Recent content by bridledname

  1. Pseudo-Romans in Bannerlord

    sotamursu123 said:
    look at TES:

    imperial1.jpg
    Legion_Armor.png
    Unamed_Imperial_Captain.png
    Imperial_Armor_Concept.jpg

    Nobody cares about TES having roman-like armors, then going to like almost full plate then back to romans.

    Calradia is a fantasy world, and if TW wants to, they can include pink ponies and flying exploding hotdogs and laser shooting mecha dragons or golradir if they feel like it. Including a faction that has armors that look like romans wouldn't really be that weird considering they already are mixing up different cultures to create "new cultures" for their fantasy world.

    Actually in "TES" Imperial armour differ in which area they are, in Skyrim its "Auxiliary armor roman armor", in "Morrowind" it was a mix of "praetorian armor" and "medieval chainmail armor", and in "Cyrodiil" the guards resembled "Greek spartans" .
  2. SP Tutorial Module System Creating a faction.

    Sorry If this has been asked before but can please please create a tutorial for WFAS moders, some stuff in this tutorial do not apply to WFAS.

  3. Making NPC's accompany you in towns

    Knight of calradia said:
    he means that you have to get module system to mod txt files. Download link below.
    download2.taleworlds.com/mb_warband_module_system_1158.zip

    and there is page what informs you of future actions:
    forums.taleworlds.com/index.php/topic,5408.0.html

    and you may as well get a notepad:
    download.tuxfamily.org/notepadplus/6.5/npp.6.5.Installer.exe

    and as "somebody" told you, you have to modify mission templates.py and he may inform what lines you have to modify.

    I allready have :smile: python, I just dont know which lines to modify, and what to place :/
  4. Making NPC's accompany you in towns

    Somebody said:
    To start you need the module system with the source for whatever mod.
    [list type=decimal]
    [*]Spawn the NPC inside the mission template / Add the NPC as visitors before the mission starts
    [*]Ensure they are listening to orders (by being on the same team as the player, forcing the agent team or using the entry point) and give orders to follow
    [*]Do casualty/wound calculations before the mission ends
    [/list]

    I dont understand :razz:, Im just a beginner at modding, ive only discovered changing names, making equipment, and making new npcs, so can you please guide me through it , im a little bewildered sorry.

    Can someone please guide me to it.
  5. Making NPC's accompany you in towns

    Hello, im a beginner modder (noob) for wfas, and warband, and wanted to know how do you make your companions (or heroes) accompany you once you enter towns or castles, or when a bandits attack you at midnight? I have seen quite a few mods do this and wanted to know how.
  6. Add more people in towns?

    xenoargh said:
    It's fairly easy to script this.

    First part:  getting more people into the towns.  This part's easy- a one line change.  Find script_init_town_walkers in module_scripts.

    Remove the line that reads:  (set_visitor, ":entry_no", ":walker_troop_id"), and replace it with this:  (set_visitors,":entry_no", ":walker_troop_id",5),

    Here's an example, if you're confused.

    Code:
              # script_init_town_walkers
              # Input: none
              # Output: none
              ("init_town_walkers",
                [
                  (try_begin),
                    (eq, "$town_nighttime", 0),
                    (try_for_range, ":walker_no", 0, num_town_walkers),
                      (store_add, ":troop_slot", slot_center_walker_0_troop, ":walker_no"),
                      (party_get_slot, ":walker_troop_id", "$current_town", ":troop_slot"),
                      (gt, ":walker_troop_id", 0),
                      (store_add, ":entry_no", town_walker_entries_start, ":walker_no"),
    		   (set_visitors,":entry_no", ":walker_troop_id",5),
                    (try_end),
                  (try_end),
              ]),

    Now for the "hard" part:  getting those additional people to move around and look vaguely like a crowd.  Replace the entire script_set_town_walker_destination with this code.  That's it.  Now you have a lot more people, and they'll wander around randomly.

    Code:
              # script_set_town_walker_destination
              # Input: arg1 = agent_no
              # Output: none
              ("set_town_walker_destination",
                [(store_script_param_1, ":agent_no"),	  
    			(store_random_in_range, ":rand_dest", 1 ,12),
    			
                (try_begin),
    				(eq, ":rand_dest", 1),
    				(assign, ":target_entry_point", 9),
    			(else_try),	
    				(eq, ":rand_dest", 2),
    				(assign, ":target_entry_point", 10),
    			(else_try),	
    				(eq, ":rand_dest", 3),
    				(assign, ":target_entry_point", 12),	
    			(else_try),	
    				(eq, ":rand_dest", 4),
    				(assign, ":target_entry_point", 32),	
    			(else_try),	
    				(eq, ":rand_dest", 2),
    				(assign, ":target_entry_point", 33),	
    			(else_try),	
    				(eq, ":rand_dest", 5),
    				(assign, ":target_entry_point", 34),	
    			(else_try),	
    				(eq, ":rand_dest", 6),
    				(assign, ":target_entry_point", 35),	
    			(else_try),	
    				(eq, ":rand_dest", 7),
    				(assign, ":target_entry_point", 36),	
    			(else_try),	
    				(eq, ":rand_dest", 8),
    				(assign, ":target_entry_point", 37),	
    			(else_try),	
    				(eq, ":rand_dest", 9),
    				(assign, ":target_entry_point", 38),	
    			(else_try),	
    				(eq, ":rand_dest", 10),
    				(assign, ":target_entry_point", 39),	
    			(else_try),	
    				(assign, ":target_entry_point", 10),					
    			(try_end),
    			  
                  (try_begin),
                    (agent_set_slot, ":agent_no", 0, ":target_entry_point"),
                    (entry_point_get_position, pos1, ":target_entry_point"),
                    (try_begin),
                      (init_position, pos2),
                      (position_set_y, pos2, 250),
                      (position_transform_position_to_parent, pos1, pos1, pos2),
                    (try_end),
                    (agent_set_scripted_destination, ":agent_no", pos1, 0),
                    (agent_set_speed_limit, ":agent_no", 5),
                  (try_end),
              ]),

    Excuse me but, I did everything here (it all worked fine)but most of the commoners attacked me as I entered a town, and strangely they dont attack once i am in a village, what did I do wrong :eek: (WFAS modder btw)  .

    Edit:

    Nevermind, comparing the modi=ule of wfas and warband, they have each different texts, so i just replaced some texts with the texts  thank you :smile:. If you want to see my mod btw its name is "Thirty year conflict" check it out on moddb

    and for any curious wfas modder there :wink:

    do the first step in the line "# script_init_town_walkers" remove the line that reads:  (set_visitor, ":entry_no", ":walker_troop_id"), and replace it with this:  (set_visitors,":entry_no", ":walker_troop_id",5),

    then find for the line that says # script_set_town_walker_destination
    then replace the whole thing with this code


    Code:
        # script_set_town_walker_destination
      # Input: arg1 = agent_no
      # Output: none
      ("set_town_walker_destination",
        [(store_script_param_1, ":agent_no"),
         (store_random_in_range, ":rand_dest", 1 ,12),
         (assign, reg0, 9),
         (assign, reg1, 10),
         (assign, reg2, 12),
         (assign, reg3, 32),
         (assign, reg4, 33),
         (assign, reg5, 34),
         (assign, reg6, 35),
         (assign, reg7, 36),
         (assign, reg8, 37),
         (assign, reg9, 38),
         (assign, reg10, 39),
         (try_for_agents, ":cur_agent"),
           (agent_get_troop_id, ":cur_troop", ":cur_agent"),
           (is_between, ":cur_troop", walkers_begin, walkers_end),
           (agent_get_slot, ":target_entry_point", ":cur_agent", 0),
                (try_begin),
    				(eq, ":rand_dest", 1),
    				(assign, ":target_entry_point", 9),
    			(else_try),	
    				(eq, ":rand_dest", 2),
    				(assign, ":target_entry_point", 10),
    			(else_try),	
    				(eq, ":rand_dest", 3),
    				(assign, ":target_entry_point", 12),	
    			(else_try),	
    				(eq, ":rand_dest", 4),
    				(assign, ":target_entry_point", 32),	
    			(else_try),	
    				(eq, ":rand_dest", 2),
    				(assign, ":target_entry_point", 33),	
    			(else_try),	
    				(eq, ":rand_dest", 5),
    				(assign, ":target_entry_point", 34),	
    			(else_try),	
    				(eq, ":rand_dest", 6),
    				(assign, ":target_entry_point", 35),	
    			(else_try),	
    				(eq, ":rand_dest", 7),
    				(assign, ":target_entry_point", 36),	
    			(else_try),	
    				(eq, ":rand_dest", 8),
    				(assign, ":target_entry_point", 37),	
    			(else_try),	
    				(eq, ":rand_dest", 9),
    				(assign, ":target_entry_point", 38),	
    			(else_try),	
    				(eq, ":rand_dest", 10),
    				(assign, ":target_entry_point", 39),	
    			(else_try),	
    				(assign, ":target_entry_point", 10),					
    			(try_end),
    			  
                  (try_begin),
                    (agent_set_slot, ":agent_no", 0, ":target_entry_point"),
                    (entry_point_get_position, pos1, ":target_entry_point"),
                    (try_begin),
                      (init_position, pos2),
                      (position_set_y, pos2, 250),
                      (position_transform_position_to_parent, pos1, pos1, pos2),
                    (try_end),
                    (agent_set_scripted_destination, ":agent_no", pos1, 0),
                    (agent_set_speed_limit, ":agent_no", 5),
                  (try_end),
              ]),
  7. SP Tutorial Module System Adding new items to m&b using Wings 3d (now with pictures!)

    Can someone please help me, i tried making a new armor mesh, but however once i equip it on a soldier the mesh is floating above him while hes body is gone
  8. Warband massive Lag on multiplayer

    hey guys its me again And I was just wondering in warband why do I lag so much , in single player I may only get like 12-20 fps (and thats with all graphics turned low) , but once i play a multiplayer game my fps is like 3-7 . (this never did happen before so it just got me wondering. my...
  9. Warband windowed

    Ra'Jiska said:
    bridledname said:
    Im sorry but both of them dont work :sad: , any other suggestions?

    Be sure to don't check the box 'Start Windowed' in the same tab (video).

    I Did  :sad:
  10. Warband windowed

    Ra'Jiska said:
    Ra'Jiska said:
    Go to the launcher, click "Configure" and change the value for "Screen Resolution".

    607887Sanstitre.png

    If it does not work, launch the game normally, when you're in, press ALT + ENTER.
    Good luck.

    Im sorry but both of them dont work :sad: , any other suggestions?
  11. List of mods for With fire and sword. (Last updated 31/5/12)-Updated

    http://www.moddb.com/mods/thirty-year-conflict

    (thirty years war  mod)

    what about my mod  :grin:
  12. Warband windowed

    Can someone help me , i play windowed mode and the mouse cursor keeps exiting , or pausing the game once it overlaps , is there a mouse lock on windowed? and plus i always play my games windowed , cause the bottom of my laptop is broken , and no one around here fixes old models . using steam...
  13. MP Native [Native compatible] NeoGK - The siege enhancement mod

    DWARF3 said:
    bridledname said:
    Guys can you please post the download somewhere else , I press the download button but it keeps bringing me to the authorize download screen , i authorize it again and boom back to the authorize download screen

    Sorry, that file removed so just I updated to latest version.

    -----------------------------------------------------------------------------------------
    notice: This mod works correctly on WB version 1.157.

    DOWNLOAD NeoGK

    latest version1.40
    http://www.mediafire.com/download/9xxyk3bbx5y0qwg
    -----------------------------------------------------------------------------------------

    But, server update maybe take several days, pleaase wait a moment.
    Thanks haha  :oops: , but is it just me or does the download take 2 - 3 hours ? I live in the philippines currently , so would this affect my download ?  :?:

    (saying this cause , the file is just 8mb and most of my downloads may be slow... but not that slow)
  14. MP Native [Native compatible] NeoGK - The siege enhancement mod

    Guys can you please post the download somewhere else , I press the download button but it keeps bringing me to the authorize download screen , i authorize it again and boom back to the authorize download screen
  15. [GK] -- Golden Kingdom

    An admin banned me from the US_GK_server for using armored gloves as weapons (hey they aint that effective but i killed 3 guys with it) my name is "farmer"
    And the painfull part is , some people at the spawn throw or shoot each other (but dont kill) and he does not kick them

    -I checked you're 5 rules , fist fighting is not illegal
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