewhat familiar with modding this game, and one thing I was hoping to do was to either integrate/replace the default lords you have for Tilea, Border Princes, and Estalia with the legendary lords unique from Cataph's TEB faction overhaul. I know that this is something that you've already done with your faction unlocker+, but my friend and I prefer the basic version by contrast.
Is this something that's fairly easy to do? As in, if I were to just substitute references to Lupio Sunscryer with Lucrezzia for Estalia in your basic unlocker, do you think it would function properly? I appreciate your insight, my friend and I were just looking for an idea of how complicated this might be before getting in over our heads.
The vanilla capital locations that I fixed up with this mod are terrible defaults that CA apparently forgot to change and now they are really how they should be.