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June 1st, 2008, 02:07 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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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")
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June 1st, 2008, 03:41 PM
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Sergeant
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Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
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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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June 1st, 2008, 03:43 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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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. 
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 1st, 2008, 03:45 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Kingmaker mod
edit : xietor was faster
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June 1st, 2008, 03:51 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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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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June 2nd, 2008, 08:14 AM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
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Re: Kingmaker mod
EA Abysia for me.
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June 2nd, 2008, 09:47 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
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Re: Kingmaker mod
MA C'tis is back on deck unless Xietor decides otherwise.
Had a whole bunch of computer/internet access problems hit me at the same time over the weekend.
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June 1st, 2008, 04:12 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
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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?
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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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June 1st, 2008, 04:17 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Kingmaker mod
Just wait.
Actually the banners are simply missing in the attached folders, llama should give them to Xietor for a repost.
Some are from the sns mod, so if you have it installed, a game with some nations may work.
But some banners have been made by llama and should be in llamabanner folder (actually empty). These ones are missing in the attachment, and any game with nations using them ends in nagots.
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June 1st, 2008, 04:18 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Kingmaker mod
Llamabeast is likely done working on mods for the day as he is in England. But while the Pretender deadline is set in stone, the game will not host to turn 2 until everyone is squared away and has the mods working.
So no need to worry. Besides I have the same issue, and I am quite certain it is because the banners are missing! The case of the missing banners.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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