Sopa konflikter och problem under mattan. skylla på individen -undkomma ansvar!

Sopa konflikter och problem under mattan. skylla på individen- undkomma ansvar!

"Diagnoser är ett påfund som man uppfunnit för att kunna skylla problem och konflikter som sker ute i samhället på enstaka individer! Det är samhällets sätt att skjuta ifrån sig ansvaret på individer.


Istället för att samhället ska ta tag i mobbning och annan diskriminering så säger man att "det där var inte mobbning - det där var hans störning/diagnos!!!"

Sen finns det säkert scizofreni osv.. Men diagnoser som autism/asperger/autistiska drag eller ADHD ges ut alldeles för lättvindigt och godtyckligt idag.. Ofta för att stryka över problem och sopa samhällets ansvar under mattan."

söndag 19 november 2017

Warcraft: Total War: Official DEMO version - worked on heavily by me and others, and uploaded sep 1 even though this version is from early june!



Warcraft: Total War: Official Demo MOD for Medieval II: Total War: Kingdoms.


Warcraft: Total War: Official DEMO!

The official DEMO for Warcraft: Total War, dated back to late may/early june - it has all the models created or edited by Eoghan Wolfkin in use.
As the models for the Trolls, Elves, Dwarves and Ogres among others have been replaced already, i felt the need to release a version with these assets as they otherwise would go to waste. Also, the demo released previously was what we started out with in march - this DEMO is alot more polished and more worthy as an official demo of the mod.
Even though the campaign still isn't playable - but it's available for people to try out, has been turned into a WC3 setting, has all the starting generals & family members, have starting armies but no recruitment and many bugs are not solved - play campaign at your own risk. As for custom battles it has the complete human factions as of yet, the Dark Horde, the Horde, the complete Scourge roster, the old Quel'Thalas/Sin'Dorei and old Trolls.
- Most have or will be replaced, -the exception being the better looking units of the Humans, Scourge and Orcs of the Horde!
PS:

I took the time to polish the version from June 02 so that it became this DEMO-version, i fixed a few things with portraits and menu - and then i removed the Naga-faction because it's not something we would want to include in the demo. Also, it only had six units in the june 02-version.
Credits for the demo:

Eoghan Wolfkin - creation of all the new models but the new humans, which he finished but didn't create from scratch.
- New humans by Royal Jester (Bantu) (made a knight and Footman) - Eoghan turned those two models into the whole Theramore, Stormwind and Lordaeron rosters.









'
- Re-textures by WarcraftHero and Sulfurion - made re-textures of Eoghans Trolls, Horde and Elves, as well as retextures of Eoghans/Bantu's Humans - creating the rosters for the Scarlet Crusade, Kingdom of Stromgarde, the Dark Horde and the Fel Orcs of the Burning Legion, the Kingdom of Quel'Thalas, the Sin'Dorei and the Troll factions of the Amani, Gurubashi and Farraki tribes.







- Scourge roster by Eoghan Wolfkin.







- Map and map-changes by TheHappyCrusader.


- Removal of all the vanilla units, implementation of all the new units (since the beta from april 22), writing of all the new unit descriptions, writing of all the new faction descriptions, adding of faction description portraits, adding of heroes to custom battle and the campaign, fixing of all the missing portraits issues, adding of all the starting armies, implementation of all the Myth Total War animations and new Sundering animations and more - Mr_Nygren.







- Writing of all the Quotes in the loading screens, creation of all the new family member portraits (some old ones by Eoghan), adding of all the new ten religions, adding of all the new family members and generals in the campaign, changing the campaign into a WC3 setting from the WC1-setting it was before, creation of all the new faction symbols and banners and more - Sulfurion.












- The fix of the Custom Locations.txt, fixing the custom battle issues with water battlefields - WarcraftHero.

- The new Siege Engines in use by all the factions - Undying Nephalim and Hyrule Total War for the Scourge and Troll ones, and Warhammer BotET/Call of Warhammer/The Sundering for the Warhammer ones in use by the Dwarves and Humans.
- A special thank you to the teams of Warhammer BotET for their permission to use assets from their mod - such as the siege engines mentioned before, unit models as basemodels for some of Eoghans models, stratmodels for the Dwarves, Orcs, Iron Dwarves and High Elves - plus certain animations.

- Hyrule Total War and Undying Nephalim, for his permission to use HTW assets - such as the aforementioned siege engines and strat-models in use by the Scourge.

Intro-video/background video put together and implemented by Mr_Nygren, using parts of official WC3 cutscenes by Blizzard.
Myth Total war - for the permission to use all it's animations which are all included, but only like one is in use by the Zombies.
Elder Scrolls: Total War - for the base-model used when Eoghan created the Undead Soldiers-units of the Scourge.
PS:
"The "Warcraft" logo, the characters, races, places, names, story and background are Blizzard property, the mod is in no way tied with the company, this mod is only a free fan-made project with no profit involved.
The "Warcraft: Total War: Official DEMO" is not an attempt at a "World of Warcraft: Total War", - it is an attempt for a demo of a Warcraft Three (Third War) Total War."

Wrath of the Norsemen: The Baltic: Version 3.1 - i did all the work on the new version, using assets by others and uploaded at MODDB on july 14.

EDITED as of 2017-07/27 - Fixed issue with the Freyseyr settlement having mountainous terrain that made the real-time battles unplayable in that settlement, plus added historical names for Frankish cities.
- Now it's very much done in it's first version.
EDITED as of 2017-07/16 - Upload re-uploaded due to user Juzy90 at TWC contacting me and providing me with his work on traits and ancillaries for this mod. He mentioned he had been able to play over 100 turns in two campaigns with these changes - please report any bugs you may find in the game.
I have added his changes as well as removed some stuff i forgot to remove in the recent upload - like the music-folder.
In any case, i know of one bug that i can't fix and that is the Freyseyr-settlement - it has mountainous terrain that can't be clicked on. Neither the player nor the AI can move troops in that entire region on the battle-map but automatic battles work. - The only advice i can gve is to leave that area for the rebels and ignore it.
EDITED as of 2017-07/14 - upload of the new version re-uploaded like ten minutes ago! Everyone who downloaded the other version delete it and re-download this version - it fixes the faulthy bodyguards of the adopted family members for Kvenland and Rygjalandi.
This resulted in a silver surfer general for the Rygjalandi, and we wouldn't want riddarar-bodyguards for them - as well as a Huscarl bodyguard for the Kvens. These issues have been corrected like ten minutes ago so please re-download the mod.
Wrath of the Norsemen Beta 3.0!

Wrath of the Norsemen: The Baltic Release Beta 3.1

Changes:
1. Fixes all the remaining silver surfer officers, captains and generals as well as any other remaining such bug.
2. Adds missing portraits for the two sami units, as well as some Frisian/Saxon merc new unit portraits:


3. Changes the names of the Frisian/Saxon mercenaries to more easily identify them as mercs.
4. Re-adds the vast music-mod from last year - but with heavily edited and cut music tracks this time
- It's also in use by TLK:WotN - but the difference here is the music in use by the Saxons, Gwynedd, Alba and the two Irish factions aren't included in this mod - while on the other hand the music for the Slavs/Balts and Sami/Finns are now in use once more.
The Viking music for the Danes, Norse and Swedes etc is the same in both mods - but more common in this as this centers around Scandinavia.
5. Re-uses the old scripts for the single player campaign making the experience much better actually - for hotseat plz rename the "campaign_script"-file inside of data/world/maps/imperial_Campaign to something else - and then name the one labeled "campaign_script_hotseat" as "casmpaign_script"
- When playing with hotseat most of the scripts doesn't work past turn number two, while on the other hand if you play with working scripts the hotseat will CTD when trying to enter the campaign.
6. I've also added new strat-models for the Frankish captain and general, as well as made their capital into a town instead of a village - capital is now Osnabruck.
I have swaped some units around for the Eastern Franks in the campaign - they now have a better starting army with more varied units instead of the same sucking infantry - expect more cavalry in the starting army! But the size of the army is only slightly increased with like two or three units.

7. Also i've implemented new custom settlements for all factions. - Slavs and most Vikings share theirs:



- three out of four Norse vikings have different styled villages and towns but the same style in large town and cities:



- sami/finns do use the same as Alba will use in TLK:WotN:



- and finally the Franks have the Byzantium ones and is the only faction with civilized cities:

8. Marka Horses implemented as well as new animations:

9. I have removed the problem with rebel ships spawning in such a mass that it was impossible to use ships in the mod without cheating - now expect the factions to use ships against each other and without the rebels having dominance over the seas.
The mod is pretty much done now!
Place the mod inside of your Medieval II Total War/mods-folder and start it up by doubleclicking the .bat-file named "WotNbeta". The name of the WotN-folder must be "WotN" - also make sure when un-raring that you don't get mods/WotN/WotN - it should be mods/WotN.
Credits:
- I have done all the work on this update myself.
- New traits and ancillaries have been added today 2017-07/16 by Juzy90.
But there are certain people who deserve credit as without them this wouldn't have been possible:
- The old WotN-team including Absinthia, Ulfhednin, Horsa and Leif Eriksson - for the base-mod, units and scripts etc! Basically all the groundwork and the whole 1.5 beta version. - My 2.0 were just some fixes really and without the music-mod (which was my big contribution to WotN) it weren't much.
- I am currently the only active developer of WotN, and i have permission from other old team-members such as Absinthia and Horsa - to continue this project. - I am an official developer on TWC for WotN.
- Danova and The Last Kingdom - for the Frankish captain and general strat models.
- There was a sharing agreement between Danova, creator of The Last Kingdom - and Wrath of the Norsemen. - There are proof of this on TWC, we have permission to use material such as the Frankish captain and general strat-models.
- Rhaymo and DBM - for the creation of the custom settlements in use by all factions.
- Rhaymo allows the use of DBM assets in other mods - alas we have permission to use the custom settlements.
- The EoR-mod and Deutschland etc - for the new slavic textures applied to the custom settlements by Rhaymo - the Viking/Slav custom settlements have re-textures from EoR.
- I am also an official developer of EoR (East of Rome) and Deutschland himself approved of this - i've gotten Darius permission to use assets from"The Danube Limes" in WotN - and as the custom settlements are Rhaymo's and were free to use for everyone i'd say permission exists for the re-textures also.
Video:
Wrath of the Norsemen: The Baltic: Release version 3.0! Gautland VS Danmörk:

Game of Thrones: Total War: Winds of Winter Sub-Submod - i did all the implementation of the units in this mod and it was uploaded at moddb on june 19!

A submod developed by the GOT submod development team and ClintEast, to transform the GOT submod for Westeros: Total War to a setting similar to the upcoming book The Winds of Winter, or Season 5 of the TV series Game of Thrones. This mod is meant to create the feel of Game of Thrones with the setting of Winds of Winter.



Game of Thrones: The Winds of Winter, a sub-submod of GoT:TW 4.5 - which in turn is a submod for Westeros Total War 0.54.

Article at MODDB:

http://www.moddb.com/mods/game-of-thrones-submod-the-winds-of-winter/news/game-of-thrones-the-winds-of-winter-sub-submod-released



Game of Thrones Enhanced Winds of Winter

Clint East:
"So, after roughly a month of work on my behalf, Mr_Nygren's, and VltimaRatio's, this sub-submod is done. At least, the first version. Basically, this mod combines the Korpskog "Winds of Winter" submod for Westeros: Total War, and the Game of Thrones: Total War submod. Thus, new units, new characters, new strat-models, changes to the strat-map, new factions, etc., all to fit the Winds of Winter setting, but maintain the feel of the show. The timeline is about season 5 of the show, and the very end of A Dance With Dragons.

Setting:
With the deaths of Robb Stark, Renly Baratheon, Balon Greyjoy, and Joffrey "Baratheon", Westeros has finally achieved relative peace. The Freys now rule over the Riverlands in place of the Tullys, the Boltons rule the North rather than the Starks, and the country is finally brought back under the king's peace. Yet war is not yet done. Stannis Baratheon, though defeated at the Blackwater, continues his campaign to claim the Iron Throne, and now battles the Boltons in the North, hoping to restore the Starks to their seat of Winterfell.
Meanwhile, war continues raging in the Riverlands, as the Brotherhood Without Banners opposes Frey and Lannister rule, and numerous revolts have sprung up by Tully loyalists, most notably Brynden Tully, the Blackfish. And peace in the South will only remain so long as the shaky alliance with House Tyrell holds. And if House Martell decides to make any moves, war will certainly break out once again."
In the Vale - Petyr Baelish has maneuvred his way into power as well - being cunning enough to be able to manipulate the young boy-lord Robbyn Arryn (Robert). Petyr's ambitions might not stop in the Vale and might get him into conflict with the other houses - especially since he has Sansa Stark, who hides under a new name, secretly hiden in the Arryn vale. As she is blamed for the death of King Joffrey who was poisioned at his wedding - this might get the Arryns into conflict with the Lannisters and their allies. Petyr Baelish have to use all of his cunning to get out on top of the coming conflicts, and he might want to aid Stannis in his war against the Boltons to take revenge for the death of Cathelyn Stark - who were killed at the red wedding by the Boltons and Freys.
Features:
New factions:


House Manderly:

House Frey:


  • House Bolton (it was in the GoT mod, but has now replaced House Stark in the North).
Many changes to the Strat map to fit the Winds of Winter setting - such as moved starting regions, characters etc.

New Lannister household troops created in january.
New Stannis household troops created in january.
New Bolton banner carriers implemented to 4.6 in may.
New strat-models implemented for all the factions, made in january.
House Frey strat-models created the past week.
New Yronwood textures for the Yronwood units.
New portraits implemented for all the family members, generals, heroes and generic ditos,
New menu symbols and selection screen portraits and descriptions etc.
- It's a great improvement compared to the decembre release - and will be better for awhile!
New titles for faction leaders (Such as King of Dragonstone, for House Stannis).
Change in scripting to fit the setting - changed the weather in the script to start in winter instead of summer, removed the Kingship scripts, added Jon Snow (Stark) in as a unique character for Stannis (with Night's Watch bodyguard and Wildling spearmen/Axemen units),
New banners in battle and on the strat-map for House Frey and House Manderly.
Video:
Game of Thrones: Total War: The Winds of Winter sub-submod: House Manderly VS House Frey!

East of Rome: The Danube Limes - re-uploaded mar 21 at moddb, and i just fixed some issues in the mod.

The full mod-folder of EoR: The Danube Limes. I didn't create this mod, credit for the mod goes to Deautschland and his team on TW-center. Update: I have edited the EDU-file and made all the roman units for the Maurekian ERA available in custom battles - i have also fixed the EDU-file so no more CTD:s when right-clicking on certain unit portraits.








Start by extracting this rar-file and then extracting the folder named "EoR" into your medieval II Total War/Mods-folder. Make sure you cut the EoR-folder out of the extracted EoR-folder - it should only be Mods/EoR/data and not Mods/Eor/Eor/data. Then click the .bat-file.
I hope you like this version better. I thought this was the better option as the installation files doesn't include the fixes like this upload does.
Don't hesitate to tell me if you encounter bugs.
This is stand-alone.
The units added into custom battles are three alternative versions of the Maurekian Roman Skoutatoi units - with other shield textures, as well as three alternative versions of the Maurekian Roman Ploumbatarioi units. Also, there were like two cavalry units missing from custom battles also.
Video of the start of a battle using the units that i've added to custom battles:
East of Rome: The Danube Limes FULL folder upload!

The Last Kingdom: Wrath of the Norsemen: Expansion V 3.08 - released on july 23 at MODDB!

Updated as of 23/07-2017:



Install in two ways if you have the CD-version:
1. Just extract the downloaded RAR-file using a program like WINRAR (it's free, just search for it on google and download it and install) and after that go inside of the downloaded folder and cut the folder inside of it (with the same name) out from that folder and just place it inside of your \SEGA\Medieval II Total War\mods-folder.

Start the mod by clicking the bat-file with the name "Execute.bat" - NOT the "pagan Normans" or "Baptized Normans"-ones. I don't know if they work with my additions. Use the executive to be safe!

2. The other option, and this is if your game is unstable - install TLK version 3.06 first, and then remove the folder from your mods-folder and place this one in instead. But i think the first option should work fine for most.
Changelog:
Version 3.08 final release of this old upload (23 july 2017)
- all custom settlements added to the mod, and includes a few more than in WotN: The Baltic - also has all the "Barbarian/Viking" buildable buildings implemented unlike WotN where i didn't bother to include more than the viking temples and longhouses.





Credits for 3.08:

- I myself (Mr_Nygren) did all the implementation of the settlements.
- Rhaymo and DBM - for the creation of the custom settlements in use by all factions.
- Rhaymo allows the use of DBM assets in other mods - alas i have permission to use the custom settlements.
- The EoR-mod and Deutschland etc - for the new slavic textures applied to the custom settlements by Rhaymo - the Viking custom settlements have re-textures from EoR.
- I am also an official developer of EoR (East of Rome) and Deutschland himself approved of this - i've gotten Darius permission to use assets from"The Danube Limes" in WotN - and as the custom settlements are Rhaymo's and were free to use for everyone i'd say permission exists for the re-textures also.
The Last Kingdom:WotN Expansion SUBMOD! V3.08

fredag 30 juni 2017

Psykiatrins brott (mest BUP:s - men de andra har deltagit i domino-effekten) mot mina mänskliga samt svenska medborgerliga rättigheter!



Jag är inte ensam om att tycka illa om dessa brott - samtalar med farsan över mobilen - dock försvann högtalar-läget i ett av klippen..

Man kan säga att pga det borttagna tjänstemannaansvaret så kommer tjänstemän undan med att skriva in vinklingar, lögner och förvanskningar samt överdrifter i journalhandlingar - och de kan även godtyckligt utelämna viktig fakta, viktiga underlag eller viktiga bakomliggande uppgifter för diverse händelser.

De kan också vrida allt till att handla om en felaktig koppling mellan våldsutbrott och psykiska störningar/sjukdomar - när dessa våldsutbrott egentligen berott på t.ex. mobbning, kränkningar eller rasism mot den som utagerat. - Då utmålar rasistpsykiatrin detta som impulshandlingar och tillskriver den utåtagerande psykiska störningar, när förklaringen kan vara andras våld, kränkande behandling eller rasistiska tillmälen mot den stämplade.

Nog föredrar jag att man ser ett samband mobbning-rasism-våld - snarare än impulser-våld-psykisk störning/sjukdom.. . Men rasistpsykiatrin skall få det till det sistnämnda. Vilket är ett allvarligt brott mot den drabbades rättigheter.

fredag 9 juni 2017

Final Fantasy VII: Cloud Strife to Rufus Shinra 1.0 mod update released!



I did some more work regarding the Rufus Shinra small update last night and morning - before adding the Cloud Strife battle and field-model for the Rufus NPC i also did improve on two of the other models.

I also had to make the field model of Rufus as Cloud compatible with the field model of Cloud as Rufus - as these characters had the same names on their .p and RSD-files.

Took me about a day to do all the work up to the release.

Remade the Rufus in dress-model a little - added left hand that were missing in the Turks mod, the mod from which i got the material that i modified. 


Remade the Rufus in wheelchair-model - as i didn't think the one from the Turks mod had the bones just right. - Remade it using another Cloud wheelchair model as base. 


New Rufus in dress as seen in-game - the quality isn't bad as one would think based on the other picture.


Rufus Shinra NPC field-model turned into Cloud Strife!


I managed to fix it after some tips at Qhimm forums - now both Rufus and Cloud don't share model-part names.


The battle model of Rufus has been replaced with Cloud Strife. 


The first release is ready of the Rufus Shinra update:
 
Video with the scene from the Shinra Headquarters - bossbattle with Rufus-Cloud: