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
Any mod released or updated since the "new" mod manager (ca. 2023 IIRC) now uses the common workshop path instead of the "old / legacy" ...\Shogun\data path.
My terco patch only contains references to Tricosis's portuguese tercos variety mod (aka. makes my terco units use his added armors) nothing else. I guess the issue is caused by portuguese tercos variety mod itself (maybe try to disable my terco patch from your mod setup and see if the issue is already present) ???
As a last resort maybe try this guide below, perchance this helps but I'm kinda and my wit's end.
1) Check if "user.script.txt" file found at ".../appdata/roaming/The Creativity Assembly/Shogun2\scripts" exists
2) Open said file with any text editor and check if the file is empty.
3) If not, delete the file or it's content entirely, renaming or moving the file might also work.
(All mods listed in there will always be loaded regardless of your current mod manager selection)
Thanks for not abandoning the mod and being interested. To clarify, I see wrong textures on campaign map where you actually play, end turns etc. Not on campaign selection
No mods - Works without any issues
Just your mods in order (1- portuguese tercos variety, 2- your patch for tercos, 3- your part 1, 4- part 2, 5- garrison mod from you) issue starts.
Your mods without tercos part - Works perfectly without any issues.
As you probaby can guess the issue is caused by a model - texture mismatch. I have seen that issue myself sometimes when using other S2 mods so no need to upload a screenshot. Since none of my mods change the campaign selection daimyo model (I don't even know how to edit them) but adds new textures I thought that another mod might cause the issue. That's because if both mod a) and mod b) add new textures one of them will probably overwrite the other one.
This might sound stupid but please do this regardless, does the issue persist even when no mods at all are selected? If yes I might know the issue and it's related to the mod manager update last year.
I kinda doubt that's an issue between Portuguese Tercos Unit Variety Mod and my mod(s) since neither should change Daimyo apperances in the campaign selection screen. Please do note that my portuguese units also need the terco variety patch . Most likely another mod you're using (UIM, 10th anniversary or etc.) conflicts with my mod. You can test this for yourself by only enabling the terco variety mod , my terco variety patch and part 1&2 mods and see if that fixes the issue. If yes enable all of your previously used mods and try setting my mods at the bottom of your mod manager list and run the game again to see if the issue still exists (probably not anymore).
TLDR:
The sound & unit voice system in Shogun 2 is quite the mess and any none FoTS coded portuguese units will always be silent.
I didn't notice CA had made FoTS a standalone thing... feeling a bit irky about getting it.
Here's a copy of my comment with a small test guide on what to do (pref. use custom battle for this):
1) finding any affected unit (preferably any common/available to all clans like Katana/Yari/Naginata samurai unit and not a clan-unique unit) when all of your usual mods are loaded.
2) Then disable all mods except of my Part 1&2 mods and then launch the game again and check if said unit still is missing their sashimono.
If the issue is fixed then you have a load order issue and some mod overwrites mine. Try setting my Part 1 mod as the top/number 1 mod in the mod list and check if the issue is fixed. Be warned doing this might cause further issues with the conflicting mod, parts of it or none at all and thus you might need to manually merge mods.
Without these the game defaults to generic samurai models probably to avoid game issues or crashes.
Like I was wondering - what is the difference between a veteran and a regular ashigaru? Surely it is not equipment. And then you notice the faces. Veterans, have faces of veterans.
Same with bulletproof samurai, with face armor, overall lots of nice touches, I played a bit with uint making in the past adding various ronin units, and unarmored samurai retainers/militia and more variety to ninja units like you did, but you did it 100x better and adjusted not just clothing/weapon combos but also selected which armor types and face types are allowed for each unity type, this gives the needed variety to this game! I was looking for something like this for a long time!
What is the name of the data pack ? (I'm currently in Weirstras_units_for_vanilla_v1.0_garrsion.pack).
Thanks for the infos ! I just did a few turn with Hojo I will start over
However be warned that removing anything mid campaign will generally cause crashes or issues when loading an existing savegame, hence you might need to start a new campaign!
I wanted to play some shogun 2 and wanted to try your mod.
I do have a question, how can I "supress" some units the mod offers ?
Basically I'm not a huge fan of veteran katana / naginata warriors, it makes experience less important, love all the rest.
What should I do in order to disallow their recruitment ?
Thanks !
1) Steam Workshop had a file size restriction when I uploaded my mods
(not sure if the mod manager update changed that but I'm out of actively modding Shogun 2 besides doing bugfixes anyway) .
2) I assumed that most mod users are simply here for the new units without any extra or fancy changes on top of it. Thus I tried to keep my mods as simple & modular as possible so users can decided on what they like and it also makes modding and troubleshooting easier.
Yeah, it's probably an oversight somewhere in the stat bonus system and I'm going to fix it by tomorrow alongside checking & replacing currently used custom missile with vanilla one to increase mod compatibility (see V.A.L. Commorby's comment)
Currently running through an Otomo campaign, having set my Nanban Quarter at the Shimazu province with a blacksmith/port. The 2nd level bonus applies to the matchlock Portuguese Tercos/musketeers, but doesn't apply to the Pikemen/Hero/Blunderbuss. However, third level blacksmith does apply the bonus to these units, as it would to any/all units in a province.
Probably an oversight? Any way this can be changed?
Technically it's not a bug. DarthMod seems to edit base/CA missiles while Portuguese Musketeers use a custom missile hence the discrepancy in range due to DarthMod obviously not knowing about my custom missile.
Based on Yarkis de Bodemloze (author of "Yarki's Reduced AI Cheating" mod) twcenter post and my observations, the entire "db/cdir_desire_priorities_tables" consist of cheats/helpers for the AI. The native AI in general lacks a good strategy for building, recruitment and army composition, thus needs these cheats to be somewhat competetive with the player. Personally I recommend using any "improved AI" mod but be aware that you might need to disable these cheats then.
@Anime Jones
Sadly there isn't any but in general most units are recruited similar to their native S2 or DLC counterparts. Only "Veteran" might be a bit confusing since they all require the "encampment" or their upgrades. The "Ikki Ikko Nagamaki Ronin" is basically the Ikko Ikki version of the Nodachi Samurai just with a different name/weapon, same applies to all other Nagamaki units.
1) open my mod and go to "animations/animation_tables/animation_tables.txt".
2) Find the entries starting with "animation_table shogun_man_donderbuss" & "animation_table shogun_man_carbine_yari" within there.
3) These line need to be copied to the conflicting mod, now called "conflicting source mod"
so go search for any of your mods with a "animation_tables.txt".
4) Copy & paste the code above the horse animation section in your "conflicting source mod" . Now be warned, DON'T HIT SAVE !!!
5) You want to save your modifications as a NEW mode with a DIFFERENT filename because else updates to the "conflicting source mod" will erase your changes.
6) Disable the "conflicting source mod" and enable your modfied version and check if the game still crashes.
Due to Steam's charactrer limit I can't go into any details. If something is unclear consider adding me as a friend on steam.
To be clear, I only have an idea/can guess what might be wrong but no guarantees. Since you specifically mentioned the "Otomo Conqueror Hero", I would assume that either their unique animation is missing / get's overwritten by one of your mods. Same issue probably also applies to the "Mori Blunderbuss Wako".
-if yes then do this:
1) disable ALL other mods except my Parts 1 & 2 mods
2) try getting into a custom battle with the Otomo Conqueror Hero and see if it still crashes.
3)If it doesn't crash anymore then congrats, you have a mod conflict and will need resolve it yourself by learning how to mod Shogun 2/Total War games. I can give you a few hints/ideas what the problem could be but don't expect a full step by step guide from me. There are enough guides for that in the internet.
-else do this:
1)try resubbing to the mod or delete the .pack file found in Mastercrazybird's mentioned path
(Steam/steamapps/workshop/content/34330/187870871) so the game is forced to redownload the mod.