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Try ajusting your LO, VIEW SCREEN SHOT
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1142210554
Hallo @MEGADORI :)
erstmal vielen Dank für die ganzen tollen Mods! Du machst das Spielen faszinierend. Habe ich es richtig verstanden, dass dieses Langhaus für den Anfang oder als Außenposten gedacht wird?
Alles beste wünsche ich dir. :)
Hello @MEGADORI :)
first of all thank you very much for all of your awesome mods! They enrich the gameplay.
Have I understood it correctly that this building's is used purposely used both at the beginning and as outposts for reaching far away in the map?
I wish you all the best. Kind regards. :)
And THANK YOU for your mods. I realize FV is not the most popular builder and there's not to much players. But I am among those few who do play FV and appreciate your work.
* Actually everything else is working just fine. BUT I am the early stages so I didn't try Kitchen yet
2020-Oct-19 23:18:45 STOP [C:\Projects\FV\Engine\GraphEngine\LuaObjectBase.h | 84]
2020-Oct-19 23:18:45 Unknown exception at [GameMap.updateGUI] [GameMap.cpp | 6791]
2020-Oct-19 23:18:45 STOP [GameMap.cpp | 6791]
2020-Oct-19 23:18:45 Unknown exception at [GameMap-UI] [ForestVillage.cpp | 1110]
2020-Oct-19 23:18:45 STOP [ForestVillage.cpp | 1110]
2020-Oct-19 23:18:45 Unknown exception [ForestVillage.cpp | 1112]
2020-Oct-19 23:18:45 STOP [ForestVillage.cpp | 1112]
2020-Oct-19 23:18:45 Unknown exception [ForestVillage.cpp | 1887]
2020-Oct-19 23:18:45 STOP [ForestVillage.cpp | 1887]
2020-Oct-19 23:18:45 Unknown exception [ForestVillage.cpp | 584]
2020-Oct-19 23:18:45 STOP [ForestVillage.cpp | 584]
2020-Oct-19 23:18:45 <<<<<<<<<<<< APP CRASH >>>>>>>>>>>> [MyBreakPad.cpp | 121]
2020-Oct-19 23:18:45 Model [models/house/market/market21lod.mim] has 401 tris / 300 verts, aabb[(-0.199022, -0.00155389, -0.199022), (0.199022, 0.196283, 0.199022)], bs[(0, 0.0973647, -1.19209e-07), 0.298336] [TriMesh.cpp | 446]
2020-Oct-19 23:18:45 LoadTextureAsync [textures/structures/rivet-diff.dds] [Graphics.cpp | 1858]
2020-Oct-19 23:18:45 LoadTextureAsync [textures/structures/rivet-nm.dds] [Graphics.cpp | 1858]
2020-Oct-19 23:18:45 LoadTextureAsync [textures/structures/rivet-rough.dds] [Graphics.cpp | 1858]
2020-Oct-19 23:18:45 craft not found [longhouseporridge] [GameConfig.cpp | 510]
2020-Oct-19 23:18:45 Unknown exception at [LuaObjectBase.luaCall(updateGUI) lua class: GameMap] [C:\Projects\FV\Engine\GraphEngine\LuaObjectBase.h | 84]
I don't have Nuts but I do have Trade Empire and Empire is higher than Longhouse in mod list. Same as in the screenshot
If that helps here's the final part of the log. As I see it says
2020-Oct-19 23:18:45 craft not found [longhouseporridge] [GameConfig.cpp | 510]
https://gtm.steamproxy.vip/id/eien_no_shikaku
And thanks MEGADORI for the awesome mods!
You are right about your last statement, it is be quite a task to make a whole harbour/shipbuilding industry. While a great idea, the most likely is no way for such a mod to be integrated into the programming so that the harbour building actually uses the produced ships (due to the way ships are handled in the game). A different harbour building is doable but very difficult for me using my method of assembling new buildings from existing models - Have you already seen SirFoxy's mod 'Lake Village'? It (among other fantastic new buildings) features a harbour and ship in a style more suitable for a norse town :-)
Also fitting the theme of smaller/less late-medieval-industrialized villages are the clay pit, gathering tent, crafting table, chopping block, hunting camp, millstone, and bread oven.
FamilyJewels1 - Sorry you're having troubles! Are you by any chance using the kitchen&cooking and/or the nuts, greens & berries mod? In this case it is very important to use them in the order as shown in the screenshot above. If you have are using any other mods that you suspect could have anything to do with incompatibility issue, please let me know so I can look into it :-)
manor house
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1229720993
church
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1159861622
more houses
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1176514839
bath house
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1190912801
And thanks MEGADORI for the awesome mods!
I had some progress meanwhile and it seems like I can't reproduce the crash.
So nvm 'm sorry.
Mead hall workers no longer need to go home to eat if they have prepared food.
Eating at taverns is available with the mod option "eateries" of the Kitchen mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1139075897
****
Update:
Arbeiter in der Methalle müssen nicht mehr zum Essen heimgehen, wenn sie Essen zubereitet haben.
Das Essen in Tavernen wird durch die Mod-Option "Restaurants" des Küche-Mods möglich.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1139075897
Does the crash also happen on a manual save? If yes, that may be a mod bug, in that case I'd love to get the log.log file your game makes after the crash, because that usually includes valuable info about mod related crashes.
But I can pretty much live without the workhall if this is a problem just me is facing.
I'm not sure if and how the building could play a part in the lag issue you're describing. Does your game not lag and autosave correctly if you do everything the same except build the workhall?
And about the autosave problem - are you sure you are not affected by the autosave bug? That one can be solved by making a manual save and deleting all autosave files; after that the game can make autosaves again.
Most other Mods I'm using are your brilliant creations or decorations. None of them alter any recipes so I don't think it's a mod conflict.
vaughanphillips.nz - Each building part has an open side. You build two parts adjacent to each other so that the open sides are facing each other.
Build one part first, then the second one next to the first, 180% rotated.
If you build your longhouse at one of the automatic 90° rotations, be careful to leave enough space so that the doors at the long sides of the longhouse are wide wnough (see screenshot)
You can also use the wooden log on top of the roof as a help: When the logs from both building parts just touch, it's perfect.
In the screenshots you see a picture from above, showing some longhouses, with one in construction, where you can see what I mean with the log.
Next time, i will closely watch screenshots !
Thank you for your time !!!
In your case it is indeed a problem with the Kitchen&Cooking mod.
Your mead hall was producing porridge, but now the recipe for it is no longer available in the game (causing the crash), which can have two reasons:
1. Have you, since you built your mead hall, deactivated the kitchen mod?
2. Have you done anything in your modifications list that may have messed up the order? Please double check :)
Jaunitta- thanks for helping :)