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DaVinci
04-26-2011, 20:57
Edited:

Please see the sticky Release thread, section "Other Mods". There are all relevant hints regarding other/additional mods and S2R+ v2.6 or higher.

The below posts in this thread here are pretty much outdated.



***

Feel free to report about compatible mods here, which you are using etc..

Jahmann
04-29-2011, 13:07
More combatible Mods!

Gameplay Tweaks: Kinjo's Cherry Blossom Mod v1.0 http://www.twcenter.net/forums/showthread.php?t=439639

Music: Twosocks V3 Traditional Japan Music MOD http://www.twcenter.net/forums/showthread.php?t=445112

Visual: Clan Retexture Project(Ftmch) inclusive Less Gloss (weaker) http://www.twcenter.net/forums/showthread.php?t=435960

Hister
06-18-2011, 20:21
Is it OK to apply UIA mod (http://www.twcenter.net/forums/showthread.php?t=440700) or does it drastically change your intended CAI balance? Author says it's fully compatible but I'm cautious.

Edit: Never mind answering - just read your first post in the main thread. Won't use it then. It would be good to look into it and apply the good things that are lacking in your mod.

DaVinci
06-19-2011, 22:22
Concrete CAI file modding has started in the recent versions (i spared this by intention for the final dev phase), and was/is post version 1.97 a focus, and is greatly improved now (dev version).
No, i won't use UAI, Hedge (the author) is doing a great incredible job, seeing his deep analysis of the according files. But everybody (the modders who care for campaign balance) has its own approach.
UAI is a mod which sets on vanilla. S2R+ has tons of indirect CAI changes due to the general but deep and complex modding, the campaign balancing, the bases are very different.
My recent CAI modding (incl. diplo modding) is based on the former CAI incluence modding in S2R+, and thus fits to the mod design.

Hister
06-20-2011, 01:38
Where can I read about "CAI incluence modding"?

DaVinci
06-20-2011, 02:38
Where can I read about "CAI incluence modding"?

You can't. That's a typo, put a f instead of the c, and it makes sense ;)

Influence modding is here meant as indirect CAI modding through campaign balancing, the AI behaves just different due to certain balance settings without to touch concrete CAI files.

Hister
06-20-2011, 02:43
I see, thanx ;)

DaVinci
06-24-2011, 18:27
As for application of UAI, i changed my mind after finally taking a look into the UAI.
I have 5 main CAI files in S2R+ (4 of them are in UAI), i then customised UAI accordingly (putting out the 4 files), and played my recent internal dev version with that, and i had a good playtesting experience.

The result is that the custom UAI will be part of the next public release.

This said, there will be 3 firm gameplay mods in the next public S2R+ folder: (within an Addon folder)

- Unit movement speed mod / by Yarkis (battle mode)
- Oda-Tokugawa vassal mod / by Gallus Domesticus (campaign mode)
- UAI (customised by me) / by Hedge Knight (campaign mode)

Aside to this, i wanna introduce the following graphics mods coming as firm part of S2R+: (also contained in an Addon folder with the S2R+ folder)

- Sengoku Unit Cards / by Ralendil
- Alternative Unit Colours&Banners / by Demokritos

That's planned for the upcoming public v1.98.

Edit: Players will have still the choice to apply these Addon mods or not, because they won't be implemented in the S2R+ pack *, they'll be still separate packs.

* also as this is not necessary to play with them properly combined with S2R+

Josst
06-24-2011, 20:30
Hey DaVinci, just to say it here as well as my thread on twc (this is my sneaky 'not The Hedge Knight' alias) you welcome to use any part of the uai also you my be interested in the little guide i wrote here of stuff i learned from making the uai http://www.twcenter.net/forums/showthread.php?t=457688 if you want to better intergrate other sr++ elements into it such as the naginata ashigaru :).

DaVinci
06-24-2011, 22:07
Hey Josst, i know this nick, you also used that first on TWC ;)
Edit: Wasn't that Joost on TWC not Josst?

You mean every additional unit model has issues with the UAI as for its unique number in TWS2 ? Then yes, i have to look at it, thanks for the tip.
While my recent playtesting with the custom UAI showed no issues with the Nagi Ashi, factions apply (recruit) that unit with success.

Josst
06-24-2011, 22:11
Ah well if it works it works, havent checked but i guess all the correct files are edited :).

Hister
07-04-2011, 22:03
V.3.00 -Unit Variety Mod has been released!!! Applying it ASAP! Thanx Josst for your dedication!

Edit: Currently minor compability problems with unit cards backgrounds.

Edit 2: No more issues with this mod applied together with S2R+ since 3rd party unit cards mod is no longer included by default (as of 1.99.5. version). Can be thus used without any problems.

DaVinci
08-07-2011, 05:16
First post just updated according to release v2.0.

RavenSilvermaine
08-07-2011, 13:13
Im a new member here in this site, and I joined because of DaVinci's wonderful mod. I am a fan of Darth, and been using his works from the recent total war games, and I compared your mods for S2TW and I liked urs the most. Thank you for enhancing the gameplay of the most anticipated and best pc game ever. well, of course congrats to Darth as well.

I have just downloaded the S2r 2.0 and going to try it later. Im using these mods as well -- namely
-->
Alternative CC
Blood mod
BUC mod
Extended campaign
unit variety
Radious's No Sashimono mod
No Projectile trail

I hope there are no bugs or issues. :)

I didn't put the realm divide mod because it might not be compatible with your mod. I was wondering if you also changed the issue about the realm divide.

Ive read from some forums that ur newest ver. have the samurai archers ammo to 3, havent seen it tho, but if it is, Is there a way to increase it to 20? also the naginata units are not that useful because of the sword units that have better melee skills and the same armor as the naginata. ( talking about hte S2r 4.00 ) I was hoping that sword units now would have less armor so that archers could kill them and have the users to use naginata which have higher armor to go against archers, (it's just my idea im not really sure if its correct) lastly I think the General units in the older versions are very strong that yari units cannot kill them, it seems unrealistic.

Hope I could hear from you, Congrats again for your wonderful mod. :)

DaVinci
08-07-2011, 15:21
Hello and welcome,
the thread is only about compatibility Add mods.


Alternative CC
Blood mod
BUC mod
Extended campaign
unit variety
Radious's No Sashimono mod
No Projectile trail

I think "Extended Campaign" is a startpos mod (esf), no? If yes, then it is not really compatible, i don't know if it works.
And i have extended the camp time to 1604 for the Long Campaign mode, 1604 is the original end of the civil wars.

Realm Divide would overwrite codes of my mod files, and i'm not sure that the RD mod is really a benefit in S2R+.

All other should do flawless, at least regarding S2R+'s files.

GShock
08-07-2011, 16:14
Dling 2.0.
CaN'T believe after all'Ive gone through last month I am playing this game again.
About time, I am so happyyyyyyyyyyyyyyyyyyyy :)

Woot do I understand correctly, the 2.0 pack file is the only file we need to use because the mandatory mods are already included inside? ?

DaVinci
08-07-2011, 17:21
Dling 2.0.
CaN'T believe after all'Ive gone through last month I am playing this game again.
About time, I am so happyyyyyyyyyyyyyyyyyyyy :)

Woot do I understand correctly, the 2.0 pack file is the only file we need to use because the mandatory mods are already included inside? ?

Yes, valid for the gameplay Addon mods since 2.0.

As described, you have the choice to apply whatever graphics etc. mods on S2R+. No graphics mods inside of S2R+ (except default unit cards) nor delivered as Addon content since 2.0.

rbb
10-27-2011, 20:11
First of all, many thanks for all the hard work compiling a great mod. I've recently finished building my new rig, (see specs below), with the main objective of installing Shogun2. I picked you mod (v2.91) to use and have been playing now for a few days. The game plays very well, with fast FPS, and I like you mod. Together with yours I am also using the following mods:- ACC_31d_banners; Alternative_clan_colours_31d; Sengoku_Unit_cards; lessgloss; hororemoval; OdaTokugawa+monthlyturn+1640ec; toons_Battle_UI.
These all seem to work well with yours, apart from one minor thing. A very few of the unit cards show a blank white square when right-mouse clicking on them. These seem to be the cards that Sengoku_Unit_cards has not coloured. Is this likely to be a fault of the Sengoku Unit Cards mod, or your own? (All cards show the black unit info rectangle when the mouse cursor is hovered over them).
One slightly more annoying thing about the game in general is the very small fonts. My eye sight is perfect, but I have great difficulty in reading a lot of the printing in game. Changing the resolution doesn't seem to make any difference. Is there any way to slightly increase the size of the fonts, or is this hard coded?
But these are only minor queries. As I said, I'm enjoying playing the game with your mod, DaVinci, and I'm looking forward to your next update.
Many thanks for any answers you may offer.

Hister
10-27-2011, 20:26
Hi there.


ACC_31d_banners; Alternative_clan_colours_31d
For starters you can upgrade the above mod to newer version here (http://www.twcenter.net/forums/showthread.php?t=443949) (it's called 50f). It's what I have also and it works of course without any problems.


Sengoku_Unit_cards
Are not compatible with this mod and will make the problems you describe. Don't implement it.


lessgloss; hororemoval
Are okay, it's also what I use.


OdaTokugawa+monthlyturn+1640ec
Is not compatible. Remove.


toons_Battle_UI
Is okay.


One slightly more annoying thing about the game in general is the very small fonts. My eye sight is perfect, but I have great difficulty in reading a lot of the printing in game. Changing the resolution doesn't seem to make any difference. Is there any way to slightly increase the size of the fonts, or is this hard coded?
Not a proper place to ask and I also don't know. Maybe DV knows a trick for this.

Next mod version will come soon. :D

DaVinci
10-28-2011, 12:14
I guess, when Hister says "not compatible", he means rather "not without possible issues". The mentioned mods are compatible, at least technically.

Hister
10-28-2011, 13:57
Yes, that is what I meant. :>

rbb
10-28-2011, 15:47
Thanks for you advice and comments, Hister and DaVinci.
I have followed your suggestions and removed the mods you stated. However, even without the Sengoku_Unit_cards mod the (right click) Total War Encyclopaedia panels still show blank for a few of the units. If it's any help I'll list the few I've noticed.

I'm playing as Chesokabe, (just to get me into the game), and from their units, so far, I see that the "Sohei-No Dachi/Inaka" and "Sohei-Shin Yari/Inaka" have blank TW Encyclopaedia panels.
And I see in other clans, so far, that for the Shoni clan the "Ashigary-Naginata/Inaka" and "Ashigaru-Shin Tachi/Inaka" units show blank panels.
Also for the Miyoshi clan, the "Sohei-Daikyu/Inaka" unit gives a blank panel.

Please don't misunderstand me though, these few blank TW Encyclopaedia panels are not preventing me from playing the game, or spoiling my enjoyment. I only mention them in case it helps you to sort things out, or make adjustments, if needed.
Thanks again.

Hister
10-28-2011, 16:49
Oh yes, encyclopaedia is not adjusted to mod at all )it's still vanilla) so don't mind what it is said in it and rather hoower with your mouse over the units/buildings and see their stats that way.

Also some pics of recruited units are missing yes due to the custom made units.

DaVinci
10-29-2011, 06:07
I must say, i partly do not understand the discussion. Already the main release thread says ie. that the encyclopedia is not modified.
My advise is, first read about given info, then start to ask - that proper approach would save some breath ;)