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The following mods cause a crash to the Database:
SWO-RD_Landmarks.pack
The first invalid database record is wh3_dlc26_special_bonewood_totems_3wh3_dlc24_effect_spell_mastery_dummyIsFactionWurrzag in table building_effects_junction_tables and pack file SWO-RD_Landmarks.pack
Besides this, I just wanted to thank you for the work you put into these mods. It's great!
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Mod configuration Tool - V0.9 Beta
Better Camera Mod
Map Replacer Framework (With Extra Assets)
Custom Siege Maps For Campaigns Compilation
Remover Characters Traits Limit
SWO-RD Progressive Landmarks
But I'll ask if there's anything that can be done in Lost World too.
It only crashes if Lost World and this one are used simultaneously.
This is a note I made back at WH2 time
I tried to look in a script, I couldn't find a reference to Anurel's tomb
It would be worth knowing if this happens with vanilla instead of combined with OVN
Any ideas?
or
Does it gradually upgrade the landmark to reach vanilla effects values at highest level ?
This modular approach gives more flexibility.
MOD as an overhaul category
I personally don't think that would be necessary, but if you'd really wanna do it, then you could let's say reduce the spread of the prices between each landmark levels.
For example, if the current prices looks currently something like this (no idea if that's actually the case but for the purpose of my explanation we'll just assume it is) :
20%, 40%, 60%, 80%, and then 100% of the cost for the final tier (for a tier 5 landmark in vanilla) ; you could make it look more something like this : 60%, 70%, 80%, 90%, 100% ; with the final cost being more than the vanilla one if you'd like.
So in most cases, if you wanted to reach that landmark in native, compared to this mod, it wouldve been quicker to not use the mod, so it kind of already "fulfills it purpose", even though it may not feel like it does. But it makes it much easier for the player to organize building slots, and also lets the AI build more Landmarks, instead of filling up all the building slots with other stuff, making it a bit more interactive/immersive.
This mod is supposed to buff landmarks, not nerf them by slowing down progression.
Let me know what you think of these change: good idea?
The faction just after Mannfred is The Barrow Legion (Heinrich), starting as usual in Blackstone Post, and has Castle Drachenfels' Library for first landmark (it didn't crash when trying to look in this case).
I have to mention though that sometimes it crashes at 64, so before Heinrich has even a chance to be involved.
And yeah it's with the whole modpack, so unless I go try to look in detail what mod would conflict with yours by bisecting everything for hours on end ; which I have no interest in doing at the moment, since it's already what I had to do in order to find out your mod ; we won't get to know.
From the flags at the top, do you know what the faction just after Manfred is in your game? And what regions they occuy? Do they have a landmark in it?
It's possigle the crash happens just at the beginning of their turn (so after Manfred finish moving, for example when finishing upgrading a building, but before you see them doing anything)
I suppose you don't have a save with just my mod so I can try to replay it without installing all the same' mods as you?
After all of this was done, I ended my turn, and waited for Mannfred's one. To my surprise, nothing special happened. He just moved his army and heroes in the open like normal, without capturing any settlement, and after his last movement, the game simply just crashed, for no apparent reason.
This is all the information I could gather unfortunately. From there, I'll let you draw the conclusions, if you can find any. Good luck.
Its starting location was at Deff Gorge, in The Barrier Idols province, which is different than vanilla because I am using Forlorn's "Living World State Overhaul". They also had some heroes in the Shifting Sands, between Bhagar and Ka-Sabar, their orginal starting location, most likely for the same reason.
I can probably fix it, but we need to narrow the list of suspects.
Maybe try using a 'remove fog of war' mod, to know what is happening just before the crash.
Are you familiar enough with modding to log something?
Game can generate a log, where we could see what faction is playing, it may help identifying the landmark
However be advised that I have a pretty huge modpack (roughly 400 mods), so it could be a conflict with another mod I have. I suspected it could be another landmark mod, so I removed all of them except yours in order to check, but the issue persisted, so it wasn't that, and I have no idea what else it could be.
It can help if you look at the flags during AI turn, and can tell what is the faction when the crash happens. Or send me a savegame just before the crash, with only this mod activated if possible.
And thus even without any other landmark mod activated.
Just re-downloaded and it's working now