Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Good hear. Sadly I was not to heavily invested to fix the mess created from old man and the sea. Too many dirty edits of the author of Old man and the sea making it difficult to invest more time in it to really be justified
Funnily enough it seems your compatibility patch is the culprit, I tried generating some new maps with The old man and Ze old man and it seems to work fine, both underground and new water structures are appearing.
I have all Decodence and Shadow Realm mods enabled. I also have Wasteland, The Old Man And The Sea(plus compatibility patches for both) as well as the Cts and Decodence patch.
First and foremost.
Do you use any mods other than this or any other combined that alter rmg to answer this question? Is it possible that you have not Decodence, Shadow Realm Base and Shadow Realm RMG enabled?
Alot of people claim something without providing the right information.
I generated it on the 1st attempt with the underground enabled. https://steamcommunity.com/sharedfiles/filedetails/?id=3354038138
2. Is it possible to play this with the underground enabled? After pressing "Restore default" I get no underground layer on any of my maps and the game crashes if I tick the box in advanced settings and then generate a map.
There is indeed some small ongoing development. Some translators returning aswell recently for polish etc. I occasionally check in and when in right mood I return to projects. This particularly mod went from half finished to like 95% complete with room for improvements and changes this year But the RMG is really hell on earth to modify since it so unpredictable and time consuming to test results.
So its best to mod other things to not burn out on this only.
Thanks for the reply. It's awesome that you are still working on it. I liked the play style with the continents, because the AI seemed to have more time to develop. You had to find the right gate to reach them and it was more random as to how that happened.
It was patched since lagre "void oceans" caused issued. The last patch introduced about 10+ new structures and a new dwelling. The continent style started sometimes to create new unreachable island which was painfully obvious.
Therefore it became apparent a more landfilled was designed with lagrer void patches unique to the Shadow Realm.
However despite this I have not given up on finding new solutions like the island/continent/land also to be applied as a choice. It could solve the "default button" by giving the Shadow Realm as optional.
At the moment I'm not planning to add additional compability mods without the Shadow Realm Rmg.
It's possible to play the mods solo.
I might consider versions without the Shadow Realm layer in the future
There's just one thing that's been bothering me. Is there any way to disable the generation of the Shadow Realm layer when using RMG? Disabling this mod is not an option because I'm using Gladen's mods which have it as a requirement.
To have a functional Shadow Realm plane, you need after installing the mod to click on DEFAULT in the map RNG parameters panel. This will make sure the gates between the Surface and the Shadow realm are there. From there, edit the parameters as you wish.
To confirm this, it is advised to create a small map, then activate the debugging console* (ctrl alt C), then type BARENTZ. This will remove fog of war. If you see gateways, then you are good. If not, exit and click again on DEFAULT.
*: Console can only be activated if in the launcher Miscellanous tab, you checked 'run in debug mode'.
You don't have to do that each time you create a map, only the first time after installing the mod.
Happy gaming!
We had to remove the underground gates sadly as it created to much issues.
I have yet to understand the RMG better to fully sort that out, as it's by no means easy.
Just once. If you leave all mods active it's enable when you have pressed the ”Default button”.
When you play ”vanilla" without Shadow Realm Rmg and so on. You press it again to ”unhook”
The same can be said for ”Double Underground” mod as it uses the same solution as we did with a 2nd underground instead.
I'm the discussion section of this mod. Read the thread ”Bug List” I posted a deeper understanding of this problem. The connection between Shadow Realm and Surface layer is linked and hooked up with "Restore Default” button that has to pressed before generating a map
It's not a pretty solution, but it's the only one so far found
If there are not, another mod that alters Layers is likely interfering with the generation. Disable other layer mods and hit Restore Defaults before trying again.
I think most of the process will be complete in next mod update apart from a few bugs, translation and balance issues.
Next update whenever it arrives is actually quite substantial update as its going to replace all Blighted tactical battle environments in the Shadow Realm to be a Shadow Realm themed variation. Then the amount of mods from 4 into 3 which will reduce some clutter in use of the mods.
Might be good to switch to the forum to prevent notifying everyone each time we post as your issue seems to be complicated. For instance here: https://forum.paradoxplaza.com/forum/threads/shadow-realm-open-beta-tests.1301141/
Any ideas?
When I generate an underground layer with cavern entrance functional I had a combo of these:
Dark Elf Dwelling
Wasteland Expansion
Decodence Map Editor
Decodence RMG
Shadow Realm Content
Shadow Realm RMG
Compatibility Mod Shadow Realm Content and Wasteland Expansion
Dark Elves Expansion Compatibility Patch
So none of these mods conflict with each other as they are set up properly.
Unfortunately, disabled those mods completely and also Marine Expansion and still doesn't work
Underground layer looks like that https://i.imgur.com/BVFw7Km.png
Try removing any of these mods on generation.
Decodence + Racial Heritage Compatibility
Extended Settings - More Game and Map Setting Options
Black Dwarwes
I believe there is conflicts. They fiddle somehow with random generation and could produce faults. Especially since they are set on lower priority.
Nah, no more layers. I'm going for L size map and there's never a single entrance. Underground is of course enabled, I like starting there, but there's no way to go up. Here's my mod list https://i.imgur.com/m2Iw2wY.png
I generated, a few maps, on S,M,L and XL with Underground Cave entrance spawning in every map. In advanced setting do you enable the "Underground"?
Which mods are you using in particular?
But default button always hooks on Shadow realm to generation
The shadow realm is there, and I can select a shadow elf leader and spawn in shadow realm.
But so far didn´t encounter any shadow gate - not on surface and not underground (most times play goblin). Regards, Wuta^s
I suspect if you play with my compability patch I made between Shadow Realm expansion and Wasteland Expansion built on previous released version, it "may" potentially interfere with old left overs of previous version. It should not, but in general it will also be updated.
Are you getting a Shadow Realm layer?