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Remember to enable mixu's mixer.
I need more specific details in order to solve potential issues, such as which faction did you play, did you use only this mod for testing etc.
Using massive mod lists may cause imcompatabilities we dont know of yet, so important to be thorough when testing and giving feedback. Thank you
Fixed some missing settlement values on Khorne settlements.
* Tier Five Settlements For All Factions - Compilation by RagnaroK
* Building Slots Extended (20 Slot Major Settlements Only) by CheesyRamen
* Building Slots Extended - Six Building Slots for Minor Settlements Submod by Myxameno
* Building Slots Extended - Tier 4 / Tier 5 Minor Settlements Compatibility Submod - Six Building Slots Version by Myxameno
* 3 Rows of Building Slots by sudkks
* Building Slots Extended - Extra Races Compatibility Submod - Six Building Slots Version
This works for everything I've come across (aside for the three "special" minor settlements when using Agemouk's Tomb Kings Extended).
It seems that the rotblood tribe dont get the tier 4/5 in the minor settlements, it would be very much appreciated if you could find the time to have a look at it
Sorry for any possible inconvenience due to this change.
"The first invalid database record is teb_faction_trait_teb_cadavowh_main_effect_economy_trade_tariff_mod in table
effect_bundles_to_effect_junctions_tables and pack file
!RedCataph_Estalia_Compatibility_Patch.pack."
Anyone know a good fix to the code before I start frying mods and saves?
I just added 12 slots to majors and specials in this mod.
I will not add more slots than that, as it will extend the UI to much and I simply don't like the look of 3 rows.
I will do the same for custom faction major settlements later today or soonish.
"I don't like to rely on other modders for updates etc."
I'll look into it.
In the meantime, I know there is a ton of building slot mods out there suiting every need.
The skins however is an entirely other proces done by script to my understanding, which this mod does not change, but the skin changing script will not know of my blocks and thus not know, that they are supposed to be reverted/changed to another skin.
That said I know 'Motorway South' implemented compatability for these custom buildings and his script. I have no idea why major settlements would not revert/change other than the main lost world script missing something or an oversight perhaps, as it is a big mod that the ovn team continues to work on, like the issues they had with Black Crag and so on, which I think they fixed due to people reporting the issue to them.
By "purely custom" you mean replacing them ?
@Alex-cy - I am not entirely sure how those script ones work, but I believe a fellow modder solved it with his mod 'Legendary Urbania'.
Regarding 'Infrastructure' you only need the mod I linked in the 'Considerations' tab here and you should be good to go. :)
also it seems that my saves says that I'm missing a !!!!!infrastractureresources. Do you happen to know if this compilation mod has this one?
In case you refer to a minor settlement were a custom faction hasn't 6 slots, let me know and I will take a look, maybe I missed a faction.