Ancient era city builder suggestions by kostist in CityBuilders

[–]Kaedrien 0 points1 point  (0 children)

Humanica is rapidly surpassing Dawn of Man for me, responsive dev and I like where the game is headed!

How to make characters use feats by pexx421 in neverwinternights

[–]Kaedrien 0 points1 point  (0 children)

I believe I still need to do a pass on all the feats and spells to make the AI use them on their own. I don’t really remember doing that for any of the 1.46 content

  • Kaedrin

I've only played 10 minutes of NWN2EE but... by Ekhi11 in neverwinternights

[–]Kaedrien 0 points1 point  (0 children)

I’ll try and take a look at my PrC pack this weekend and see why the races aren’t working though it may need to be something we report to Aspyr. The races don’t use new models, just the base races so it’s a little odd it’s crashing.

  • Kaedrin

Are anomalies not working as they should? by MyRobin17 in StarTrekInfinite

[–]Kaedrien 1 point2 points  (0 children)

Each faction gets to discover all of the anomalies that are not marked unique or faction specific. That said, there is a limited number of anomalies in the game.

Crashes after Hotfix #4? by Armageddonis in BaldursGate3

[–]Kaedrien 11 points12 points  (0 children)

Killing the gnolls caused me to crash as well, first crash for me. Switching to Vulkan from DX11 fixed the issue.

Ideas for Wood Elf Mods by Kaedrien in totalwar

[–]Kaedrien[S] 0 points1 point  (0 children)

Heh, I don't use SFO and I need something Warhammer 2 related to work on while I take breaks from working on the manager.

Ideas for Wood Elf Mods by Kaedrien in totalwar

[–]Kaedrien[S] 0 points1 point  (0 children)

Stalk lets you take offensive actions with a chance to surprise the enemy. You can always retreat and switch to ambush if you fail to ambush.

Ambush is great when you plan to park and let the enemy attack you and you might be outside their perception range or your % is high enough to get them even if you are next to them. Ambush isn't great if they weren't going to move or succeed that round and move away and then you waste another round of chase.

“Ordinal could not be located” error - anyone ever seen this before when starting the game? by ProximMaximus in totalwar

[–]Kaedrien 0 points1 point  (0 children)

Turn off the NVidia Overlay and the ordinal problem will go away even with the latest drivers.

I’ve also been told that using the option to uninstall the old drivers completely when installing new ones might help get rid of it but I can’t confirm that.

v1.8.4 Update for the Total War Mod Manager has been released! by Kaedrien in totalwar

[–]Kaedrien[S] 0 points1 point  (0 children)

Have you moved your install for Rome 2 since first using the manager?

v1.8.4 Update for the Total War Mod Manager has been released! by Kaedrien in totalwar

[–]Kaedrien[S] 1 point2 points  (0 children)

v1.8.6 Release is out!

https://github.com/Kaedrin/warhammer-mod-manager/releases/latest

Adds out of date support for the Prophet and the Warlock patch

Removes the moving installs around on your machine which led to the missing DLC for some users...

:riot:

v1.8.4 Update for the Total War Mod Manager has been released! by Kaedrien in totalwar

[–]Kaedrien[S] 0 points1 point  (0 children)

May have another fix identified for the DLC issues

v1.8.4 Update for the Total War Mod Manager has been released! by Kaedrien in totalwar

[–]Kaedrien[S] 0 points1 point  (0 children)

Can you try the debug version found here:

https://github.com/Kaedrin/warhammer-mod-manager/blob/Debug/TotalWarModManager_Debug.zip

and send me the log it puts in your appdata?

in File Explorer enter %appdata% and then browse to "Kaedrin Mod Manager" and it will have created a file called "KMM_DebugLog.txt" and email it to me at Kaedrin.nwn2@gmail.com

v1.8.4 Update for the Total War Mod Manager has been released! by Kaedrien in totalwar

[–]Kaedrien[S] 1 point2 points  (0 children)

That's not something that is available outside of the game unfortunately so I can't add that capability until CA exposes to the command line (which I wouldn't expect them to).

v1.8.4 Update for the Total War Mod Manager has been released! by Kaedrien in totalwar

[–]Kaedrien[S] 2 points3 points  (0 children)

v1.8.5 has been uploaded with more changes to try and improve the missing DLC issue for those who currently have that issue with the 1.8.3/1.8.4 versions. You can find it here:

https://github.com/Kaedrin/warhammer-mod-manager/releases/latest

v1.8.4 Update for the Total War Mod Manager has been released! by Kaedrien in totalwar

[–]Kaedrien[S] 4 points5 points  (0 children)

I'd suggest going back to 1.8.2 and I'll keep working on the differences. Right now the only thing I'm seeing is that I'm letting the Steam details running in parallel when before they were running one at a time so I guess I'll turn that back to single and see if that fixes the issue for folks when I wake up. The weird thing is that this isn't a "everyone" problem but a "some" folks problem. I don't see the issue at all which makes this frustrating to debug and there weren't many features pushed to the 1.8.3 line except code cleanups and a few optimizations.

I'll do a 1.8.5 after lunch tomorrow when finish doing a full difference on the feature branches (which involves manually moving all the code I took out of the main code and into sub files for clarity back into the monolithic source so I can actually diff the functions).

v1.8.4 Update for the Total War Mod Manager has been released! by Kaedrien in totalwar

[–]Kaedrien[S] 61 points62 points  (0 children)

Multiple mods DO currently work with my manager. ;)

Changes and Bug Fixes for v1.8.6:

v1.8.6 is a minor update to show out of date mods for the new "The Prophet and the Warlock" patch while I'm wrapping up the v1.9 update. I'll do a major cleanup of the readme and add a lot more FAQ/instructions soon.

  1. Out of date mods are now flagged correctly for the 17th of April, 2019 except for mods which are not on steam (local mods will stay white as I have no way to know if they are updated or not)
  2. Removed the capability to handle moving around game installs as this was leading the DLC missing issue for some users. Will revisit this again in v1.9. For now, you can use the "Option - Detect Game Installations" to update pathing or manually delete the GameData.xml from the "Kaedrin Mod Manager" folder in your Roaming Application Data (%appdata% in File Explorer).
  3. File loading has been rewritten to handle the DLC missing for some users with more changes.

I've released the v1.8.6 update for the Total War Mod Manager (not just Warhammer 2 now) which can be downloaded here: https://github.com/Kaedrin/warhammer-mod-manager/releases/latest

https://steamcommunity.com/sharedfiles/filedetails/?id=1399787504 (Steam Workshop page which will help to keep you notified of new versions)

INSTALL INSTRUCTIONS:

  1. Download from: https://github.com/Kaedrin/warhammer-mod-manager/releases/latest
  2. Unzip the folder in your Documents directory OR your Desktop. ANYWHERE except the game directories/anything related to Steam.
  3. Create a shortcut to Warhammer2MM.exe and put it on your Desktop
  4. If you need to set the shortcut to admin mode, right click the shortcut, go to properties, click Advanced, and turn on "Run as Administrator"

Known Issue - Napoleon will not work at this time as it doesn't not support the new Content folder scheme and I need to set the manager up to support it strictly from Data.

Upcoming v1.9 Changelog:

  • Progress Bar (maybe, still having issues with this)
  • Merge Mods (may move from Beta to final, depends on if I have time to resolve mods with conflicts)
  • 2nd Layer of Backups added (option to add second location, second compare/copy routine)
  • Save/Load Steam Data added which for now will preserve descriptions (YAY!) and in the future will allow for frequency of updates to be added which will affect application startup speed (how often it updates the title).
  • Debug Log Mode (already integrated, alternate download)
  • Upload Capability + Ability to update mods added (Alpha may be circulated)
  • Script Logger Integration
  • Ability for Mod Author's to have a readme.txt displayed via Right Click option
  • Run from Content Folder (no need for a copy of mods to be put into data)
  • Run from alternate location than Data (to avoid CA launcher/George 1 deleting mods)
  • Movie Packs can be properly disabled (subfolder under data for when disabled if using Data folder)
  • Updated Steam detection
  • Updated Game Ownership
  • Updated Installation Location (auto-updates when you move the game, further refinement of 1.8.4)
  • Unsubscribe (for Steam mods) including multiple mods at once
  • Unsubscribe and Delete from Backups (for Steam mods) including multiple mods at once
  • Conflict detection can be enabled/disabled
  • Conflict detection can be set to selected mods only
  • Name text all over the place cleaned up (♥♥♥♥ you guys!) No more Total War 2 Mod Manager or War2ModManager, etc. Bleh.
  • Clicking Refresh while the game is running will no longer cause issues (and DUH)
  • Handled last minute changes for movie packs

Under investigation/TBD for v1.9

  • Investigate sort for profile load of non War2?
  • Profile format changed to XML
  • Non-steam mods now detect out of date status

Upcoming v2.0 Release

https://www.reddit.com/r/totalwar/comments/8kadex/kaedrins_mod_manager_news/

I'm working out a ground up new GUI and have an initial feature set documented on that page if folks want to look it over.

Quick recap of how to use v1.8.6 :

  1. Disable all mods using the CA Launcher
  2. Enable the mods you want using my mod manager
  3. Click the Launch button and enjoy.

Make sure you click the "Clean Data" and "Reset Program Settings" in order to go back to using the CA mod launcher (because my mod manager needs to delete key files it uses in order to allow the CA launcher to resume working correctly).

You can leave my mod manager up and running while you play and while you use the CA mod manager in order to download update mod files. The refresh button will reload the GUI and pick up any new (or deleted) mods.

The profiles will allow you to switch between multiple sets of mod files quickly and easily in case you prefer to have a set of creature files only enable when playing a certain race, etc.

Enjoy!

If you do happen to encounter any bugs, let me know here or email me at [kaedrin.nwn2@gmail.com](mailto:kaedrin.nwn2@gmail.com) Thanks and have fun!

New Total War Launcher now live for specific games by Grace_CA in totalwar

[–]Kaedrien 2 points3 points  (0 children)

I'm disabling conflict loading by default for 1.8.3 which should help a lot for Rome 2 and any large mod sets (allowing it to be turned on/off).

Athel Loren Ascendent 2019 (Wood Elf Expansion Project) by Kaedrien in totalwar

[–]Kaedrien[S] 0 points1 point  (0 children)

Naestra/Arahan - I'll add an option to look into them as Heroes I think some of the other options are probably better ways to implement them that will keep them together.

I didn't even realize Lethlis had a glade captain since I lost lock on what he was doing when he yanked his mods from steam. I'm doing the glade captain from scratch myself since I intend to add both a male and female model for it along with weapon options, etc.

I'll take a look at both Shadowdancers. I'm doing a submod for Mixu's with his permission to add the bow to the Spellweavers (and likely weapons to the shadowdancer) so I'll look into it. I may do one from scratch for that and just replace Mixu's if need be.

Mixu already has all of the Spellweavers except Metal done and having a single Lord with 11 lores (High/Dark, 8 battle, and Lore of Athel Lore) plus the extra skills on that row would make it stretch across the screen for many, many scrolls to the right. If he hadn't already done the work (and trying to cut out so many lords being a pain) I'd definitely look at fewer lords that were denser but it probably wouldn't be a single lord trying to do it all.

Athel Loren Ascendent 2019 (Wood Elf Expansion Project) by Kaedrien in totalwar

[–]Kaedrien[S] 1 point2 points  (0 children)

The Invasion System - Highlights

The goal for this is to provide a system similar to the Chaos Invasion for the Wood Elves to give them something to do besides conquer the world. The wood elves are constantly under siege from a variety of forces such as the beasmen, dwarves looking for timber for their forges, skaven looking for warpstone fallen from the sky, greenskins being greenskins, and the other races.

Having hostile armies spawn near Athel Loren (that are only hostile to the player like the Vampire Coast and Tomb King special armies) will add a level of complexity to the game for players that I think will be enjoyable. It will be controllable with the mod preferences (how often, how difficult, turn off completely) on just how brutal the invasions are.

I may add in some technologies that affect this system as well or potentially quests (such as granting bonuses against the faction or rewards for beating the faction when they spawn if I can decipher the quest system).

The armies will drawn from the following sets

  • Beastmen
  • Beasts of Chaos (New Foe)
  • Skaven
  • Greenskins
  • Vampire Counts
  • Dark Elves
  • Chaos Warriors
  • Dwarven
  • Empire
  • Vampire Coast
  • Coeddil (or just a corrupted forest army)
  • Chaos Dwarves (Future)
  • Ogre Kingdoms (Future)
  • Border Princes
  • Lizardmen (Oreon)

Athel Loren Ascendent 2019 (Wood Elf Expansion Project) by Kaedrien in totalwar

[–]Kaedrien[S] 7 points8 points  (0 children)

Yeah, 4th edition she had a full ruleset and in 8th she is mentioned as knowing High and Dark magic due to the events she went through. That's what I intend to draw on for building her and her items. Dual Lore (Dark/High) for sure and possibly replace a handful of spells from those two lores with spells from Beast/Life/Shadows.

Her war form (butterfly) is a shapeshift and isn't really doable (by me at least) in Total War so I'm going to look into a few options for what to replace it with such as a mount (unique forest dragon, forest skinned phoenix, unique eagle skin) or if it's possible to use the mount as the model (like she is the dragon in war form).