Perisno 0.9 - The Main Thread (HF6 - February 04, 2019, 08:10:15 PM)

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I am quite sure that it's intended. They will not attack your caravans only. Download Morgh Editor, select your Perisno 0.9 module, go to the faction menu and well do what you want. Here are some links: version 1.4: https://www.mbrepository.com/file.php?id=1798; version 1.5: https://forums.taleworlds.com/index.php/topic,105928.msg8806933.html#msg8806933.
Here is a simple guide concerning its usage: https://steamcommunity.com/sharedfiles/filedetails/?id=794409665.

P. S. I have downloaded and used only version 1.4 so far. I have just discovered the existence of version 1.5.
 
Dago Wolfrider said:
I am quite sure that it's intended. They will not attack your caravans only. Download Morgh Editor, go to the faction menu and well do what you want. Here are some links: version 1.4: https://www.mbrepository.com/file.php?id=1798; version 1.5: https://forums.taleworlds.com/index.php/topic,105928.msg8806933.html#msg8806933.

I have already found a save editor and it worked! Thanks anyway.

What I meant is that they would attack other faction's caravans that are travelling to my town. How do caravans work? Do other factions' caravans arriving to trade affect my own prosperity, or do only my own faction's caravans factor into it?
 
Adex said:
Dago Wolfrider said:
I am quite sure that it's intended. They will not attack your caravans only. Download Morgh Editor, go to the faction menu and well do what you want. Here are some links: version 1.4: https://www.mbrepository.com/file.php?id=1798; version 1.5: https://forums.taleworlds.com/index.php/topic,105928.msg8806933.html#msg8806933.

I have already found a save editor and it worked! Thanks anyway.

What I meant is that they would attack other faction's caravans that are travelling to my town. How do caravans work? Do other factions' caravans arriving to trade affect my own prosperity, or do only my own faction's caravans factor into it?

All caravans affect the wealth of a city, more caravans more money/prosperity. The same applies to farmers (  farmers from other cityless faction neighboring yours will use your towns [ they go to the nearest non hostile town in general ] ). Just ask your guild master for the ranking of your city. For more specific details you need Leonion, another developer or maybe T. L. S. or another veteran. You are welcome.  :iamamoron:
 
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WOOOWW!!
You actually make your idea real, Leonion! :grin: :grin:
GREAT JOB!!
Please,please expand that to other armor parts, as well as weapon too if possible!
Wait, whose Engineering skill is needed? Only Player or party members is also fine?
 
willyflare said:
Please,please expand that to other armor parts, as well as weapon too if possible!
Wait, whose Engineering skill is needed? Only Player or party members is also fine?
For weapons it's pretty much impossible.
Item stats can't be changed in the game so this feature is based on using "dummy" items with pre-defined characteristics.
And while body armors are all the same when it comes to key flags ensuring their functioning and tied to mesh properties, weapons have too many varying features tied to their mesh, such as length, with_holster/without_holster, carry_position, possible_attack_animations, weapon_type, availability_on_horseback.
Taking into account all possible combinations of such characteristics would require...ehhh.... I forgot the exact combinatorics formulas, but it's a lot. Hundreds at the very least.

For boots and gloves it should be doable.
Helmets, however, will be another pain in the ass with all these covers_beard, covers_head, attach_armature (skinned/not_skinned). I do want to implement them more than any other item type, however, because for now due to realistic approach they're the most "unbalanced": while there are decent high-end body armors of all sorts, almost all high-end helmets are just different kinds of bucket helmets (or their close relatives).

As for engineering - it will have to be your own skill and it will have to be a "natural" skill (no temporary bonuses from specialist soldiers or gear are taken into account).
 
Leonion said:
willyflare said:
Please,please expand that to other armor parts, as well as weapon too if possible!
Wait, whose Engineering skill is needed? Only Player or party members is also fine?
For weapons it's pretty much impossible.
Item stats can't be changed in the game so this feature is based on using "dummy" items with pre-defined characteristics.
And while body armors are all the same when it comes to key flags ensuring their functioning and tied to mesh properties, weapons have too many varying features tied to their mesh, such as length, with_holster/without_holster, carry_position, possible_attack_animations, weapon_type, availability_on_horseback.
Taking into account all possible combinations of such characteristics would require...ehhh.... I forgot the exact combinatorics formulas, but it's a lot. Hundreds at the very least.

For boots and gloves it should be doable.
Helmets, however, will be another pain in the ass with all these covers_beard, covers_head, attach_armature (skinned/not_skinned).

Do not overdo Leonion. We all know the effort that this sort of things require. :wink:
 
Ah I see, thanks for taking some time to give me the details!
Using your own engineering skill is going to be challenging since I often delegate that to companions, but opens up new role-play ideas.
Again, thank you for the great improvement and looking forward for 1.0 !
 
A few notes about custom armor:
1) Crafting presentation can be found in camp => take an action
2) This system relies on operation that was obviously poorly tested by tw devs and it initially caused ctds in certain cases and didn't work for boots and gloves before workarounds were found. So just in case I highly recommend saving your game before crafting.
3) For now, body armor, boots and gloves are implemented. And I've run out of reserved placeholder items, so helmets, shields and increased number of craftable custom armors will come later with save-incompatible patch.
4) Custom boots and gloves cannot be worn without custom body armor. That's forced by engine limitations.
5) Only your natural, learned engineer skill is taken into account when it's assessed whether you can craft a certain piece of armor or not.
6) To select the design, click on the image of the armor.
7) Female frames don't work, and there is no way I can think of to make them work. All custom armor (with the exception of female-only armor) will look masculine on any gender. That's another engine limitation.
:cool: Custom armor is quite demanding both CPU- and GPU-wise. Using it for yourself and companions is fine but I don't recommend giving it to household guards unless you have a powerful PC.
9) Custom gloves will lack arm plates (when such are present in the original item), they will be just... hand gloves.
UPD. 10) Also, as turned out later, craftable gloves look funny on male dwarves and giants, so don't give them such gloves.
 
Leonion said:
If anyone feels like testing this feature, here is hotfix 6:
https://www.dropbox.com/s/d53b72qsbopk2dh/Perisno_0.9_HF6.zip?dl=0

It's compatible with any post-anti-ctd-patch version.

A few notes about custom armor:
1) Crafting presentation can be found in camp => take an action
2) This system relies on operation that was obviously poorly tested by tw devs and it initially caused ctds in certain cases and didn't work for boots and gloves before workarounds were found.
3) For now, body armor, boots and gloves are implemented. And I've run out of reserved placeholder items, so helmets, shields and increased number of craftable custom armors will come later with save-incompatible patch.
Still I recommend saving the game before crafting.
4) Custom boots and gloves cannot be used without custom body armor. That's forced by engine limitations.
5) Only your natural, learned engineer skill is taken into account when it's assessed whether you can craft a certain piece of armor or not.
6) To select the design, click on the image of the armor.
7) Female frames don't work, and there is no way I can think of to make them work. All custom armor (with the exception of female-only armor) will look masculine on any gender. That's another engine limitation.
:cool: Custom armor is quite demanding both CPU- and GPU-wise. Using it for yourself and companions is fine but I don't recommend giving it to household guards unless you have a powerful PC.

What do you mean with post-anti-ctd-patch?
I have Perisno 0.9 with all 5 hotfixes, can I use it?
 
Dago Wolfrider said:
What do you mean with post-anti-ctd-patch?
I have Perisno 0.9 with all 5 hotfixes, can I use it?
I mean any version that was released after the anti-ctd patch on the 31st of october 2018.
And yes.
 
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