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Comment History
LeavingUndad
LeavingUndad - - 18 comments @ Ran no Jidai fan patch (banners, selection markers, effects)

Nice! Good work, thank you!

Now the only battlefield banners that are left vanilla in the mod are the battle banners for the "Slave" faction (i.e. minor clans and ronin), because the mod still uses the vanilla "pitchfork" banners from the main RTW Data folder ("Data/models/textures/standard_slave.tga" and "Data/models/textures/standard_slave_ally.tga" to be precise). But it could be easily corrected by assigning another, appropriate banners in "bi\shogun2\data\descr_banners.txt". For example we could copy "bi\shogun2\data\models\textures\standard_eastern_rebels.tga.dds" and its "_ally" counterpart (or "bi\shogun2\data\models\textures\standard_roman_rebels.tga.dds" and its "_ally" counterpart), rename the copies to something different (otherwise the game will use vanilla banners from BI) and point to them in descr_banners.txt (in lines 158-162):

faction slave
standard_texture models/textures/standard_minor_clans.tga
rebels_texture models/textures/standard_minor_clans.tga
routing_texture models/textures/standard_routing.tga
ally_texture models/textures/standard_minor_clans_ally.tga

Or you can create your own custom banners and point to them in descr_banners.txt.

Btw the banner files with an "_ally" affixes are not used in campaign battles AFAIK (I guess that they are used in historical or custom battles only, but IDK for sure), so they can be omitted. As well as the preferences.txt file, as the player may prefer his own preferences matched to his computer specs (resolution etc). I guess that it was included in the patch just to be sure that the arrow markers are not disabled in line 39:

DISABLE_ARROW_MARKERS:FALSE

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Ran no Jidai

Excellent mod, I enjoy it a lot, thank you!
However it's not flawless and I hope that the author returns someday to RTW modding and everything will be fixed.
Here are the flaws I've found so far:

1) [your RTW installation]\bi\shogun2\data\world\maps\campaign\barbarian_invasion\map.rwm file needs to be deleted before you start the game upon the mod installation, otherwise CTD is guaranteed. Don't worry - a new and correct map.rwm file will be generated as soon as you start the game.

2) Some clans don't have active faction heirs upon the campaign start, which may lead to "double (named) character" bug and CTD on turn end. I experienced such CTD caused by Hanzo - the general/faction heir of Matsudaira clan (controlled by AI), for example. I'd suggest to open [your RTW installation]\bi\shogun2\data\world\maps\campaign\barbarian_invasion\descr_strat.txt file in any simple text editor and change the second general after the faction leader of any heirless clan to be an active faction heir of that clan from the start of the campaign. For example, in order to make Matsudaira's general Hanzo to be a faction's heir from the game start you'll need to change line 426 inside descr_strat.txt
from
character Hanzo, named character, general, age 18, , x 272, y 43
to
character Hanzo, named character, heir, age 18, , x 272, y 43
The same goes for other heirless clans. Note that this will also prevent those clans from too early extermination because their leaders get killed early in the game, which may happen often without current active heirs, unfortunately.

3) The mod doesn't provide appropriate unit banners on battlefield for the in-mod samurai clans (the game still uses vanilla banners from the Barbarian Invasion instead). So I'd suggest to open [your RTW installation]\bi\shogun2\preferences\preferences.txt and change its "SHOW_BANNERS:" option from "TRUE" to "FALSE" (it can be found on line 25 inside preferences.txt).

Good karma+2 votes
LeavingUndad
LeavingUndad - - 18 comments @ Barabbah's addon

Yeah, Antitribu mod has a lot of annoying bugs, some of them are even game-breaking (because the mod has never been finished and even its latest official patch 1.1 didn't correct the most obvious bugs and errors). But it's a great mod nevertheless despite all of this (new content, actually implemented new disciplines, hard challenge, etc)! "It's really a pain to put Antitribu to work" - true, but nevertheless it's doable, if you have the skill and the patience to do it. A couple of years ago I've managed to patch it for my personal game using just a simple text editor (well, Notepad++ actually), so I'm sure everyone can do the same. Well, if you have some expirience in VtMB modding and are familiar with the structure of game folders and files (and their inner structure too), of course. Brains too, goddamn it, brains too. But it certainly will give you a lot of headache.

LordUra I'm really excited about your mod (Barabbah's addon) indeed, thanks a lot for your incredible and hard work! Hopefully in time you'll manage to implement really new disciplines created from scratch, new content, quests and reasonable challenge! Good luck to you with it!

Good karma+2 votes
LeavingUndad
LeavingUndad - - 18 comments @ Barbarian Empires: Hellenistic Legacy

Hello! Thanks for the invitation, but I prefer to play the classic (but modded) RTW. I already have a Discord account (with the same login as here on moddb) and could contact you there if you prefer to discuss your mod there instead of here.

Btw I have some suggestions. The AI composes its armies mostly from mercenaries (even for Rome!), which is not very realistic as you can see. To prevent this I'd suggest to increase the time cost for hiring the mercenaries in the cities to 2 turns. Maybe with the exception for the Carthaginians, because they were well reknown for preferring to hire the mercenaries rather than their native troops.
Also it would be better if you make the price for hiring the mercenaries outside the cities to be the same as for hiring them in the cities. Otherwise you normally would never hire mercenaries outside the cities because they are too expensive, at least unless you are cornered and outnumbered by the enemies.

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Barbarian Empires: Hellenistic Legacy

Hello, thanks for the clarification, it's good to know!

About the Dacian Arab trait issue: it seems that I've managed to fix it finally. Well, I thoroughly studied the "NL_2\Data\export_descr_character_traits.txt" and it turned out that it completely lacks a "Trigger" section for Dacia while all other factions surely have it. So I've created a new "Dacia Trigger" section (at the bottom of the "export_descr_character_traits.txt" file) based on the "Tribal" trait as an exclusive Dacian trait (because "BeingThracian" trait is already used by Thrace and I didn't want to mess it up). I used "Thrace Trigger" section there as an example, but skipped all lines with the "Hellenic" trait within and changed all occurances of "BeingThracian" to "Tribal" (and "thrace" to "dacia", of course). So now all newly adopted/married/"coming of age" Dacian characters always get the "Tribal" trait (it's named as "Tribesman" in the game). Also I had to change a bit the "Trait Tribal" block itself: added "family" to the "Characters" line and added some anti-traits like "BeingArab" to its "AntiTraits" line. Besides I needed to add the "Tribal" trait to the "AntiTraits" line of those eastern traits too, otherwise one of them was automatically added to the Dacian starting characters despite I also added the "Tribal 1" trait to the Dacian starting characters in the "NL_2\Data\world\maps\campaign\imperial_campaign\descr_strat.txt".

I've tested the game with my edits (just a bit, not extensively though so far) and it seems like the Arab trait issue is finally gone and all Dacian characters always get the "Tribal" trait. If you are interested you can download the "export_descr_character_traits.txt" file with my edits HERE: Drive.google.com , or have a look at the "Dacia Trigger" section only HERE: Pastebin.com . Feel free to use it as you would wish. Also please correct me if I did something wrong, I'm not an experienced RTW modder like you and could easily screw something up catastrophically (but I hope I didn't).

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Barbarian Empires: Hellenistic Legacy

Thank you very much! I did it all according to your instructions and now enjoy the stratmap without any lag at all (while keeping the new vegetation on the battlemap)!

The only thing I have to note (for other people who might also wonder about it) is that you forgot to mention the "terrain" folder in the paths. The correct paths for the folders with vanilla stratmap trees (in the optional vanilla vegetation package) are: "Data\terrain\aerial_map\trees\" and "Data\terrain\aerial_map\tree_models\".

It also is worth to mention that the descr_climates.txt in the optional vanilla vegetation package does not contain all climates that are configured in the original LBE HL's descr_climates.txt. To be precise it misses strategy trees in the "climate swamp" block and the "climate inaccessable" block is entirely missing. So I let them be from the original LBE HL, they were not related to the lag caused by North European forests in any case.

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Barbarian Empires: Hellenistic Legacy

Thanks for the quick reply!

Could you specify, please, which files should I pick from the optional vanilla vegetation package in order to revert back the forests on the stratmap? Because I enjoy the new vegetation on the battlemap and experience NO lag there, only the forests on the stratmap cause the annoying lag.

Also thank you for looking at the reported issues!

Cheers!

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Barbarian Empires: Hellenistic Legacy

Hello Lanjane!

First of all I'd like to thank you for this wonderful mod, it's the best mod for RTW IMHO, I enjoy it very much and it has become my favorite now! Thank you a lot for your excellent work, you are superb!
So far the mod plays smoothly for me, without any game-breaking issues. But I've found a few inconsistencies:

1. AI constructs somehow another "Greek Recruitment Phase" building both in Croton and Syracuse. So when I capture any of them I see there both "Greek Recruitment Phase 1" (which is from the start of the game, I presume) and another "Greek Recruitment Phase..." (2-5, it depends on how much AI has upgraded it before I capture the city). So I have to dismantle the AI-upgraded "Greek Recruitment Phase" building in order to be able to upgrade it further if I play for another Greek faction (Macedonians or Achaian Greeks for example).

2. All Dacian warlords and diplomats have (or get when being adopted/recruited) the "Arab" or "True Arab" traits, which obviously have a +influence bonus for spreading Eastern Civilized Culture. But Dacians are a barbarian Tribal (pagan) faction, not Eastern Civilized. It's not game-breaking issue, of course, but the Dacians are disadvantaged for sure. I've managed to fix it by adding trait "BeingThracian 1" to all three starting Dacian named characters (and the diplomat) on the strat. map in the descr_strat.txt, but newly adopted or married faction members still get the "Arab" traits and I don't know how to fix it. Please tell me if it could be easily fixed in some of the *.txt files.

Also I have a question: could the forests in strat. map be reverted back to vanilla? Because I experience a significant lag in strat. map when I hover over the forests of Germania, Gaul and the lands of the Proto-Slavs and Fenno-Ugrians.
Thanks.

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ models building fix

Thanks, I've applied the patch but still have this game crushing error when I try to assault some towns (not all of them and not always, I've experienced it several times in France and Spain, for example): "Failed to find texture 'data/models_building/textures/stone_bumpy_rocks.tga'". I've checked out the referenced path and the mentioned stone_bumpy_rocks.tga file is missing indeed. So I have to auto-resolve the battle every time the error occurs.

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Ventrue Tail Hair carbon skin By 3Dell

If you wish to use this retexture for any female character in the Antitribu Mod (v.1.1): extract materials and models into [your VtMB installation]\Antitribu_Mod, then open [your VtMB installation]\Antitribu_Mod\vdata\system\clandoc000.txt, find appropriate block for your desired clan and change the lines of its female body armor models so that they point to appropriate armor models of this retexture. For example, if you do wish to use this retexture for an Old Clan Tzimisce female character (as I do) find this block in clandoc.000.txt:

// VCLAN 4 = Malkavian

and change these lines in it:

"F_Body0" "models/character/pc/female/old_clan_tzimisce/old_clan_female_armor0.mdl"
"F_Body1" "models/character/pc/female/old_clan_tzimisce/old_clan_female_armor1.mdl"
"F_Body2" "models/character/pc/female/old_clan_tzimisce/old_clan_female_armor2.mdl"
"F_Body3" "models/character/pc/female/old_clan_tzimisce/old_clan_female_armor3.mdl"

to

// "F_Body0" "models/character/pc/female/old_clan_tzimisce/old_clan_female_armor0.mdl"
// "F_Body1" "models/character/pc/female/old_clan_tzimisce/old_clan_female_armor1.mdl"
// "F_Body2" "models/character/pc/female/old_clan_tzimisce/old_clan_female_armor2.mdl"
// "F_Body3" "models/character/pc/female/old_clan_tzimisce/old_clan_female_armor3.mdl"
"F_Body0" "models/character/pc/female/ventrue/armor0/ventrue_female_armor_0.mdl"
"F_Body1" "models/character/pc/female/ventrue/armor1/ventrue_female_armor_1.mdl"
"F_Body2" "models/character/pc/female/ventrue/armor2/ventrue_female_armor_2.mdl"
"F_Body3" "models/character/pc/female/ventrue/armor3/ventrue_female_armor_3.mdl"
"F_Body4" "models/character/pc/female/ventrue/armor4/ventrue_female_armor_4.mdl"
"F_Body5" "models/character/pc/female/ventrue/armor5/ventrue_female_armor_5.mdl"

then save the file and exit. Go play to check out the retexture.

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ VTMB - Remastered Soundtrack

Thanks a lot! That's what I call a high quality work!

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Vampire: The Masquerade - Bloodlines Unofficial Patch

I see... I'll tell him about it. Thanks again and wish you luck and creative success!

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Vampire: The Masquerade - Bloodlines Unofficial Patch

Thanks for the reply! I'll inform the youtuber about it in the comments section to his latest uploaded episode. Should he uninstall the Basic, then install the Plus version of the UP 10.9 (or better 11.0)? Will his current save (of UP 10.9 Basic version) be compatible with the content of the UP 10.9 (or 11.0) Plus version, so he could continue his VtMB playthrough series on YouTube?

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Vampire: The Masquerade - Bloodlines Unofficial Patch

I'm watching now a new VtMB playthrough series on YouTube (which is still not completed and is regularly updated), where dude uses Basic (not Plus!) version of your Unofficial Patch v. 10.9 ( Youtube.com ), nothing else, and it seems that sneaking mechanics in his game works wrong or is broken: his Toreador character is able to successfully sneak right in front of almost all NPCs while his Sneaking Feat is level 2 only! He has never spent any XP points to improve the corresponding Attribute or Skill which influence on the Sneaking Feat (so far as I know, until the Museum mission). So check out, for example, his incredible sneaking in the Museum mission here: Youtube.com , especially in spans 32:54 - 33:04, 48:55 - 49:55 and the bullsh*t in the museum's basement area that starts at 57:10! This is ridiculous and simply cannot happen in the original game! Is it fixed in the UP version 11.0?

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Antitribu Mod Pack by Marius217

I see, OK. Good luck with your work! I'll be watching for your new reskins here then.

Good karma+1 vote
LeavingUndad
LeavingUndad - - 18 comments @ Antitribu Mod Pack by Marius217

Wonderful reskinning! Excellent work! Could you reskin Antitribu female characters as well, please?

Good karma+2 votes
LeavingUndad
LeavingUndad - - 18 comments @ Vampires male pack Pc. by Marius217

Disregard my previous post. This pack is perfectly compatible with CQM and I've figured out myself how to install it.
Nice work, btw, thank you very much for sharing your wonderful male retextures combined in one pack for convenience!

Good karma+2 votes
LeavingUndad
LeavingUndad - - 18 comments @ Vampires male pack Pc. by Marius217

Is it possible to install this pack for the Clan Quest Mod? If it is, then post installation instructions, please!

Good karma+1 vote