I sometimes mod. Because why not?

Comment History  (0 - 30 of 785)
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

This is an issue with intel 11th+ gen processors for all games that use a specific version of Unreal Engine. There is a fix:

From the FAQ:

"Q: My game stops working after a minute or two due to a Unreal Engine error, what can I do?!

A: I solution to this real error due to UE having problems with some chipsets (intel 11'th+ gen) have been found.

Step 1. Open "Control Panel" by searching for it in Windows search bar, by pressing the Windows button or key.
Step 2. Go to "System & Security"
Step 3. Go to "System" and Press "Advanced system settings"
Step 4. Press "Environmental Variables"
Step 5. Create a new "System Variable" (NOT USER VARIABLE)
Step 6. Enter the following into the Variable name box: OPENSSL_ia32cap
Step 7. Enter the following into the Variable value box: ~0x20000000
Step 8. Now press OK.
Step 9. Restart"

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

There is not, and no you did not do anything wrong. Its a "bug" described in the readme and is not something that can be fixed as its part of how we "tricked" the game to accept ships not in the original game.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

Because you have not installed it correctly and in the right place perhaps. You also - which is stated so many times Im tired at repeating myself - need to move one file into a specific folder (stock folder).

Basically, if you have added the files from the .rar archive to the CORRECT place on your computer, allowed the files to overwrite what they need - moved that one single file as instructed and have turned off EAC using the command prompt as instructed - the mod will work.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

You shoot/bomb/board them before they get close, or use abilities to slow them down, or have escort ships for protection. Its just like the Spear for Admech, which does even more damage but more rarely with its Melta.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

Im happy you found the right place and got it working. Have fun with the mod.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

If you have installed it (the 2.2 version) correctly, then the Dark Mechanicum forces are available to build as their own Chaos subfaction in the Chaos Campaign. They are mixed into the Chaos ship rooster in the battle mode.

And to be clear, if you have installed it correctly you have access to a vast number of new ships, with missing ship icons, in the ship building screens of either game mode.

Good karma+2 votes
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

Dude... ffs. If you'v taken the time to read the readme you'd know that none of the icons for weapons or ships that are added (not changed from previous in-game ships) function. Its a well known and unfixable bug due to how we have basically force cracked the game to allow us to even add new ships at all. The ships are there. They work. But in those screens they are blue (for ships) and white (for custom weapons) and while in battles the custom ships all have the Macragges Honor as the Icon picture.

So to keep it short: You CAN build the ships. When you reach the appropriate level. But icons for custom ships and weapons are not a thing and never have been.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

If you can build them in the skirmish mode, then you can build them in the campaign - once you have reached the level needed, that is. (level 9 for BS/Titans for instance).

This is part of the base game and how leveling up works. You unlock new ships and fleets over time.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

Yeah, no. You have not installed the mod as you are supposed to, and as detailed in the instructions. If you had then you would have access to the new ships.

The good thing is that you probably didn't move the .pak file as you where supposed to, which is easy to fix, as this is the one super simple thing that most people for some reason do not get.

You have to move ONE file after installing the mod. Its stated in like five places in the readme, installation file and even as an added text file in the folders. Can't do much else then tell people what they need to do when installing the mod.

"string not found" is generally due to either not having installed the files in the correct place, or playing the mod in any other language than English, which is the only language the mod has support for.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

They are not. If you can't see them in skirmish battles then you have probably botched the installation.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

Click on the description, read the instructions regarding coop.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

Its a folder not a file. And its in the archive you downloaded. If you for some reason have not moved it as instructed you can just create it on your computer and move the .pak file there as instructed. See the last part is what is important.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Alliances submod collection for Skalgrim mod 2.2

I can't say I agree, because Imperials are cheap and if played to their strenghts can beat most enemy factions. They are not a faction made to sit back and have a long range shooting war, they are supposed to charge head long into battle and use torps + rams + barrages from their batteries to decimate the enemy. They are a cheap faction, with access to lots of ships and some monstrously powerful titans as well. You might just need to revisit how you play them to use them to their fullest.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

Yes you have not installed it correctly. Read and follow the instructions and/or watch the linked "how to install". Its really easy and you have with near 100 percent certainty missed to move a single file from one folder to another as you should.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

A few people have had this issue, and it seems to be hardware related as the Tyranids are the most hardware using faction, as in their ships use up alot of the GPU power, and the mod also increases their numbers quite a bit.

First up, have you tried a maxed out "Massive battle" using them? Thats kind of a bench mark test really. If that is also problematic, try to lower the settings in a custom campaign ( fleet/battle size) .

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

They have a slower start, yes, (due to them getting much more powerful ships from the beginning) but has the same end amount as other factions. Then of course it also matters what settings you start your campaign with. But at base settings it takes a few more levels before you see an increase in your fleet/battle sizes and available fleets.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

You should read the installation instructions, and especially the part about "my games doesn't work" or "error message on start" parts. Its not a mod issue - its the base game. For which there is a fix.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod 2.2

If you have that then you most likely have started a ongoing campaign (saved campaign) after installing the mod. While this still "works" its recommended that you start a new campaign after installing (or updating) the mod.

You would have to sell your ships and by new ones to get the correct stats or start a new campaign.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

Probably because very few people think this. Those that do either don't know how to counter them or don't know that you can turn them off completely in custom campaigns.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Alliances submod collection for Skalgrim mod 2.2

Gravitic hooks does not work due to game mechanics. Its not something that can be fixed. However, since escorts are very cheap in the mod its not that big of a deal. You can bring them as you would for any other faction.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

If your game has this problem without the mod - its most likely due to the Unreal Engine and intel 11th+ gen issue. There is a fix for that explained in the installation instructions.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

I'll admit that I have actually forgot about it. Will have to make it as soon as possible.

Good karma+2 votes
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

It is, for the Dark Mechanicum faction. (And yes you can transfer ships from the DM faction to the others.)

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

They will be released tomorrow.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

If you are referring to "blue boxes" and "white boxes" for ships and weapons, thats a known and unfixable bug from how we managed to add new stuff to a game with no mod support.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

From the discord FAQ:

Q: I love your mod and want to give you a donation because I heard you'll buy a bottle of fine rum with all the cash you will most likely be swimming in, where can I donate to this most noble of causes?

A: I have created a Paypal account so that I might get drunk not only on power, but also rum. You can, but really don't have to, donate anything or nothing at all here: Paypal.me

Its not a bug. The Dark Mechanicus are their own subfaction, and as such their ships are only buildable by the Dark Mechanicum in the campaign. They in turn cannot build the Legion or Marked fleets ship.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

Yes of course. Will try to have them done this weekend.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

Its not been nerfed though. Its just that some of the enemies have been buffed. Happy you like it.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

Hi, I have adjusted the fleet and leadership capacity in the 2.2 version.

The new fleet size is increased to a maximum of 2000 pts per fleet at lvl 12 (at 100% settings), and battle size (leadership) is increased to a maximum of 4000 pts at lvl 16.

The new stats means that you can build the Mega titans at lvl 12 and onwards as their prices have also increased just like titans.

Good karma+1 vote
SkalgrimFellaxe
SkalgrimFellaxe - - 785 comments @ Skalgrim Mod

The 2.2 version is now up!

Good karma+2 votes