[Graphic Mod] Varietas Delectat v9.2 [civ specific unit sets]

I remember when you started this as "Keymod" back in the day. It is hard to believe its been three years now since Beyond the Sword first arrived. Time flies..

Its also important to remember that just because another game in this series is coming out..that does not mean this community will die.

Keep up the good work Avain. I look forward to whatever you are working on.
 
I remember when you started this as "Keymod" back in the day. It is hard to believe its been three years now since Beyond the Sword first arrived. Time flies..

Its also important to remember that just because another game in this series is coming out..that does not mean this community will die.

Keep up the good work Avain. I look forward to whatever you are working on.

I really appreciate your support and thank you for the kind words.
This community is a really great one and I enjoy being part of it!
 
Anyone found an answer to my issue? Sorry if I sound pushy; it's just that this is kind of glaring.
 
Hey avain i have a question do you know how i can put this mod:

Revolution: with BarbarianCiv, Rebellion, AIAutoPlay http://forums.civfanatics.com/showthread.php?t=171127

into your mod if you know what i mean

That mod I believe is obsolete, please check this one: http://forums.civfanatics.com/showthread.php?t=262937

Putting VD and RevDCM together is not that hard, but requires some basic modding knowledge.

If you would like to see something similar already done, you could consider this one:
http://forums.civfanatics.com/showthread.php?t=261143
 
Ahh i see but its more that BarbarianCiv mod that im talking about is it possible that i can put that mod into your mod or will that obsolete also?

Here is the link
http://forums.civfanatics.com/showthread.php?t=170243

Yeah sorry for my bad english

I think you at least would have serious troubles as it was made for a previous BtS patch.

Don't be afraid of using the new RevDCM though, it has excellent optionality thus you can shape it anyway you want - I'd wager you can turn it into just BarbarianCiv with a few clicks!
 
hi there guys!
first of all: that mod is so fantastic and really great made!

finally i got i problem with version 0.8. which was, that i wasnt able to load a savegame of a game beyond 1600 bc. i searched in the forums around several sites and this problem is quite good known, but i didnt get some issues to fix this problem.

so my question is, whether or not the problem is fixed already with vers. 0.9?

sorry for my bad english ;)

greetings from germany
 
hi there guys!
first of all: that mod is so fantastic and really great made!

finally i got i problem with version 0.8. which was, that i wasnt able to load a savegame of a game beyond 1600 bc. i searched in the forums around several sites and this problem is quite good known, but i didnt get some issues to fix this problem.

so my question is, whether or not the problem is fixed already with vers. 0.9?

sorry for my bad english ;)

greetings from germany

I'd say you should certainly give a go to v9.0 - I did a lot of optimizations to units, also the Cultural Citystyles component is corrected.

So go ahead with v9.0!
 
Great update, but I still dislike seeing Revolutionary War flintlock musket redcoats (and other late 18th century Musketmen) fighting Macemen and Knights. That's why I suggest using these 18th century models as Renaissance Rifles and replace the Musket flavor graphics with something from 17th century. English Musket graphic can be a New Model Army Musket, for example.
 
I think you at least would have serious troubles as it was made for a previous BtS patch.

Don't be afraid of using the new RevDCM though, it has excellent optionality thus you can shape it anyway you want - I'd wager you can turn it into just BarbarianCiv with a few clicks!

Ok bro its a nice mod but my last question can you merge the Dynamic Civ Names into your mod
http://forums.civfanatics.com/showthread.php?t=226609&highlight=dynamic+names

its my last question :D
 
Hi !
I've decided to play civ IV again, and, of course, i've rushed on civfanatics to download the last version of VD.
I have to admit that i'm a little bit disappointed, not by the quality of the mod which is great, but with the flexibility. I don't understand how i can use it with RevolutionDCM (which is by far the best mod civ IV ever had).
I have set the parameters into RevDCM.ini and put VD assets into customassets. It works but the game is really unstable.
Is there a way to just use graphics from VD and nothing else ?

Thanks you,
 
Hm, i've tried but it doesn't work !

I've tested:
- To put the VD folder into \RevolutionDCM\Assets\Modules > I see red igloo instead of unit graphics
- To put the assets folder of VD into \RevolutionDCM\Assets\Modules
- To run the woc_installer.jar, it merge some file, then it still create the red igloos problem.

Can you help me ?

Thanks,
 
Leaders of Varietas Delectat v3.0 link: http://forums.civfanatics.com/showthread.php?t=319350

There were some excellent new LHs, so I could update some old ones.
Besides this... Optimizations, optimizations, optimizations!
The average size of a LH is now below 5Mb! I have now 41 LHs here with only 190Mb! :eek: :nuke: :p
If you are interested how I did it, see this post: http://forums.civfanatics.com/showpost.php?p=9216675&postcount=47

4636539782_4a676210d6_b.jpg
 
There are a couple of tricks shown to me by others, a couple of tricks I learned and thought of myself:

- Use Triangulate (I don't know if this actually helps, but it does lessen the Triangle number)
- Use other dds formats that are more compressed
- Combine textures into single texture files
- Don't be afraid to resize a texture if it's used on a small or remote surface
- Open in scenviewer and export again
- Check if vertice number is ok, preferably below 10.000 -> if not, check if some parts of the model use a lot of vertices and can be removed without ruining it completely
- Remove unnecessary files
- etc...

Great work on Leaders of VD 3.0, the optimizations help massively. I'm hoping to do some optimizations on the leaders and units in my mod but I'm a complete amateur at NifSkope (other tools are not available on Mac). I can resize and recompress texture files no problem but what do you need to change in in the .nif so that the texture displays properly?. For example, if I resized a texture from 1024x1024 to 512x512?

Also, with combining textures is it just a case of copy/pasting at the same position (assuming the space is not being used) in another file and then a change of the file reference in the nif?
 
Great work on Leaders of VD 3.0, the optimizations help massively. I'm hoping to do some optimizations on the leaders and units in my mod but I'm a complete amateur at NifSkope (other tools are not available on Mac). I can resize and recompress texture files no problem but what do you need to change in in the .nif so that the texture displays properly?. For example, if I resized a texture from 1024x1024 to 512x512?

I'm not an expert myself, I can just do some basic things. The good news is, that when you resize a texture, you don't need to do anything! So just have a 512x512 dds instead of a 1024x1024 and that should work (same file name of course)

Also, with combining textures is it just a case of copy/pasting at the same position (assuming the space is not being used) in another file and then a change of the file reference in the nif?

Well, first you need to change the texture reference in the nif. Then copy/pasting to same position is ok - but more often than not, you need to paste it somewhere else, where there's unused space. And then you need to use Nifskope -> Texture -> Edit UV and then select all the points (via rectangle select with mouse) and then move all the points together to the new place in the new texture. If there's normal maps, spec maps, you need to be extra careful and copy the texture part to these different texture files, too, to the very same place.
 
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