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Post by walshywalsh1 on Apr 16, 2019 6:14:25 GMT
Hey, big fan of this mod. I've noticed that ever since the 1.9.1 update this mod has caused everyone in game to have their martial headgear on permanently. Disabling the mod fixes this problem but I was wondering if there is a fix for this because I love this mod and don't want to have to keep it disabled.
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Post by Azrael on Apr 16, 2019 11:05:47 GMT
Updated for 1.9.1
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Post by Azrael on Apr 19, 2019 17:00:47 GMT
I found a very tiny typo that would prevent characters flagged as special marshals from being commanders and fixed it; download link is updated with fix.
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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 23, 2019 7:38:29 GMT
I found a very tiny typo that would prevent characters flagged as special marshals from being commanders and fixed it; download link is updated with fix. There are special marshals? and wait they can also be commanders now? that's awesome! it always bugged me how Marshals couldn't lead armies, i was always stuck between keeping my best Fighters for command or Marshal.
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Post by Azrael on Apr 23, 2019 19:02:44 GMT
I found a very tiny typo that would prevent characters flagged as special marshals from being commanders and fixed it; download link is updated with fix. There are special marshals? and wait they can also be commanders now? that's awesome! it always bugged me how Marshals couldn't lead armies, i was always stuck between keeping my best Fighters for command or Marshal. The code for special marshals had already been there, not made by me, but by the AGOT dev team. It's a character flag for certain events. I'm guessing, for example, for events like the one where you get a choice to put an unorthodox character in a council position, such as putting a woman in the position when only males normally could be selected; that sort of thing. I think there are similar character flags for the other council positions as well. As for the Marshal leading armies, have you tried to do so when he isn't performing a job action? I thought for sure it was possible. Just recently, in one of my playthroughs playing as Jon Snow, I left the Night's Watch and then Stannis offered me the council position of Marshal. I accepted and then got a notice I had started leading one of his armies.
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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 23, 2019 19:06:55 GMT
There are special marshals? and wait they can also be commanders now? that's awesome! it always bugged me how Marshals couldn't lead armies, i was always stuck between keeping my best Fighters for command or Marshal. The code for special marshals had already been there, not made by me, but by the AGOT dev team. It's a character flag for certain events. I'm guessing, for example, for events like the one where you get a choice to put an unorthodox character in a council position, such as putting a woman in the position when only males normally could be selected; that sort of thing. I think there are similar character flags for the other council positions as well. As for the Marshal leading armies, have you tried to do so when he isn't performing a job action? I thought for sure it was possible. Just recently, in one of my playthroughs playing as Jon Snow, I left the Night's Watch and then Stannis offered me the council position of Marshal. I accepted and then got a notice I had started leading one of his armies. Oh that makes sense, and yea i just remembered that i always have my Marshal set to do certain things, of course they couldn't lead armies hehe,silly me, thanks!
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Post by nilserich7 on May 22, 2019 19:21:38 GMT
I have noticed that the mod is incompatible with Faces Modification Submod. Both edit the "00_scripted_triggers" file.
Do you think you can make both mods compatible?
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Post by Azrael on May 22, 2019 19:52:34 GMT
I have noticed that the mod is incompatible with Faces Modification Submod. Both edit the "00_scripted_triggers" file. Do you think you can make both mods compatible? I'll take a look. I won't be able to do it today; perhaps either tonight or tomorrow.
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Post by Azrael on May 22, 2019 21:55:21 GMT
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Post by nilserich7 on May 23, 2019 14:24:53 GMT
That was quick! Awesome! Thank you
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Post by Azrael on May 24, 2019 2:13:01 GMT
That was quick! Awesome! Thank you You're welcome.
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gbyrd
New Member
Posts: 2
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Post by gbyrd on May 25, 2019 19:23:13 GMT
how do you get your marshalls to train your children?
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Post by Azrael on May 26, 2019 1:19:06 GMT
how do you get your marshalls to train your children? This submod is set up so that any available job actions for the Marshal will train any children in your court, including your own.
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Post by philosophert on Jul 4, 2019 14:10:20 GMT
Hey Azrael, I just want to let you know this mod has become an essential one for me. I only had one question/quibble and let me know if I am off base. I was looking at your alterations and I can not tell if anything you have changed would potentially effect dragonriders being selected as commanders. I have played several games and it seems the dances with dragons events are not nearly as frequent as they seemed to be before playing with the sub-mod. Is this just my recent rng or could your submod have effected this in some way?
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Post by Azrael on Jul 4, 2019 16:30:19 GMT
Hey Azrael, I just want to let you know this mod has become an essential one for me. I only had one question/quibble and let me know if I am off base. I was looking at your alterations and I can not tell if anything you have changed would potentially effect dragonriders being selected as commanders. I have played several games and it seems the dances with dragons events are not nearly as frequent as they seemed to be before playing with the sub-mod. Is this just my recent rng or could your submod have effected this in some way? The only restriction I added was commanders needing a martial stat of at least 8, except in a few cases where they would need more (males in a female warrior culture realm as an example). Aside from that, there is no change in who can be a commander and how the AI selects them. That said, aside from that restriction, it's probably rng. The actual dragon events are not modified whatsoever in this mod, so if you're using another submod which modifies dragon_events.txt, then there's a chance, depending on what was changed, that could have an effect on the frequency of events.
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