Wellenbrecher said:Huh? The OP clearly states how to do it. Look at the spoilers.
'sides, it's the nearly same ******** thing as with Warband.
Dump all the extra files into an extra installation and then put the "new" .brf files from the PL Native [or PL test, can't remmber what he called the Module that comes with the mod] folder, that comes with the mod, into the one from the mod you're trying to use PL with. Open the module.ini and remove/add the changed files like the spoilers in the OP tell you to.
You could also simply click through the thread - it's only 19 pages - there's a "guide" somewhere, also quoted mutliple times by multiple people.
Edit:
Page 7, first post. Be aware that he forgot to mark some of the files. Just make sure you changed as many entries as you dumped files into the ressource folder.
has to be changes to load_mod_ressource, e.g. load_resource = materials to load_mod_resource = materials.load_resource = materials
load_resource = map_tree_meshes
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = xtree_meshes_b
load_resource = terrain_borders
load_resource = tree_e_meshes
load_resource = xtree_meshes_c
load_resource = grass_meshes_b
Wellenbrecher said:Why wouldn't you be able to load it with notepad? It is, for all intents and purposes, nothing but a textfile with a different name.
The normal windows editor is able to open it - I've donme it many times - but sometimes messes up the file. It's better to use something like notepad++. And be it only for the highlighting
I just assume that you were able to copy the .brf, .dds, .txt files and so on to the right folders. And that you did so after creating a second M&B install, preferably by copying a clean and unaltered 1.01 install and renaming it to something like M&B with PL.
The OP and the 'guide' on page seven clearly states what you have to do here.
Now you open the module.ini and basically do what you'd have to do with any iother mod if you're going to add something to an existing module - adding the .brf files to the .ini.
I could just say "look up any instance where there's load_ressource = name-of-a-brf-you-just-added-from-the-PL-download and rewrite it so, it says load_mod_ressource = name-of-a-brf-you-just-added-from-the-PL-download", but I've got some sleep last night for a change, so yeah...
I'll write down what the OP and the post on page seven say, again.
Each of the following lines, i.e.
has to be changes to load_mod_ressource, e.g. load_resource = materials to load_mod_resource = materials.load_resource = materials
load_resource = map_tree_meshes
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = xtree_meshes_b
load_resource = terrain_borders
load_resource = tree_e_meshes
load_resource = xtree_meshes_c
load_resource = grass_meshes_b
This will tell the game to rather use the files in the module folder than the ones in the root folder.
And that's it.
Hardly difficult when even I got it right the first time around.
load_resource = materials
load_resource = map_tree_meshes
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = xtree_meshes_b
load_resource = terrain_borders
load_resource = tree_e_meshes
load_resource = xtree_meshes_c
load_resource = grass_meshes_b
load_mod_resource = Pendora
load_mod_resource = Pendor_AQS1
load_mod_resource = A2K_Stuff
load_mod_resource = women_armor
load_mod_resource = pendor_chest_AQS2
load_mod_resource = Pendor_AQS2
load_mod_resource = abyss
load_mod_resource = abyss_ranged
load_mod_resource = Pendor_Sysyphe
#load_mod_resource = Pendor_AQS1_LOD
load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_mod_resource = materials
load_resource = materials_face_gen
load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
load_mod_resource = map_tree_meshes
load_resource = map_icon_meshes
load_resource = particle_meshes
load_resource = skeletons
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies
load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a
load_resource = food
load_resource = beards
load_resource = armors_b
load_resource = armors_c
load_resource = helmets
load_resource = helmets_b
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_resource = hair
load_resource = deneme
load_resource = interiors_a
load_resource = interiors_b
load_resource = interiors_c
load_resource = arena
load_resource = map_icons_b
load_resource = castle_a
load_resource = dungeon
load_resource = stone_houses
load_resource = snowy_houses
load_resource = snowy_castle
load_resource = helmets_d
load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
load_resource = shields
load_resource = shields_b
load_resource = weapon_meshes_c
load_mod_resource = xtree_meshes_b
load_resource = map_icons_c
load_resource = pictures
load_resource = user_interface_b
load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_small_tavern
load_resource = weapon_meshes1
load_resource = weapon_meshes_b
load_resource = houses1
load_resource = wall_meshes1
load_resource = town_houses
load_resource = doors
load_resource = churches
load_resource = town_houses_b
load_resource = castle_c
load_resource = castle_d
load_resource = castle_e
load_resource = castle_f
load_resource = castle_g
load_resource = castle_h
load_resource = fake_houses
load_resource = town_houses_c
load_resource = banners
load_resource = map_flags
load_resource = map_flags_b
load_resource = map_flags_c
load_resource = costumes_a
load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
load_resource = costumes_b
load_resource = costumes_c
load_resource = arena_costumes
load_resource = boots_a
load_mod_resource = terrain_borders
load_resource = terrain_borders_b
load_resource = skyboxes
load_resource = object_b
load_mod_resource = tree_e_meshes
load_resource = destroy
load_mod_resource = xtree_meshes_c
load_mod_resource = grass_meshes_b
load_resource = interiors_steppe
load_resource = grooming_horse
load_resource = town_houses_d
load_resource = horses_b
load_resource = ani_horse_mounted
load_resource = deneme2
load_resource = horse_skeleton
load_resource = steppe_fake_houses
load_resource = weapon_meshes_d
#load_resource = human_anim
load_resource = tableau_shields
load_resource = heraldic_armors
load_resource = spear
load_resource = weapons_e
load_resource = custom_banner
load_resource = ani_man_walk
load_resource = ani_twohanded
load_resource = ani_onehanded
load_resource = ani_death
load_resource = ani_stand_guardsman
load_resource = ani_human_mounted
load_resource = ani_lady_stand
load_resource = ani_poses
load_resource = ani_stand_shopkeeper
load_resource = ani_man_cheer
load_resource = ani_stand_onhorse
load_resource = ani_throw_stone
load_resource = ani_strikes
load_resource = ani_equip_arms
load_resource = ani_run_p
load_resource = ani_run_forward_left_right
load_resource = uni_strikes3
#load_resource = ani_stand_woman
load_resource = ani_walk_sideways
load_resource = ani_run_sideways
#animations
load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
#load_resource = uni_tavern_stand
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways
load_mod_resource = map_tree_meshes
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = xtree_meshes_b
load_resource = terrain_borders
load_resource = tree_e_meshes
load_resource = xtree_meshes_c
load_resource = grass_meshes_b
Depends on how you installed it, but basically you need to move saved games between save game folders, not between module folders.Brian Boru said:How can I access my old saves when using Polished Landscapes?
I doubt it. Are you playing a mod (other than PL)?Andropov said:Could this mod be causing this?
*snip*
Adorno said:Earlier he contacted Armagan about the collision mesh problem, and seemingly it won't be solved until Warband (or an earlier fix).
Found the quote:
andgutekfiutek said:News:
Armagan told me that this bug will be fixed in both versions of M&B, so new tree/rocks collision will work.
We just need to wait some time, those guys are probably quite busy;D
And I need some tme to finish it (in case of this bugfix delay I can make summer version for example)
Probably in demo I won't include those big rocks - as trees don't need collision (and game is still playable without this), new rocks are so big that without collision soldiers can hide inside them.
Patience please!
gutekfiutek said:I mean that This will be fixed for Native and for Warband as well.
So it will be compatible with both.