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

So you are a unit maker, too? Where can we find your units, achilleszero?

At this point the only place to find them are in LoR and scattered around my desktop;). If you want I will gather up the ones that are 100% finished and UL them here in a few days. I havent put them in the DB yet because, 1: Im lazy and 2: A lot of them are random as I have made most of them so far, to fill holes in LoR' s line up or as UUs/legends. I would like to make more so as to have small 'packs' to release rather than one at a time.
 
At this point the only place to find them are in LoR and scattered around my desktop;). If you want I will gather up the ones that are 100% finished and UL them here in a few days. I havent put them in the DB yet because, 1: Im lazy and 2: A lot of them are random as I have made most of them so far, to fill holes in LoR' s line up or as UUs/legends. I would like to make more so as to have small 'packs' to release rather than one at a time.

Please upload them (the finished ones), if they fill holes in LoR, they probably fill holes elsewhere too :D
 
Hi avain. I have built a MOD using VD 6.0 basic as my foundation and then modded it to my tastes, it is no longer recognizable as VD ingame. Is it alright with you if I release it ?

PS The SURCOUF submarine used by the french in VD is buggy, I think its a problem with the model itself.
 
Hi avain. I have built a MOD using VD 6.0 basic as my foundation and then modded it to my tastes, it is no longer recognizable as VD ingame. Is it alright with you if I release it ?

PS The SURCOUF submarine used by the french in VD is buggy, I think its a problem with the model itself.

Yes, of course, please do release it!

Thanks for the info on the SURCOUF
 
Quot Capita updated to v4.1: http://forums.civfanatics.com/showthread.php?t=261143

Changelog:
- added Shqype's Route Restricter
- added snafu's Railway Gun
- added GreatPersonMod by Gaurav, TheLopez, Amra, Roamty
- added Paved Road, GravTube and JumpLane
- corrected typo in Revolution.ini (DistanceToCaptialModifier)
- further increased WoC compliancy, now it's possible to easily remove Next War
- set options to intended default ones (some can be changed via Custom Game
and others ingame with CTRL+ALT+O)
- corrected typo in CIV4CityLSystem.xml (ARSTYLE_SOUTH_EAST_ASIAN)
- some other minor corrections

attachment.php
 
PS The SURCOUF submarine used by the french in VD is buggy, I think its a problem with the model itself.

why is the unit buggy? (and use you shader or non shader models?) - if it´s the french submarine surcouf i did the model - and without knowing whats wrong (or a more detailed error describtions) it will be hard to try to fix it
 
why is the unit buggy? (and use you shader or non shader models?) - if it´s the french submarine surcouf i did the model - and without knowing whats wrong (or a more detailed error describtions) it will be hard to try to fix it

Hey, the problem with that unit was that when you select it everything on the bottom information gets messed up. It shows no picture of the unit, there are no unit options or it still shows the options from the unit you selected previously. Hard to explain... make two stacks of units, in one stack place the french attack sub. Select the stack without the sub, you will see all the little boxes showing what units are in that stack, and the options of the unit you selected... now select the sub, it will still show all the units from the previous stack and the options from the previous unit you selected. Heh, crappy description, hope you get the picture though.

PS thanks avain, I shall release it once I've played out my current game.
 
Hey, the problem with that unit was that when you select it everything on the bottom information gets messed up. It shows no picture of the unit, there are no unit options or it still shows the options from the unit you selected previously. Hard to explain...

sounds as if the kfm path is wrong
 
why is the unit buggy? (and use you shader or non shader models?) - if it´s the french submarine surcouf i did the model - and without knowing whats wrong (or a more detailed error describtions) it will be hard to try to fix it

Doing a quick look, I see that "gato.nif" is specified in the .kfm file. There is no "gato.nif". It's probably supposed to point to "surcouf.nif", or the "surcouf.nif" file is maybe supposed to be "gato.nif".

I know that when the wrong nif is specified in the kfm, this is exactly the error you get. The action buttons will not function correctly, even though the animations and graphics all work fine.

I tested this one. I can duplicate the error, see the pic:

http://f.imagehost.org/0525/Civ4ScreenShot0004.jpg

You can't tell from the pic, but it is animating just fine and as you can see the graphics are working. But look at the row of buttons at the bottom of the screen - it has no sea patrol or explore button, but it can found a city!! (not really, that button won't work). Because I had a settler selected just before that. The buttons displayed don't update when you have this error, they remain the same as for the previous unit and do not function correctly.

I managed to fix it, by renaming "surcouf.nif" and "surcouf_fx.nif" to "gato.nif" and "gato_fx.nif". Alternatively, I suppose you could edit the kfm to point to "surcouf.nif" but I don't know how. I can't find that bit in nifscope, I found it notepad (!).
 
I managed to fix it, by renaming "surcouf.nif" and "surcouf_fx.nif" to "gato.nif" and "gato_fx.nif". Alternatively, I suppose you could edit the kfm to point to "surcouf.nif" but I don't know how. I can't find that bit in nifscope, I found it notepad (!).
If you want to edit KFM-files, you need Esemjay's KFM converter, which converts them into XML-files and back.

Cheers, LT.
 
thanks frekk and PiTiFUL

it´s seems to be the classical no reference nif problem (and the surcouf never had an own animation - the sub should always use the one of the gato therefore the reference to the gato.nif in the kfm). renaming the surcouf.nif to gato.nif should resolve the problem - so luckily nothing really serious :)

(btw, you can only check for the reference nif in nifskope [open the kfm window], for changing the nif in the kfm you must use the kfm converter)
 
and the surcouf never had an own animation - the sub should always use the one of the gato

Yeah, it's using gato.kfm. I just meant it had a custom animation, and it was in the same folder as the nif. In VD, that is.

If it had just linked to the gato for animations, where there would be a gato.nif, there wouldn't be a problem.
 
I typed way too fast.

I tried again and the download page worked. Forget this post :D. :goodjob:
 
Help

I have been using BAT 1.2 and its made my game crash when i have been loading saved games. Ive been advised that this is because BAT 1.2 is running an outdated version of Varietas Delectat and the latest version is Varietas Delectat v6.1. I have browsed this forum and various other websites for an hour or two and cant find any decent information on how to do this correctly. I find too many confusing posts and no coherent steps on how to do this. So...

I want to merge BUG 3.6, King Kong's Flags & Colours Mod and with the unit graphic changes of Varietas Delectat v6.1 (Just the unit graphics, not the Add-on or any other changes Varietas Delectat v6.1 brings).


To my understanding this will not make my load time between turns slower because it does not change gameplay, hopefully im right. So what is the best way to go about this? I would guess take the graphic unit change folder from Varietas Delectat v6.1 and put them in a BUG 3.6 Folder.. or something similar.

Im not a pro civ fanatics forum reader so i can get lost with all the acronyms people use. Type of method im looking for; Put X in Y folder, Change Z to W, Remove A, Add B.... etc.

Many thanks for any help or suggestions.
 
@Voltage:
You should install BUG into CustomAssets, thus it's one component less to merge.
About the merging of other two mods, you are best off reading a couple of tutorials from here, they are really good!
 
Help

I have been using BAT 1.2 and its made my game crash when i have been loading saved games. Ive been advised that this is because BAT 1.2 is running an outdated version of Varietas Delectat and the latest version is Varietas Delectat v6.1. I have browsed this forum and various other websites for an hour or two and cant find any decent information on how to do this correctly. I find too many confusing posts and no coherent steps on how to do this. So...

I want to merge BUG 3.6, King Kong's Flags & Colours Mod and with the unit graphic changes of Varietas Delectat v6.1 (Just the unit graphics, not the Add-on or any other changes Varietas Delectat v6.1 brings).


To my understanding this will not make my load time between turns slower because it does not change gameplay, hopefully im right. So what is the best way to go about this? I would guess take the graphic unit change folder from Varietas Delectat v6.1 and put them in a BUG 3.6 Folder.. or something similar.

Im not a pro civ fanatics forum reader so i can get lost with all the acronyms people use. Type of method im looking for; Put X in Y folder, Change Z to W, Remove A, Add B.... etc.

Many thanks for any help or suggestions.


Looks like most of your question was answered over at the BUG forum, but a little hint for KingKong's flags: Copy from KingKong's zip

assets\xml
assets\art

to the varietas delectat's assets folder (Beyond the Sword\Mods\Varietas Delectat) after installation. it shouldn't overwrite anything. DON'T copy

assets\modules

as it says in his readme, it was intended for an older version of VD I think, and causes an error on startup. But you don't need whatever's in that folder, the flags will load fine otherwise.
 
In the mod I am working on I am giving Germany mixed unit models for the medieval era to show that Germany wasn't unified during that period, and I just wanted to know if you are interested in getting some of the units. I am not finished yet but this is a small example of what I am talking about. This is my Bavarian Skin for one of the Knights I will be using...

attachment.php

Just thought I'd see what you thought or if you were interested in getting your hands on these units when I'm finished.
 
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