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  #1  
Old June 5th, 2008, 08:08 AM

chrispedersen chrispedersen is offline
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Default Heads up on Kingmaker mods / patches *DELETED*

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Old June 5th, 2008, 08:23 AM
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Default Re: Heads up on Kingmaker mods / patches

Was kindgamer dm enabled ?

It would be very strange if a mod could corrupt the game when it isn't enabled.

I have kingmaker + some unfinished big mods in my folder which are about as big (and bugged if I enable them) but personnally never had problems at least.

Now if I enable kingmaker I can only create ME games, but it's normal as all nations are moved to ME (and I can create pretenders for a created game -there perhaps may be problems if you try to create in game tools pretenders for several eras versions of the a nation keeping the same name, as they would all be stored as me_something I guess)
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Old June 5th, 2008, 08:25 AM
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Default Re: Heads up on Kingmaker mods / patches

Naw. The creator of the King Maker mod did not include a banner with his mod. So, you have the mod enabled but it does not appear to be enabled at the start up screen.

Just go into Mod Preferences and turn the mod off. Look for a mod without a banner that says "enabled" next to it.

This underscores the reason it is important to create even a simple graphic for any mod you produce. Takes about 30 seconds to make and saves mod users a tremendous amount of headache when things like this happen.
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Old June 5th, 2008, 08:32 AM

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Default Re: Heads up on Kingmaker mods / patches

What is kingmaker?
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Old June 5th, 2008, 08:33 AM
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Default Re: Heads up on Kingmaker mods / patches

The new mega game.
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Old June 5th, 2008, 08:43 AM

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Default Re: Heads up on Kingmaker mods / patches

I guess the lesson there is to always have a mod banner, even if it's just a block of colour or something.
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Old June 5th, 2008, 10:25 AM

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Default Re: Heads up on Kingmaker mods / patches

I did make one. It's very nice. I actually worked to make it look cool and shiny. Apparently I didn't include it though.
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