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Re: Napoleonic Mod basic requirements ??

Posted: Tue Sep 16, 2014 2:04 am
by JohnVW
I deleted the only new mod (Atlanta 1864), but turns out that was NOT the problem...game still crashes every time I click on "sandbox")...with this error code:

Game Launched
17:59:10 Version:SOWGB
1.6100
17:59:13 Loading Defined Lists
17:59:13 Initializing
17:59:14 Mod: C:\SCOURGE OF WAR - ANNIVERSARY EDITION\Mods\Road to Wagram & Peninsular
17:59:14 Mod: C:\SCOURGE OF WAR - ANNIVERSARY EDITION\Mods\KSNapoleonModSmall
17:59:14 Ansi:16, TexH:8192, TexW:8192
17:59:14 SowGB Loaded
17:59:14 17:59:14
17:59:35 Can't find unit class type BEL_LINE

Re: Napoleonic Mod basic requirements ??

Posted: Tue Sep 16, 2014 9:14 am
by Grog
John

I'm pretty certain you are using Jack's original Waterloo oob, which has the BEL_LINE class in it. This oob was for use with the Road to Wagram Patch (which contains extra sprites)

The KS Nap mod incorporates these extra sprites but renames them. Thus, Jack's Waterloo (and Quatre Bras)oobs are incompatable with the KS Nap Mod.

Jack's oob is called:

OOB_SB_NAP_Waterloo_SR8

the KSNapoleon oob is called:

OOB_SB_NAP_Waterloo_SR8_Full

Use the latter when playing the KS mod

The former will work with RtW + Patch(extra sprites)

Similarly, when playing KS Nap, only use the oob's which have _Full at the end. Of which there are 4

Re: Napoleonic Mod basic requirements ??

Posted: Tue Sep 16, 2014 2:44 pm
by JohnVW
grog, "you are the man"!! turns out it was two OOB's I had that still had "Quatre Bras" in them that did it; I'd already removed all the "OOB_SB_NAP_Waterloo_SR8"...and it seems "ok" now...

funny thing is that yesterday, before zipping-up the NAP related mod folders I know are needed (and that work) for 2 friends, I was running through all the related OOB's and giving them each a "test run" (60-90 min sandbox game, on fast speed) just to make sure there were no crashes/etc...and my problems all started when I went to test the Quatre Bras OOB!

I really think your explanation (posted here) should be included/posted on the pages used for downloading any of these related files; not everyone will follow every posting here and read what you guys have already figured out...anyone new coming and searching for NAP mods will "search" that way, then find the files and download (and may eventually run into what I did) them...

Re: Napoleonic Mod basic requirements ??

Posted: Tue Sep 16, 2014 10:22 pm
by Grog
Glad that helped. Easy mistake to make.

Perhaps we do need to highlight which OOBs belong to the KS mod better. They are very similar.

I will highlight it on the appropriate thread. Also the waterloo oob fix.

Thanks

:)

Re: Napoleonic Mod basic requirements ??

Posted: Tue Sep 16, 2014 11:13 pm
by Saddletank
Putting 'KS' in the name would help.

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 17, 2014 12:25 am
by Grog
'Putting 'KS' in the name would help'

I agree. Tank, you are a Genius :laugh:

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 24, 2014 7:29 pm
by JohnVW
ok:
- I have all the newest files/mods that have been posted here, with all the fixes as well
- i'm just trying to simply play a NAP sandbox game for now
- only mods "on" are R2Wagram and KSNapModSmall
- on the SOWQ setup screen i have no NAP related maps to even choose from, other than Alpine (which I select)
- then the game seems to crash 2 out of every 3 times no matter which OOB i select
- LOG FILE always says "Can't find unit class type NA_FUS", or "11:20:42 Error in scenario.csv file", or "OOB_FR192 repeated id name", or "11:20:45 Can't find unit class type NA_LIGHT"...it seems that no matter which OOB I select there's an issue

so...i'm ready to skip all these new MODS/OOB's (only because I really can't get them to work)...

BUT, if I keep just the newest R2Wagram and the newest 2 KSNapoleonMod maps (large and small), what else do I need to simply play a Waterloo sandbox, scenario or MP game??

(and I was able to play some shorter OOB's last week, but not after installing the latest "OOB_SB_Nap_Waterloo_SR8_Full.csv")

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 24, 2014 8:25 pm
by Grog
Sorry you are having problems, John

Not exactly sure what's going wrong.It sounds like one of these.

Since MTG released 1.705, the OOB_SB_Nap_Waterloo_SR8_Full (that you quote here) was superceded by OOB_SB_KS_NAP_Waterloo_SR8_Full (which is contained in the mod).

Otherwise, are you sure that RtW is above KSNap in the mod screen when you run the game?

Keep posting. I'm sure we can work this out :)

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 24, 2014 8:28 pm
by JohnVW
yes (I have the latest OOB_SB_Nap_Waterloo_SR8_Full.csv), and yes (R2W is def "above" KSNap small)...

you mentioned OOB_SB_Nap_Waterloo_SR8_Full.csv being "included in the mod"...which mod exactly, and it that the only place it should be? only asking because I believe I saw a post last week updating just this file (which I downloaded) as well?

thanks

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 24, 2014 8:54 pm
by Marching Thru Georgia
Here is a complete list of all the OOBs which will work with the KS Napoleon mod. Notice none of them have SR8 anywhere in their names. Those are in the Road to Wagram mod or were in an older version of the KS mod. I suggest you delete the OOB folder from Wagram mod to avoid the confusion.

OOB_SB_KS_NAP_Austria_1809
OOB_SB_KS_NAP_Italy_1809
OOB_SB_KS_NAP_Peninsula_Full
OOB_SB_KS_NAP_Russia_1812
OOB_SB_KS_NAP_Waterloo_British
OOB_SB_KS_NAP_Waterloo_Full
OOB_SB_KS_NAP_Waterloo_Prussian

All the maps that show up on the left side of the sandbox screen with the exception of Kansas are for the napoleonic mod. Yes, they have the same name as the original ACW maps, but the mini-maps are all different.