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View Full Version : Heads up on Kingmaker mods / patches *DELETED*


chrispedersen
June 5th, 2008, 08:08 AM
Post deleted by chrispedersen

Twan
June 5th, 2008, 08:23 AM
Was kindgamer dm enabled ?

It would be very strange if a mod could corrupt the game when it isn't enabled.

I have kingmaker + some unfinished big mods in my folder which are about as big (and bugged if I enable them) but personnally never had problems at least.

Now if I enable kingmaker I can only create ME games, but it's normal as all nations are moved to ME (and I can create pretenders for a created game -there perhaps may be problems if you try to create in game tools pretenders for several eras versions of the a nation keeping the same name, as they would all be stored as me_something I guess)

Foodstamp
June 5th, 2008, 08:25 AM
Naw. The creator of the King Maker mod did not include a banner with his mod. So, you have the mod enabled but it does not appear to be enabled at the start up screen.

Just go into Mod Preferences and turn the mod off. Look for a mod without a banner that says "enabled" next to it.

This underscores the reason it is important to create even a simple graphic for any mod you produce. Takes about 30 seconds to make and saves mod users a tremendous amount of headache when things like this happen.

Sombre
June 5th, 2008, 08:32 AM
What is kingmaker?

Foodstamp
June 5th, 2008, 08:33 AM
The new mega game.

Sombre
June 5th, 2008, 08:43 AM
I guess the lesson there is to always have a mod banner, even if it's just a block of colour or something.

llamabeast
June 5th, 2008, 10:25 AM
I did make one. It's very nice. I actually worked to make it look cool and shiny. Apparently I didn't include it though.