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Looking good so far.
Unfortunately patience is important for things like this.
It won't work on the first, second or even third attempt most of the time ^^
core:add_listener(
"rory_wef_fem_stalker_CharacterCreated",
"CharacterCreated",
function(context)
local character = context:character();
return character:character_subtype_key() == "wef_fem_stalker"
end,
function(context)
local character = context:character()
local faction = character:faction()
cm:add_ancillary_to_faction(faction, "ghost_strider_costume", false)
end,
true
)
end
cm:add_first_tick_callback(function()
ghost_strider_costume_choice()
end)
I described the way it works in the main mod.
For female characters it can be necessary to also list them as female though.
It has been a while that I worked on the mod, but if you have specific questions I will do my best to answer them.
No.
I am simply not able to do it.
This mod relies on the UI Modding Framework and its unclear weither that one will get a port or weither thats even possible without running into serious problems.
This mod also is the result of Vanishoxyact's work.
Unless porting it is really very straight forward I have my doubts weither I even understand its foundation well enough to do it.
I am good enough to keep such a mod afloat by updating it, but everything else is a gamble.
Its an honor to work for such a great community!
It's already more than one could hope for ! Thanks a lot for your hard work ! Modders like yourself really give this game a lot more life ! May Slaanesh bless you with plentiful booty for your contribution !
After trying my best for an afternoon I got the Saurus Oldblood and the Red Crested Skink Chief to work properly for Nakai. But so far all my attempts to fix the Kroxigor ancient as well failed.
I guess that something the original mod author Vanishoxyact did in his attempts to integrate the Slann somehow modified the recruitment path enough to mess with the standard procedure.
I won't dive into it any further, since Warhammer II doesn't have that much priority for me anymore, but maybe its helpful for you if at least 2/3 of Nakais lord options work properly with the creator.
It's no emergency, I most likely wont be returning to the game for a while either.
I am sorry, for some reason the notification of your comment only arrived now *facepalm*
I actually don't even have the game installed right now, since I didn't plan on playing anymore and also didn't expect unknown issues to appear, but I will try to reinstall the coming week and look into the issue.
Does it work with other lizardmen factions for you?
Thank you for the mod. Since I play only SFO nowadays I use this religiously. Great work.
So, I apologize if this has been adressed before, but here's my issue :
Started a new campaign with Nakai the Wanderer but when I go to create a custom lord I only get the fat frog option ( which I technically shouldn't have anyways ).
Any help would be appreciated. I was very much looking forward to make a saurus pimp.
Cheers
The black ark is built in the same way it has always been built.
The mod doesn't work for the black ark admirals, Slann or bloodline vampire lords.
If you want to create black ark reavers however, this should work like any other hero as well once you furfill the requirements for recruiting one.
I simply never added the SFO traits. Its a huge pile of work to do so and I thought it was just not worth it. This SFO versions only purpose is to work with the SFO lords and heroes.
i use this mod for tired of waiting and refreshing heros / lords right trait, but i only found out original custom trait instead of sfo's
since this is sfo version i believe there should have the unic and adjustment traits in sfo i can add
plz answer me asap do i can decide how to solve my problem
There is of course some truth to that, but as someone who saw how terribly moddable earlier total war iterations were I am not really that concerned ^^
I remember when we were editing the text files by hand of Medieval II, which was surely not intended by the devs at all. I remember when Empire and Shogun 2 were basically close to unmoddable, I acknowledge that CA then woke up and realized how important the modding community is resulting in better modding access now, on top of the easier access to mods steam makes possible and I think CA is going to continue to make modding easier.
What I am trying to say with my babbling...... of course is there still very much room for improvements, but I think the modding community is more powerful than it has ever been so I am far from pissed xD
as a programmer, I would simply use event system and listeners, I know this is not your fault and nothing you or other modders can do about it, it just really come to me as lazy design by CA because current modding tools and systems are not even close offering optimal solutions for such trivial things
why cant there simply be listeners across mods, so modders don't have to explicitly make compatibilities between mods, why there just cant be automation system directly made in Warhammer since they planned to support modding from the very beginning
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1195671626
Nevertheless, it really makes me feel sad realizing how poorly modding tools and systems are made for modders that even if your mod is trying to give CUSTOM feature to ALL lords and heroes, you'd still need to manually add or change some files, in order for it to work for custom new types like these from Expanded Roster heroes...
Correct me if I am wrong, but I am rather sure that neither Savage Orc Big Bosses nor Orc Big Boss heroes even exist in SFO.
Are you playing with additional mods that add those?
If the entire faction has been introduced with another mod it can usually be integrated without much issue. I already did this with the Cabal and it worked fine.
But since Warhammer III is right around the corner I simply won't bother anymore, sorry.
I don't understand the scripts well enough to do much about this, but I personally don't need a change to create one man armies.
The biggest problem is trying to get those bloated unkillable melee lords you sunk 40k into to a state where they don't need 4 hours to punch every single skaven to death one by one.
But more traits wouldn't really help in that case.
I made a quick test and had no problem recruiting the Savage orc lords with Wurrzag.
Are both Savage orc lords missing for you?
And is really only Wurrzag having the issue?
That would be really strange.
Has been fixed now.
@Wyzilla
Seems as if its a problem with another mod. Even if the modding framework or the creator itself have problems that shouldn't lead to an instant launch crash.
@SavetheBees
Unlikely to happen.
Reworking the traits is absolutely possible, but it simply doesn't fit inside my time management.
Great mod by the way!
Thats strange.
You could try to redownload it from scratch.
Its a known issue of the workshop that mods sometimes are not properly updated.
No. I mean its probably not breaking SFO, but some units will still be missing.
I expect to be able to update it properly this week.
Do you plan to update also the vanilla Custom Lord Creation mod?