What you need to do for the faces is go into the module.ini for tocans mod. Then change these lines:
load_mod_resource = textures_face_gen
load_mod_resource = materials_face_gen
load_mod_resource = meshes_face_gen
load_mod_resource = beards
load_mod_resource = hair
To these:
load_resource = textures_face_gen
load_resource = materials_face_gen
load_resource = meshes_face_gen
load_resource = beards
load_resource = hair
Then your faces should be put back to normal.
Tocans Calradia
Started by
Site Bot
, Jan 22 2013 09:48 PM
213 replies to this topic
#81
Posted 08 May 2013 - 08:22 PM
#82
Posted 09 May 2013 - 11:05 PM
Thanks a lot mate, now I can fully enjoy this mod. One last question though, when does the dark knight invasion begin? is there a set date or you have to customize it yourself?
#84
Posted 10 May 2013 - 04:40 PM
your error has nothing to do with this mod i think... you should reinstall warband! if you have some good saves make sure you make a copy.
#85
Posted 11 May 2013 - 10:23 PM
In response to post #7904168. #7976736, #8004389, #8009912, #8018271, #8022828 are all replies on the same post.
cool, thanks. You know the more I play the more I love this mod. Right now I'm in day 512 and I've noticed a few things; when I try to rescue lords imprisoned at Shariz once we start the prison break he/they attack me instead of the guards, and since they act as enemies I have to knock them down to finish the event, but if I do that it still counts as if they were knocked by the enemy and stay behind, unable to be rescued. Not sure if this bug is from the base game or the mod.
And another thing I'm not entirely sure about is the limit of companions. In the base game this was regulated by follower's infighting, so you couldn't have more than a handful of them at a time, but the new ones don't seem to fight with each other, so I'm wondering if there's a limit to the number of companions like, say, 20 or so, or you can recruit all 60+ of them. If the latter, isn't it kind of a game breaker, to have an army of overpowered unkillable soldiers? thanks in advance.
#86
Posted 12 May 2013 - 05:23 PM
In response to post #7904168. #7976736, #8004389, #8009912, #8018271, #8022828, #8031357 are all replies on the same post.
1. it's a bug from the base game that sometimes happens. save your game - restart warband - try again ... should work
2. there's (almost) no limits with the companions -> more infos at http://forums.taleworlds.com/index.php/topic,259795.0.html
it's is overpowered but the companions cost you a lot of money
#87
Posted 12 May 2013 - 05:46 PM
#88
Posted 13 May 2013 - 04:42 PM
i have decided to release the source of the mod this week. thx for your support!
#89
Posted 15 May 2013 - 01:55 AM
In response to post #7904168. #7976736, #8004389, #8009912, #8018271, #8022828, #8031357, #8036671, #8036789 are all replies on the same post.
k, still I wish you could add a limit, maybe a customizable one for the camp menu, just for the sake of balance. Also I have to say that I love how you included the custom battle NPCs into the campaign, it adds a lot of challenge and immersion, and it also lets you feel that you're not the only freelance adventurer in the game. although I admit I shat myself when I saw some guy with 2k+ troops, what a beast.
#90
Posted 17 May 2013 - 06:35 PM
I found a bug about the Outpost thing: If you hire a patrol and then it's destroyed by someone, the outpost itself become useless because it won't allow to hire another patrol and there's just the option to improve it, but you only get a lot of error messages if you try to use it and nothing more.
Edit: How do i access the ledger? I purchased it from a book merchant but the option in camp "menu-->take an action" is grey and cannot be selected.
Edited by TheScarletDevil, 18 May 2013 - 11:34 PM.



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