Age of Wonders 4

Age of Wonders 4

Culture Unit Makeover: TA - Archon Prophecy Update
204 条留言
cainonnoniac 11 月 9 日 上午 9:28 
this mod crrashes my game sadly
Hellscreamed 10 月 29 日 下午 9:37 
@bradcq I think that isn't from the mod. It's the base game issues when there are other faction using your color, your color will be changed randomly
Ragged Veins 10 月 9 日 下午 9:43 
Unit appearances are incompatible with the latest version of Outlaw culture, as well as Theocrat culture.
Kehldael 10 月 8 日 上午 7:59 
Hello ! I'm sorry I must be dumdum because I can't get it to work. I installed it, added it to my playset, but when I'm creating a faction, I see no option to customize the appearence of the race. How does it work exactly ?

I don't even see any selectable trait for the species
Wyzilla 9 月 28 日 下午 11:42 
Found the issue regarding knights, was a conflict with the barding mod for mounts.
bradcq 9 月 24 日 下午 5:04 
Anyone else having issues getting red army armor to work in game? Looks right in the create a faction screen, but when I get in game my army's armor is silver instead. The red armor shows up correctly on my custom heroes and on generated heroes, just not my units.
Rownan 9 月 22 日 上午 12:07 
Is it possible to edit a faction mid game or does it have to be a new game?
Synthetic 9 月 16 日 上午 7:52 
Trying this mod out, I'm thouroughly confused by the menu. maybe I'm missing some dependecies or there is load order/mod conflict but choosing the model is extremely tedious and difficult, as not all models are shown, some models cant be changed and you cant look at models more precisely. Am I missing some secret menu or section?
Ghoulvarine 9 月 11 日 下午 3:07 
Just a heads up for anyone using this mod. If any other mod makes changes to the appearances of the Free City and/or Marauder Guard units with something like a realm trait, they will also have the overlaid outfits visuals. It may not run into this problem if this mod is loaded after said mod.
dnceleets 9 月 10 日 下午 3:37 
in a similar vein to the missing oracle head, I have the ascension perk for a vigil on combat start, however it is invisible. I had just completed a game with this same faction, the only changes i'd made were changing the ascension to guardian angel, and changing them to materium incarnate instead of order. Only the Vigil spawned by guardian angel lacks a visible model, or at least the other vigils don't lack one in the overworld or in events
Wyzilla 9 月 9 日 下午 11:18 
[Nova]Stryker 9 月 9 日 下午 2:21 
So this time I've got a legitimate floating head issue. The Oracle's head is missing, but only in game. If I go look at it in the encyclopedia she looks perfectly fine. But if I look at her model in my army she's got a hood over a pair of floating eyeballs and those metal hand decorations. I'm guessing it's caused by the free form trait since that's the only thing I can't apply in the encyclopedia viewer.
Wyzilla 9 月 9 日 上午 3:04 
Hm knights (T4) feudal seem to be screwed up now and tied to heavy infantry with constant hair clipping. Might be my modlist though as apparently my modlist was changed to enable everything I'm subscribed to and ♥♥♥♥♥♥ up the order.
Wyzilla 9 月 9 日 上午 2:32 
Well on the bright side I almost never pick all 5 traits for forms so that doesn't really impact me at all. However hoooo booooooy time to update a ♥♥♥♥♥♥♥♥ of factions lol
Ghoulvarine 9 月 8 日 下午 7:43 
I never run into that issue because I do not keep my mods in the Steam workshop folder and use my local Paradox folder. Sure I don't get automatic updates but in this way, I can choose when to get the updated versions in case something else breaks and that I never have to deal with json file errors.
Khornelia 9 月 8 日 上午 3:31 
Thank you both for the new update, this seems like the best possible solution for now! Amazing mod as always! <3
bradcq 9 月 7 日 下午 3:26 
My issue was the same thing. Had to delete it and reinstall.
[Nova]Stryker 9 月 6 日 下午 6:02 
Never mind, For some reason the mod refused to update for me. I had to remove it and then re-subscribe.
[Nova]Stryker 9 月 6 日 下午 5:35 
So, I get you've found a fix for the culture units reverting to vanilla but the Architect units still don't have heads. They'er still just hair and a pair of floating eyeballs.
bradcq 9 月 6 日 下午 4:58 
I'm a little confused by the instructions. Where is the free form trait? I don't see one showing up in any of the form trait categories when in the faction creator. I do have the mod last in the load order. Things seem to be working fine for me except that I can't create any architect culture faction without getting the invisible heads issue.
Pai de 5  [作者] 9 月 6 日 上午 6:33 
Now that we implemented Von's solution, the breakdown will be this (Updated on the post as well)

1 - The mod will now require to be in the end of your load order. (To ensure as little conflict as possible)

2 - Faction builder will have a new caveat, you cannot leave any unit in the 1st Basic option, they will become floating heads in the preview and during the game. (You will notice once you load in)

3 - The mod will now require to cast a free Minor Transformation during the game, or select a free Form Trait to apply the changes. (This duo functionality was implement with help from Von Schnitzel)

4 - The only way for the AI to have custom outfits will be with the free Form Trait. (If they have custom outfits and no trait, they will have overlaid outfits)
Von Schnitzel  [作者] 9 月 6 日 上午 3:56 
@dnceleets Society traits would not work for this mod, Society traits are random so the floating head bug will still happen randomly form traits on the other hand isn't they are based on the form and will always be the same no randomization whatsoever unlike society.

The 5 max trait is or at lest i assume it is a hard coded limit we can't change.

There is no ''custom faction tag'' there is 4 place you can put modelity providers 1. form 2. society 3. tome 4. cultures and subcultures there's one more but i'm not going to mention it because it SUCK so much, form have the least amount of problem out of all of them and trust me i know.
dnceleets 9 月 5 日 下午 10:02 
If that's correct then i agree with other assessments that a proper fix is to either add it as a Society trait that doesn't cost points (there is a mod that makes all vanilla society traits cost 0 already so perhaps look there to see how to do it) which fixes the problem the best in my opinion since it shouldn't effect non-custom empires. The other viable solution i see is to do what Von Schnitzel did and make it a form trait but that does consume one of the 5 slots and i don't think there's any mods to increase that count. unless custom factions have some other identifying tag you can target that only they have to send the spell to like "custom" or something
dnceleets 9 月 5 日 下午 10:02 
ok so if i understand correctly, to make this work you needed to add *something* to the faction innately so the floating head/missing head thing wouldn't happen. But the solution you went with still comes with it's own problems, namely that you give it to everyone automatically, and when cast by factions *without* the floating head bug it gives them the floating head bug? Am i understanding that correctly? So innately the AI will cast it on the vanilla factions that don't have the problem and then gain the problem but conversely it fixes Custom empires.
Von Schnitzel  [作者] 9 月 5 日 下午 3:53 
Correction on my previous post its actually max 5 traits not 4.
Von Schnitzel  [作者] 9 月 5 日 下午 3:15 
I normally don't intervene as this is barely my mod any more, how ever i already voiced my concerns relating to allowing the Ai to use the transformations knowing the effect it would have and suggested a difrent soulution to Pai de 5.

Even tho i don't use this mod my self and barely even use my own these days (why play a reskin when you can make it in to a culture) i have decided to step in and resolve this problem using the old soulution i used for my mod.

There is now a form trait you must add its free but will use one of the 4 traits you can have, transformation spell still exist as a player only option tho if you don't want to sacrifice 1 of the 4 trait max..
Pai de 5  [作者] 9 月 5 日 下午 3:15 
Yes the problem is kinda deep, tbh i can disable the AI from getting easily, but that would lock off people that want to fight their own custom factions as you guys deduced already, wihout casting the spell, the modularity would be just as bugged, every other solution is not great as well, considering traits have hard-coded limits or Marauders get them randomly. It's sucks but the best solution i could find is this one, besides me begging on my knees for triumph to see my ticket lol.

I truly wish i can revert the mod to the original functionality eventually, but in the mean time i hope you guys can still find some fun using it vs your own custom factions inside your libary.
Shidan 9 月 5 日 下午 2:16 
@Ghoulvarine - The problem there is that if they do have custom models selected, like when your factions are present as AIs, then their models will be broken without the spell. So either vanilla characters are broken as AI if they have the spell, or custom characters are broken as AI if they don't. At least that's my understanding.
Broccoli Bro 9 月 5 日 下午 1:15 
When I change the gender of the army to for example male, the female head is still there, floating inside the male one. Is this a problem on my end or a known problem?
Ghoulvarine 9 月 5 日 下午 12:30 
If the AI casting the transformation is an issue, I think there are ways that only makes it available for players only. That way the pre-made factions won't have to suffer the fate of floating heads. Two mods I have used regarding the player only spell casting are the Speed-O-Sound Sonic (djmalk) and the Range Enchantment (Sekoria) mods if you need examples.
Khornelia 9 月 5 日 上午 4:02 
Oh the fact that AI uses the spell too does make it very hard to use in this state sadly
Khornelia 9 月 5 日 上午 3:01 
Thank you so much for the update! So happy you found a way to make it work still despite the difficulties!
Sgt.Oni 9 月 5 日 上午 2:51 
Thx!!!!:steamhappy:
oll707 9 月 4 日 下午 9:54 
Yeah !!! Thanks for update )
Shidan 9 月 4 日 下午 5:22 
Yeah, feel like if this is how it has to be to work, the spell for the transformation should be something that isn't automatically given to everyone. For example, tying it to a 0 point cost Society Trait or something. So that for a custom empire we can just add the trait to have the spell available, but it won't involve the normal AIs having it.

Or going through yourself and making sure all the vanilla AI leaders have custom characters set in their data for the mod itself.
[☆] AresOfThrace 9 月 4 日 下午 5:18 
Yeah this isn't exactly great. Would it be possible to add randomized or premade outfit sets to randomly created AI players?

Thanks for the update though
dnceleets 9 月 4 日 下午 3:18 
If the base game custom empires are going to need custom outfits too what's way to deal with that? are we going to have to go into each and every single one and select a random outfit/theme for them all?
Pai de 5  [作者] 9 月 4 日 下午 2:57 
Now for the more fun part, here are the notes of this update:

Extended functionality to Ancient, Elysian and Architects

Added new outfits of the following themes (Check pictures for previews)

New - Archon Revenants
New - Architect + High
New - Spartan Architect
New - Mesopotanian Architect
New - Oracle Outfits

Extra - Reworked some Base Culture Outfits
Extra - Helmetless Base Culture Units
Extra - Imperial Oathsworn

Thanks for the patience, and have fun!
Pai de 5  [作者] 9 月 4 日 下午 2:57 
Great News!

Culture Makeover has returned, but prepare for a big list of changes:

Warning, since the Griffon Update:

1 - The mod will now require to be in the end of your load order. (To ensure as little conflict as possible)

2 - Faction builder will have a new caveat, you cannot leave any unit in the 1st Basic option, they will become floating heads in the preview and during the game. (You will notice once you load in)

3 - The mod will now require to cast a free minor transformation during the game. (AI will cast it as well, the spell will come with a bunch of notes of what it does)

4 - Since the AI will cast it, other factions will need to have selected outfits themselves. (Or they will become floating heads in game)

5 - Which means this mod will have trouble with Triumph custom Godirs and Maps. (Yea, it sucks)

Im sorry to have all these new annoyances, but this is the only way to keep it alive, unless Triumph can help us out in the future.
oll707 9 月 3 日 上午 8:06 
No news ??? (
Scribe of Nekoti 8 月 27 日 上午 7:53 
I did some testing after having Architects with invisible heads and this mod seems to be where the bug is happening. I tested while only running "Culture Tome Units and Anthro Helmets" with "CTUAH: Culture Themed Sets" with "Culture Unit Makeover Thematic Add-on". Problem was solved when disabling this mod.

I've read your comments on all three mods so I know that you are very busy but that you have a plan. That makes me happy because I love all 3 and waited to even try the DLC until they were ready. For now I'll play with the other two. Thank you so much for the effort you have put into this mod, it really helps my immersion. If it gets updated I will be delighted. If not, thanks for the good memories!
Ghoulvarine 8 月 23 日 下午 12:50 
@Khornelia Yeah some of the oathsworn units were affected too with invisible heads. I think they are the mage and shock units.
георгий криницки 8 月 22 日 上午 5:52 
Верим и ждем - без этого мода играть не вижу смысла
Khornelia 8 月 21 日 下午 1:29 
Thank you for letting us know!
Pai de 5  [作者] 8 月 21 日 上午 6:32 
I'm waiting for triumph to answer a ticket i sent to see if they can help with reverting the problem (could take a while), for everyone that is afraid of turning the mod off, turning the mod off won't mess up your factions, things get saved in the mod, the worst it can happen is that you gonna need to re-select the unit outfits again once you turn it on afterwards.
Lone Wolf 8 月 21 日 上午 2:44 
@Whisk3y_Fire
I'm in the same boat. Over 20 custom factions, all customised over hours and hours to make the fit perfectly for my vision of this faction. I don't want to do them all over again. :D
Thus I'm waiting patiently for an update.
Whisk3y_Fire 8 月 20 日 下午 10:05 
@Khornelia Now that you mention that I started a few new games with different modded factions and all of them are as you say. They are modded in the faction creator screen but in game they revert back to vanilla. @fenix.reborn I'm seeing that issue too, with the missing heads..... Really hoping this all gets figured out soon.
Whisk3y_Fire 8 月 20 日 下午 9:53 
@Ghoulvarine I've tried it with the Apr 5 version, it just breaks the immersion for me to see my units with no heads/floating eyes lol. My only concern with disabling this mod is that all of my created factions will resort back to vanilla if this mod isn't enabled at start up with no way to get it back. I suppose I can play as you're saying with anyone other than Architect but I was looking forward to playing them, minus the wonkyness lol. I do appreciate your insight though.
fenix.reborn 8 月 20 日 下午 8:06 
Yes, went into a game with a feudal culture & they had default armor and missing heads.
Khornelia 8 月 20 日 下午 1:11 
@Ghoulvarine have you actually started a game with a modded faction? Because for me and seemingly many others, the units will have their default appearance outside of the faction creator screen.