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Rapporter et oversættelsesproblem
yeah man hahah I noticed that some times later, what a dumb newb I was heh
thanks anyway, have a good day
but there's one thing though, after activating your mod all of my character models' color in the world map became unsaturated, like black and white.
it's not a big deal cuz this happens only in the world map, not in battles.
however I'd like to fix this issue if there's a way.
thanks for reading, cheers.
Really close it tanks the frames but if you are on normal distance it doesnt affect it too much in my experience.
But it is honestly worth it because it looks amazing when your gunner line starts blasting.
And TraderPisces, thanks for the valuable information!
However, I want to let you all know that I can't answer your question about compatibility with other mods. This mod changes the base game smoke, and smoke is usually tied to unit animations. So if the mod changes the smoke there, it will not be reflected, and if it uses the base game smoke, it will be reflected. Of course, if the mod changes the base game smoke itself, it will not be reflected. So without looking inside the mod, we will never know the truth. Oh yeah, the Empire units had a bug where smoke was not generated when ToD was released, so mods that use that data as-is may have smoke issues. See my previous comments if you want to know more about this.
Ok, then with Total War is the opposite than Skyrim or Bannerlord load order ;) I didn't know for sure, even if I play Total War since MTW2 ahah
Thks again
Smoke transparency fix after this mod (I don't think it matters much, because this mod does not override anything from smoke fix mod (I've just checked), but you still have to do this if you got a lot of mods which override any of those mods, just to be safe).
Highest mod in load manager => highest priority. It will override other mods modifying the same entries (for graphics, this works, as you've noticed). I can only theorize, as we do not have access to source code how game engine handles this to know for sure, but from observations can conclude that if mod A and B mod the same entry X and B is higher than A in load manager, then game engine loads entry X from mod B, then if mod A also contains same entry X, it will skip it. This works the same way as many firewall rules.
Many thks it's working!! But the transparancy fix must be loaded after or before the mod?
It's strange, normally last mod erase first if same stuffs. The other smoke mod works last in order.
@Breepzz Put it higher in mod loader, I've put it near the top, works fine after that (reason for that are overrides from other mods, now you override them by placing it higher => loading first, afaik only works for graphics (such as animations, variantmeshes, etc.) and not for db and script which are determined by sorting name)
I use the fix and the mod is the last in the order.
The other mod "smoke gun and spectacle" is working, I don't understand.
Thanks!
Thx. I was just about to ask what the difference was between this one and BrutusCz
For anyone asking what the difference is between this and the other, this one works even with high vfx, the other requires ultra, so you'll get much better performance with this one, because even on high end gpu on higher resolutions will decrease fps a lot, worse, it fps drop/spikes, causing stuttering, but with this mod, no problem! The siege weapons are incredible in this mod, the other one small effects (still hoping for fuze on cannon + mortar for indication when it's about to shoot). Vanilla almost non-existent effects, so this mod is REQUIRED to have good experience! See difference this mod vs other @ https://www.youtube.com/watch?v=M3oZDSTBots