Bug Reports & Known Issues [v2.54]

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Floris has always functioned rather stupidly with Dx7, so some anomalies can and will occur. For instance, avoid fighting Mountain bandits if you value being able to actually see your screen. But some stuff like that in tournaments you just have to deal with.

Also, I highly recommend getting a new computer.
 
Mattk50 said:
the guards in town always change properly, that bit seems to be working copletely functionally, But types of patrols end up stuck as swadian.
Well I've been looking around the scripts and... I honestly don't see what's going on. There seems to be checks already in place to try to prevent the bugs you guys are experiencing. In fact the player_kingdom troops should be mercenaries, instead of Swadian like they were back when I first started playing with the Dev Suite (the placeholder troops that I mentioned).

I may not be a good enough scripter to fully understand where it's failing, because from the looks of things your bugs shouldn't happen at all.

I'm not gonna outright give up just yet but my eyes are already strained from going over the scripts and all related files for the last 2.5 hours now lol.
 
So guys about the partols and the automatic recruitment system from towns , so if you speak to the chancellor or what his name is you can change you're domestic policy , but i only see the Vaegir one , anyway that fixed the problem for me and now the patrols are Vaegir and the recruits are vaegir to.
Hope to work for others to! :lol:
 
Hanakoganei said:
Mattk50 said:
the guards in town always change properly, that bit seems to be working copletely functionally, But types of patrols end up stuck as swadian.
Well I've been looking around the scripts and... I honestly don't see what's going on. There seems to be checks already in place to try to prevent the bugs you guys are experiencing. In fact the player_kingdom troops should be mercenaries, instead of Swadian like they were back when I first started playing with the Dev Suite (the placeholder troops that I mentioned).

I may not be a good enough scripter to fully understand where it's failing, because from the looks of things your bugs shouldn't happen at all.

I'm not gonna outright give up just yet but my eyes are already strained from going over the scripts and all related files for the last 2.5 hours now lol.

Sounds like fun!.. in a sense of the term. Where are you looking through all the scripting for the mod? I've done some scripting and programming in the past, but im not at all familiar with warband's systems, i could try to give a hand regardless though.

I found the backup save (1 save back on autosave) which allowed me to restore my ghazwan main character to not-ghazwan main character, so im playing again, yay.

MavDrac24 said:
So guys about the partols and the automatic recruitment system from towns , so if you speak to the chancellor or what his name is you can change you're domestic policy , but i only see the Vaegir one , anyway that fixed the problem for me and now the patrols are Vaegir and the recruits are vaegir to.
Hope to work for others to! :lol:
i see them all... i dont get what'd make it so that you only see vaegir or whatever race i want to switch it to.
 
Floris Expanded 2.54

Warband 1.158

Expanded troop trees

I'm using Rhodok troops.

Troops who are supposed to have spears are sometimes spawning without them. I also can't see spears on their backs in the troop tree or my party screen, but they still show up in their equipment table.

This is obviously very annoying when I need to stop a cavalry charge and only three of my men have spears.
 
Mattk50 said:
Sounds like fun!.. in a sense of the term. Where are you looking through all the scripting for the mod? I've done some scripting and programming in the past, but im not at all familiar with warband's systems, i could try to give a hand regardless though.
Check out the dev suite. It's very very overwhelming to get into at first due to all of the Warband and Floris-specific variables that you have to figure out. The related scripts should be in module_scripts.py, module_simple_triggers.py and module_dialogs.py. There's too many terms to search for, but as a hint you can start trying to search for "fac_player_faction" and "player culture".

MavDrac24 said:
So guys about the partols and the automatic recruitment system from towns , so if you speak to the chancellor or what his name is you can change you're domestic policy , but i only see the Vaegir one , anyway that fixed the problem for me and now the patrols are Vaegir and the recruits are vaegir to.
Hope to work for others to! :lol:
i see them all... i dont get what'd make it so that you only see vaegir or whatever race i want to switch it to.

You'll see all the factions you've had dealings with. I believe recruiting their troops is enough to add them to the list but I'm not sure on this one. I don't mix troops and I always play for only one faction, so I rarely unlock all factions for changing cultures into.

EpsilonSeven said:
Troops who are supposed to have spears are sometimes spawning without them.
Known bug, and there's a limited way to fix it due to the engine limitations.

In theory making spears as itp_primary and swords as itp_secondary should make them spawn with one spear and one sword. But some people have reported this doesn't work. I have personally seen it to work in a submod I was working on, but I also only limited the item types each troop carried.
 
So I got Floris expended mod + the official bug patch (because i used to have some crash and bug that everyone seems to have)  you guys have release but since I've installed and replace everything from the bug patch in the Module folder nothing seems to work, i got an RGL error (Load error: Number of triggers in file 37, exceeds 31). I've try every thing i could fin here on the forum but nothing seems to work. what can i do to fix that ?


PC specs:
Windows 7 64-bits
Intel Core i7 860 2.80 GHz
Ram: 8 GB
AMD Radeon HD7870
 
Good day,

I'm a mac user, installed through steam and used wineskin to install floris. I've tried this with both the expanded and gameplay however I get the same result. Many of the ground textures, or the sky are all black. Even some of the characters with a certain skin type. I'm just curious because I never had any issues with Warband native.
 
Regarding Kliener's post, I believe this is a problem with custom shaders not being supported under OpenGL, an impression I got from one of the dev comments in the Steam forum... which means a lot of specific fixes and possibly requiring a separate release of the modpack for linux. Both things I'm not sure I'd hold my breath for. Then again, even just playing the Native module in linux I still get some weird graphical glitches, like a huge red copy of the player's shadow on the nighttime skybox... so, it's no surprise that modded textures and materials are buggy.

Anyway, I tried Hanakoganei's solution to the topic "World Map HD v1.1", but all I got was freaky pastel mess all over the World Map mesh, complete with missing text for the town names etc.

If there are any other suggestions on quick ways to swap/disable modded textures back to Native, it would be nice to know. I don't mind digging around in the .ini and .txt files.

(edit: I should also mention that I'm using 2.54, not 2.55 which Kliener was specifically reporting on. Also, I'm well aware that my understanding of the problem is superficial at best, and corrections to any inaccuracy are welcome.)
 
Yeah you're right. I just tried it too and it messed up the map lol.

I'll figure out how to force it back to Native and post the instructions in the thread. Hang on.

- edit: Posted a fairly long tutorial-ish thing on how to revert the map textures to Native in that thread. Be forewarned, it's very tedious and you have to do a lot of things.

If you have any questions or you got it working or whatever, kindly bump the topic for me so other people can see it too. I don't wanna add to my post count for no reason lol. I just modified my old post that had the messed up instructions.
 
Oooo, yeah, I'm reading through it now. It is so going to have to wait until I've slept. Though, most of it doesn't look too outrageous as I've done some of my own modeling, texturing, and tinkering with modded objects (like the nif files) in Bethesda games, and a lot of this looks like the same general process, just different different format... just tedious, as you say. Anyway, I'll give it a shot. If it works I'll bump that thread and link it in the Floris and Linux thread too. And thanks for all the effort.

(edit, BTW, you say you hope it's worth it... have you seen what Floris looks like on Linux? A lot of the map and ground textures come out flat black, making the mod almost unplayable in spots. It could really be the difference between people on linux playing the mod or not. I'll try to remember to take some screenies of it before I get to work trying your fix tomorrow.)
 
When hired as a freelancer and you have companions they are removed from the party.  When you go on vacation they return.  I think this is working as intended.

However, if you have companions and then desert/rebel they are not readded and don't seem to be anywhere at all.  I waited a few weeks for them to show up and they never did.  Also when asking a Wanderer for their location they weren't listed.
 
I'm not sure if someone had report this, but the prop in the shop (weapon,armor,etc...) doesn't show up like it did in vanilla. It's no big deal but it kind of breaks immersion for some players.
also, would be great if you can decrease the bandit party spawn rate in the next update, I think their spawn rate is way too fast, and the fact that you can't capture the bandit heroes make the whole thing gets odd fast, I really like this feature but I must turned it of due to this reason.
last thing, I know I should post this in the suggestion topic, but I would love to see Tavern Animation Pack to be included in the next update, more immersion = more fun :razz:.

and since I just registered, I want to say that you guys did a great job! can't wait for the next update :smile:

p/s: I also noticed that most of 40-50 years old woman in game looks like 19 years old, this also bugs me as well
oh, and I use gameplay version btw.
 
As a ruler, when you send patrols out, they belong to the "player faction" instead of the faction you've created.
So instead of having the right faction name, they also carry the wrong color/banner.

I haven't tested it as a vassal yet. But the first patrol I sent used right faction and banner, they died so I did not have the chance to take a screenshot.
Version 2.55.
EDIT: Smaller pic.
pcLlzjW.jpg
 
Good day everyone, can somebody give me a hint please, about whats happening with my save game.
Sometimes when manhunters battle with outlaws, and i rush to help them (hunters) after combat relation deteriorates to abnormal numbers, like +25 to -2456, when in fact it should increase, not decrease. It happened few times, i just reloaded and skipped that battle. Because everytime i helped them my relationship kept deteriorating...
Almost same, but weirder thing happened. I took an escort caravan quest. Caravan behind me got suddenly attacked by bandits, i rushed to help them, but after combat it said "Relationship with commoners deteriorated from 0 to -2", and then the funny thing started, caravan followed me because he was still on a quest with me, but at the same time he was running away from me, when he kept getting closer to me. Nevertheless i somehow managed to escort that caravan to its destination, but then i started noticing that all village elders removed an option to give me quests. :sad: and i dont have an earlier save.
Does anyone know anything about something like this? or is this fixable or something?
 
Hello! I've made sure to search the forum and read the FAQ to check if this is known or not, and it appears not to be. So here I am posting :grin:

Anyway, I'm using Floris 2.54 Expanded. I recently struck out on my own as a nation, and my city, Halmar, has been besieged by the Khergits. They have an army of 1500, I have a defense force of about 600; a ratio of 3:1, and I command a bit over one half of all troops on the field because of a high tactics skill.

My issue is this: I have about 10 infantry appearing at the start of battle. I have literally no clue why this is happening. My company's order has 50 infantry before a single archer, my garrison's order has over 200 infantry before a single archer, and my ally's order is probably mixed. Battle size is 150. Normally, I'd have a composition allowing 50/50 infantry/archers, but I've been trying to fix this bug to no avail.

What this leads to is a shooting gallery killing ~30 enemies on the approach, but then a slaughter of archers, leading to me losing 80 men, them losing 40. When I get reinforcements, I get only infantry.

My troop tree selection is mixed, consisting of Nord, Swadian, Sarranid, and about 10 Khergit and Vaegir. Under normal circumstances, my army could hold the city, albeit with high casualties. As is, though, we have to fight to try and reclaim all the ground the Khergit are gaining before we have any infantry to speak of.
 
Hi again. The issue I just reported still stands, but if anyone runs into it, I've found a quick fix.

Set battle size to 30 before the battle, then as soon as you get in, bump it up to whatever you want.
 
I found a bug with the conversations,

It appears when you founded your own kingdom, i can't seem to find the script for changing my culture.

 
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