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Just had one graphical glitch I came across, and yes I made sure to only run the game with this mod and the required mods (Mixer's Unlocker, Local Recruitment for Warriors of Chaos, and MTC).
The unit, Ka'vuul The Defiler (Kdaai Destroyer of Khorne) RoR, has spazzing and stretching graphical glitches when the texture are loaded from far away. When up close the textures are fine and quite beautiful but the graphical glitch is really immersion breaking. I also happen to notice when highlighting the unit, the graphical glitch/corruption changes slightly making it more distracting (idk if this means anything for the model).
All the other units look perfect and I have tested this with low and ultra settings. Anything I can do to fix this or is this because of the latest patches?
I'm not sure what unit you're talking about? I haven't made a singular skullcrusher.
@TryItAgain
I can recruit the mutalith just fine, and for the heroes to show up you need mixu's unlocker enabled.
@II la batt (a) pvt Worldblitza
I can run the mod just fine, you either don't have the most recent version, or another mod is causing conflict.
@Magi
The names are coded to be used with Khorne factions, so for any other faction the names are blank. You can simply just rename them.
@Anthaderas
I've looked at MCT, but it's far too complicated for me to understand. I'm a complete idiot when it comes to anything script related, which MCT is.
Could you get to the next step and proposing a MCT compatibility, giving us the option to allow disallow certain mods from the compilation instead of having to subcribe to the wanted mods individually, what this compilation was the counterpoint of.
If ever you can, it would be greatly appreciated.
i get the message
the following mods cause a crash to a database
Trajanns_Khorne_Compilation.Pack
the first invalid database record is
traj_brute_skill_effect_melee_inf_gorefeastenabletraj_brute_skill_effect_melee_inf_gorefeast in table
effect_bonus_value_unit_set_unit_ability_junctions_tables
and pack flie Trajanns_Khorne_compilation.pack
Which lord are you playing as?
I can see him in the Roaster menu but not in the building that he can be built.
Thank in advance for your help, you always made good works !
The model issue for the Bloodtusk should now be fixed. I couldn't find any issue with the Skullbarge
@NoNameTemper
Not likely, as I don't have much of an interest in Tzeentch
@daredevil83
Not that I'm aware of
Then I have two unit bugs after I tested in custom battles. I don't know if I'm the only one or not, but the Khorne Skullbarge and the Bloodtusk of Khorne (Ogre monster) have bugs that crackle on the map/background or decor
If this is the case for you, it is possible to fix it ? Thank you!
Good to know!
@Tepok20
I'm aware, I can't fix it until AssetEditor is updated. It's currently broken.
@AorusRathband
I believe some aspects are, like the basic units. But anything that's spawned via script (RoR's and characters) require a new campaign. And I have no clue, I know nothing about that mod.
It's save game compatible?
It's compatible with Mortraus Godslayer mod?
I'm honestly not sure. I own all DLC so I've never had to think about it.
@Saikyoku
The trait only affects units considered "daemonic", which the Kroxigors aren't.
I've tested this before, and encountered zero issues. There's likely another mod you have enabled that is causing the problem.
@SFH
Go ahead!
@steelgamercd147
I don't make submods.
The Skullbrute is meant to be a SEM, so increasing it's unit size makes no sense.
@RENEKTON
Thanks for the heads up, the issue should now be resolved!
@Pand3miC SK
I'm not sure what unit you're referring to?
@Blood for the Blood God
As far as I'm aware, the mod runs fine.
Technically, the update doesn't touch units, but what about the new compression method?
I'm not encountering any sort of issue like that?
I'm not sure, I've never tested it.
I don't know who that is. But if it's a modded faction, then the RoR won't show up. It's only designed for vanilla factions.
No immediate plans to, though I do agree that it technically makes sense for them to have access. It might be something I look at in the future. As for how to add them yourself, it's a little hard to explain as some units are vastly simpler than others. Adding a simple infantry unit is much easier than a RoR, and especially a character. It's a little more complicated than something I can easily explain here. If you really have your heart set on it, you can shoot me a message on discord and I can try and guide you through it.
@Liu Yuhan
I'm assuming you're referring to regiments of renown? In which case, like all vanilla RoR's, all of mine can only be recruited once. If you want them to be unlimited, using RPFM, in the main_units table change their campaign cap form 1, to -1.
That or a guide to get them added? As I've tried to add your mod to Norsca, but hasn't worked so far.