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Comment History  (0 - 30 of 66)
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

Also for some reason ,perhaps that shader change at my rig at least 8.0 version of the mod has better, more stable performance and seamless loading of textures compared to 8.25.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

There is a bug with Stannis army ai. Whenever they start a campaign to take over Haystack Hall they get stuck in a loop circling the sea between Tarth and mainland not being able to land and invade since there is no landing point near. After a while they give up. Dragonstone AI spends roughly half the time doing this thing over and over. Noticed when serving as soldier under Stannis.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

Tweak for huge performance increase in large battles for Warband and Viking Invasion

Go to Documents and find in it Mount&Blade; Warband folder. Inside that folder open rgl_config file. There change the value of render_buffer_size to something much larger than default. I set up mine to render_buffer_size = 16000 but better test out with smaller values at first.

Enjoy the game. Difference in performance is very noticeable.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Wind from the East

Does it change architecture? For some reason in vanilla Ottomans were given Baroque western European generic architecture. So immersion breaking fighting in Alexandria with bunch of wood houses and grey buildings all around.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Harry Potter and the Order of the Phoenix

There's a resolution fix. Too bad there aren't more mods. It could have served as a neat basis for an ultimate HP game.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ LotR: Realms in Exile

Is this a bug or a feature: My prestige is extremely low. Playing as a Leofring with initial belief in Withered court. Started out in Varad. It's a nice challenge but I noticed that no matter what I do my prestige goes down. After just 15 years it's -2000. I conquered neighbouring smaller Leofring tribes of both Withered and Fey court as well as Rohirric religions.

After shall we say disagreements with Sauron XD when he invaded my lands, family problems combined with some external and internal pressure I finally converted to Rohirric and swore fealty to Theoden king. My prestige is now finally going up but it's starting point is now so low, there's no way it'll reach even 0 in a lifetime. So I wonder why did it go so low in the first place? Thought negative values might have something to do with me initially being among dark factions but even Sauron has his prestige in +

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ LotR: Realms in Exile

I turned it on manually. If you placed the mod properly into mod folder within CK3 folder, within My Documents you can also go to within my into Paradox Interactive/Crusader Kings III and find dlc_load.json file, open it with notepad and add the path to mod. Mine looks like {"enabled_mods":["mod/LotRRealmsInExile.mod"]}

Good karma+3 votes
sumadinac
sumadinac - - 66 comments @ Blood Eagle 4.2

Is there any way for me to fix this on my own? I could do something with brf. files but I need help or hint at least on what to modify. I think it's not just Brycheiniog but dungeon type. Wherever it's of that cave sort it's the same, has no walls at all just empty endless space with floor. In older versions of the mod it's also bugged while it's normal in vanilla and other mods.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Blood Eagle 4.2

Prison in Brycheiniog is bugged and has no walls

Good karma+2 votes
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

Please can anything be done about grass that pops up in chunks instead of gradually and weird spinning trees in 8.0?

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ AWOIAF Reworked (Submod)

Can something be done with popping grass and weird trees of vanilla AWOIAF?

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Game of Thrones: Fire and Blood

Will there be a choose heir or choose next heir functionality like a script or ancillary? One of the worst things about mtw2 was the fact that heir system followed no logic. It would often completely overlook main lineage and crown would go to adopted random general. I hated when that happened. Breaks immersion immensely especially in medieval setting.

Good karma+2 votes
sumadinac
sumadinac - - 66 comments @ Rise of Three Kingdoms (RoTK)

That will be great. Thx. Several ports for immersion and rp reasons, nothing more needed. Roleplaying with Five pecks of Rice as pseudo Yellow Turbans XD. I noticed attention to detail in the mod, it's why I even mentioned this. I'm quite a fan of the period.

As of now the only Three Kingdoms related game I played more than this mod is ROTK 13 (underrated game IMO). Tried Three Kingdoms total war when it came out, it had several things that irked me (gamey stuff mostly but one of them blatantly ideological which I doubt they'll ever fix) and decided it wasn't for me at the moment so this mod along with ROTK 13 are great and in many ways even superior substitutes.

The only flaws are those related to mtw2 limitations: bad usage of cpu cores, limited diplomacy per turn, no choosing heir and bizarre family tree, no settlement view. Can't wait for Rome Remastered and return of those features :). Hopefully, in time, mods for that game will be just as awesome as this one.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Rise of Three Kingdoms (RoTK)

Thanks for answering. Mod is very good if my criticism are nitpicks like these. I thought it was balancing issue or something. If main reason was historical then, unfortunately, decision to remove ports even near the mouth of the river made it far less historical. While Yellow River is treacherous in parts, not always sailable, difficult to sail upriver and has often drastically changed course it was crucial for transport of grain and food, especially in it's lower parts. It wasn't as Yangtze but still... Even inland, Luoyang and Dingtao had ports outside of city walls (sort of like Ostia for Rome). We know of this because in AD 605 Emperor Yang of Sui dynasty after he had decided to move the capital from Chang’an to Luoyang built a canal and redirected Luo river to flow directly through the city so that the new port in the Capital was directly connected to the river trade networks that existed. Old port from Han period that existed previously was several miles to the north-east of the city.

Another thing I've just noticed is that all ports on the peninsula of Shandong ,even on the seaside were also removed which is a shame because they should've been left at least as an option (they certainly had fishing villages on the coast). I remember that I've migrated with Liu Bei southwards purely on ships starting from yellow river. Surely some sort of middle ground can be achieved with these ports? Maybe not every province needs to have them but at least some? All in all I wouldn't have even noticed this or raised the issue if it wasn't obvious that at some point in development of the mod someone had the idea of widening Yellow River in order to implement ports and sailing and later aborted it.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Rise of Three Kingdoms (RoTK)

Took Luoyang with Woduomi sect and figured I could start building fleets to wreak havoc down river but then realized all ports on Yellow River along with trade routes were removed. (I vaugelly remember they existed in older versions of the mod that I tried years ago). Any reasoning for this decision?

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Crusader Kings 2: A Game of Thrones (CK2:AGOT)

A bit of nitpicks from me. I'm changing some of smaller details myself if you don't mind :). Would be nice if some of these things are implemented in another patch. Noticed Sothoryos and many of tropical islands as well as Yi TI are completely covered with coniferous trees on the map in the mod so I'm changing those to palms, medditeranean and decidious trees where possible since much of those places are described in ASOIAF as.... well... definitely not covered with pines (I'll leave some where appropriate).

Tweaking some of the eastern cultures portrait types too because quite a lot of them are generic European. For once this is where diversity IMO is appropriate and in spirit of the lore. Changed Farosi and Asabhad to India type portraits, Ashai shadowbinders to Aztec and half of Bone mountains cultures to Tibetan. Added a bit more black cultures on certain islands too. It might be interesting to split qaartheen culture into two graphical cultures: the pureborn which are indeed described as pale and another more normal and dusky looking culture similar to their neighbours and more appropriate for the climate. I'm considering to add the option of starting as a Sorceror lord from Carcosa since he is a claimant for Yi Ti. But if he appears in the event I might avoid doing that.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Rise of Three Kingdoms (RoTK)

If I play as say Cao Cao will Liu Bei faction migrate to the south or appear there using scripts? Would be weird to destroy Liu Bei at such an early stage without him having chance to develop.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ New Dunedain Settlements for 3.4

Is it possible to add civilians walking around settlements?

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Chivalry 2: The Sicilian Vespers

I didn't have that problem however I did download this mod in two parts from much older link. This here might not be the same version as mine came with installer. Remember once you select campaign from command prompt outside of the game you need to load the exact same custom start in game. After a while I did have a similar bug to what you are describing though. While for example I could start any campaign after some period loading any manual saves outright would lead to CTD however autosaves worked well. So way I circumvented this is to load autosave first and then once campaign was loaded load the manual save. It is a pretty good mod but does need tweaking (I deleted some of the scripts like field costs and garrisons). In any case your best bet is to find older links for this mod.

Good karma+2 votes
sumadinac
sumadinac - - 66 comments @ GTA IV BETTER FIRST PERSON CONFIG

For some reason in episodes I don't have a crosshair

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

Please man can you nudge me in right direction about making trees and vegetation static and more vanilla like? Managed to do it with the grass and ground so they are less of an eyesore and more like vanilla but ridiculous spinning branches in the "wind" cannot be removed as easily. Old Shader fix from several years back that you've posted does not work anymore.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ AWOIAF Reworked (Submod)

Any chance of adding better vegetation and ground texture? Out of all great things in Produno's mod I found those the only eyesore. Vanilla mount and blade had nicer grass. Spinning trees look ridiculous and grass popping in chunks is horrendous. There are 10 year old mods with much less intensive graphics that look nicer. I don't think it would be hard to implement. Managed to fix the grass on my own but tree branches are proving tricky. Also colors are a bit drab so lighting could be made to be less gray and more pleasant. i figure a lot of these problems have to do with Viking Conquest assets. But there are gorgeous mods for that that fix much of the said stuff like Blood eagle mod.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

Possibilities seem endless with Warband. I have downloaded the mod. But longplay will have to wait at least until I fix the problem I have with AWOIAF mod. Perhaps you guys can help. I was so annoyed by grass pop-in, ground textures and wobbly trees that I asked for a way to remove them and switch back to vanilla immobile vegetation. Produno kindly answered that I should download Non-shaders patch and start a new game. I did that and it fixed it but now water is completely gone or rather invisible. I've downloaded open.brf to try to somehow manually change shaders but whatever I do water remains invisible (boats seemingly just float in the air). drivers are up to date etc, it's definately something in non shaders patch material.brf that's causing this. I think it's easily solvable but I don't know what to do.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

Saw couple of clips once you mentioned it. Gives me old Dayz vibes Never thought that was possible in Warband ;).

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

Thanks. Didn't know that. Sounds awesome.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

If you're ever interested in experimenting with adding dragons there are few mods that managed to do it. Legacy of the Dragon is one of them Moddb.com ,Chronicles of Might and magic another Moddb.com . Sure they don't fly but they're interesting and could serve the purpose or be related to a quest so in a "World of Ice and Fire" creatures of both Ice (White Walkers, wights) and Fire (dragons, fire wights) are represented ;) . There are also dragons of sorts in Full invasion and Perisno though unlike those in LoD and CoM these are more a simple mount and unit model swap (though that would be nice in AWOIAF as well).

Good karma+3 votes
sumadinac
sumadinac - - 66 comments @ AWoIaF Shaders Patch

Unfortunately you need to start a new game. That fixed it in my case. Try waiting in your save file beforehand but I think New game is the only way. Do you have water in your game?

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ A World of Ice and Fire (Game of Thrones)

Ok mate I'm at a loss. Give me another nudge so I might fix the non-shader patch somehow. Something in materials.brf is messing up the water and makes it dissapear. I downloaded openBRF and checked water related files and tried to make all values the same like they are in original materials.brf but water is still gone. Non-shader patch does exactly what I wanted regarding the grass but since it causes water textures to completely dissapear it's not usable at the moment.

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ Game of Thrones: Fire and Blood

Hi. Very ambitious mod. Nice to have Essos. Clicking on lists button ends up in CTD every single time. And IMo lists are an important feature of basic MTW2. Can it be fixed?

Good karma+1 vote
sumadinac
sumadinac - - 66 comments @ AWoIaF Shaders Patch

Major problem I have with thise while using it with 6.0 is that water textures completely dissapear.

Good karma+1 vote