Wyvern Escort Quest

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Akatosh

Recruit
Hey folks,
I've recently started the Quest for High Priestress K-something in Reichberg.
I could take the quest, with no problem whatsoever and after I talked to the Party to escort to Voldeberg the other party showed up, so far so good.
But once the party is at Voldeberg the quest doesn't finish, or whatever comes next, just nothing happens. I've tried talking to the party literally seconds before they are at the city, but it just gives me the standard line "we are travelling to our destination". However, whenever talking to them I get three error lines (in red).
It shows up every time I talk to the Wyvern Rider party.

Illegal lvalue in statement; Opcode = 526; LINE NO: 2:
At dialog condition: dlga_start:close_window.24.
At dialog condition: dlga_start:close_window.24.

Now I'm not sure where the problem here is, I am running Perisno .72 and actually I just want to finish this quest... I'm not good with the cheat console but could anyone maybe give me a hint how to use it so I can skip this bugged part of the quest? Or even better, to fix it?
Thanks.

EDIT: Don't know if this could have anything to do with it but I have my own small kingdom, I'm not at war with anyone - but I hope that doesn't affect this quest.
 
I have no clue why but I just set up a new character (ok, I made a new game and imported my last char's stats and money  :oops: ; no companions just me and whatever troops I picked up) and suddely it worked. Talked to the Wyvern riders before they arrived in the city, quest got completed.

Could this have to do something with me having my own kingdom in my previous try?
 
I went through the same thing. The only thing to do is start a new game. It might depend on which city you start in. The quest has worked for me when I started in Reich lands and Maccan. You'll know if the quest is working if the wyvern party stops moving outside of Voldeburg. And to save you some trouble later on in the quest, Kunika is by Freising. Sometimes on the map he'll spawn inside of Freising, and can't be clicked on. You'll have to right click the city when villagers stop by to select him.
 
I've found the best way to complete the questline is as follows...

1. Start in the Reich. (You don't need a party to do the first part of the quest)
2. Begin escorting the Wyverns and DON"T ENGAGE OR EVEN TALK TO THE PRIESTS!!! If you do the quest bugs and you'll never complete it. To circumvent if you get caught by them crash the game. Even just "leaving" after the conversation dialogue will bug the quest; so crash the game when they are talking to you. This may take a few tries as they like to spawn up your ass.
3. Once you manage to get past all that, the Wyverns should stop at the lone tree before Voldeberg. At this point you can talk to them amd the quest is completed. You can then engage the Priests as the game will throw the Wyverns in with you and its a guaranteed win. Another reason why I say to do this alone is the good exp from the battle and the good starter loot. Plus I've found the quest bugs when you have several game days played regardless if you talked to the Priests or not so get it outa the way first and foremost.

From then on you can go about your business of building an army for the rest of the questline. I've encountered no bugs beyond that point aside from the 2nd part with constant Priests spawning but I'd view that as a money generator than a bug. Enjoy!
 
TxJBxT said:
I've found the best way to complete the questline is as follows...

1. Start in the Reich. (You don't need a party to do the first part of the quest)
2. Begin escorting the Wyverns and DON"T ENGAGE OR EVEN TALK TO THE PRIESTS!!! If you do the quest bugs and you'll never complete it. To circumvent if you get caught by them crash the game. Even just "leaving" after the conversation dialogue will bug the quest; so crash the game when they are talking to you. This may take a few tries as they like to spawn up your ass.
3. Once you manage to get past all that, the Wyverns should stop at the lone tree before Voldeberg. At this point you can talk to them amd the quest is completed. You can then engage the Priests as the game will throw the Wyverns in with you and its a guaranteed win. Another reason why I say to do this alone is the good exp from the battle and the good starter loot. Plus I've found the quest bugs when you have several game days played regardless if you talked to the Priests or not so get it outa the way first and foremost.

From then on you can go about your business of building an army for the rest of the questline. I've encountered no bugs beyond that point aside from the 2nd part with constant Priests spawning but I'd view that as a money generator than a bug. Enjoy!

This doesn't work for me.  I tried several characters with different combinations of gender, race, background options, and starting location.  In every one, I get the error described above when talking to the Wyverns to get them to follow.  They then head right into the city, preventing me from completing the quest.
 
This doesn't work for me.  I tried several characters with different combinations of gender, race, background options, and starting location.  In every one, I get the error described above when talking to the Wyverns to get them to follow.  They then head right into the city, preventing me from completing the quest.
Me too.
 
I had/have the SAME problem. Have you found a Fix? I really don't want to start a new game and I don't even know how to do the "Console Cheat" thing you mentioned. Any help would be appreciated. They just went into the Town and I get No notice of completion. They also just said,"We are on our way to our destination" when I stopped outside of Voldeberg. BTW, I defeated the other Priests when they caught up to us,if that might be the problem.
  I also didn't know you could/can Import one Character to a New game. I'll try and read up on HOW to do that. I know you can Export your' toon and "Save" them, I just thought is was for incase something really got Botched and you could at least go to an Earlier save and Import the in but only in the same game. Seems I'm wrong on that.
  This IS a Great Mod tho. One of the Best, IMO.
Thanks for any help.
 
@Lokimin07

I also had the bug which I believe will be fixed in  08 release, but just ignore the Dragon princes and do not report back, seems she is very patient. Even when I reported back when I tried again, she just said I had failed, and basically I was a loser  :roll:
 
Yeah actually I was looking at Wyverns and other things today.
edit 6 hours later...

boring details
Princesses that think they are too busy for marriage, some cleaned up faces and dwarf and woman's yells today, since its valentines.

Don't really know how many of those will get solved.  I think I found the princess glitch, but I've been hopeful before.
I *think* I just made them work, so that needs a test. 
edit some hours later:
  Yes I added some debug dumping of what the princesses are "thinking" when they reply to you and it shows how they are cleverly saying one excuse but really the source is they just don't have chemistry with you.  This is modified somewhat by your companions - for better, or worse.  It doesn't get the mods kingdom ladies have, who swoon over your status, your list of possessions, and so forth. 

  I've added adjusts for your charisma, your persuasion, and soon your status with the princess, your honor, and a little different dice roll.
  Also originally it ran the script twice to check your chemistry, but there wasn't a random element.  There was little chance to ever get a different outcome.
I'll try to put a lock on and re-seed a random seed so that very persistent people get the girl.  She'll also have different behavior for Linthradil and Bergit -- Bergit likes dwarves a little more than neutral, humans are neutral, slightly less so elves; she prefers charisma over persuasion.  Linthradil likes persuasion more, dislikes dwarves, likes elves, and accepts humans without modifier.  I'm trying to find ways to let the chemistry grow over time / relationship, which kingdom ladies do.  For example kingdom ladies are more fond of you if their female relatives think well of you.  What a trivia question!  So maybe Linthradil will take into account her mother's opinion of you, and Bergit her father's, divided by 5 say, as a modifier.

  These are hot patch concepts, not requiring a new game.

---------

Wyvern I found, and maybe fixed "a glitch" but that doesn't mean there isn't several.  It's something that may need several layers
of fixes and if so I won't have time to chase it this week.  BUT if the one thing I found makes a difference well that's a nice surprise for unlucky Friday the 13th.

I'd like the locks I put in for 734 to go back in; someone rather generously kept taking them out for 73final.
It blocks a game breaking exploit and helps me with my conscience -- I am totally opposed to slavery.
 
It was my hope enough enterprise profitability changes, village and town trading (especially spice, iron, silk, and salt)
  and general changes to economy made all this slavery stuff less critical to funding a character. 

  Tavern owners will pause their brokering prisoners for a few days after you use them a few times, and then accept more.  So Ransom brokers always accept prisoners; tavern owners will if you haven't used them much, and otherwise busy out for a time, around 3 days average.

    Other team members contributed critical items for the next patch as well:
Melanie
Lors
Michadr
Hamlet
Comrade Crimson
    all have important changes to add as well.

    We all want to test anything official before its pushed on how ever many hundred people on steam etc.  I'm told the number is pretty large.  I didn't much believe it but Google claims my Google drive/avatar photo/etc  has 270,000 visits, which is a bigger number than I expected.  Probably not all of them are from me, although I do find it handy to store other things there.

  Well its evening Friday the 13th, just felt like telling anyone that cares, "we care too".

  - GS
  a little less inactive than advertised  :wink:

 
I just completed the first part of this quest without a hitch.

Here's what I did...

1.  Starting at Hakkon territory (don't know if this matters but might as well put it down) was a human male

2.  Mess around for a few days doing all starting quests and what not.

3.  Made my way to where the quest is located and accepted here

4.  Now make sure you're reading this post!  What I did was talk to the wyvern escort party...Gives a bunch of red text errors when you do (no big deal) then the enemy spawn and begin to chase me

5.  This next part is essential!  Make sure you run faster then the enemy who is chasing you until you make it to Voldeburg (I believe that's the town) eventually the wyvern group will stop and wait at near the town.  At this point head back to them...but make sure you do not engage the enemy!  Once you talk to the wyvern party they will thank you for escorting them and the quest will update!

6.  At this point you can safely engage the enemy (if you want to be super safe you can wait till the wyvern party goes inside the city...but I doubt that is necessary)

7.  That's it!  If you did all these steps like I did hopefully the quest will work for you as it did for me!

I have not done the later parts of the quests as I don't have enough men to at the moment...So I cannot assist on those parts just yet.
 
Hi all,
@ Yozzer;
        08 release ? I have only recently even found this Mod and DL'ed it and am playing the .73 Final version. I'll have to look for the latest updates/Patches et. al.. Yeah, I went back to the Princess, just in case I was good to go and all that happened was I went into an "Auto Dialogue" and said, " I will Escort them now" and that was it. So, lucky me, I didn't get a "Fail" and my yet complete this with when an update or Patch fixes it.
  I'll have to go find the sites or pages for all the latest, besides here. I'm not too familiar with Forums and all and I happen to be very patient also. So maybe the Princess and I may yet see this through, :smile:.
   
 
  @ Vice;
            Thanks for the Info and assist. Too late for me though. :sad:.. I (We) got jumped by the Priests just as we crossed the Bridge and there was no getting away, LOL. I'll keep it in mind for a New game/PlaytThrough, as I WILL be playing this Mod a Few times, at least ! So many options to try out, and waaay too much fun, woohoo !
 
gsanders said:
Yeah actually I was looking at Wyverns and other things today.
edit 6 hours later...

boring details
Princesses that think they are too busy for marriage, some cleaned up faces and dwarf and woman's yells today, since its valentines.

Don't really know how many of those will get solved.  I think I found the princess glitch, but I've been hopeful before.
I *think* I just made them work, so that needs a test. 
edit some hours later:
  Yes I added some debug dumping of what the princesses are "thinking" when they reply to you and it shows how they are cleverly saying one excuse but really the source is they just don't have chemistry with you.  This is modified somewhat by your companions - for better, or worse.  It doesn't get the mods kingdom ladies have, who swoon over your status, your list of possessions, and so forth. 

  I've added adjusts for your charisma, your persuasion, and soon your status with the princess, your honor, and a little different dice roll.
  Also originally it ran the script twice to check your chemistry, but there wasn't a random element.  There was little chance to ever get a different outcome.
I'll try to put a lock on and re-seed a random seed so that very persistent people get the girl.  She'll also have different behavior for Linthradil and Bergit -- Bergit likes dwarves a little more than neutral, humans are neutral, slightly less so elves; she prefers charisma over persuasion.  Linthradil likes persuasion more, dislikes dwarves, likes elves, and accepts humans without modifier.  I'm trying to find ways to let the chemistry grow over time / relationship, which kingdom ladies do.  For example kingdom ladies are more fond of you if their female relatives think well of you.  What a trivia question!  So maybe Linthradil will take into account her mother's opinion of you, and Bergit her father's, divided by 5 say, as a modifier.

  These are hot patch concepts, not requiring a new game.

---------

Wyvern I found, and maybe fixed "a glitch" but that doesn't mean there isn't several.  It's something that may need several layers
of fixes and if so I won't have time to chase it this week.  BUT if the one thing I found makes a difference well that's a nice surprise for unlucky Friday the 13th.

I'd like the locks I put in for 734 to go back in; someone rather generously kept taking them out for 73final.
It blocks a game breaking exploit and helps me with my conscience -- I am totally opposed to slavery.
 
It was my hope enough enterprise profitability changes, village and town trading (especially spice, iron, silk, and salt)
  and general changes to economy made all this slavery stuff less critical to funding a character. 

  Tavern owners will pause their brokering prisoners for a few days after you use them a few times, and then accept more.  So Ransom brokers always accept prisoners; tavern owners will if you haven't used them much, and otherwise busy out for a time, around 3 days average.

    Other team members contributed critical items for the next patch as well:
Melanie
Lors
Michadr
Hamlet
Comrade Crimson
    all have important changes to add as well.

    We all want to test anything official before its pushed on how ever many hundred people on steam etc.  I'm told the number is pretty large.  I didn't much believe it but Google claims my Google drive/avatar photo/etc  has 270,000 visits, which is a bigger number than I expected.  Probably not all of them are from me, although I do find it handy to store other things there.

  Well its evening Friday the 13th, just felt like telling anyone that cares, "we care too".

  - GS
  a little less inactive than advertised  :wink:
    Hi GS;
        Thanks for the info and I'm grateful that you all do "Still Care".. :grin:
    Thanks to you and the entire Team for all the Great Work. As for all of the "Visits" re: Steam/Google, as someone that is really enjoying this Mod, I'm not the least bit surprised.  The popularity is Well deserved. :grin:
        Cheers !
   
*** I found a Patch/link on an earlier page, dated 1-15-15 where MelanieWard posted the link, on 2-1-15. Is that all I need or do I need the .732/733 first ? I have v .73 Final, btw.
 

 
    Hi GS;
        Thanks for the info and I'm grateful that you all do "Still Care".. :grin:
    Thanks to you and the entire Team for all the Great Work. As for all of the "Visits" re: Steam/Google, as someone that is really enjoying this Mod, I'm not the least bit surprised.  The popularity is Well deserved. :grin:
        Cheers !
   
*** I found a Patch/link on an earlier page, dated 1-15-15 where MelanieWard posted the link, on 2-1-15. Is that all I need or do I need the .732/733 first ? I have v .73 Final, btw.

  If you have "73final" there are two versions: one dated Feb 2nd or 3rd, and one that exactly overwrote it on Feb 4th and made some changes but lost savegame compatibility to Feb 2-3rd.  Unless you want to apply Melanie's Perisno (in which case there should be a matched set of 33-34 .txt files and not just 2-3 Morgh edited test files out of context, or the build gets scrambled when relsewhere some patch has changed the ORDER of what troops are presented and so the wrong troops are used everywhere...)

  So once you know which of those applies, the next item of business is to ... wait.  unfortunately, all the earlier patches were applied (well, except for my last 734, which only a few saw) already, and if you used 734 there'd be some troops changes gone from 73"final", as two devs were playing ping pong with code updates and one of them (me) didn't play nice.  For the next patch
"74 final", we'd ALL like to cooperate to make one combined patch instead of my guerilla test patches, which tended to have my changes first and weren't in synch with all the other coder contributions; and the all_the_other_coder_contributions tended to drop all my changes.  It was a lose/lose, which helped no one, not even me.  The better path is to take more time, an extra week most likely, or even 2 if needed, and make a patch where ALL of us can contribute, fairly, and with some real testing in advance, with save game compatibility for FEB 4th version "73final".

  So far I have a comprehensive overhaul of the princess decision tree for whether or not to marry a player
  the patch 734 with improved locks for handling prisoners at the bar and giving out potentially overpowered greater bounties too often.  It was previously possible to get up to 3 million gold per week mugging poor underpowered bands of 150 or so mid tier bandits and washing them at the tavern, 20 or so per day just as fast as you could click.  But nothing beats  ctrl alt F4 in terms of exploits, so cheating "me" and complaining later really does seem pointless, in a single player game.  Anyway, the 734 locks code solves both pieces of the puzzle by taking away the option until some time passes; the two are on different random number ranges so may not unlock at the same time, although they can.  There's also a prisoner dialog where prisoners can't be pestered into joining the party if you get an answer you don't like and just keep asking.  But that's in 73final already, and mostly affects players on older versions.

  Besides these from me there is a fix for sieges of fountain hall, adjustments to troop tree upgrades, fixes to make women's faces look better at the hairline and neck, plus better a better rhino mount in terms of how dwarves fit on them, and well "so much more".  All this by way of apology for not posting a patch now that is half made when we want to have one patch to end them all for 7 series.  As the 7-series has many of "my" changes I want to be sure this patch has me somewhere close at hand; but I do think Perisno needs more layers added to the meta-game and am mostly focused gathering those atm.

  - GS


 
I'll be putting out a new version of the MelsPerisno optional patch when the next official "final" version comes out  :razz:

It will include reworked fashion for male slave-gladiator line, heraldic armour for Tolrania, and new flavour text for the Ransom Brokers.

I might redo some of the elf female faces to make them prettier, too  :wink:

Text editing is safer and more intuitive for me.  I won't bother hard-coding things unless the Devs request them for Perisno itself.  If you like anything in particular, MelsPerisno fans, let them know.

I've also been taking screenshots of various Mel troops so I can post a proper troop tree.  Stay tuned...

Female%20Tree_zpshgbzhzcm.jpg

 
MelanieWard said:
I'll be putting out a new version of the MelsPerisno optional patch when the next official "final" version comes out  :razz:

It will include reworked fashion for male slave-gladiator line, heraldic armour for Tolrania, and new flavour text for the Ransom Brokers.

I might redo some of the elf female faces to make them prettier, too  :wink:

Text editing is safer and more intuitive for me.  I won't bother hard-coding things unless the Devs request them for Perisno itself.  If you like anything in particular, MelsPerisno fans, let them know.

I've also been taking screenshots of various Mel troops so I can post a proper troop tree.  Stay tuned...

Female%20Tree_zpsjnk70cud.jpg

prettier female elves are always welcome.

I would prefer edits to sources so I don't lose them but if its a great burden I guess we'll take whatever we can get.
To be honest I don't care how "unbalanced" your troop tree becomes, its more important to me the women aren't completely
walked on by the usual riff raff.  If women had say a 110% edge over ordinary bad guys, then I'd be very pleased, but that's
why we have submods and alternatives.

  I imagine Perisno main stays stolid and plain while submods, released from the burden of conforming to anyones vision
except your own, are the places where creativity can shine.  I don't like to see creativity discarded because it doesn't conform to someone else's idea of how things should be - make a submod where YOU choose what it should be, and if you have a good instinct your voice should rule your own submod.  Then again who am I?  A hack with less a submod than yours  :sad:

  "Soon" (TM)

  - GS
 
gsanders said:
prettier female elves are always welcome.

I would prefer edits to sources so I don't lose them but if its a great burden I guess we'll take whatever we can get.
To be honest I don't care how "unbalanced" your troop tree becomes, its more important to me the women aren't completely
walked on by the usual riff raff.  If women had say a 110% edge over ordinary bad guys, then I'd be very pleased, but that's
why we have submods and alternatives.

  I imagine Perisno main stays stolid and plain while submods, released from the burden of conforming to anyones vision
except your own, are the places where creativity can shine.  I don't like to see creativity discarded because it doesn't conform to someone else's idea of how things should be - make a submod where YOU choose what it should be, and if you have a good instinct your voice should rule your own submod.  Then again who am I?  A hack with less a submod than yours  :sad:

  "Soon" (TM)

  - GS

I think Perisno shows far more creativity than I have shown.  MelsPerisno mostly uses Perisno resources rather than adding new things. I like to think of what I do as rearranging the furniture  :wink:

I have tried very hard to make my changes balanced.  Much of what I have done is about rewarding an investment of effort by the player with things of value, either aesthetic value or battle power.  There are, in Perisno, certain optimal strategies for armies that I felt were limiting player choices -- many aspects of Perisno were being ignored because they were less effective.  So I've tried to make those aspects more interesting and/or powerful.  :smile:

In particular, I've worked on troop lines that could not be raised in the easy way (by gathering troops from villages and nobles from towns).  I've taken particular care to try to ensure that every line was not a cookie-cutter progression from infantry to shock cavalry.  I've added a lot of choices in the non-kingdom troop trees, with separate branches for archers, infantry and cavalry, and choices between armour and defence, or speed and offence.

The idea is to allow players to build completely unique armies with a little extra effort.  There is still an edge to building an army of heavy shock cavalry or Elvarie, but one may do quite well in MelsPerisno with tiger riders or shield walls as well, and have fun doing it  :grin:
 
gsanders said:
    Hi GS;
        Thanks for the info and I'm grateful that you all do "Still Care".. :grin:
    Thanks to you and the entire Team for all the Great Work. As for all of the "Visits" re: Steam/Google, as someone that is really enjoying this Mod, I'm not the least bit surprised.  The popularity is Well deserved. :grin:
        Cheers !
   
*** I found a Patch/link on an earlier page, dated 1-15-15 where MelanieWard posted the link, on 2-1-15. Is that all I need or do I need the .732/733 first ? I have v .73 Final, btw.

  If you have "73final" there are two versions: one dated Feb 2nd or 3rd, and one that exactly overwrote it on Feb 4th and made some changes but lost savegame compatibility to Feb 2-3rd.  Unless you want to apply Melanie's Perisno (in which case there should be a matched set of 33-34 .txt files and not just 2-3 Morgh edited test files out of context, or the build gets scrambled when relsewhere some patch has changed the ORDER of what troops are presented and so the wrong troops are used everywhere...)

  So once you know which of those applies, the next item of business is to ... wait.  unfortunately, all the earlier patches were applied (well, except for my last 734, which only a few saw) already, and if you used 734 there'd be some troops changes gone from 73"final", as two devs were playing ping pong with code updates and one of them (me) didn't play nice.  For the next patch
"74 final", we'd ALL like to cooperate to make one combined patch instead of my guerilla test patches, which tended to have my changes first and weren't in synch with all the other coder contributions; and the all_the_other_coder_contributions tended to drop all my changes.  It was a lose/lose, which helped no one, not even me.  The better path is to take more time, an extra week most likely, or even 2 if needed, and make a patch where ALL of us can contribute, fairly, and with some real testing in advance, with save game compatibility for FEB 4th version "73final".

  So far I have a comprehensive overhaul of the princess decision tree for whether or not to marry a player
  the patch 734 with improved locks for handling prisoners at the bar and giving out potentially overpowered greater bounties too often.  It was previously possible to get up to 3 million gold per week mugging poor underpowered bands of 150 or so mid tier bandits and washing them at the tavern, 20 or so per day just as fast as you could click.  But nothing beats  ctrl alt F4 in terms of exploits, so cheating "me" and complaining later really does seem pointless, in a single player game.  Anyway, the 734 locks code solves both pieces of the puzzle by taking away the option until some time passes; the two are on different random number ranges so may not unlock at the same time, although they can.  There's also a prisoner dialog where prisoners can't be pestered into joining the party if you get an answer you don't like and just keep asking.  But that's in 73final already, and mostly affects players on older versions.

  Besides these from me there is a fix for sieges of fountain hall, adjustments to troop tree upgrades, fixes to make women's faces look better at the hairline and neck, plus better a better rhino mount in terms of how dwarves fit on them, and well "so much more".  All this by way of apology for not posting a patch now that is half made when we want to have one patch to end them all for 7 series.  As the 7-series has many of "my" changes I want to be sure this patch has me somewhere close at hand; but I do think Perisno needs more layers added to the meta-game and am mostly focused gathering those atm.

  - GS

    * Sorry for my Late response. My Modem Fried/Died and it took 5 days to replace.*--Thanks for the reply and info. Wow, a lot of work going on from you guys. Thanks.
  I'm not certain which one, pre or post 2/4, version I have. So I'll check and act accordingly. I do have the CTD when I try to besiege/Assault Fountain Hall though, so maybe I do need the Latest DL. If I understood correctly, that bug was/is fixed in the "Latest" .73 Final DL, Yes?
    I read in the Change log, on Moddb, that there is a "Hidden Chest" in Fountain Hall also.  I love Hidden Goodies and was actually hoping to find some as I explored the Wonderful and Really Well done Cities/Towns. I'm one of those people that will spend a lot of time looking around and appreciating all the Great Work that you guys do. Lotta fun hoping to find something too. I was going to ask if there will be anything like that in 8, but I'm still focused on .73 and will be for awhile, so it's kinda of getting ahead of myself.
  This may be the wrong place, ( apologies if so  :oops:) to be asking or suggesting that maybe Some Hidden or Obscure Ruins or Caves/Caverns with Tough Battles and Higher Tier/Unique Rewards would be fun to have too. You have done a great job of implementing some aspects of that already, from what I've seen. I play with Fog "On" as suggested in the PDF in the DL. and haven't yet discovered a lot of the map.
  Anyway, good info and I'll do as suggested. I have plans to Play MelsPerisno too. So I look forward to many fun adventures.
So, thanks Again and Great work. I will have No Problem with "Waiting" for the next Patch/Version, because I will be busy with this anyway.
                Cheers.
 
MelanieWard said:
I'll be putting out a new version of the MelsPerisno optional patch when the next official "final" version comes out  :razz:

It will include reworked fashion for male slave-gladiator line, heraldic armour for Tolrania, and new flavour text for the Ransom Brokers.

I might redo some of the elf female faces to make them prettier, too  :wink:

Text editing is safer and more intuitive for me.  I won't bother hard-coding things unless the Devs request them for Perisno itself.  If you like anything in particular, MelsPerisno fans, let them know.

I've also been taking screenshots of various Mel troops so I can post a proper troop tree.  Stay tuned...

Female%20Tree_zpshgbzhzcm.jpg

  Hi Melanie,
      I was just over on the Nexus and going to (Did) DL your Mod. I'm looking forward to it and the Neat tweaks you described. I asked you there, and will ask here also, Which should I DL ? does the Latest, "MelsPerisno2" have all or some of the content in the Updates, or do I need one or all of them in order to get the specific content?
  Since you mentioned it, I think Prettier Elf Women is much needed, IMO. I'm playing a Male Elf Character and am a Vassal of Redwood. I haven't found a Elven Female, except the Queen, that I would want to wake up to every day as my wife. Lol. So, yeah, that would be a welcome improvement.
    Thanks for your work and nice looking tweaks and Ideas.
              Cheers
 
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