End of an era. Thanks for all your work, Primal_Savage.
Faceless_Wanderer
Noted. And Karma does work from the profile.
@Primal_Savage: Thanks! I'll work with your other instructions on my personal copy from there. I also did grab the dropbox file you put up. Cheers! Edit: Tried to give you some Karma in thanks but the forum is returning an Error 500 message.
@Primal Savage: Thanks, that worked and nothing blew up! Last two follow up questions: 1) For enabling on Females I presume I duplicate the overall entry, but use the ___Female instead of ____Male for supported model type? I could refer to another female entry, like Lizardmanheadfemale, to double check my syntax. 2) Is there a different place I can go to force soldier units to also use the Wolfman head? For example, if I was say, running a custom faction derived from Altarians
[quote who="Primal_Savage" reply="1978" id="3679059"] I will switch the CoS custom male skeleton sovereign to werewolf (for faction creation). The current skeleton sovereign will remain in, but when creating new undead faction you will be able to use the werewolf-ankis-wolfmen model. And since there's already a male skeleton sovereign in DLC04, won't lose the ability to create a skeleton sovereign either. [/quote] I didn't expect you to do that! Thank you so much! I feel
@Primal_Savage It is a shame that you are unlikely to finish the remaining Faith factions. On the other hand, you have created a lot of content for mod users and have been doing so for a long time. The game is relatively old now, and not getting enough feedback to be encouraged to do significantly more is completely understandable. There are a few 'nice to have' items on my personal list, the top being Faith Water to balance Fire, and, more randomly, enabling the Wolfmen for Faction/Sovereign
Hello @ Primal_Savage, Coming back to this and setting everything back up after a hiatus from the game. One quick question: is Demons & Wizards compatible or incompatible? It is not on either side of the compatibility list on the Nexus. I remember a long while ago seeing something that indicated there was some experimentation in making XtraDeconstruct work with it, but it was never released publicly. Any prospects for eventually seeing compatibility or partial incorporation? Or sh
So, I've been away from LH for a year or so, since a little before patch 1.7 was released. I had a different and smaller mod suite setup at that time that wasn't 100% compatible and had some glitches. It took some work but I have XtraDeconstruct set up and working with most of the other compatible mods. Thanks @Primal_Savage for answering my various questions while I was working through setup. Aside from one crash on attempting to generate a new map with resource and f
When used with XtraDeconstruct, does it matter that there is overlap between the X D preload and the Republic on the level 6 & 7 city mod? Is the Republic version different and required for the Republic to work properly, or can one of the files be deactivated to reduce system overhead? Thanks!
Quick question: I see all the different compatibility files on Nexus. If I load all those mods at once + deconstruct and the deconstruct compatibility files, will the other mods all play nice together? Or are some of them incompatible with each other, and the compatibility files are meant for picking and choosing only a few of them? Thanks!
Hello @Dsraider, Lurker popping out to state that I enjoyed Blood & Mana, and in the past I greatly enjoyed using it as a core part of my mod selection. I understand there are multiple parts to your mod, but will there be an update to 1.8? Will there be compatibility with CoS? I used it with CoS under 1.6 with Black Market Bazaar, Advanced Outposts, Patchwork, and mini modules from Parrotmath, and I didn't notice any glaring errors from the co