Page 1 of 5

Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 12:29 am
by JohnVW
i'm looking to MP the Waterloo OOB (and other Napoleonic mods and/or OOB's)...exactly what mods do I need "on", and in what order do they need to be listed (under "modifications" in SOW) in order to launch?

I've seen here where you need "Road to Wagram & Peninsular" and "KSNapoleonmod", both of which I have (and have no other mods on)(I've tried with either or both on, in different order even, and no luck)...and when I try to use these, I get as far as the "launch game" in SOW...and then about 1/2 way through the startup game crashes (I get "program has stopped working")...

so, what am I missing...or am I just doing something wrong? thanks!

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 1:23 am
by sifis172
Hi! :)

in the modification's menu, you must have the ksnapoleon mod
*below* road to wagram.

like this(activated mods):

-road to wagram&pensinsular
-ksnapoleon 1.650.

you also must* delete the road to wagram&peninsular
logistics folder.

*however i noticed that for me deleting the wagram logistics
folder will crush my game. so i would suggest you to only place
the mods in the main menu-activation mods in the correct order.

if that doesn't do the trick, try also deleting the logistics
folder in the wagram&peninsular mod.

links to mods: http://www.norbsoftdev.net/forum/napole ... updated-16 -that's the road to wagram.

http://www.norbsoftdev.net/forum/napole ... n-mod-1650 that's
the waterloo mod.

i'm sorry but i didn't mention that you need both mods,
in your mods folder.(activated the way above).
:)

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 1:38 am
by JohnVW
the "ksnapoleon 1.650" downloads as "largeKSNnapoleon1650.rar" (which unzipped creates the Mod folder "KSNapoleonModLarge")...I have both the mods you mentioned, in that same order, with no other mods even turned on...and as soon as I select "single player", and then try and click on "sandbox" the game crashes...

I've attached the SOW.log file, and you'll notice:

"17:35:37 Can't find unit class type FR_INF_CDR_Army"

no idea what that means, or how to fix it?

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 2:04 am
by Saddletank
"FR_INF_CDR_Army" is a standard unit class in both mods so it seems you haven't got them installed right or not activated correctly. Did you download the "Road to Wagram & Peninsular CSVs" file? If so, make sure this is NOT activated.

As Sifis says, activate "KSNapoleonModLarge" BELOW "Road to Wagram&Pensinsular." Make sure the Road to Wagram ver is 1.6.

You should turn off all other mods except for graphical add-ons like GCM or Jolly's terrain, different smoke effects, etc. In particular make sure any toolbar mods are off, bugles & flags and anything ACW related.

Here's my active mods. Note that I have a newer KSMod but that makes no difference:

Image

And here's my SoW folder with the relevant mods folders expanded. Make sure you have all of these contents with nothing added or missing:

Image

Finally, if your vertical screen resolution is below 1024 pixels, you need the SMALL KSNap version since the large ver uses bigger minimaps. These won't fit on a screen under 1024 high.

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 2:21 am
by JohnVW
i'll double check, BUT I have both and both are installed correctly and in the right order...so i'm def a little confused...

you also mentioned/asked if I had the "Road to Wagram & Peninsular CSVs"...which I don't...but you have it but it's not turned on, so why would I need it anyhow? (and if I DO need it, any idea where I could find it now?)(smile)

thanks...(i'll be working on this some later)

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 2:47 am
by Saddletank
The R2W Logistics mod was released separately by Gunship specifically so that if anyone wanted to mod the mod, they could just turn the Logistics sub-mod off and substitute their own one - which is what KSNapMod does.

When it first came out I played R2W on its own (this was long before the KSMod was made). To be honest I don't use it any more and could delete it, but you never know, in future I could meet someone online for an MP game who has R2W but not KS, in which case I'd need it. It only takes up a few 100 Kbs on a Terabyte HDD so why delete? ;)

BTW, try turning KSNap off and just running R2W&P, let us know what happens then.

You do have the base SoW game patched to v1.61, yes?

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 3:07 am
by sifis172
in my mods folder i have a folder named:
road to wagram & peninsular patch 01.

i have it activated in the mod screen.

but it's probably something, which i don't
even remember downloading it.

Saddletank i have been watching the forum for
the update :woohoo: of the ksnap mod like crazy!
but it hasn't been updated on the forum. :(

edit: i checked in my mod folder, in the wagram&pen
and my logistic folder is still there, that's
a little strange.

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 6:29 pm
by JohnVW
OK, here’s where I’m at:

Sandbox Game

- have loaded, in this order, the following MODS
- RtoWar&Pen..activated
- RtoWar&Pen CSV
- KSN NapMod Lg…activated
- (or) KSN NapMod Sm

- intructions say to delete or rename logistics folder in RtoWar&Pen, but there is no logistics folder
- there is a logistics folder in RtoWar&Pen CSV, and since I’d need to delete or rename it anyhow I just don’t activate this MOD
- using KSN NapMod LG the “map” is too large (even though my settings are above/beyond what it suggests)…KSN NapMod SM fits “ok”
- BUT, neither map shows any troop movements, only messages being delivered??

- let Sandbox run for 30-40 min and it seemed to run ok

Am I leaving anything out? Is there anything I’m missing? Thanks…

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 7:08 pm
by Saddletank
The empty minimap is due to your realism setting in your options screen. Either choose one of the pre-set realism levels or check 'custom' and then go through the options setting whatever parameters you prefer. There's a minimap settings section to display troops up to certain distances or only in sight or anywhere...

There's a set of options for using couriers at various levels too - or you can switch them off.

If the minimap with the large mod is too big then your SoW game screen setting is definitely below 1024 px vertical res. Note this may not be anything to do with your desktop resolution. You can change the SoW screen res in options too.

It sounds like you're making progress. Does the game run now?

@ Sifis - sorry, a few tweaks and additions being done late in the day but it will be soon now. We tested a Russians vs French OOB a few days ago with 50,000 troops a side at a 1:6 sprite ratio and had a fantastic game. The AI crushed us comprehensively!

Re: Napoleonic Mod basic requirements ??

Posted: Wed Sep 10, 2014 7:52 pm
by JohnVW
- I don't have an empty mini-map, BUT mini-map is too large
- my SOW screen res is 1280 x 768, and LG NAP Map is too big for the screen
- I have couriers "on", but that shouldn't make a diff either way
- when I use "map" why can't I see troop movements? I see the troops, but none of them are moving...during any SOW CW sandbox/scenario I see troop movements when on this screen/map, but not here?