Conquest of Elysium 5

Conquest of Elysium 5

Autonomous Vassals + RTL Compatibility
33 条留言
HSmasher  [作者] 9 月 24 日 下午 3:39 
I don't currently have any plans to make a mod for the King, I may in the future but I'm busy with other projects at the moment.
gravekeeperzero 9 月 24 日 下午 3:29 
might I ask what your plans are for the king in later (hopefully soon) updates since he does little in the way of things right now. also here are some ideas for updates have a princess that has the chance to spawn a dragon (or something along those lines). then a pope like figure that has the chance to spawn the knights of el. (more passive not like the voice of el crusade maybe?)
HSmasher  [作者] 9 月 11 日 下午 4:32 
Always glad to hear someone's enjoyed their time with my mods.

Giving the baron guild masters doesn't really fall within the scope of either AV or RTL but it is simple enough to do, if you'd like me to quickly whip that up for you as a small separate mod.
Danny the Deranged 9 月 11 日 下午 4:13 
Just found your mods a couple days ago, absolutely amazing work. Especially this mod. The whole thing from early to late game just flows so well with the unit progression and rituals. I also enjoy how all the minor NPC units make the barony and world feel very alive.

I really have nothing but good things to say about the work you've done on this.

My only wish would be the ability to recruit guild masters and make guilds.
HSmasher  [作者] 7 月 18 日 上午 10:37 
DEUS VULT!
Struggler 7 月 18 日 上午 10:14 
Ah thats prolly my bad then w conflicting mods i ran this, RTL, Loot Miscellany, Ghoul Lord, More Kobolds, and More Kobolds addon on Count Diff. The great animal Bakeneko turning into Tanuki monk form (old man) made me chuckle regardless and having a great time. We have a great kingdom but are surrounded and the High Preistess comes from the south and eats my cities, vassals, and villages with mainly giant necromancer lvl 3 Maliks that tear through our brothers but fear not for the Army of El's Knights are being mass produced to crusade south! Thank you so much again for all your hard work, to battle! DEUS VULT!
HSmasher  [作者] 7 月 17 日 上午 7:12 
I'm glad you enjoy it; do let me know if you run into any other problems with this one as I still haven't played it much with RTL.

Are you playing with any other mods that might be editing the base game's Bakeneko? RTL just uses copystats on the base Bakeneko rather than properly recreating it, so that could be the cause of the issue.

It shouldn't shapechange at all when it dies, it should just be dead.
Struggler 7 月 17 日 上午 6:48 
Thank you so much for such an amazing mod, prolly gonna put like 100 hours or so into this one+RTL. Noticed one small bug or maybe its intended idk but when the great animal with the Bakeneko Sprite gets killed it swaps forms into an old man with forest magic 2 and a dagger but the forest magic doesnt work it just lists it and no usuable spells pm me if u need screenshots <3
Commander Tahren 6 月 27 日 上午 8:16 
Ahh gotcha yeah most like ty
HSmasher  [作者] 6 月 27 日 上午 7:00 
Overhaul mods that add tons of rituals are of course the most likely culprits of causing this to occur.
HSmasher  [作者] 6 月 27 日 上午 6:57 
We resolved Lux's issue. The problem was having too many mods and going over the ritual limit. There's a limited number of rituals mods can add to the game. Raise the Levies file name changing moved it in the load order and by the time Autonomous Vassals loads the 'Raise the Levies!' ritual no longer exists to be referenced as the game has overwritten it.

Disable a larger mod or two and it should work fine. Likely your game was already removing rituals from other mods but it isn't failing to load because another mod isn't referencing one of them like this one is.
Commander Tahren 6 月 26 日 下午 9:09 
I am getting the same error as Lux fyi.
HSmasher  [作者] 6 月 24 日 下午 12:07 
Rest assured that they do, they're just being lazy [and unlucky]. :steamthumbsup:

The only common 'open' tile they won't convert is deserts. I've checked to make sure.
Wolf Warlord 6 月 24 日 上午 11:26 
I think there is an issue where Bailiffs don't found new villages or farms on savana tiles.
At least they didn't after having a bunch of them for like 40+ turns on them.
ᴹʸᴬʳᵐ Sahajiya~ 6 月 22 日 下午 3:41 
I do !

It's luxqueensbane.
HSmasher  [作者] 6 月 22 日 下午 1:36 
Do you have discord and if so could you send me a screenshot of the error as well as a copy of the two .c5m files?
HSmasher  [作者] 6 月 22 日 下午 1:34 
Yeah but its the same ritual name in both files, otherwise it would be giving me an error when I load it up too.

This is very strange.
ᴹʸᴬʳᵐ Sahajiya~ 6 月 22 日 下午 1:26 
Might be an issue with the ritual name, like i sent before.

"Error in mod Autonomous_VassalsRTL.csm at line 3020 - No ritual called 'Raise the Levies!' with offs 0."
ᴹʸᴬʳᵐ Sahajiya~ 6 月 22 日 下午 1:25 
Just did, the issue still persists unfortunately :/
HSmasher  [作者] 6 月 22 日 上午 11:28 
This mod isn't the one that actually changed, did you try resubscribing to RTL too?
HSmasher  [作者] 6 月 22 日 上午 11:27 
I'm having trouble imagining what could actually be causing this, the only thing this mod does directly related to raise the levies is:

1. Be loaded after it [RTL is default modprio, which is 5, this is modprio 7 and the higher the number the later the mod is loaded]

2. uses selectritual to add the vassals to the 'Raise the Levies!' ritual restrictions so that it can't be cast in their home.

It does the same for the siege spikes ritual. I don't get how the file name changing would actually affect this, especially since I can't seem to recreate the issue on my end.

Hmmmmmmm
ᴹʸᴬʳᵐ Sahajiya~ 6 月 22 日 上午 11:23 
However, i am using a rather hefty modlist and constantly swap between sets of mods, so i'm probably not the most reliable source for compatibility issues, especially in a game as finicky as this.

@mystery.spartan25 would probably be a more reliable source than I.
ᴹʸᴬʳᵐ Sahajiya~ 6 月 22 日 上午 11:17 
I did try unsubscribing from this mod and running the game without it, the game booted up just fine.

Resubscribing and reenabling it caused the crash to reoccur.
HSmasher  [作者] 6 月 22 日 上午 11:10 
Does disabling all the mods and re-enabling them cause the issue to reoccur?
HSmasher  [作者] 6 月 22 日 上午 10:55 
That's very strange, I'm not experiencing the same issue even when I use the workshop versions.
ᴹʸᴬʳᵐ Sahajiya~ 6 月 22 日 上午 10:48 
Said error shows up while booting the game with the mod enabled alongside RTL, giving us the option of either disabling all mods or quitting the game.
HSmasher  [作者] 6 月 22 日 上午 10:45 
If its only savegames then you should be able to just remove the underscores '_' from the .c5m file name for Raise the Levies to continue playing - if it is affecting new games as well then I will need to look into it further.
HSmasher  [作者] 6 月 22 日 上午 10:38 
Is this only a problem with save games or is it happening in new games as well?
ᴹʸᴬʳᵐ Sahajiya~ 6 月 22 日 上午 9:32 
I'd suppose it's calling upon a function from a file whose name hasn't been updated in Anonymous Vassals - or just a small change in the main mod's ritual name that ended up breaking this one.

Compatibility is weird. :guessilldie:
ᴹʸᴬʳᵐ Sahajiya~ 6 月 22 日 上午 9:22 
"Error in mod Autonomous_VassalsRTL.csm at line 3020

No Ritual Called 'Raise the Levies!' with offs 0."

RTL's update only did say they changed the .csm name.
mystery.spartan25 6 月 22 日 上午 9:20 
HSmasher, Hate to bother you but it seems that the mod may be broken. As I tried to load the game It said their was an error in the mods code.
HSmasher  [作者] 6 月 22 日 上午 3:56 
In what way is it incompatible?

How would RTL c5m name changing affect this mod?
ᴹʸᴬʳᵐ Sahajiya~ 6 月 21 日 下午 11:41 
Raise The Levies has been updated and the .csm file name has been changed - this mod is now incompatible. :chivsalute: