1.1 patch and mods
Does anyone know what mods will still work in 1.1 or how long will it take to fix them? I'm really going to miss Elves, Undead and Orcs! ![]()
Does anyone know what mods will still work in 1.1 or how long will it take to fix them? I'm really going to miss Elves, Undead and Orcs! ![]()
I suppose there is only one way to find out. I'm hoping for racial factions the updating won't be too bad. Moded spells and abilities might be another story, we'll see how that goes. Ultimately, deep changes in game mechanics is all good so what update work on mods that will be needed is the price to pay.
I would bet that some mods will be completely unusable, but most mods will simply work to the point where they either crash the game ( the same way gnilbert's 1.08 mod does to 1.09) or will fail to give intended bonuses. I think it would have been nice if the devs had given the mod community some kind of early look at the xml files and the changes, so that we could already be working on updating our mods.
I would imagine many mods will need revision as there are major changes in 1.1. Still I'm sure their proud authors will do so as soon as they have the time.
I recommend that you uninstall all mods. The orc and undead mod may work. The elf mod absolutely will not.
I think the biggest problem here is that several of these authors have gone MIA and people like HeavenFall actually has a ton of mods he has worked on so it could be a significant process to get them all working again.
I'm sure this is true and that they will be updated in drips and drabs as the authors are able to get to them (as I say as soon as they have time) but it seems obvious to me that as they are changing resources and how mana and spells work as well as rebalancing costs some XML tags will be add/remove or change meaning. There is no way this won't cause issues with some MODS.
So as Heavensfall has said I think it would be sensible to remove all MODs when upgrading to 1.1 and either to re-add them later to see if they work or to wait for 1.1 updated versions to be published.
Otherwise you may find yourself reporting bugs with 1.1 that aren't there because your using incompatible MODs designed for an earlier version.
I have actually copied my v1.09 game and mods, although I'm still trying to figure out how to make it look in a different spot for the mods. In any case, if not, I can simply use "Rename" to switch between them, that way I can play my mods, and work on the new beta at the same time.
It's also confirmed in the beta patch notes it won't work with old save games. Not a shock given the scope of the changes.
Players shouldn't mod until the game is finished. But, if you simply have to have mods you should be bright enough to make TWO different folders for the game. One always remains the vanilla version and the other the modded version. I've done this with all the Total War games so I always have a perfect unmodded uncorrupted game installed to fall back on when things fk up as they will with version 1.1 and mods for this game.
The good thing about impulse is if I corrupt the game it doesn't take that long to download it and reinstall it and I can be doing other things while it happens. But anyway since mods aren't kept in the main game folders mostly it's easy to remove and reinstall them.
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