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Author Topic: [REL] Fajeth's MegaModPack for Renaissance: 0.93  (Read 146622 times)

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Offline Fajeth

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[REL] Fajeth's MegaModPack for Renaissance: 0.93
« on: 15 March 2012, 13:03:48 »
Fajeth's MegaModPack 0.93

Downloadlink Download Me

« Last Edit: 06 June 2017, 08:51:30 by Fajeth »

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #1 on: 15 March 2012, 17:08:15 »
Amazing!  I've been hoping someone would put something like this together.  I'll play around with it and report any bugs; I look forward to future versions too.

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #2 on: 15 March 2012, 17:30:03 »
Something already known: Apparently the cooldown of courting actions is deactivated - but not by me. I will change this in the next version (but first, i wait for more comments/ bug-findings) :)

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #3 on: 15 March 2012, 18:16:44 »
Ah, yeah, I just noticed that.  So far the only weird thing I've seen is some graphical glitches in the character creation when you pick your sign.  The list of signs seems to flicker in and out but it's still clickable.  I have no idea if this is an issue with these mods but I haven't seen it before (I assume it would be with the mod for hats/hairstyles).

Anyway, do you know if AI dynasties will purchase neutral buildings as well?  Also, the temporary buffs basically just add to that attribute for a short time when you do certain actions right?  I noticed that when I complimented someone I got a charisma buff and they got a rhetoric buff.  If that's the way it works, that's pretty cool; good job.

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #4 on: 15 March 2012, 19:19:46 »
hm i hadn't had this graphical issue, but i will keep it in mind.

AI: I don't know, theoreticly yes, but i didn't change anything there

The buff: cool ^^ Nope, i didn't add something like that - but maybe it was in the game all the time - i just made it visually

Offline FlyingEagle

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #5 on: 16 March 2012, 15:49:06 »
Man this is awesome!! This will surely bring me and much players back to the guild. Thanks to you and all the moders of such amazing mods. Keep up the good work! Looking forward to new version

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #6 on: 16 March 2012, 17:09:47 »
Thx :)

There is apparently a bug within lex0rs command me mod, which is causing the Cooldown-bug. This will be fixed next version.
Also the self-apply-medicine-mod works - but the target is wrong. So, you can't pick yourself, but have instead to choose another sim. But don't worry: your character will be cured - not the other guy ;)

I'm on it to fix it ...

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #7 on: 16 March 2012, 23:01:39 »
Download count is adding up; looks like word is spreading.  Keep up the good work.

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #8 on: 17 March 2012, 00:25:36 »
as long as they know that this is just a very early version ... ;)

Offline LordProtektor

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
« Reply #9 on: 17 March 2012, 02:22:23 »
A LAN party dream becomes real. Thanks :)


If I may ask: How do you keep track and organize yourself with so many different files? I'd guess it's really difficult.
« Last Edit: 17 March 2012, 02:24:52 by LordProtektor »

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #10 on: 19 March 2012, 17:52:24 »
LordProtektor: Don't ask. It's terrible :D But i am chaotic - in many ways, so i am getting used to it ...

All: New version is online, changeme in the first post.

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #11 on: 20 March 2012, 03:02:40 »
Nice.  Glad to see you're fixing bugs.  I encountered a strange one tonight during MP.  We were both in a trial and then when it was over our characters remained "in the trial" according to their status icons and couldn't perform any functions, but they had left the town hall.  They seem stuck like this indefinitely.  Not sure if it's something in this mod but just reporting in case.

Offline Zgeek

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #12 on: 20 March 2012, 12:21:19 »
Great work Fajeth,I just want to make a suggestion is there a way to reward the assessor?
I mean if you're an assessor in the court you get nothing for your time no money or experience, at least there should be some experience or money for the assessor in the court.
« Last Edit: 20 March 2012, 12:24:02 by Zgeek »

Offline General Chaos

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #13 on: 20 March 2012, 12:34:19 »
Great work Fajeth,I just want to make a suggestion is there a way to reward the assessor?
I mean if you're an assessor in the court you get nothing for your time no money or experience, at least there should be some experience or money for the assessor in the court.

I actually think that's a great idea too.  Oh, also wanted to add one more thing: I thought only neutral buildings were supposed to be for sale.  What constitutes neutral b/c in my game literally every building (even the merchant stalls) is for sale.

Thanks again!
« Last Edit: 20 March 2012, 14:12:36 by General Chaos »

Offline Fajeth

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Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
« Reply #14 on: 20 March 2012, 12:58:34 »
Hmm!! There should be a reward! XP and gold :/ nothing shows up? Then i have to look into the script again ...

Buildings: yeah, i know. I am still unexperienced with the filters, so any suggestions of modders would be very much apreciated

Thx guys!

 

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