Nordous' Sceners Guild

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Thanks, explosions dont tend to leave nice and pretty holes behind them, especially considering the scale of 40k.

7J76a.png
yR3ZO.png
MC3Q1.png
v0ipx.png
OXCtM.png
bAiOT.png
2Bw3n.png
 
Some pics from my mod why not  :grin:

kEOs2.jpg
WJv1I.jpg
kr7Jm.jpg
Ltr_x.jpg
S-Evw.jpg
mM4fQ.jpg

qRnxY.jpg
1IhAj.jpg
Vm7fL.jpg
Q5eE7.jpg
MnKJO.jpg
dqV3Q.jpg

Comrade Temuzu said:
Thanks, explosions dont tend to leave nice and pretty holes behind them, especially considering the scale of 40k.

7J76a.png
yR3ZO.png
MC3Q1.png
v0ipx.png
OXCtM.png
bAiOT.png
2Bw3n.png

Good idea  :wink:
 
FantasyWarrior said:
Some pics from my mod why not  :grin:

kEOs2.jpg
WJv1I.jpg
kr7Jm.jpg
Ltr_x.jpg
S-Evw.jpg
mM4fQ.jpg

qRnxY.jpg
1IhAj.jpg
Vm7fL.jpg
Q5eE7.jpg
MnKJO.jpg
dqV3Q.jpg

Good idea  :wink:

I love those scene borders - is that an OSP, or something you guys have developed yourselves?
 
For the borders it is the  expanded horizons model with my textures from photos  :wink:
You can find it in my previous version with a lot of resources just quote "from 1429 mod" if you build a mod, because not all resources are be me  :mrgreen:

http://www.nexusmods.com/mbwarband/mods/5852/?tab=7&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmbwarband%2Fajax%2Fmodvideo%2F%3Fid%3D5852&pUp=1

Take a look at the graphical options for the realistic terrain border textures for exemple (model from the polished landscape).
These new skybox is not in this version but in a next.

And here is the stonewall
http://dl.free.fr/getfile.pl?file=/v4nhxYOK

clic on "valider et telecharger le fichier" secured site, without advertising...

For new ressources from my steel edition like the new plain's trees (300 to 400 polys only  :wink: ) You do wait for a few months because i don't have finished a fisrt test version  :neutral:

You can clic on my signature once in a while, i give the link when i have finished a first test version  :neutral:
And an english translation is on course (hundred year war mod).

:grin:
 
Some battle scenes forests with a random_scenes script.

7AnGj.jpg
virf0.jpg
KRWt3.jpg
XUw0Y.jpg
dfao1.jpg

Exelent performances, small scenes  :wink:
 
Well... :???:

Ok

Module_scenes
copy a line like

  ("random_scene_steppe",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000229602800000691a400003efe00004b34000059be",
    [],[], "outer_terrain_steppe"),

and name it

  ("random_scene_steppe1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000022004c563400691a400003efe00004b34000059be",
    [],[], "outer_terrain_plain"), #Terrain border type, take a look at openBrf/commonRes/terrain border, or in your mod/ resources/terrain_borders

Make some copys, if you want 15 random scenes for scteppes, copy/past/rename

random_scene_steppe1...to random_scene_steppe15

The same for snown terrain type, plain, forest/ steppe forest/snow forest...


Now in the module_game_menus

after

  ("camp",mnf_scale_picture,
  "You set up camp. What do you want to do?",
  "none",
  [
    (assign, "$g_player_icon_state", pis_normal),
    (set_background_mesh, "mesh_pic_camp"),
    ],
    [
      ("camp_action_1",[(eq,"$cheat_mode",1)],"{!}Cheat: Walk around.",
      [(set_jump_mission,"mt_ai_training"),
        (call_script, "script_setup_random_scene"),
        (change_screen_mission),
        ]
      ),
      ("camp_action",[],"Take an action.",
      [(jump_to_menu, "mnu_camp_action"),
        ]
      ),
      ("camp_wait_here",[],"Wait here for some time.",
      [
          (assign,"$g_camp_mode", 1),
          (assign, "$g_infinite_camping", 0),
          (assign, "$g_player_icon_state", pis_camping),
         
          (try_begin),
            (party_is_active, "p_main_party"),
            (party_get_current_terrain, ":cur_terrain", "p_main_party"),
            (try_begin),
              (eq, ":cur_terrain", rt_desert),
              (unlock_achievement, ACHIEVEMENT_SARRANIDIAN_NIGHTS),
            (try_end), 
          (try_end), 

          (rest_for_hours_interactive, 24 * 365, 5, 1), #rest while attackable
                     
          (change_screen_return),
        ]
      ),


Past something like that (of course delet this group when your mod is finished!)

#DELETE IT AFTER!!!!########
(
    "camp_group1",0,
    "scenes_groupe_1_randm_scn_steppe1_to_13",
    "none",
    [

        ],
    [


#steppe1
      ("scn_random_scene_steppe1",
      [

      ],
    "scn_random_scene_steppe1.",
     
    [
        (modify_visitors_at_site, "scn_random_scene_steppe1"),
        (reset_visitors),                                     
        (jump_to_scene, "scn_random_scene_steppe1"),
        (change_screen_mission),           
      ]),

#steppe1 END

#steppe2
      ("scn_random_scene_steppe2",
      [

      ],
    "scn_random_scene_steppe2.",
     
    [
        (modify_visitors_at_site, "scn_random_scene_steppe2"),
        (reset_visitors),                                     
        (jump_to_scene, "scn_random_scene_steppe2"),
        (change_screen_mission),           
      ]),
#steppe2 end

#ect...

    ] 
  ), 

#DELETE end



And of course when you add a line at module_scenes, copy her .sco file in warband/modules/your mod/sceneObj " scn_random_scene_steppe.sco" for the exemple  and name it scn_random_scene_steppe1.sco to scn_random_scene_steppe15.sco, before qo to your camp menu, and go to "scn_random_scene_steppe1"
delete all object/plants/entry point if you have it/ai_mesh/ecepted the banner, and the player chest ! add it if you don't have. left pannel/objects...

Quit game, go to your warband/modules/your mod/scenes_obj/scn_random_scene_steppe15.sco and copy it  :wink:
It's a base.

And name the copys, scn_random_scene_plaines1 to 14 or 16...scn_random_scene_steppe1.sco to scn_random_scene_steppe15.sco ect...


Finaly at module_scipt, change the "setup_random_scene" script by :

For me :
  # script_setup_random_scene
  # Input: arg1 = center_no, arg2 = mission_template_no
  # Output: none
  ("setup_random_scene",
    [
      (party_get_current_terrain, ":terrain_type", "p_main_party"),
      (assign, ":scene_to_use", "scn_random_scene"),
      (try_begin),
        (eq, ":terrain_type", rt_steppe),

        (store_random_in_range, "$rand2", 0, 9),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_steppe1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_steppe1"),
      (else_try),     
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_steppe2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_steppe3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_steppe4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_steppe5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_steppe6"),
      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_steppe7"),
      (else_try),
      (eq,"$rand2",:cool:,
        (assign, ":scene_to_use", "scn_random_scene_steppe8"),     
      (try_end),


     
      (else_try),
        (eq, ":terrain_type", rt_plain),
        (store_random_in_range, "$rand2", 0, 23),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),     
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_plain6"),
      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_plain7"),
      (else_try),
      (eq,"$rand2",:cool:,
        (assign, ":scene_to_use", "scn_random_scene_plain8"),
      (else_try),
      (eq,"$rand2",9),
        (assign, ":scene_to_use", "scn_random_scene_plain9"),
      (else_try),
      (eq,"$rand2",10),
        (assign, ":scene_to_use", "scn_random_scene_plain10"),
      (else_try),
      (eq,"$rand2",11),
        (assign, ":scene_to_use", "scn_random_scene_plain11"),
      (else_try),
      (eq,"$rand2",12),
        (assign, ":scene_to_use", "scn_random_scene_plain12"),
      (else_try),
      (eq,"$rand2",13),
        (assign, ":scene_to_use", "scn_random_scene_plain13"),

      (else_try),
      (eq,"$rand2",14),
        (assign, ":scene_to_use", "scn_random_scene_plain16"),
      (else_try),
      (eq,"$rand2",15),
        (assign, ":scene_to_use", "scn_random_scene_plain17"),
      (else_try),
      (eq,"$rand2",16),
        (assign, ":scene_to_use", "scn_random_scene_plain18"),

#     
      (else_try),
      (eq,"$rand2",17),
        (assign, ":scene_to_use", "scn_random_scene_plain19"),
      (else_try),
      (eq,"$rand2",1:cool:,
        (assign, ":scene_to_use", "scn_random_scene_plain20"),
      (else_try),
      (eq,"$rand2",19),
        (assign, ":scene_to_use", "scn_random_scene_plain21"),
      (else_try),
      (eq,"$rand2",20),
        (assign, ":scene_to_use", "scn_random_scene_plain22"),
      (else_try),
      (eq,"$rand2",21),
        (assign, ":scene_to_use", "scn_random_scene_plain23"),
      (else_try),
      (eq,"$rand2",22),
        (assign, ":scene_to_use", "scn_random_scene_plain24"),
     
      (try_end),




      (else_try),
        (eq, ":terrain_type", rt_snow),
        (store_random_in_range, "$rand2", 0, :cool:,
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_snow1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_snow1"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_snow2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_snow3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_snow4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_snow5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_snow6"),

      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_snow7"),
      (try_end),



      (else_try),
        (eq, ":terrain_type", rt_steppe_forest),
        (store_random_in_range, "$rand2", 0, :cool:,
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest1"),
      (else_try),     
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest6"),     
      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest7"),     
      (try_end),



      (else_try),
        (eq, ":terrain_type", rt_forest),
        (store_random_in_range, "$rand2", 0, 11),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest1"),
      (else_try),     
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest6"),     
      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest7"),

      (else_try),
      (eq,"$rand2",:cool:,
        (assign, ":scene_to_use", "scn_random_scene_plain_forest8"),
      (else_try),
      (eq,"$rand2",9),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest9"),     
      (else_try),
      (eq,"$rand2",10),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest10"),
     
      (try_end),


      (else_try),
        (eq, ":terrain_type", rt_snow_forest),
        (store_random_in_range, "$rand2", 0, 7),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest1"),
      (else_try),     
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest6"),     
      (try_end),



      (else_try),
        (eq, ":terrain_type", rt_water),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_water1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_water2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_water3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_water4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_water5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_water6"),     
      (try_end),


      (else_try),
        (eq, ":terrain_type", rt_bridge),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain6"),     
      (try_end),

 
      (else_try),

        (eq, ":terrain_type", rt_desert_forest),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
     
        (eq, ":terrain_type", rt_desert),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),


    (try_end),
     
      (jump_to_scene,":scene_to_use"),
  ]),

The smiley  :cool: is just  "8" and " )"  :lol:

Now you do enter in scenes by camp menu/group1 (make the groupes 2,3...if you need) and build something like 200 new scenes.
I think it's all  :mrgreen:

It's a realy simple script ! long but simple.
 
FantasyWarrior said:
<snip>
It's a realy simple script ! long but simple.
For the records, this is not a script that generates random scenes, it merely selects one from a pre-made list.
Also, placing code in [ code] tags will prevent simileys from appearing.
Finally, I fixed the code for you, as it was written in an... overly inefficient manner.
Code:
  # script_setup_random_scene
  # Input: none
  # Output: none
  ("setup_random_scene", [
	(party_get_current_terrain, ":terrain_type", "p_main_party"),
	(assign, ":scene_to_use", "scn_random_scene"),
	(try_begin),
		(eq, ":terrain_type", rt_steppe),
		(store_random_in_range, ":rand", 0, 9),
		(store_add, ":scene_to_use", "scn_random_scene_steppe1", ":rand"),
	(else_try),
		(eq, ":terrain_type", rt_plain),
		(store_random_in_range, ":rand", 0, 23),
		(store_add, ":scene_to_use", "scn_random_scene_plain1", ":rand"),
	(else_try),
		(eq, ":terrain_type", rt_snow),
		(store_random_in_range, ":rand", 0, 8),
		(store_add, ":scene_to_use", "scn_random_scene_snow1", ":rand"),
	(else_try),
		(eq, ":terrain_type", rt_steppe_forest),
		(store_random_in_range, ":rand", 0, 8),
		(store_add, ":scene_to_use", "scn_random_scene_steppe_forest1", ":rand"),
	(else_try),
		(eq, ":terrain_type", rt_forest),
		(store_random_in_range, ":rand", 0, 11),
		(store_add, ":scene_to_use", "scn_random_scene_plain_forest1", ":rand"),
	(else_try),
		(eq, ":terrain_type", rt_snow_forest),
		(store_random_in_range, ":rand", 0, 7),
		(store_add, ":scene_to_use", "scn_random_scene_snow_forest1", ":rand"),
	(else_try),
		(eq, ":terrain_type", rt_water),
		(store_random_in_range, ":rand", 0, 6),
		(store_add, ":scene_to_use", "scn_water1", ":rand"),
	(else_try),
		(eq, ":terrain_type", rt_bridge),
		(store_random_in_range, ":rand", 0, 6),
		(store_add, ":scene_to_use", "scn_random_scene_plain1", ":rand"),
	(else_try),
		(eq, ":terrain_type", rt_desert_forest),
		(assign, ":scene_to_use", "scn_random_scene_plain1"),
	(else_try),
		(eq, ":terrain_type", rt_desert),
		(assign, ":scene_to_use", "scn_random_scene_plain1"),
	(try_end),
	(jump_to_scene,":scene_to_use"),
  ]),
You'll still have to copy-paste scene entries quite a bit, and if you've got time to create a hundred scenes just like that, you probably need something more important to do, but at least this will take up less space than the previous version. :wink:
 
FantasyWarrior said:
Well... :???:

Ok

Module_scenes
copy a line like

  ("random_scene_steppe",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000229602800000691a400003efe00004b34000059be",
    [],[], "outer_terrain_steppe"),

and name it

  ("random_scene_steppe1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000022004c563400691a400003efe00004b34000059be",
    [],[], "outer_terrain_plain"), #Terrain border type, take a look at openBrf/commonRes/terrain border, or in your mod/ resources/terrain_borders

Make some copys, if you want 15 random scenes for scteppes, copy/past/rename

random_scene_steppe1...to random_scene_steppe15

The same for snown terrain type, plain, forest/ steppe forest/snow forest...


Now in the module_game_menus

after

  ("camp",mnf_scale_picture,
  "You set up camp. What do you want to do?",
  "none",
  [
    (assign, "$g_player_icon_state", pis_normal),
    (set_background_mesh, "mesh_pic_camp"),
    ],
    [
      ("camp_action_1",[(eq,"$cheat_mode",1)],"{!}Cheat: Walk around.",
      [(set_jump_mission,"mt_ai_training"),
        (call_script, "script_setup_random_scene"),
        (change_screen_mission),
        ]
      ),
      ("camp_action",[],"Take an action.",
      [(jump_to_menu, "mnu_camp_action"),
        ]
      ),
      ("camp_wait_here",[],"Wait here for some time.",
      [
          (assign,"$g_camp_mode", 1),
          (assign, "$g_infinite_camping", 0),
          (assign, "$g_player_icon_state", pis_camping),
         
          (try_begin),
            (party_is_active, "p_main_party"),
            (party_get_current_terrain, ":cur_terrain", "p_main_party"),
            (try_begin),
              (eq, ":cur_terrain", rt_desert),
              (unlock_achievement, ACHIEVEMENT_SARRANIDIAN_NIGHTS),
            (try_end), 
          (try_end), 

          (rest_for_hours_interactive, 24 * 365, 5, 1), #rest while attackable
                     
          (change_screen_return),
        ]
      ),


Past something like that (of course delet this group when your mod is finished!)

#DELETE IT AFTER!!!!########
(
    "camp_group1",0,
    "scenes_groupe_1_randm_scn_steppe1_to_13",
    "none",
    [

        ],
    [


#steppe1
      ("scn_random_scene_steppe1",
      [

      ],
    "scn_random_scene_steppe1.",
     
    [
        (modify_visitors_at_site, "scn_random_scene_steppe1"),
        (reset_visitors),                                     
        (jump_to_scene, "scn_random_scene_steppe1"),
        (change_screen_mission),           
      ]),

#steppe1 END

#steppe2
      ("scn_random_scene_steppe2",
      [

      ],
    "scn_random_scene_steppe2.",
     
    [
        (modify_visitors_at_site, "scn_random_scene_steppe2"),
        (reset_visitors),                                     
        (jump_to_scene, "scn_random_scene_steppe2"),
        (change_screen_mission),           
      ]),
#steppe2 end

#ect...

    ] 
  ), 

#DELETE end



And of course when you add a line at module_scenes, copy her .sco file in warband/modules/your mod/sceneObj " scn_random_scene_steppe.sco" for the exemple  and name it scn_random_scene_steppe1.sco to scn_random_scene_steppe15.sco, before qo to your camp menu, and go to "scn_random_scene_steppe1"
delete all object/plants/entry point if you have it/ai_mesh/ecepted the banner, and the player chest ! add it if you don't have. left pannel/objects...

Quit game, go to your warband/modules/your mod/scenes_obj/scn_random_scene_steppe15.sco and copy it  :wink:
It's a base.

And name the copys, scn_random_scene_plaines1 to 14 or 16...scn_random_scene_steppe1.sco to scn_random_scene_steppe15.sco ect...


Finaly at module_scipt, change the "setup_random_scene" script by :

For me :
  # script_setup_random_scene
  # Input: arg1 = center_no, arg2 = mission_template_no
  # Output: none
  ("setup_random_scene",
    [
      (party_get_current_terrain, ":terrain_type", "p_main_party"),
      (assign, ":scene_to_use", "scn_random_scene"),
      (try_begin),
        (eq, ":terrain_type", rt_steppe),

        (store_random_in_range, "$rand2", 0, 9),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_steppe1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_steppe1"),
      (else_try),     
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_steppe2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_steppe3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_steppe4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_steppe5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_steppe6"),
      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_steppe7"),
      (else_try),
      (eq,"$rand2",:cool:,
        (assign, ":scene_to_use", "scn_random_scene_steppe8"),     
      (try_end),


     
      (else_try),
        (eq, ":terrain_type", rt_plain),
        (store_random_in_range, "$rand2", 0, 23),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),     
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_plain6"),
      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_plain7"),
      (else_try),
      (eq,"$rand2",:cool:,
        (assign, ":scene_to_use", "scn_random_scene_plain8"),
      (else_try),
      (eq,"$rand2",9),
        (assign, ":scene_to_use", "scn_random_scene_plain9"),
      (else_try),
      (eq,"$rand2",10),
        (assign, ":scene_to_use", "scn_random_scene_plain10"),
      (else_try),
      (eq,"$rand2",11),
        (assign, ":scene_to_use", "scn_random_scene_plain11"),
      (else_try),
      (eq,"$rand2",12),
        (assign, ":scene_to_use", "scn_random_scene_plain12"),
      (else_try),
      (eq,"$rand2",13),
        (assign, ":scene_to_use", "scn_random_scene_plain13"),

      (else_try),
      (eq,"$rand2",14),
        (assign, ":scene_to_use", "scn_random_scene_plain16"),
      (else_try),
      (eq,"$rand2",15),
        (assign, ":scene_to_use", "scn_random_scene_plain17"),
      (else_try),
      (eq,"$rand2",16),
        (assign, ":scene_to_use", "scn_random_scene_plain18"),

#     
      (else_try),
      (eq,"$rand2",17),
        (assign, ":scene_to_use", "scn_random_scene_plain19"),
      (else_try),
      (eq,"$rand2",1:cool:,
        (assign, ":scene_to_use", "scn_random_scene_plain20"),
      (else_try),
      (eq,"$rand2",19),
        (assign, ":scene_to_use", "scn_random_scene_plain21"),
      (else_try),
      (eq,"$rand2",20),
        (assign, ":scene_to_use", "scn_random_scene_plain22"),
      (else_try),
      (eq,"$rand2",21),
        (assign, ":scene_to_use", "scn_random_scene_plain23"),
      (else_try),
      (eq,"$rand2",22),
        (assign, ":scene_to_use", "scn_random_scene_plain24"),
     
      (try_end),




      (else_try),
        (eq, ":terrain_type", rt_snow),
        (store_random_in_range, "$rand2", 0, :cool:,
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_snow1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_snow1"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_snow2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_snow3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_snow4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_snow5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_snow6"),

      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_snow7"),
      (try_end),



      (else_try),
        (eq, ":terrain_type", rt_steppe_forest),
        (store_random_in_range, "$rand2", 0, :cool:,
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest1"),
      (else_try),     
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest6"),     
      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest7"),     
      (try_end),



      (else_try),
        (eq, ":terrain_type", rt_forest),
        (store_random_in_range, "$rand2", 0, 11),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest1"),
      (else_try),     
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest6"),     
      (else_try),
      (eq,"$rand2",7),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest7"),

      (else_try),
      (eq,"$rand2",:cool:,
        (assign, ":scene_to_use", "scn_random_scene_plain_forest8"),
      (else_try),
      (eq,"$rand2",9),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest9"),     
      (else_try),
      (eq,"$rand2",10),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest10"),
     
      (try_end),


      (else_try),
        (eq, ":terrain_type", rt_snow_forest),
        (store_random_in_range, "$rand2", 0, 7),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest1"),
      (else_try),     
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest2"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest3"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest4"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest5"),
      (else_try),
      (eq,"$rand2",6),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest6"),     
      (try_end),



      (else_try),
        (eq, ":terrain_type", rt_water),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_water1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_water2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_water3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_water4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_water5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_water6"),     
      (try_end),


      (else_try),
        (eq, ":terrain_type", rt_bridge),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain6"),     
      (try_end),

 
      (else_try),

        (eq, ":terrain_type", rt_desert_forest),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
     
        (eq, ":terrain_type", rt_desert),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),


    (try_end),
     
      (jump_to_scene,":scene_to_use"),
  ]),

The smiley  :cool: is just  "8" and " )"  :lol:

Now you do enter in scenes by camp menu/group1 (make the groupes 2,3...if you need) and build something like 200 new scenes.
I think it's all  :mrgreen:

It's a realy simple script ! long but simple.

Very nice! Thank you!

So only the premade scenes will show up? That would be very nice as the native randomized scenes are often terrible.
The number of scenes you are able to implement is unlimited i guess...
 
Thank you Lumos  :smile:
Its better for sure.

I have a lot of codes very long like that, but...it work  :lol: and i'm not a specialist for codes  :mrgreen:


@Life_Erikson
Yes the premade scenes will replace the random scene script no problem, don't obmit the player chest  :wink: put it in the scene base, the fisrt copy of the sco file.and the banner but it's not essential.

Well, 16 or 20 scenes are sufuciants  :roll: i have the same scene in game every 30 days and i play every days. 8/10 forest, 20 plains...my mod have 70% plains/ 20% "steppes" /10% snow...

But you can have 3000 scenes of course.
 
Has anyone ever made some system that you can custom assign a scene to parts of the map, like divide the campaign map in sectors and then make a scene for a battle happening in every sector? Maybe using towns, castles or villages as checkpoints or similar. So, if you're making your map something irl, you can have custom scenes for every sector that are always the same.
 
Sherlock Holmes said:
Has anyone ever made some system that you can custom assign a scene to parts of the map, like divide the campaign map in sectors and then make a scene for a battle happening in every sector? Maybe using towns, castles or villages as checkpoints or similar. So, if you're making your map something irl, you can have custom scenes for every sector that are always the same.

Take a look here:
http://forums.taleworlds.com/index.php/topic,68264.135.html

I think this is what you're looking for.
I guess other orientationpoints apart from bridges would be possible too. Or even simple coordinates on the map.
 
Sherlock Holmes said:
Has anyone ever made some system that you can custom assign a scene to parts of the map, like divide the campaign map in sectors and then make a scene for a battle happening in every sector? Maybe using towns, castles or villages as checkpoints or similar. So, if you're making your map something irl, you can have custom scenes for every sector that are always the same.
I'd place invisible dummy parties in a grid all over the map, then run distance checks to the main party. If the list of parties is ordered in the same way as their scenes, you simply get the offset for the one you need (i.e. the nearest one) and use it to find the relevant scene. It wouldn't be too hard to implement.
 
Life_Erikson said:
Sherlock Holmes said:
Has anyone ever made some system that you can custom assign a scene to parts of the map, like divide the campaign map in sectors and then make a scene for a battle happening in every sector? Maybe using towns, castles or villages as checkpoints or similar. So, if you're making your map something irl, you can have custom scenes for every sector that are always the same.

Take a look here:
http://forums.taleworlds.com/index.php/topic,68264.135.html

I think this is what you're looking for.
I guess other orientationpoints apart from bridges would be possible too. Or even simple coordinates on the map.

The way he did it was for old m&b though and doesn't work very well (only functions when you attack the enemy on open ground, and no other armies are involved). Use a mixture of arch3r and fantasywarrior's methods, like so:

                              (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_1"), #an invisible party of your choosing
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100), #adjust as necessary
                                    (assign, ":scene_to_use", "scn_bridge_1"),
#                                (set_jump_mission,"mt_lead_charge"), #these two lines not needed
#                                (jump_to_scene, ":scene_to_use"),

                              (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_2"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_2"),
#                                (set_jump_mission,"mt_lead_charge"),
#                                (jump_to_scene, ":scene_to_use"),

                              (else_try),

Ninja'd.
 
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