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#435
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Narron
Did you simply remove resources from this map, or did you remove them entirely from the mod?
From your mod, which I mentioned above.
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#437
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Narron
Not exactly ideal. Removing part of the mod's concept just for one map seems excessive.
How you will (or won’t) address the cause of the bug that I localized is up to you. You’re welcome, Narron, you’re welcome.
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#439
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Narron
Oh, thank you, Moonst@r! You practically saved the entire universe. My deepest gratitude to you.
As usual, I'm saving the Universe on Tuesdays.

P.S. Replaced mercury with sulfur in the script and map.
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#441
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You have the All_Campaigns mod for NVS on the A2C2M3 map with some changes. That fix should probably be integrated into NVS_ImportObjects (this package has problematic mercury), and only the script from all campaigns in the fix should be copied. Open the map using Notepad from the mod for all campaigns, search for windmill_mercury, and replace the highlighted part with sulfur and Sulfur respectively. If the changes in the map are minor, you can replace it in the problematic package after changing the resource in it.
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#443
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Narron
Alright, I'll take a look at that moment this evening. Thanks.
That moment is no longer relevant now. That fix was a workaround for the issue, while this one actually solves it.
In the model files, I set false (like with regular resources) in <ProjectOnTerrain> and everything started displaying correctly. I applied the same settings for gems.

I noticed you're missing the glow effect on all resources, except for a slight one on crystals, gems, and it seems on the campfire.
In reply to Mооnst@r
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#444
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Mооnst@r
That moment is now irrelevant. That fix was a workaround for the problem, while this one actually solves it.
In the model files, I set false (like with regular resources) in <ProjectOnTerrain>, and everything started displaying correctly. I applied the same settings for gems.

I noticed you have no glow on any resources, except for a slight one on crystals, gems, and I think at the campfire.

And again I thank you, Moonst@r! Do you think it's worth bringing the glow back to the resources? I kind of like it as is ))
Мой проект:
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
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#445
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Narron

Do you think we should restore the glow effect to resources? I actually like it the way it is now.
Just noticed it, thought there might be an issue.
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#446
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Fixed my own fix for the Battle Griffins effect description; it was showing descriptions for some dwarf runes there.
Corrected the "Life Unit" text for towers and gates during city sieges.
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#447
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Mооnst@r
FixsToE_3.1 has been updated.
Thanks to Rommy.

I'm too lazy to deal with the text anymore. I added almost everything except "Key not received" and "Key received". It's like (Unvisited) and (Already visited).
Everything is cool, great job. One but: after installing the fix, the mod that changes enemy stack size labels, "10-100" etc., stopped working; now it says "10- 100 unit", which overlaps the icons. I have a mod installed that reduces the numbers so the icons are visible. Why add "units"? There are already numbers. With the fix, this label covers one third of the enemy stack icons.
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#448
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ViNi
Everything is cool, great job. One thing: after installing the fix, the mod that changes enemy stack size labels, "10-100" etc., stopped working; now it says "10- 100 unit", which overlaps the icons. I have a mod installed that reduces the numbers so the icons are visible. Why add "units"? There are already numbers. With the fix, this label covers one third of the enemy stack icons.
FixsToE_3.1 will be incompatible with some third-party mods. Either you choose what is more important to you, or you start studying how the mod is structured: compare the files of the two mods and remove it where it overlaps what's needed.
Changes were in one file, and the comparison is provided here.
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Why add "units"? There are already numbers.
This is a fix mod, not a mod for convenience changes for specific individuals.
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#449
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Mооnst@r


This is a fix mod.
Doesn't the fix change the designations? In the original, there are no numbers, only squads, legions and so on. How is that possible? Or does my mod stack with the fix, and now we have what we have... If so, then I have no questions.