Total War: WARHAMMER II

Total War: WARHAMMER II

Coatl - SFO - OBSELETE?
30 kommentarer
Mosley was right 7. jan. 2022 kl. 1:01 
@Maal

DAMN! It stopped working. Looks like it's conflicting with the vanilla integration like you were talking about.
Mosley was right 22. aug. 2021 kl. 20:01 
@Maal

Oh shit, I didn't realize that. Hopefully everything will be squared pretty soon.
Maal  [ophavsmand] 22. aug. 2021 kl. 19:50 
Oh I don't doubt it even if I didn't update/look at it. But Coalts are now base game and there's apparently some conflict with ChaosRobie's and the vanilla one. So I am just wait and seeing what he's gonna do with it for now.
Mosley was right 22. aug. 2021 kl. 19:38 
Still works.
Maal  [ophavsmand] 23. apr. 2021 kl. 17:37 
Do not need an update for The Sundering.
Maal  [ophavsmand] 19. jan. 2021 kl. 13:22 
Monsters shouldn't have much issues since they are not affected by the brace or knockdown change much. But i'll still do a quick update to simply add those schema in just in case. Should be sometime today.
ginny big 19. jan. 2021 kl. 13:04 
Works great still, thanks
Voxtorias 6. okt. 2020 kl. 7:24 
ok i test this again and now this work in mutli, sorry for problem
Maal  [ophavsmand] 4. okt. 2020 kl. 21:41 
@Void Foxen
I cannot understand what you are attempting to write. This mod need both requirement and that's it, should be the same for multi, technically.
I do not play multiplayer. I don't know why this one mod break multi for you (as you are the only one reporting this) but none of my other patch do.

In any case, not an issue I know how to fix if it's on my end.
Voxtorias 4. okt. 2020 kl. 3:24 
ok now i know coatl dont work with grimhamer 2 sfo
Voxtorias 3. okt. 2020 kl. 4:21 
i go game multi with 3 mods, grimrock sfo, coatl and coatl sfo, my frend have this same mods and we cant play together, (name room in multiplayer have red name so any is wrong)
Maal  [ophavsmand] 2. okt. 2020 kl. 16:24 
Does it works without the sfo patch?
Voxtorias 2. okt. 2020 kl. 7:30 
Why this dont work in multi?
Maal  [ophavsmand] 2. sep. 2020 kl. 10:43 
@Newppp
MMh.
Delete the battle_entities, land_unit, land_unit_to_unit_abilities and melee_weapon tables.
Replace my main_unit tables with the non-sfo coalt's one. Set its "campaign cap" in the copied main_unit to whatever base cap you want, I've set it to 0.

Might need to delete the script folder too, it won't work anyways.
Green Rabbit 2. sep. 2020 kl. 6:10 
hey man, is there a way to modify this? so the unit caps can be used in vanilla without sfo?
Mr Moogle 20. juli 2020 kl. 16:33 
Yeah it's being super weird, it worked then it stopped and now Coatl base won't appear in KMM.. Oh well, thanks anyways
Maal  [ophavsmand] 20. juli 2020 kl. 16:21 
@Soviet Union 4U
Wait wait, you need to use both since this one is just a patch to fix stats. O.o Only using 1 should crash. How.

Oh well, as long as it works.
Mr Moogle 20. juli 2020 kl. 16:15 
Running just the SFO one fixed it.. I didn't realize you were supposed to run one or the other, I thought this was just an overlay to fix the stats for SFO.
Thanks though buddy :D
Maal  [ophavsmand] 20. juli 2020 kl. 15:53 
@Soveit Union 4U
Do you have both SFO and base coalt enabled?
Is your mod list in alpha order?
Mr Moogle 20. juli 2020 kl. 14:28 
Not sure why but this forces the game to crash on me on start, long mod list so it's a conflict of some kind. So odd to me that its this mod though, oh well <3 Thanks for your work buddy :)
Grumpy Guard 6. juli 2020 kl. 23:50 
You did awesome job adjusting it here too!
Maal  [ophavsmand] 6. juli 2020 kl. 16:00 
@[AIMA]Grumpy Guard
Thanks Chaosrobie, not me, I am just leeching off his mods!
Grumpy Guard 6. juli 2020 kl. 6:11 
Brilliant mod! Super fun to play!
Maal  [ophavsmand] 29. juni 2020 kl. 13:32 
@Doomed World
That would really neat, but sadly as you said it cannot work.

For example, in the "all in one" patch I add add all of Chaosrobie units and anything that need patching of like weapons and spells (no point in adding the whole mods, it would not be a patch anymore at that point!).

But if you do not have the Chimearat base mod enabled for example, then my all-in-one patch will still look for it because I make references to it in my patch. "Chimearat_weapon, does X damage, look like Z and do Y effect". But the Z and Y stuff are only in the base mod since they don't need patching, and you didn't enable it, so game crash since it cannot find something.
Doomed World 29. juni 2020 kl. 13:02 
ah, i was not sure if it was possable to make one mod for all of them together and you just enable get the main mod for the unit you wanted to use though i guess that nots how it works
Maal  [ophavsmand] 29. juni 2020 kl. 11:59 
None whatsoever. I ain't going down that sloppe. Mod limit is technically removed so it's pointless and I'm not going to manage extra files for people who want ZXCVBN mods, and those who want ZCVBN but not X and so on.
Doomed World 29. juni 2020 kl. 11:23 
anyway you could condence all the monster sfo mods into one mod?
Dei Ni Na Jio Si ki 28. juni 2020 kl. 12:41 
Thanks a lot!
Darkryba 28. juni 2020 kl. 0:47 
Cool. Thanks Maal for your work!
Get-In-No-Explode 27. juni 2020 kl. 15:42 
Thanks for balancing all these mods for sfo, stoked!