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Post by ariadne on Apr 26, 2019 18:14:24 GMT
I have the New COA's mod and all I did was move and replace the old Congenital Overhaul with the new
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Post by styx121 on Apr 26, 2019 18:55:32 GMT
I have the New COA's mod and all I did was move and replace the old Congenital Overhaul with the new <iframe width="45.2800000000002" height="2.8799999999999955" style="position: absolute; width: 45.2800000000002px; height: 2.8799999999999955px; z-index: -9999; border-style: none;left: 15px; top: -5px;" id="MoatPxIOPT0_64042097" scrolling="no"></iframe> <iframe width="45.2800000000002" height="2.8799999999999955" style="position: absolute; width: 45.28px; height: 2.88px; z-index: -9999; border-style: none; left: 2182px; top: -5px;" id="MoatPxIOPT0_48729155" scrolling="no"></iframe> <iframe width="45.2800000000002" height="2.8799999999999955" style="position: absolute; width: 45.28px; height: 2.88px; z-index: -9999; border-style: none; left: 15px; top: 85px;" id="MoatPxIOPT0_15865194" scrolling="no"></iframe> <iframe width="45.2800000000002" height="2.8799999999999955" style="position: absolute; width: 45.28px; height: 2.88px; z-index: -9999; border-style: none; left: 2182px; top: 85px;" id="MoatPxIOPT0_22203915" scrolling="no"></iframe> Can confirm, removing and re-installing works every time I've had this issue.
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Nervosi
Member
This community and it's modders have brought me so much Joy, thank you sincerely ^_^
Posts: 368
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Post by Nervosi on Apr 27, 2019 10:38:12 GMT
This does add like 2 coat of arms House Drace and then a House something in the Vale. If you have any other submods that add coat of arms you'll need to merge the coat_of_arms.txt file. I do this kinda stuff for my own personal little mod to keep compatibility of things and so I don't accidentally mod the submod and break it... Then just add dependencies. Ooh yes i remember, House Drace with VS Oblivion if i'm not mistaken? and then the Landed Knights in the Bite, with Prophecy as Valyrian Sword. PS, i think it's house Burke if my memory serves me right.
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joca
Member
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Post by joca on Apr 27, 2019 21:04:20 GMT
This does add like 2 coat of arms House Drace and then a House something in the Vale. If you have any other submods that add coat of arms you'll need to merge the coat_of_arms.txt file. I do this kinda stuff for my own personal little mod to keep compatibility of things and so I don't accidentally mod the submod and break it... Then just add dependencies. Ooh yes i remember, House Drace with VS Oblivion if i'm not mistaken? and then the Landed Knights in the Bite, with Prophecy as Valyrian Sword. PS, i think it's house Burke if my memory serves me right. Those are correct. AKA my every single playthrough's personal "valyrian goto women for hint of valyrian blood" in my offspring and "goto knight(s) to send my sons off to for that sweet formidable fighter training" respectively :v xD
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Nervosi
Member
This community and it's modders have brought me so much Joy, thank you sincerely ^_^
Posts: 368
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Post by Nervosi on Apr 27, 2019 22:39:55 GMT
Ooh yes i remember, House Drace with VS Oblivion if i'm not mistaken? and then the Landed Knights in the Bite, with Prophecy as Valyrian Sword. PS, i think it's house Burke if my memory serves me right. Those are correct. AKA my every single playthrough's personal "valyrian goto women for hint of valyrian blood" in my offspring and "goto knight(s) to send my sons off to for that sweet formidable fighter training" respectively :v xD Lol yea i always tried to keep Draces alive by marrying my daughters to them, as for Burkes,every Generation is Formidable fighting badass warrior, that is until they die out and get replaced with Poor/Trained warrior descendents hehe. (Though with Dueling duelists Submod and Improved Genes/Congenital overhaul, you could make some badass Warrior with 100+ Personal Combat skill even with just Trained Fighter.)
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Post by blckout543 on Apr 28, 2019 2:41:19 GMT
what does this sub mod exactly do? there is no description of what this mod actually does in the first page.
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Nervosi
Member
This community and it's modders have brought me so much Joy, thank you sincerely ^_^
Posts: 368
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Post by Nervosi on Apr 28, 2019 11:12:04 GMT
what does this sub mod exactly do? there is no description of what this mod actually does in the first page. Well, the title says it, Congenital Overhaul, it overhauls Genes, adds different varieties of traits. instead of just one "Strong", there's 3 types of them, same with Tall, Short, Fertile,Infertile, Genius,imbecile, etc. it adds tons of Congenital traits so makes it more realistic/immersive.
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Post by wintersavior on Apr 28, 2019 13:23:30 GMT
What I did was edit the coats_of_arms.txt file in CO because since the update, it was out of date. Fixed the flags for me. Edit: Specifically I copied the coats_of_arms.txt file from the main mod and added the new houses from CO to the end of the first section. I ran into this same issue where the Targaryan COA looks like the above picture. I copied the CO texture file from the mod to the main folder and it still looks the same. Are there multiple sections that need to be copied or perhaps is the main txt folder to be moved to the CO submod section. I am not clear on this all as I've just gotten back into AGOT submod world after years and very unclear on where stuff goes.
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Post by ariadne on Apr 28, 2019 22:31:29 GMT
Do you have other mods affecting the CoAs? And did you delete any previous version of Congenital Overhaul before installing mine? Ok, removing and installing again seems to have fixed the weird hair issue, but the CoAs issue remains. :/
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Post by azsouth on May 1, 2019 4:35:52 GMT
I'm having a problem with the CoA's in the Vale and Stormlands/Crownlands, I'm using the mod, this sub-mod and my own personal family sub-mod, The entire vale CoA's are off, most dynamic High Lordships are fine but for instance the Arryn Falcon is not the CoA for the Vale even with Robin on the weirwood throne, instead it's House Corbrays sigil, also most county tier CoA's don't correspond to their houses which is the case for the Stormlands as well, like House Velaryon has House Celtigar's CoA representing them. I had to tweak CKII/Game of Thrones/history/characters/valyrian in my personal submod just to get my CoA to appear with my family, I suspect the same type of file for the Vale and Stormlands needs to be tweaked to account for the two added Houses from Lance and any new Houses added since the last version I played (which was a long time ago and can't actually remember the number) but I'm to tired to look at it tonight and follow my hunch. Also could be completely wrong and not actually have any clue what to do, I noticed the white walkers CoA is pure black, I assume thats not supposed to be like that and idk if the Wildlings are supposed to have dynamic Coa's but all of theirs seemed to not correspond with the counties either. Note that the issue is not that half another CoA is appearing with half the correct CoA, it's that everything seems to be shifted on the dynamic CoA side and I'v never really touched those before, if you click on a character they typically have the correct CoA except maybe Stannis who still has the Baratheon CoA rather than the heart on fire CoA with the stag in the middle. EDIT: here's an example, notice House Tollets symbol over Redfort as well as the Corbray sigil when clearly Robert Arryn is in power Attachments:
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Post by reallycoolhat on May 1, 2019 13:51:35 GMT
So by the front page of this i'm assuming that there is no unique art to the VS swords unless I read it wrong but if there isn't i'll admit that, that is a little disappointing but understandable. If anyone knows please let me know.
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aconda
Modder (CK2)
Posts: 376
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Post by aconda on May 1, 2019 14:13:50 GMT
Mmm, all the VS swords are original concepts. A post can have like 3 attachments max, maybe just open them in an image manipulation program like gimp or photoshop to see how they look like, there's some fantastic swords in the pack.
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Post by stonewallace17 on May 1, 2019 18:11:39 GMT
Sorry guys, I can't resolve any of your COA issues because I can't replicate it on my end using just AGoT and Congenital Overhaul. All I can add is to delete the gfx folder in documents/paradox interactive/crusader kings 2/a game of thrones, and make sure you're not using any other mods that edit the coat_of_arms file (or if you are, that you merged them properly).
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Post by ariadne on May 1, 2019 18:14:22 GMT
Sorry guys, I can't resolve any of your COA issues because I can't replicate it on my end using just AGoT and Congenital Overhaul. All I can add is to delete the gfx folder in documents/paradox interactive/crusader kings 2/a game of thrones, and make sure you're not using any other mods that edit the coat_of_arms file (or if you are, that you merged them properly). I am also using the New COAs mod along with those
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Post by azsouth on May 1, 2019 20:24:14 GMT
What I did was edit the coats_of_arms.txt file in CO because since the update, it was out of date. Fixed the flags for me. Edit: Specifically I copied the coats_of_arms.txt file from the main mod and added the new houses from CO to the end of the first section. I also update the coat of arms text file every time I come back to this mod. When you add to the end of the first section: texture = { file = "gfx\\coats_of_arms\\dynasties_congenital.tga" size = { x = 3 y = 1 } noOfFrames = 3 color = 0 random = no # Do not use for random CoAs } do you mean you put it behind dynasties_cadet3? because thats where I have it now and still have the issue from the screenshot I posted previously. EDIT: also for my personal house I just add the CoA to the .tga file for the crownlands and edit the Valyrian.txt so I don't think it has anything to do with my own, but my own sub-mod won't run with just the base game because I'v integrated the CTO dynasties so if the sub-mod isn't present, the game gets confused and crashes. Wondering if I have to take the CoA's out of the file above and add them to corresponding .tga's and edit the correct .txt file to include each new dynasty, which I'v never had to do before with both these sub-mods working together for the main mod.
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