The American Civil War Mod: Revived version 1.7.5 is ready for release! This update will bring many lucrative features to the mod, including artillery, bugle calls (without voicebot), new overhauled town center scenes, new historical battlefields, new units, updates to the Native American faction, bug fixes, gameplay changes, and so much more. Read below to find out more!
Installation Instructions:
- Make sure you delete any previous versions of the mod.
- Download the winrar package called, "The American Civil War Mod Revived v1.7.5", and save it to your desktop or another preferred destination that you can easily access.
- Open the package and extract the folder inside called, "The American Civil War Mod Revived v1.7.5", to your modules folder (C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules).
- Start Mount & Blade: Warband, select the mod from the drop down menu, and play!
You can join the mod's discord server here: Discord.gg
Voice Commands Instructions (optional):
- First, you will need to download and install a program called "VoiceBot" from here: Voicebot.net. This program is for free and will be fully functional for this purpose. It can also be used for other games as well. There are some limitations to the free version, but nothing that prevents you from using and enjoying the program with this mod.
- After installing VoiceBot, you will need to import the voicebot profile that I included in the mod package. This can be done by going to the settings in the program and you will see a button for importing and exporting profiles. Extract the voicebot profile folder to the desktop or your preferred destination, click import in the voicebot program, find where you extracted the voicebot profile and import the profile inside of the folder. I have also included the sound files for the bugle calls, I'm not sure if the sounds will play in the program without them. The folder can simply be placed on the desktop for quick and easy reference.
- After the profile is imported, I strongly recommend you familiarize yourself with the commands, and if you prefer to use a different voice command to execute an order, you can change it to another word by editing the macro.
- You should also train your microphone to recognize your voice, if you haven't done so already, because VoiceBot relies on speech recognition software that is used for voice-to-text programs, so it may not always recognize your voice, especially if your computer has never heard your voice before.
- When using the program, it is possible to use a built in microphone, however a headset or a separate mic is preferred because it picks up your voice more clearly. You should also make sure there is as little background noise as possible so that it does not interfere with the microphone recognizing your words.
- You can press play to make the program start to listen and press pause to make it stop. You can easily alt+ tab in game to turn it off when you are not in combat or don't want to use it.
- For more detailed instructions on how to use the VoiceBot program, please refer to their website.
- With the new update integrating bugle calls into the mod, you will want to deactivate the appropriate sound effects in voicebot so that the two sounds do not overlap in-game.
- Working artillery, with new sound effects and uniforms for the crews. 3 types of cannon: 12-Pounder Napoleon, 10-Pounder Parrott, and 3-inch Ordnance Rifle.
- New Units: 1st Florida Infantry, 1st Cherokee Mounted Infantry, 18th Alabama Infantry
- New mercenary unit: Native American Trackers, both mounted and on foot. Mounted native tracker replaces mounted bodyguards. New tiers of veterancy for trackers: experiened, seasoned, and expert.
- Town center scenes overhauled at Tallahassee, Indianapolis, Jackson, Wichita, and Topeka.
- Evansville, Calhoun, Lexington, Fort Wayne, Fort Defiance, and Charlotte all have had their old castle scenes replaced with placeholder forts.
- Siege scene at Cairo replaced with a slightly edited existing star fort map.
- Bandit hideout attack scene for the first quest to rescue the merchant's brother at Richmond has been updated. Old ships from native M&B removed and replaced with steam ships. The wooden fort has been entirely removed and replaced with a simple small house. Entry points fixed accordingly.
- Faction relation are now forced! Union and Confederate armies will remain at war permanently and armies from the same side will not go to war with each other. There will still be a notification saying some factions will make peace, but there is a trigger now that will automatically set them to be at war again. You can check this by looking at the faction relations in-game after receiving the peace treaty notification.
- The sound effects for muskets randomly cutting out has been fixed.
- In game orders now play a bugle call and/or a voice repeating your order. The sound is 3D and will come from a random AI soldier from the group you gave the order to. This is a good simulation of having a bugler in the group, and one of the soldiers shouting orders, rather than the sounds being 2D, which would play the sound as if it were a music track.
- Pressing the B key will allow you to do the rebel yell, and this will will not only play the sound effect, but can make enemy AI that are a lower level than you and close by, flee from combat.
- Players and AI will now spawn with their horses on siege scenes! This is a huge bonus for playing on the large historical maps.
- New reloading animation for muzzle loaders, so now soldiers will actually appear to retrieve a cartridge from the correct side of their body.
- Revolvers added to markets.
- Native American map icons fixed.
- Union Irish Brigade kepi's given a sprig of evergreen, as the regiment wore historically.
- Union Garibaldi Guard have updated plumes with a much higher quality mesh made by Matsuri5.
- New Confederate 2nd Lieutenant uniforms.
- New war paint and headwear variety for Native American troops.
- Book covers updated so they are now a higher quality texture and the titles are actually readable.
- Headquarters building at Gettysburg switched to be inside of the cemetery gatehouse, with a new custom interior.
- Hunting added to camp options. You will wait in a certain area looking for game, and then be taken into a scene where you will actually hunt the animals with your weapons.
- Green Bay switched with Chicagao, so that Chicago is now a "fort" location, rather than a "village".
- The now "village" of Green Bay has been renamed to Champaign, since the location of the village was automatically moved with Chicago becoming a "fort".
- Union Iron Brigade and 20th Maine switched places on the troop tree. Iron Brigade is now an upgrade from the veteran regular infantry, and 20th Maine is an upgrade from the veteran regulars reserve infantry.
- Missing passageway to prison in Philadelphia fixed.
- Braxton Bragg switched with William J. Hardee so that Bragg has a more aggressive personality type, appropriate to his historical personality.
- Two music tracks for travelling in the Confederacy replaced, as well as the music track for walking in Army of Northern Virginia cities.
- Treason indictment dialgoue, mention of "lord" changed to "general".
- Few scattered references to "caravans" switched to "mule trains".
- Snowy shrubbery that sometimes appears on the random battle maps has been replaced with various trees.
- Duplicate Confederate Sunflower Dispersers uniform fixed and replaced with one that uses a different blanket roll texture.
- Officers and a regimental color guard added to the 19th Illinois "Chicago Zouaves".
- Officer's sabre handguard fixed to properly fit the hand.
- New painting for encountering Union foragers.
- New terrain border for Missionary Ridge battlefield.
- AI mesh at Gettysburg fixed in a few places where the AI would get stuck.
- Faneuil Hall at Boston has been scaled down to a more realistic size.
Bonus Gameplay Tips
Be warned, the adjustments to troop sizes and the corpse limit, can cause your game to slow down and/or crash, especially on slower, lower end, or older systems.
- To increase battle size: If you would like to have larger battles than the maximum of 150 allowed by Mount & Blade: Warband, then you will need to download and install a program called Warband Battle Size Changer
from here or from here. (The installer is now included in the mod package). You can experiment with larger battles, but anything more than 300 will usually cause crashes.
- To have infinite corpses: If you would like to have infinite bodies on the battlefields, you will need to download and install a program called Cheat Engine from here. When you start cheat engine, you will need to simultaneously run M&B: Warband. Select "open process" under file, or by clicking the button with a magnifying glass over a desktop screen, and choose M&B: Warband. Then in the empty field under "Value", type in 00861920 and click "First Scan". That address controls what the maximum amount of corpses are before they disappear. Right click and add that address to your address list. Click the address on your list, press enter, type in the maximum amount of bodies you want to have (it will automatically replace the value), press enter again, and then click the checkbox under "Active". Alt+Tab back into the game, and you're ready to play. You must have cheat engine running and that address active every time you start the game and throughout your time playing it in order for the changes to work. Also every time you start the game, you will need to re-enter the value for the number of corpses and activate it.
- To instantly build an army: If you would like to instantly build an army, or even have hundreds or even thousands of men in your party, you can also use cheat engine, and follow these instructions. Having massive armies beyond your maximum capacity will, however, result in morale problems and desertions. It is good for when you want to just jump right in and play, or test out one of the new custom battlefields on your own without needing to rely on AI generals to support you to have a big battle.
- To use free camera in battles: You can use a free camera in battles by pressing Ctrl + E to use the editor camera. (You must have cheat mode activated in your Warband launcher for this to work). Press H after the camera activates to go into the cinematic camera mode, and you can drag the editor panel into the corner of your screen so it is completely out of the way. Unfortunately you'll have to exit this mode with ctrl + E in order to use the order panel; the camera and the order panel can't be used simultaneously. The editor panel will remain in the corner of your screen until you move it again or restart the game.
Known Issues/FAQ
- Petersburg scene causes crashes during battles. The entire scene will be replaced in a future update.
Mule trains may still cause crashes for some people. Why this is a problem for some players and not others is a mystery. (Fixed!)
- Tournaments are not finished, but we have our eyes on getting it fixed up soon.
- Artillery gives some error reports, but seems to otherwise function.
- AI armies will still sometimes use too many flagbearers, but this will likely also be fixed soon.
- When the player and AI shoot rifles, they will sometimes get stuck in the aiming position for a few seconds after firing.
- The tent icon when camping is missing.
- Pork and venison are not edible items right now, but will be in future updates.
- The war itself is a bit lopsided in favor of the Confederacy at the moment, due to the amount of factions on the map, but we plan to add a new faction to the Union to balance this out.
- Carbines use the muzzle loading animation and unfortunately this slows them down. Hopefully we can fix this at some point.
- Player can not reload rifles/muskets while walking.
Revolvers mistakenly have a secondary function, and this will cause CTD's if a player tries to use it. Do not press X when using revolvers, and do not order revolver armed troops to use melee weapons only. This is an easy fix and will be in the next update. Players can fix this on their own as well by going into morgh's editor and unticking "civilian/next_item_as_melee" on all the revolvers in the item_kinds.txt. Search for "revolvers", "colt", and "lemat" to find them all. (Fixed with last reupload of the mod.)
- Q:Freelancer? A: We might be able to add this feature in the mod, but we want to wait until we can get the AI to behave in a more intelligent way first. Right now they only know how to hold at their spawn, or blindly charge forward, so the AI generals are not really intelligent enough to lead the player in a battle.
does not work for me on the menu
Are you able to start the mod? Where does it crash for you?
the game loads normally but in the menu I cannot check to start a new game! I have error message!
Try downloading and installing again. Might be because of missing "game_variables.txt", so the mod has been reuploaded with a copy of this file.
however the other mods above work very well!
The Menu Screen won't load.
It got errors with "game_variables.txt" something.
Oh, it's the "game_variables.txt" indeed. The mod didn't come up with one.
Can you release quickpatch from your "customized" game_variables.txt made for this mod? Because the GUI looks ugly using the other mod's game_variable.
Can you tell me what exactly the error that you are getting says? Please make sure you delete all the old versions of the mod before installing the update, and start a new game.
It's literally missing "game_variables.txt", the GUI won't appear.
When I copied those file from the other mods, it works.
The Error (missing file) caused the Menu Option won't appear.
Ohh I see what you mean, hang on. I'll reupload it now, tell me if it works.
Will be ready in 5 minutes.
When you load up the first menu there is no text to start a game or custom battles or any text to play the game.
Edit: i'm stupid good mod bro.
Have you made sure to delete any of the old mod files you may have had before installing? Never overwrite anything, always make a clean installation.
Well... First bug encountered.
The game starts and I was able to create a new character. No problems with this.
But as I tried to help a group of Manhunters against some Looters, the game crashed to desktop.
At first I thought that the problem was the three Manhunter units that I rescued some time before and added to my army.
After I deleted them, I was able to kill another group of Looters without any problems.
But it seems, that the game doesn't like Manhunters on the battlefield at all. Crashed again after I tried to help them without my own Manhunters.
If manhunters are causing crashes, then it is likely the same problem we had before with mounted bodyguards causing crashes. Most likely a faulty item in their inventory. Just avoid them for now, we'll get it fixed.
Doing exactly that at the moment.
No other problems so far. But there's still much for me to discover. ^^
Robbed some caravans along the way. That worked.
I have slightly altered the manhunter's inventory and reuploaded the mod, so hopefully this will fix them causing crashes. Otherwise, we'll just entirely replace manhunters in the future with some other kind of new unit.
King85 , Can you please upload the patch file only?
It's kinda annoying re-downloading the same files over and over.
Don't worry, that's the last reupload of this version. Any further changes will have to wait for the next update.
I'll try it out and will report as soon as I'm able to encounter them again!
Thank you.
EDIT: Worked!
Do you know, what the problem was?
Great, glad to hear it worked! I think it was either the horse they used, or because the "guarantee horse" flag wasn't ticked for them in morghs editor.
I just downloaded last night and there already is another version lol.The game is super fun.
Ha! Isn't that a coincidence! Glad you like the mod, have fun!
There is a tiny bug though.Everytime I order my men to shoot or hold a position,a text along the lines of "Sound activated" pops up.
I have that too. But I didn't count it under bugs as of now. ^^
That's not a bug, it's just a notification that lets you know the bugle calls sound effect is playing and working. Was originally there for development purposes, but left it in for now so players can see for themselves that it works and have a way to confirm it.
I having a Problem with downloading The American Civil War Revived v1.7.5.7
Here List
This site can’t be reached
The webpage at Sjc3.dl.dbolical.com might be temporarily down or it may have moved permanently to a new web address.
ERR_CERT_DATE_INVALID
I Also Try Other Mirror but don't work
Can help me?
works fine atm on my end, u might just need to try again a little later
Hey Nice Array of Armories in this mod, but its lack of Shotgun and old Colt Rifle. Would you add new guns on next updates?
Shotguns require a bit of complex coding, and it will also prevent us from using morghs editor to make changes to the items afterwards, so they might not be possible for us. Colt rifle could potentially make an appearance, and maybe even with a new unit, if we manage to create that third Union faction.
I think for shotgun you just use rifle coding module and shortened it accuracy and for colt rifle just copy few carbines.item and replace it with colt rifle model aight?
If we make the shotgun the same way we make rifles, then it won't behave like a shotgun. It will just be a very inaccurate rifle. Colt rifle would be much simpler, since it is just a rifle and doesn't require any special mechanics.
Yes,hope next update will bring more guns guys. Always support modders who bring Underatted era of warfare aka Civil War Era
Ironically, I've not been around for some time and decided to check out the previous version a couple days ago, only for you to roll out the new patch. My luck I guess.
On a more serious note, I've been having a problem. My game crashes when I order my companions "melee only". First I seem to have narrowed it down to Spencer carbines that caused it, then carbines by itself, but after couple more tries, even having removed all the potential suspects I still get crashes when ordering them to draw melee. I'll continue to experiment, perhaps I ought to give em all same kind of revolver or something, to narrow it down completely (I checked out all their melee weapons already, they don't seem to cause the crash).
You got any idea what's it about? It'd be great if this new patch fixes it, but nothing like that was mentioned in the patch notes.
Looks like I managed to narrow it down to revolvers. I gave all companies a Remington and it seems to work fine for now.
Do you know which item was causing crashes? Was it one of the revolvers? Seems odd that the melee only order would cause crashes.
I haven't tested or investigated it any further, but today I had a similar problem, when I wanted to order a melee charge.
What units were you using? I just tested it myself and didn't experience any problems having units switch to melee only. Even tried using a unit with a bunch of soldiers from different regiments mixed together, and didn't have any crashes when ordering them to switch to melee mode either.
I had a mix of units. A few rescued after major battles but most of them from the Northern Virginia tree.
My companions had different loadouts. Two Hawken Rifles, one scoped, three with pistols, one with a flagpole and one with a Henry Repeater.
For melee weapons... Bowieknifes and Swords.
I guess Kagestorn is more helpful at the moment. ^^
Maybe it is one of the swords? I know there are a few that almost never get used, except if a player chose them, so maybe it is one of them?
Nope. As I told previously, when I changed all revolvers to remingtons it worked fine. Tested several times. I thought it might be swords too, for the same reason you mentioned. In fact, removing all the suspect ones and testing them one by one was one of the first things I did. It was easy enough, as the variety of swords they had was far smaller compared to the firearms(I actually gave them all swords instead of some other melee weapons they had originally, playing it as them being officers).
To recap my story further - the fist thing that made me suspicious was the scoped sharps rifle I gave to one of the companions, but that didn't work - I thought I narrowed it down to Spencer carbine and switched them to Henry rifle - it worked for 1 test, but crashed later anyway. I removed all long arms from my guys, but the crashes continued. My next guess were revolvers (especially since I did give them some more rare ones). After I took all their pistols and equipped them with Remingtons, it no longer crashed. I didn't test it any further yet (see the problems I encountered below), but I'm moving in that direction.
One other thing I should mention though. While in the cheat menu, I decided to try equipping the Japanese short sword (wakizashi I presume) - the moment I placed it in one of my equipment slots, game crashed. Not even in action - in cheat menu! I didn't touch it anymore, presuming it's just bugged (and seeing it as not that important). Not sure if it's related, but who knows. On a final note, I attempted to give a katana (long sword, not great sword) to one of my companions previously - it didn't look that good and I removed it before the "melee only" crashes appeared - seemed to work though.
It's not the units, it's the companions. I've not tested it further yet - it seemed proper to try out the working variant further before trying to narrow several other possibilities (pretty much all basic revolvers would have to be tested). I will probably test it again, but I got a more serious issue now.
Remember, when I encountered those crashes, I was still using the previous version. Since I downloaded the new one, I was trying it out. Long Story short, I've edited the Washington internal scene a bit (added a chest to store items). It seemed to work fine originally, but after I returned there on first occasion, the game would crush once I look in chest's direction. I tried deleting the old chest and placing a new one, it still crashed. I deleted it again, now for good, but the game keeps crashing when i look in direction of where the chest WAS. I deleted the module files and re-installed it, but the game keeps crashing.
I thought I'd try to rename the "SceneObj" folder in the documents, since it seems to contain the scene files and let the game auto-create it again. Going to test it soon.
Nope. Still Crashes when I look in that direction. Since the crashes occur after I stored the items, maybe the scene reacts poorly when the chest, or it's absence try to account for the items in this environment. I don't know.
1) Tested a new save - deleted oval office portrait to check if the changes carry on in the new saves. They do, as i suspected, there was no portrait. I need to change the scene back to original I guess, but I'm not sure how. I tried reinstalling the mod twice and the new "SceneObj" folder is empty.
2) Tested that by replacing the "SceneObj" folder in the module with the mod-original. Portrait is back, but the game crashes when I look in that corner still. I'm at a loss.
3) Mkayyyyy. It crashes when I enter the scene with cheat menu, but works fine when I enter normally. Something's not right here... Went further - placed another chest closer to the main room's center, game crashed when I looked there. The crashes seem to follow the chest or it's previous position, even in though I reinstalled the scene successfully.
that's some really odd stuff u have going on there...
i wonder if anyone out there couldhelp with that, maybe put it to the tw discord once...
Told King85 not to forget those chests for item storage in hq's as they r needed for feast quest, and just handy.
Now thinking it was a good thing?
found some workaaround on twforums u might try - if u can get ur scene back to work, that is...
Forums.taleworlds.com
I'll look into it, but so far the simplest solution seems to just avoid going into Washington interior with cheat menu. Normal entrance doesn't cause crashes so far. Not even sure if it's really worth going further into it, honestly.
What I don't understand is why it persists - I reinstalled the mod completely several times, maybe I should reinstall the whole game to destroy the editing history that may have caused it? I don't know.
With the "melee order" it was simpler, if still frustrating. I was sure that an item must cause this and after about 20 trial and error runs, i managed to distill it to some revolver. Simple in the end, just gave everyone Remingtons. In this case I'm just puzzled that it won't go away even after a hard reset.
well, it's nice a player does some bughunting too; i remember encountering a melee command ctd just onxe with the previous version during development but it didnt recur since.
i'll try specifically searching for this soon.
on the scene issue; i doubt u have to reinstall the game; possibly u have to make sure u delete the savefiles too (and folder) in documents, maybe it can help to give the mod folder a new name, like add a number, to be sure it saves up separately. unpack the latest mod freshly anew, try over.
Hmm, I didn't think of that! I guess I'll try it. I'll continue too look out for potential problems, but as far as the scene problem is concerned, I don't think it's going to be much of an issue for most people either way.
I did as you told - it keeps crashing when I look in direction of where the chest WAS. Moreover, it's the direction I put it LAST, having changed it's spot in my last attempt to fix it. Important part (beyond the incessant recurrence) is that during my last try - when i was moving the chest, after putting it in a different corner and testing it, it crashed when I looked in the spot where it was previously (I tested it without closing the game, exiting the editing mode, in which the game doesn't crash). Not new one. And after I reinstalled the mod and deleted saves, it changed to the new spot.
To sum it up, it crashes during cheat engine "internal" entrance only, not in normal or edit mode, when I look at the spot that chest used to be in previous game launch.
Some twilight zone **** XD
Hi, love this mod.
No problems to report, yet.
Will you fix the tournaments? Until then you can remove them.
I hope you'll consider to do a Zulu wars mod.
we'r gonna try to rework the tournaments eventually,we'r just not capable yet to make them the way we want,so we have to postpone...
If we had time for that, I'd love to see a good sp zulu mod!
I'd sign up to contribute some props right away...
There once was the great conqueror africa mod episode, set more to the north of africa, but unfinished as well, differenent century tho.
I think I found it!!! Sry for posting a new comment, but the original comment tree has become a bit of a mess, likely my own fault. I really should've started a new one for my second ctd issue.
Either way, I think I found what was causing the crashes with "melee only" orders. It's the LeMat revolver! maybe not it exclusively, but that one diffidently crashes! I thought I'd check the less common revolvers before I check the rest, as they are more suspect and I (and King85) was correct. I tested it both with my own character and one of my companions - when you press turn to melee, it just crashes (rather than switching to a sword I gave them all). The one I tested before it was the lefaucheux - it seemed more suspect because in the cheat menu "Find an Item" menu/shop it was placed separately from the main batch of revolvers. Interestingly enough, lefaucheux does have a "turn to melee" function unlike most other pistols. And upon pressing it it turns into a... Confederate flag (Virginia I believe, first csa blue one with white circle and coat of arms in the cheat menu). The flag itself doesn't actually show when equipped, but the item icon is there and when running, my character assumes the flag-bearing stance. I don't know what's this about, but it doesn't crash.
I hope you'll look into both issues, but I would also recommend checking all pistols or even all firearms to be sure to fix it in the next patch maybe. I would also ask for a warning notice, describing the current LeMat problem until it is fixed, so that others might know what they encounter. Seeing as it's more of a minor thing and a rare gun, it's probably not worth a hotfix. I myself, with your permission, would prefer to play this beautiful mod for a while instead of dealing with bugs (at least so far) - I already had to restart with you releasing the new version in mere days after i began exploring it, and coupled with the bug finding process, it took some days.
Thank you for your hard work, I'm off to restore the Union!
P.S. Just out of curiosity I also checked out the savage revolver. It also turns into a confederate battle flag (southern saltire cross), Curious.
Darn, that is odd. Thank u for ur continuous bug hunting. That tends to help alot.
We'll have to look into it, sounds like it could be an error in the items text and maybe even in our source, maybe the items are tied to a different function by mistake.(maybe just a copy and paste error if we'r lucky)
Tho in the case of the Lemat i'll also check the mesh and setup itself.
Nvm, I took LeMat out of the equation and decided to run 1 final test. Still crashes. At least now it's not supposed to be not the revolvers, but the rifles/carbines.
Ugh... Back into the bug trenches i go!
1) Alright, so here goes the strange thing... I checked out rifles and carbines. None of them turn to melee when I use them with my character, except the Henry rifle. Which turns into a pistol. Yeah...
After I took everyone's rifles away I tested again and it didn't crash. I decided to give the Henry rifle back to one of the guys and tested it... no crash. Just on a hunch, I tested it again. Boom - crashed. I'm not even sure what to do now, as there seems to be no reliable way of confirming it for me... Damn.
It would however potentially explain TheMightyRotz's experience, as I believe Jim Baker companion carries henry by default, potentially triggering the crash for him under some, yet unknowable circumstances even if he didn't edit companions' inventories.
2) I decided to test it without any rifles or carbines again. It was fine for 3 times. On 4th it crashed. I opened the game again - it crashed on 1st try. Huh.
Seems I finally found another. Decided to test some more pistols just to make sure. It crashes on colt pocket police. I had my suspicions, but goddamn. I'll test some more with it removed from companions' inventories just to make sure.
P.S. Seems to work fine so far. The only interesting thing so far is that one of my guys, who got both henry and colt army revolver, draws the revolver on "melee only order". Either way, it seems the crashes are over.
God thanks, when it crashed after I removed LeMat i was right like a good kick in the balls. Should've remembered I was able to fix it previously by giving everyone the same Remington revolver.
Not going to jinx it by saying goodby again.
I jinxed it. My next guess was it's the Spencer carbine. Removed it, tested 3 times. It crashed on 3rd. Removed Spencer rifle, tested 7 times. Crashed on 7th. Had high hopes for that one, not gonna lie. Tested both with my own character - nothing, works fine, no melee regime. I'm beginning to suspect it either has an unknown/random factor, or can depend on whether my guys are mounted or not.
Gave one the same guy Spencer carbine, crashed on first try. I guess both of those are out, although Spencer rifle shouldn't even be equip-able on horseback. maybe I'll run some dismounted test, it just takes more time. I'll test without them both, maybe the problem still lies with the Henry, but it just doesn't manifest when I test it on my own character (except turning into pistol), or maybe it appears only so often, god knows why. Perhaps it has something to do with repeated consecutive tests? Just can't run it 10 times in a row for some reason? Perhaps there are more than 1 problem as was with LeMat and Colt pocket police?
Removed all the rifles/carbines again. Even though Spencer rifle, sharps and sharps sniper shouldn't even be equip-able on horseback. Tested 5 times. Crashed on 5th, as you might've already guessed, Maybe another wayward revolver? The only one's left are standard - colt army and navy, Remington, colt Dragoon and Starr.
Removed Starr. Crashed on 6th try. Removed Dragoon, crashed on 2nd try. At this point there's only colt army, navy and Remington. If there's a problem with them, you've got yourself a serious issue as these are supposed to be quite common, no?
And than I remembered that besides my companions, I had some other troops in my crew at that moment. Damn it. Goddmamn it to hell. To be specific, I had:
1) MNAT (native tracker)
2) Experienced MNAT
3) Pinkerton Agent
4) Bodyguard
5) Hired Gun
6) Stagecoach Guard
All in multiple quantities, hired in taverns.
All I can easily do for now is remove them one by one and see how it goes. Not entirely reliable as I would have to re-test several times to exclude the bugged units if there's more than one.
There is a remote possibility that it has to do with some of the swords, since I did give my companions some rare ones, but I doubt it. I tested most with my own character, but at this point I'm not even sure if it's a proper criteria. At this point we're in irregular crash territory, so I don't know - again, when I first tried to fix this on the previous version, giving everyone Remingtons seemed to do the job.
YEP. Looks like it was other units. Removed them all and tested over 10 times. All good. Maybe colt Dragoon, Starr and rifles are ok? I dunno. I guess I'll try to find the unit culprit and re-run the weapon tests.
Well, looks like I found em - Pinkerton agents and bodyguards. Al others withstood 10 tests each, one by one. We got the culprits finally. Looks like both I and King85 were right ultimately - it was both weapons and units. I don't have any idea why though - I was under impression that unit variation isn't randomly generated on entering battle/cheat walk around (since neither crashed on first try). If I was wrong, it's possible that the pinkertons and bodyguards can can receive one of them randomly. Either way way, I believe I've done my part as far as finding bugs goes. It's on you too further look into it. I'll just avoid using these units and other "neutrals"/mercenaries until it's fixed, just to be safe. Please post the current confirmed findings, just to repeat myself: LeMat, Colt pocket police, Pinkerton Agents and Bodyguards.
Just to be thorough, I re-tested all previously mentioned rifles and carbines. They're ok, each tested 10 times. Really shows you how poor testing conditions can affect the results. I wrongly assumed after finding LeMat and Colt pp that the issue had to be with the weapons, but logic of course was faulty on my part in that instance.
Either way, I am done for now. Signing out.
I think I've found what the issue is.
The problem with revolvers is that they are all set to "civilian/next item as melee", which is what mistakenly gave them all a melee mode, and is what gives you weird things like the pistol switching to a flag and most likely also what was causing crashes when you gave the melee only order. This function is normally for rifles with bayonets, so that the next item in the item_kinds list after the rifle will be the bayonet rifle item, and that will be what is used when you press X key and go into melee function. The "civilian" function is used to make clothing items appear in the HQ's, like the general's uniforms for instance. Any clothes that don't have "civilian" tag, they won't be able to be worn inside HQ's.
The problem with the pinkerton agents and bodyguards is almost certainly to do with the revolvers. Not sure otherwise, might have to just replace their inventories with something new.
You can fix this pretty easily right now, just open the mod's item_kinds.txt in morghs editor, and untick "civilian/next_item_as_melee" on all the revolvers. Search for "revolver", "lemat", and "colt", in the editor to find all of them. This fix will be included in future updates.
And your problem with the HQ scene, I think your problem was trying to go into and edit the scenes through the cheatmenu, not the normal way. You shouldn't use the options like "CHEAT_MENU: Interior" to go inside certain places. Just go into them normally and edit them that way.
It's nice that you managed to figure it out, hope I was of some use, despite the novel-scale comments I made, for which I perhaps must beg your pardon.
About the scene issue - yeah at this point I figured it out myself pretty much. The strange thing is that I used cheat menu for this purpose a lot previously and never had any problem. Maybe I was just lucky so far. I should mention that one of my objectives in ths regard was to store items obviously and you can't store your stuff in normal chests unless the place belongs to you. To access the chests anyway I just used the cheat menu - the problem only really comes when there's no chest at all in the new scenes. Surprisingly, after I placed the chest_a in Washington, even crashing in cheat menu it still worked in normal regime, since I guess it wasn't limited by usual own\not own scripts, so I should be fine either way.
Thank you very much for your attention.
Thanks to both of you!
I'll probably then wait it out for the next update before trying the mod, simply because even with instructions I only ever manage to break my software whenever I go modify the files :P
From the released material however it looks like to be worth the wait