Author Topic: Mount & Blade Mod Makers Q&A Thread  (Read 722606 times)

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Gergin Adam

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10995 on: June 18, 2012, 02:42:19 PM »
Whenever I go into edit AI mesh, after a few seconds game crashes. Is this a common problem or only I am experiencing?

I solved my own problem. The solution is so simple... For the ones who experience the same problem, press ctrl+F11 and then do your changes. ctrl+F11 pauses the game and prevents some errors.
-?suoires os yhw-

FantasyWarrior

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10996 on: June 20, 2012, 03:13:14 AM »
Hi  :o

sory,but how to find a osp ressource with "bombardes" like this



15 th century for a hundred years war mod...thanks in advance  :o

"statics troops" if it's possible  :?:
« Last Edit: June 20, 2012, 03:18:26 AM by FantasyWarrior »

Rojen

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10997 on: June 21, 2012, 11:23:43 AM »
So recently I've created a first bow with vertex animations and a _carry mesh too.
I tried to put the bow into the game but it doesn't show up when I equip it. Strangely enough the _carry mesh shows up even though they both use the same material. I know something's wrong just not what, I copy and pasted the bows name into the module system and I get no errors so I take it is a problem with the mesh but I don't know what.
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Somebody

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10998 on: June 21, 2012, 11:37:55 PM »
Adjust the timing for the 5 frames - 0 0 43 100 200. The carry mesh should only have 3 frames (the standard 0 0 10).

Rojen

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10999 on: June 22, 2012, 07:55:40 AM »
Ah thanks Somebody, completely forgot about the timings of the frames
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Beobart

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11000 on: June 22, 2012, 05:24:31 PM »
I have a problem, here is the ingame view:

(click to show/hide)

and here the OpenBRF view:

(click to show/hide)

Settings:

(click to show/hide)

Whats wrong?

KeithGB

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11001 on: June 23, 2012, 12:27:51 AM »
For a scene prop that will appear in only one interior scene in the entire world, but which necessitates a high poly count how high can I feasibly go?

Specialist

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11002 on: June 23, 2012, 01:11:56 AM »
For a scene prop that will appear in only one interior scene in the entire world, but which necessitates a high poly count how high can I feasibly go?
Probably around 25-30k if it is a very small scene with nothing in it (basically, a box with interior wood textures and your HP prop)

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11003 on: June 23, 2012, 12:01:57 PM »
Thanks Spec., I'll probably aim for 25k max, pref. 20k as it is a standard interior with some extra window dressing.

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11004 on: June 23, 2012, 07:24:58 PM »
Did anyone face this wierd problem?

I have, well, A LOT of items in the module. Around 3000, I guess, with some repeating ones, and almost 40 factions to test items.

All goes well in local multiplayer mode, I am creating server and all works perfectly, though I had to increase slot_item_multiplayer_item_class, slot_item_multiplayer_availability_linked_list_begin, slot_item_multiplayer_faction_price_multipliers_begin constants to avoid some nasty bugs in 32-38th factions.

The problem was discovered when I created dedicated server and connected to it. Weapons standing in the last part of module_items (somewhere about 1800 and later) behave strange when I put them in the ground. They immediately change mesh and become impossible to pick up. For example, after dropping custom pike, it transforms into inactive chain mail, flintlock pistol becomes helmet and so on. When I removed some items in module system, drop meshes changed to another ones.

I can provide screenshots if you need them.
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Somebody

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11005 on: June 23, 2012, 07:38:36 PM »
Yeah, you really shouldn't have that many items. What you can do to mitigate this is to properly sort out your module_items and remove duplicates, and move the weapons that you'll be using in multiplayer to before 1800. Native only has 600 items, so 1200 should be more than enough (40 factions * 3 troops * 10 weapons each).

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11006 on: June 23, 2012, 07:46:09 PM »
Yeah, you really shouldn't have that many items. What you can do to mitigate this is to properly sort out your module_items and remove duplicates, and move the weapons that you'll be using in multiplayer to before 1800. Native only has 600 items, so 1200 should be more than enough (40 factions * 3 troops * 10 weapons each).

Is there some official item limitation, maybe in constants or somewhere else? I would like to change it, if it's possible. It is strange that this problem appears only with dedicated server, maybe some memory editing could help? Like increasing server slots from 64 to 200 before 1.15x patch.
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Watakushi

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11007 on: June 23, 2012, 09:41:24 PM »
Actually, I've just found actual number. 2048(9). Below this item, bugged item dropping begins. First ones just change mesh and appear like Furs, Chicken or other items, after picking they transform back again. After some point, weapons and shields will become even unpickable.

Still cannot find any clues how to, excuse me, enlarge my items.
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MadVader

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11008 on: June 23, 2012, 09:45:04 PM »
You have a design problem, then. No one needs more than 2000 items, so it's time to rethink your profligate ways.

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11009 on: June 23, 2012, 09:46:29 PM »
Add dummy scene props, it'll raise the limit for droppable items.
It's a known bug, but TaleWorlds refused to fix it because it would break client-server compatibility (which they actually broke stealthily in 1.15x, adding a network event that makes 1.14x clients playing on 1.15x servers randomly crash. Didn't fix that bug, though).
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