[SOLVED] Issues with Banners/Scenes

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Creating banners is time-consuming and I lack the skill in GIMP to make good banners, so I'm using Quapitty's Banner Pack in my mod. (https://forums.taleworlds.com/index.php/topic,279661.msg6664602.html#msg6664602)

First thing's first, the banners don't appear in game. And when you become a noble and select a banner, every banner you could be able to select is blank white. Swadia, Vaegirs, Nords, and my custom faction East Gelia all are affected in the following ways. Swadia, Vaegirs (West Gelia), and the Nords have all white banners inside their fiefs and on the outside for the most part, however for some reason some fiefs actually have colored banners too. (I followed this guide on banner/faction creation the best I could: https://forums.taleworlds.com/index.php/topic,334271.0.html)

East Gelia has absolutely no banners on the outside or inside, in fact it seems somehow the banners inside were replaced by a tower (how did that even happen?). I'm absolutely stumped. I'll list the Module System's output and my module.ini. Oh, and the hair textures seem to be messed up. Just look at the images I've posted (that wrapping around my head is hair, not a bandana!). If you need more info on the files such as my module_scripts.py or whatever I'll gladly give it to you.

Images:
xWwbn6z.png


nuc77Xv.png


a0GWLzq.png

This is the inside East Gelian Khudan. Only the East Gelia (my 7th faction I added) have the towers instead of banners. The other factions just have blank white banners inside.

Module System Edit: Fixed fac_culture_7 error. I can now recruit peasants from East Gelian cities. It obviously isn't a module system error, so I'll remove the output code. I probably messed up the brfs somehow. Any suggestions?

Module.ini:
module_name = Calradia
compatible_with_warband = 1
compatible_multiplayer_version_no = 1170

supports_directx_7 = 1
reduce_texture_loader_memory_usage = 0
use_case_insensitive_mesh_searches = 0
use_texture_degration_cache = 0

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_mod_resource = pics_freelancer
load_mod_resource = novacys_map_flags
load_mod_resource = novacys_banners
load_mod_resource = novacys_textures
load_mod_resource = novacys_materials

load_resource = banners
load_resource = textures
load_resource = materials

load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = ccoop_extra_ui_textures
load_resource = materials_face_gen
load_resource = ccoop_extra_ui_materials

load_resource = uimeshes
load_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_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_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 = map_flags_b
load_resource = map_flags_c
load_resource = map_flags_d

#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 = terrain_borders_c
load_resource = skyboxes
load_resource = object_b
load_resource = tree_e_meshes
load_resource = destroy
load_resource = destroy_snowy
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
load_resource = prisonCart
load_resource = ccoop_extra_ui_meshes

#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

Thank you for taking your time to read through everything, I really need help with this one.

EDIT: I had errors I made in the module.ini and some .py files that took me hours to scroll through (I was saved by Lav's WRECK compiler). Also, happy new forums! In my opinion the old forums looked much more mount and blade-y and just... better, but I guess we're stuck with it.
 
Last edited:
First thing's first, the banners don't appear in game. And when you become a noble and select a banner, every banner you could be able to select is blank white.
That indicates for me a bit that you have not properly set them up in the brf files. Did you just replace the old banners with new ones, having the same name or did you add additional ones?
East Gelia has absolutely no banners on the outside or inside, in fact it seems somehow the banners inside were replaced by a tower (how did that even happen?).
If you have added new banners, so that there are more than before, be aware that you shouldn't add them within the old list of banners in module_sceneprops. The sceneprop list is getting called by the scenes and if you add something in the middle, the scene is, for example, still calling the 50st sceneprop for that specific position, no matter if it is still a flag prop or a tower. If you add new scene props, add them at the end, keep the listing the other scene props the same. Not needed ones can get replaced with new ones, otherwise just keep them as some kind of empty dummy scene prop which can get filled up later.
That's how I recall it, people with more knowledge at scenes can correct me or give a more profound answer.
EDIT: I had errors I made in the module.ini and some .py files that took me hours to scroll through (I was saved by Lav's WRECK compiler). Also, happy new forums! In my opinion the old forums looked much more mount and blade-y and just... better, but I guess we're stuck with it.
I hope they bring back a theme for the old feeling ^^
 
That indicates for me a bit that you have not properly set them up in the brf files. Did you just replace the old banners with new ones, having the same name or did you add additional ones?

If you have added new banners, so that there are more than before, be aware that you shouldn't add them within the old list of banners in module_sceneprops. The sceneprop list is getting called by the scenes and if you add something in the middle, the scene is, for example, still calling the 50st sceneprop for that specific position, no matter if it is still a flag prop or a tower. If you add new scene props, add them at the end, keep the listing the other scene props the same. Not needed ones can get replaced with new ones, otherwise just keep them as some kind of empty dummy scene prop which can get filled up later.
That's how I recall it, people with more knowledge at scenes can correct me or give a more profound answer.

I hope they bring back a theme for the old feeling ^^
My bad for not being clear on this in the little edit I put at the end. I already fixed the problem a couple days ago, module.ini issues and several .py issues. Anyways, thanks for taking the effort to give some feedback (very few do, it seems) and I hope they add some sort of "legacy" theme under preferences > style where the forums would have the same look as before. :grin:
 
There should somewhere be an option in which you can mark the thread as being solved, not sure yet how the new forum works at all aspects.
^^^ I couldn't agree more, that would be extremely useful so the modding section isn't all filled up with old threads. Maybe a "Modding Archives" section, where after 6 months or after being marked as solved it would go there. And you reminded me, I'll put up a [SOLVED] in the title name of the thread(s) until they add more features to the forums (if they add more features?). Anyways, thanks a lot for the feedback. Modding is a rewarding yet painful journey and every bit of help makes it easier - and more fun.
 
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