Summary:
When a mod uses custom color IDs not starting from 194, the game will crash when loading a saved game or creating a kingdom.
How to Reproduce:
Create a mod
In the file ModuleData/banner_icons.xml, add some colors with IDs not starting from 194, for example:
<?xml version="1.0"...
I've investigated this for a few days, but still have no clue about how to replace the music with my own pieces when selecting a culture in the CC menu (i.e., the CharacterCreationScreen).
What I've found so far:
When selecting a culture, it calls...
Summary:
The banner_icons.xml files from disabled mods are still read by the BannerManager. It'll cause:
- Empty slots are shown in the Banner Editor
- Custom colors from those XMLs are shown in the color list and can be applied
- If players select custom colors from a disabled mod and save...
Custom banner_icons.xml files are loaded into the game even if their owner modules are disabled.
I've run into the following issues because of this bug so far:
1) Empty banner icon slots. There's no way to remove them unless you ask players to remove those disabled modules manually.
2) The...
Since 1.0.3, the material order of an imported FBX that consists of multiple meshes is wrong, making imported face meshes not work as expected. Developers on Discord prove that it was OK in previous versions.
How to reproduce:
1. Make face models in Blender with the following hierarchy...
TL;DR
I exported the native head mesh, renamed it, and imported as a new face mesh. However, FaceGen won't adjust the hair, eyebrows, eyelashes, and beard according to the morphed face mesh. It looks like this:
What I've done:
Exported the head_male_a to FBX via TpacTool
Imported the FBX...
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