Installer Steam
Logg inn
|
språk
简体中文 (forenklet kinesisk)
繁體中文 (tradisjonell kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tsjekkisk)
Dansk (dansk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spania)
Español – Latinoamérica (spansk – Latin-Amerika)
Ελληνικά (gresk)
Français (fransk)
Italiano (italiensk)
Bahasa Indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (nederlandsk)
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasil)
Română (rumensk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (vietnamesisk)
Українська (ukrainsk)
Rapporter et problem med oversettelse
I no longer make submods or alterations for SFO.
As far as i can tell all tier 3 & 4 main settlement buildings completly lack the longbeards with axe & shield.
Is their any possibilty your mod could fix this problem?
Best regards
Don't know, don't care. I dislike SFO strongly.
The way that Reporting For Duty works, is that it will never be responsible for a crash on start-up unless a dependency in the custom faction mod was removed. I can be sure of this due to the databases that Reporting For Duty writes to.
This also means that it won't cause a crash-on-start incompatibility with any other mods as well.
That's not to say that I'm infallible or that it will always be perfect. If I code an ability wrong (it's happened before) it could crash mid-campaign. Or there might be incompatibilities with other garrison mods that cause duplicate garrison unit spawning.
But Reporting For Duty will always, always, start if its dependencies are met.
So in other words...
You probably just forgot to turn one of the mods on. ;)
That would be:
-Mixu's Unlocker
-Kraka Drak
-Reporting For Duty
-Reporting For Duty Kraka Drak