Recent content by Armithaig

  1. Armithaig

    Issue With Combined Iboltax & Broken One Face Mods

    I managed to fix the problem myself, apparently the load order is of significance here and placing the module.ini entries in a group wherever will not do.
    After making sure to keep the original positions of the BRF entries in the ini file it worked. I will include the changed module.ini again as an example should anyone else stumble upon this issue and lock the thread.

    Code:
    module_name = Calradia
    compatible_with_warband = 1
    
    num_hints = 12
    
    auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.
    
    map_min_x   = -180
    map_max_x   =  180
    map_min_y   = -145
    map_max_y   =  145
    map_sea_direction = -40 #wave foam direction
    map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
    map_sea_speed_x = 0.02
    map_sea_speed_y = -0.02
    map_river_direction = 140
    map_river_speed_x = 0.01
    map_river_speed_y = -0.01
    
    air_friction_arrow = 0.002
    air_friction_bullet = 0.002
    
    # use meshes map_tree_a through map_tree_r on for map trees
    map_tree_types = 17
    map_snow_tree_types  = 3
    map_steppe_tree_types = 5
    map_desert_tree_types  = 4
    
    map_max_distance = 175.0
    has_tutorial = 1
    
    time_multiplier = 0.25
    seeing_range    = 6.5
    track_spotting_multiplier = 0.8
    
    # heroes with health below this will not appear in battles and will not contribute to party skills.
    player_wounded_treshold = 5
    hero_wounded_treshold = 15
    
    skill_prisoner_management_bonus = 5
    skill_leadership_bonus = 3
    base_companion_limit = 20
    
    player_xp_multiplier   = 2.0
    hero_xp_multiplier     = 2.0
    regulars_xp_multiplier = 3.0
    
    
    display_wp_firearms = 0
    
    # damage below this will not interrupt melee attacks
    damage_interrupt_attack_threshold      = 3.0
    # Same thing for multiplayer
    damage_interrupt_attack_threshold_mp   = 1.0
    
    # No extra penetration flags are set, so keep them ineffective
    extra_penetration_factor_soak = 1.0
    extra_penetration_factor_reduction = 1.0
    
    # You can modify the damage system by editing the following values:
    # The first three values determine the amount which will be directly subtracted from damage due to armor.
    # The next three values determine the percentage reduction from the damage.
    
    armor_soak_factor_against_cut       = 0.8
    armor_soak_factor_against_pierce    = 0.65
    armor_soak_factor_against_blunt     = 0.5
    
    armor_reduction_factor_against_cut       = 1.0
    armor_reduction_factor_against_pierce    = 0.5
    armor_reduction_factor_against_blunt     = 0.75
    
    
    horse_charge_damage_multiplier        = 1.0
    couched_lance_damage_multiplier       = 0.65
    fall_damage_multiplier                = 1.0
    
    #missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
    #will penetrate.
    
    shield_penetration_offset = 30.0
    shield_penetration_factor = 3.0
    
    #setting speed_power to 2.0 makes damage scale with the square of missile's speed.
    # you can set it to 1.0 to make it scale linearly as it was before.
    missile_damage_speed_power = 1.9
    melee_damage_speed_power = 2.0
    
    multiplayer_walk_enabled = 0
    
    mission_object_prune_time = 180
    
    #change this to 0 if you want to keep the food slot in inventory window.
    disable_food_slot       = 1
    
    # Change this to 1 if you want to load 
    # textures from Modules/<Module_Dir>/Textures/
    
    scan_module_textures = 1
    scan_module_sounds = 0
    
    #edit mode should be enabled
    #give_performance_warnings = 1	
    
    
    #You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.
    
    load_resource = test
    load_mod_resource = textures_face_gen
    load_resource = shaders
    load_resource = textures
    load_resource = materials
    load_mod_resource = materials_face_gen
    
    
    load_resource = uimeshes
    load_mod_resource = meshes_face_gen
    load_resource = helpers
    load_resource = map_tree_meshes
    load_resource = map_icon_meshes
    load_resource = particle_meshes
    load_resource = skeletons
    load_resource = tree_meshes
    load_resource = xtree_meshes
    load_resource = grass_meshes
    load_resource = plant_meshes
    load_resource = body_meshes
    load_resource = object_meshes
    load_resource = object_bodies
    
    
    load_resource = goods_meshes
    load_resource = item_meshes1
    load_resource = horse_a
    
    load_resource = arabian_horses
    load_resource = arabian_castle
    
    load_resource = food
    load_mod_resource = beards
    load_resource = armors_b
    load_resource = armors_c
    load_resource = armors_d
    load_resource = armors_e
    load_resource = armors_f
    load_resource = armors_g
    load_resource = armors_h
    
    load_resource = armors_i
    
    load_resource = boots_b
    load_resource = boots_c
    load_resource = helmets
    
    load_resource = helmets_b
    load_resource = village_houses
    load_resource = village_houses_a
    load_resource = village_houses_b
    load_mod_resource = hair
    load_resource = deneme
    
    load_resource = interiors_a
    load_resource = interiors_b
    load_resource = interiors_c
    load_resource = arena
    load_resource = map_icons_b
    load_resource = castle_a
    load_resource = dungeon
    load_resource = stone_houses
    load_resource = snowy_houses
    load_resource = snowy_castle
    load_resource = helmets_d
    load_resource = helmets_e
    load_resource = helmets_f
    
    load_resource = castle_b
    load_resource = square_keep
    load_resource = anim_b
    load_resource = shields
    load_resource = shields_b
    load_resource = weapon_meshes_c
    load_resource = xtree_meshes_b
    load_resource = map_icons_c
    load_resource = pictures
    load_resource = user_interface_b
    load_resource = user_interface_c
    
    load_resource = scene_encounter_spot
    load_resource = interior_thirsty_lion
    load_resource = scene_small_tavern
    
    load_resource = weapon_meshes1
    load_resource = weapon_meshes_b
    
    load_resource = houses1
    load_resource = wall_meshes1
    
    load_resource = town_houses
    load_resource = doors
    load_resource = churches
    	
    
    load_resource = town_houses_b
    load_resource = castle_c
    load_resource = castle_d
    load_resource = castle_e
    load_resource = castle_f
    load_resource = castle_g
    load_resource = castle_h
    load_resource = castle_i
    
    load_resource = gatehouse
    load_resource = viking_houses
    
    
    load_resource = fake_houses
    load_resource = town_houses_c
    #load_resource = banners
    #load_resource = map_flags
    #load_resource = map_flags_b
    #load_resource = map_flags_c
    #load_resource = map_flags_d
    load_mod_resource = std_banners
    load_mod_resource = std_banners_default
    load_mod_resource = std_flags_vertical
    
    
    #load_resource = costumes_a
    load_resource = particles_2
    load_resource = prisons
    load_resource = prisons_b
    load_resource = interiors_d
    load_resource = costumes_b
    load_resource = costumes_c
    load_resource = arena_costumes
    load_resource = boots_a
    load_resource = terrain_borders
    load_resource = terrain_borders_b
    load_resource = skyboxes
    load_resource = object_b
    load_resource = tree_e_meshes
    load_resource = destroy
    load_resource = xtree_meshes_c
    load_resource = grass_meshes_b
    
    
    
    load_resource = interiors_steppe
    
    load_resource = grooming_horse
    load_resource = town_houses_d
    
    
    load_resource = horses_b
    load_resource = ani_horse_mounted
    load_resource = deneme2
    load_resource = horse_skeleton
    
    load_resource = steppe_fake_houses
    load_resource = weapon_meshes_d
    
    load_resource = tableau_shields
    load_resource = heraldic_armors
    
    load_resource = spear
    load_resource = weapons_e
    load_resource = weapons_f
    load_resource = instruments
    load_resource = sarranid_armors
    
    load_resource = custom_banner
    
    load_resource = simple_primitives
    
    load_resource = ani_man_walk
    load_resource = ani_twohanded
    load_resource = ani_onehanded
    load_resource = ani_death
    load_resource = ani_stand_guardsman
    
    load_resource = ani_human_mounted
    load_resource = ani_lady_stand
    load_resource = ani_poses
    load_resource = ani_stand_shopkeeper
    load_resource = ani_man_cheer
    load_resource = ani_stand_onhorse
    load_resource = ani_throw_stone
    load_resource = ani_strikes
    load_resource = ani_equip_arms
    load_resource = ani_run_p
    load_resource = ani_run_forward_left_right
    load_resource = uni_strikes3
    load_resource = ani_walk_sideways
    load_resource = ani_run_sideways
    load_resource = ani_stand
    
    load_resource = ani_crouch_down
    load_resource = ani_low_walk
    load_resource = ani_turn_man
    load_resource = ani_attacks_single
    load_resource = ani_lancer
    load_resource = ani_attacks
    load_resource = ani_kicks
    load_resource = ani_parry_attack
    load_resource = ani_walk_backward
    load_resource = ani_run_lookingsides
    load_resource = ani_defends
    load_resource = ani_walk_lookingsides
    load_resource = ani_jump
    load_resource = ani_wedding
    load_resource = arabian_props
    
    
    #animations
    load_resource = uni_jump
    load_resource = uni_stances
    load_resource = uni_equip
    load_resource = uni_strike
    load_resource = uni_throws
    load_resource = uni_fistswing
    load_resource = uni_lord_stand
    load_resource = uni_defence
    load_resource = uni_sideways
    
    load_resource = dart
    
    load_resource = armors_new_a
    load_resource = armors_new_b
    load_resource = armors_new_heraldic
    load_resource = armors_new_arena
    
    load_resource = crossbows
    load_resource = arabian_armors
    load_resource = rock
    load_resource = costumes_d
    load_resource = nordic_helmets
    load_resource = sarranid_helmets
    load_resource = sarranid_armor
    load_resource = raw_materials
    load_resource = khergit_lady_dress
    load_resource = vaegir_helmets
    load_resource = gauntlets_new
    load_resource = sarranid_lady_dress
    load_resource = sarranid_boots
    load_resource = bride_dress
    load_resource = full_plate_armor
    load_resource = weapon_meshes_e
    load_resource = fur_armors_a
    load_resource = ui_server_filter
    load_resource = warhorse_new
    load_resource = ship
    load_resource = arabian_houses
    load_resource = object_c
    load_resource = tree_f
    load_resource = interiors_arabian
    load_resource = arabian_village
    load_resource = valleyProps
    load_resource = workshops
    
    load_resource = barrier_primitives
    load_resource = town_houses_e
    load_resource = wb_mp_objects_a
    
    #works_with_version_min  = 1000 #deprecated, use module_version and compatible_savegame_module_version instead
    #works_with_version_max  = 1011 #deprecated, use module_version and compatible_savegame_module_version instead
    
    #module_version = 0 #can be used for multiplayer and single player (saved game) module versioning
    #compatible_module_version = 0 #can be used for multiplayer module versioning
    #compatible_savegame_module_version = 0 #can be used for single player (saved game) module versioning
    
    limit_hair_colors = 1
    show_faction_color = 1
    show_quest_notes = 1
    
    dont_load_regular_troop_inventories = 1
    
    #assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
    disable_moveable_flag_optimization = 0
    
    #You can change the following to 1 for ease in module development
    show_party_ids_instead_of_names = 0
    
    crush_through_treshold = 2.4
    
    can_crouch = 0
    can_objects_make_sound = 0
    disable_zoom = 0
    use_advanced_formation = 0
    use_crossbow_as_firearm = 0
    can_reload_while_moving = 0
    can_run_faster_with_skills = 0
    use_phased_reload = 0
    horses_try_running_away = 0
    horses_rear_with_attack = 1
    lance_pike_effect_speed = 3.0
    no_friendly_fire_for_bots = 0
    can_adjust_camera_distance = 1
    sync_ragdoll_effects = 0
    has_forced_particles = 0
    can_use_scene_props_in_single_player = 0
    disable_attack_while_jumping = 0
    disable_high_hdr = 0
    has_accessories_for_female = 0
    restrict_attacks_more_in_multiplayer = 0
  2. Armithaig

    Issue With Combined Iboltax & Broken One Face Mods

    'Ello, 'm having a bit of an issue and I think showing the problem is a lot quicker than explaining it. Those are Firentis, Deshavi and Ymira respectively. As ye can see the faces seem to work splendidly. The hair's a bit off the brolly though, some very severe cases of hairloss. This is...
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