Gaping Angus的最近内容

  1. Gaping Angus

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    IceShade 说:
    Hmm, I'm just looking at all of this and wonder.. Is this just going to change the troop wage, or is it going to change the mercenary salary ?

    No, that's the salaries for mercenaries from the post you quoted.  I think Zathan thought you wanted to adjust your mercenary wages which was the quote.
    Your wages are a different script.  I'll check it out.

    -edit- It's actually in dialogs, lord_propose_mercenary.
              (assign, ":eek:ffer_value", reg0),
              (val_add, ":eek:ffer_value", 100),
              (call_script, "script_round_value", ":eek:ffer_value"),
              (assign, ":eek:ffer_value", reg0),
              (assign, "$temp", ":eek:ffer_value"),

    So, I guess you could change the 100 to something higher or assign temp to 1000 or something.  The 100 is here.
    dlga_lord_propose_mercenary:lord_mercenary_service 4095 359  10 1 3 936748722493063209 648518346341351424 0 2133 2 1224979098644774912 72057594037927936 2105 2 1224979098644774912 100 1 2 936748722493063384 1224979098644774912 2133 2 1224979098644774912 72057594037927936 2133 2 144115188075855905 1224979098644774912 522 3 1224979098644774913 144115188075855887 10 2147483679 2 1224979098644774913 144115188075855885 2335 2 9 144115188075855887 2322 2 10 1224979098644774913 As_it_happens,_{playername},_I_promised_{s10}

    There's also a call later down under lord_mercenary_service_verify_2 where temp is called by troop_add_gold to pay you off which could be changed.
  2. Gaping Angus

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    IceShade 说:
    Well, thanks, I guess. Any way how to interpret this in a normal text file like .. scripts.txt?

    game_get_troop_wage -1
    42 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 1224979098644774914 0 4 0 1073741855 2 1224979098644774912 360287970189639680 31 2 1224979098644774912 360287970189639798 5 0 33 3 1224979098644774912 360287970189639966 360287970189639971 5 0 2171 2 1224979098644774915 1224979098644774912 2133 2 1224979098644774914 1224979098644774915 2105 2 1224979098644774914 3 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 25 3 0 4 0 152 1 1224979098644774912 2107 2 1224979098644774914 5 2108 2 1224979098644774914 3 3 0 4 0 33 3 1224979098644774912 360287970189639706 360287970189639713 2107 2 1224979098644774914 3 2108 2 1224979098644774914 2 3 0 4 0 33 3 1224979098644774912 360287970189639844 360287970189639860 2107 2 1224979098644774914 2 3 0 2170 3 1224979098644774916 1369094286720630785 360287970189639680 2122 3 1224979098644774917 5 1224979098644774916 2121 3 1224979098644774918 100 1224979098644774917 2107 2 1224979098644774914 1224979098644774918 2108 2 1224979098644774914 100 4 0 2147483679 2 1224979098644774912 360287970189639680 2147483679 2 1224979098644774912 360287970189639798 2147483681 3 1224979098644774912 360287970189639966 360287970189639971 2111 2 1224979098644774914 1 3 0 2133 2 72057594037927936 1224979098644774914 2075 1 72057594037927936

  3. Gaping Angus

    Accuracy of models

    Thanks everyone, I found that sutton hoo head but the photo is really small.  I think I should tone down the detail a little anyway. 
    I'm pretty much done with the bascinet mesh, but if anybody has any suggestions I'd appreciate it.  It may not even be close.





    Not very many faces so I could add if needed.  The face should be larger I think.
  4. Gaping Angus

    Problem with UV-Mapping

    Gwalchmai 说:
    I'll try messing arount with that square now. Is der any command to just plae a vertex on an edge without needing a parallel edge to cut it?
    You can cut a single edge if you want.  The few times I've seen a badarith error have been from a sharp point or edge that went too far, like a beveled edge in the wrong direction or an extra vert on a sword tip.  Try highlighting that rectangle and counting the verts selected.
  5. Gaping Angus

    Re-texturing arena shields - What do you guys think?

    Looks good.  I'll try to keep this short and quick, I don't use photoshop but the principles are the same.  Obviously, these are very low resolution but it should make sense.

    Start with the first layer, wood or whatever and throw on a new layer of overlay.  I used a metal texture, though you could just erase your color.



    Next, give it a little blur, set your eraser to low alpha and just pull around the edges for a fade, make sure the wood shows underneath.  Then, maybe a new emboss layer for depth set to multiply.



    Finally add some noise for the curdled/speckle look, adjust color and brightness to taste and you have a quick and dirty paintjob. 



    At this point you could clean up details if you want, make sure the cracks are darkened and give a proper peeling effect around the edges if you think it's worth it.  I didn't.


  6. Gaping Angus

    please help

    Naughty, Naughty, no backup.
    4.000000  50 6 3 1224979098644774912 360287970189639861 360287970189639971 560 3 1224979098644774912 55 1 2173 2 1224979098644774913 1224979098644774912 520 3 1224979098644774914 1224979098644774912 55 520 3 1224979098644774915 1224979098644774912 10 2133 2 1224979098644774916 0 4 0 2147483680 2 1224979098644774915 0 2147484208 3 1224979098644774912 8 0 2133 2 1224979098644774916 1 5 0 32 2 1224979098644774915 0 1694 2 1224979098644774917 1224979098644774915 4 0 2147483678 2 1224979098644774917 0 1665 2 1224979098644774917 1224979098644774915 3 0 3221225505 3 1224979098644774917 648518346341351443 648518346341351591 541 3 1224979098644774917 7 1224979098644774912 2133 2 1224979098644774918 360287970189639971 6 3 1224979098644774919 360287970189639861 1224979098644774918 520 3 1224979098644774920 1224979098644774919 10 32 2 1224979098644774920 0 2204 2 1224979098644774921 1224979098644774920 31 2 1224979098644774921 1224979098644774913 2281 3 1224979098644774922 1224979098644774915 1224979098644774920 2147483678 2 1224979098644774922 4 2133 2 1224979098644774918 0 3 0 2147483679 2 1224979098644774918 0 2133 2 1224979098644774916 1 3 0 31 2 1224979098644774916 1 1 3 936748722493063278 1224979098644774912 1224979098644774914 500 3 1224979098644774912 55 0 4 0 33 3 1224979098644774914 432345564227567629 432345564227567635 2341 2 1 1224979098644774912 2343 2 2 1224979098644774913 2343 2 3 1224979098644774914 1106 1 1585267068834415029 4 0 31 2 1224979098644774913 144115188075856122 1 4 936748722493063341 864691128455135407 1224979098644774912 1224979098644774914 5 0 31 2 1224979098644774914 144115188075856122 1 4 936748722493063341 864691128455135408 1224979098644774912 1224979098644774913 3 0 3 0 3 0

    The final block.
  7. Gaping Angus

    Accuracy of models

    Aqtai 说:
    http://forums.taleworlds.com/index.php/topic,22302.0.html
    http://forums.taleworlds.com/index.php/topic,21880.0.html
    Wow, bookmarked.  Would you mind if I share those pictures?  I'm an illustrator and we are always looking for new reference.

    Here is the Francisca.  The pic is not great, but I'm interested in what kind of engravings it would have, if anybody knows.  It tried to make it thinner and more curved than the native version.  Also I curved the handle towards the point instead of away, as the pictures showed this.  I'd love to hear criticism as now is the time for changes.

    francsa7.png
  8. Gaping Angus

    Managing Heroes

    What else would you like me to post, the entire code?  They leave based on companions alone, I've seen it, others have seen it and I've coded it.  "And your actions" refers to the morality penalty for doing something they dislike.  It is an additional reason they might leave, not the only reason.  The only reason they have ever left for me is because of other companions.  It's right there in plain code, you're absolutely right you can't have it both ways.  One way, the coding. 

    I posted it specifically to end this mess, I don't know how else to explain it.  You are misinformed and others have tried to help.  You admitted you've never asked them about their feelings, you've never had a look in the module system, maybe it's time to stop arguing.

    Absence of evidence is not evidence of absence.

    -edit for curmudgeonness.
  9. Gaping Angus

    M&B on vista

    Jezze 说:
    No, I got a Integrated Intel Graphics card (or something) like that.
    Your card just isn't enough to run newer games.  Try turning down all the graphics options one at a time and find a good balance.
  10. Gaping Angus

    Problem with Multi Meshes

    You should be using just the original mesh_name for the item.  A multi-mesh, if I recall, should have assigned materials to each mesh so mesh_name.1 would have it's own material as would mesh_name.2.  The BRF would have to be set as a multi and saved as such.  As long as the names are correct there should be no problem.
  11. Gaping Angus

    Accuracy of models

    Aqtai 说:
    http://i4.photobucket.com/albums/y110/Nephtys/Medieval%20European%20Armour/Pig-faced_bascinet.jpg
    http://i4.photobucket.com/albums/y110/Nephtys/Medieval%20European%20Armour/klappvisier.jpg
    (BTW, does this need to move to the mods forum now?)

    I hope it can stay here for more criticism and suggestions and fewer anime requests and ass-patting.  Ideally I'd like to post a new model every few days for input if that's appropriate. 

    Yeah, I knew the bascinet would come up, I'll give that a try.  Oh, DoorKnob, Talak has a morningstar in the armory I think.
  12. Gaping Angus

    Accuracy of models

    Agent Griff 说:
    Damn, those models are very good. Nevermind the historical accuracy, they're kick-ass models in and of themselves. Any mods we might be seeing them in?

    Thanks, these are all part of a tournament expansion, but I'll probably just release a dozen or so once I figure out this modeling thing. 

    Aqtai 说:
    Here are some Turkish/Indo-Persian bows, a Tibetan bow and a Russian bow:

    I appreciate it.  I'm really liking the Turkish and Persian items, the designs are so interesting.  Are there any weapons or armor you guys felt were absent or inaccurate?  I think maybe throwing axes next, a better Francisca.
  13. Gaping Angus

    Native OSP 3D Art Unique Armoury 1.1 (Litchina)

    Zaro 说:
    We know they're in game, it's just that I haven't found a shader that allows the use of normal maps and the alpha/specular.
    Oh, that explains it then.  Thanks for the answers guys.
  14. Gaping Angus

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Thanks man, yeah I'm familiar with the encounter menu I was trying to explain to Livonya that I tried to do it through dialog only and I couldn't get it to work.  Also, I originally was using the menu to check and buy cattle and now I'm just cutting it up to get it to work, so it's a mess.  Set_slot, yup I'm a dummy.

    - edit I just re-read your post. The end of the list, obviously. 

    Thanks a lot for the help, I'm still trying to figure the MS out.  And hey, all the other menus make a bandit check, I'm just being fair.
  15. Gaping Angus

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Livonya 说:
    So yes, I want to be able to attack the caravan, and take a relationship hit.
    Just for a little elucidation, Magelord's tweak works but affects all parties, not just caravans.  From testing I noticed what you described and added an attack option in dialogue for the caravans, the problem is the encounter is called after that and checks party_friendly in a different menu.  You could throw in a variable or filter specifically for caravans because I had some weird results when fighting supposedly friendly Lords.

    Although this could be my error, Magelord knows a lot more about it than I do.  For my question I'm having trouble injecting additional menus from 960 into txt for v1.
    插入代码块:
    ("buyit",[]
           ,"Inspect Cattle",
           [
            (try_begin),
               (call_script, "script_cf_enter_center_location_bandit_check"),
             (else_try),
               (jump_to_menu, "mnu_find_cattle"),
             (try_end),
            ]
           ),
    This in the village menu after recruit volunteers.
    插入代码块:
    (
        "find_cattle",0,
        "{s4}",
        "none",
        [(party_get_slot, ":num_cattle", "$current_town", slot_village_number_of_cattle),
         (party_set_slot, "$current_town", slot_village_number_of_cattle, ":num_cattle"),
         (assign, reg9, ":num_cattle"),
         (str_store_string, s4, "@There are {reg9} cattle here."),
        ],
        [
          ("continue",[],
           "Continue...",[
               (jump_to_menu,"mnu_village")
               ]),
          ("forget_it",[(eq, reg9, 0)],
          "Forget it.",[(jump_to_menu,"mnu_village")]),
        ],
      ),
    This works fine, just not the txt. I noticed that menu is different in v1, but it's something simple I am sure.  It gives an unexpected end of file unless I change an 11 to 12(bracket?).  Any suggestions?
后退
顶部 底部