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  1. Schwarzwolf

    In Progress portraits loading with black bits

    I have pretty much the same problem since I build in my RTX 3080 on sunday, but mine are worse. I have a lot of black bits on avatars but also wrong textures on some weapons/horses and stuff (like the Normalmap is shown, or the weapon is partly transparent or yellow something like that).
  2. Schwarzwolf

    [DR] Deutschritter [EU/DE] [Best Battle Clan] [Recruiting]

    We managed to match together in Skirmish and cuted a Video out of it. :smile:
    (the background noices are german, sorry for that)
    Superb sound 😂
  3. Schwarzwolf

    [DR] Deutschritter

    Endlich ist es soweit :)
  4. Schwarzwolf

    Totes Forum? Alles wartet auf Bannerlord?

    Beta ist doch am Laufen Leute :smile:
  5. Schwarzwolf

    WB Other Glitching through the horse

    Very nice :smile:!
  6. Schwarzwolf

    WB Other Glitching through the horse

    Okay so I fixed it: It appears that there was a mistake in the lines regarding the riding animations (in module_animations.py), I fixed it by overwriting that section with original code from the source of Dipolmacy (that's the base source of my mod).

    I don't know where the mistake was exactly, but it works now.
  7. Schwarzwolf

    LSP Animations Human Motion Set

    Does this somehow remove the animation for crushing with your horse? I get this mistake and I guess this could be caused by this OSP.
    horse-problem.jpg

    I guess there is a mistake in between:
    Code:
     ["ride_0", acf_enforce_lowerbody, amf_client_prediction,
      ## [10.0, "anim_human", horse_move+2000, horse_move+2100, arf_cyclic],
      # [3.0, "anim_human_02", 600, 644, arf_cyclic],
    ##   [37.0, "stand_onhorse", 0, 1110, arf_cyclic],
    ##   [22.0, "stand_onhorse_sword", 0, 671, arf_cyclic],
       [15.0, "stand_onhorse", 0, 456, arf_cyclic],
      ],
     ["ride_1", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [1.0, "anim_human_02", 0, 31, arf_cyclic],
     ],
     ["lancer_ride_1", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction|amf_priority_ride|amf_play,
    ##   [0.8, "anim_human", horse_move+210, horse_move+250, arf_cyclic |  arf_blend_in_16],
       [1.0, "lancer_ride1", 0, 31, arf_cyclic],
     ],
     ["lancer_charge_parried",acf_enforce_lowerbody, amf_priority_parried|amf_use_weapon_speed|amf_play,
       [1.0, "anim_human", horse_move+210, horse_move+220, arf_blend_in_32],
     ],
     ["ride_2", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [0.8, "anim_human_02", 50, 69, arf_cyclic], 
     ],
     ["ride_3", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [0.6, "anim_human_02", 100, 116, arf_cyclic], 
     ],
     ["ride_4", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [0.5, "anim_human_02", 150, 165, arf_cyclic|arf_blend_in_32], 
     ],
    # ["lancer_ride_4",  acf_enforce_lowerbody | acf_synch_with_horse | acf_rot_vertical_sword|acf_anim_length(100), 0,
    #   [0.5, "anim_human", horse_move+610, horse_move+650, arf_cyclic | arf_blend_in_128], 
    # ],
     ["lancer_ride_4",  acf_enforce_lowerbody | acf_synch_with_horse | acf_rot_vertical_sword|acf_anim_length(30), amf_rider_rot_couched_lance|amf_client_prediction|amf_priority_ride|amf_play,
       [0.5, "lancer_ride4", 0, 15, arf_cyclic | arf_blend_in_128], 
     ],
     ["lancer_ride_4_no_shield",  acf_enforce_lowerbody | acf_synch_with_horse | acf_rot_vertical_sword|acf_anim_length(30), amf_rider_rot_couched_lance|amf_client_prediction|amf_priority_ride|amf_play,
       [0.5, "lancer_ride4_no_shield", 0, 15, arf_cyclic | arf_blend_in_128], 
     ],
     ["ride_rear", acf_enforce_lowerbody|acf_ignore_slope, amf_priority_mount|amf_play|amf_client_prediction,
    ##   [1.4, "anim_human", horse_move+820, horse_move+837,  arf_blend_in_16],
    ##   [2.4, "anim_human", horse_move+820, horse_move+837,  arf_blend_in_16],
     ##  [1.7, "anim_human_02", 265, 297,  arf_blend_in_8],
     [1.2, "command", 0, 31,arf_cyclic|arf_use_stand_progress, 0, (0, 0, 0), 0.0],
     ],
     ["ride_spur", acf_enforce_lowerbody, amf_play|amf_priority_jump,
       [0.3, "anim_human", horse_move+860, horse_move+865,  arf_blend_in_8],
     ],
     ["ride_jump", acf_enforce_lowerbody, amf_client_prediction,
    ## [1.6, "anim_human_02", 400, 420,  arf_blend_in_16],
       [1.6, "anim_human_02", 205, 222,  arf_blend_in_4],#|arf_end_pos_0_25],
     ],
     ["ride_jump_end", acf_enforce_all, amf_client_prediction,
    ## [0.1, "anim_human", horse_move+935, horse_move+940,  arf_blend_in_16], 
    ## [0.3, "anim_human_02", 420, 424,  arf_blend_in_16],
       [0.1, "anim_human_02", 222, 224,  arf_blend_in_16],
     ],
     ["ride_turn_right", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [1.0, "anim_human_02", 500, 533, arf_cyclic],
     ],
     ["ride_turn_left", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [1.0, "anim_human_02", 450, 483, arf_cyclic], 
     ],
     
     ["mount_horse", acf_enforce_all, amf_priority_mount|amf_play|amf_client_prediction,
       [1.3, "anim_human", horse_move+1003, horse_move+1045,  arf_blend_in_1, 0, (0.0,0,0.0)],
     ],
     ["dismount_horse", acf_enforce_lowerbody|acf_displace_position, amf_priority_mount|amf_play|amf_accurate_body|amf_client_prediction,
       [1.1, "anim_human", horse_move+1103, horse_move+1145,  arf_blend_in_1, 0, (-0.5,0,0)],
     ],
     ["lancer_ride_0", acf_enforce_lowerbody, amf_priority_ride|amf_play|amf_client_prediction,
    ##   [4.0, "anim_human", horse_move + 5000, horse_move + 5057, arf_lancer|arf_cyclic],
       [43.0, "stand_onhorse_staff", 0, 1300, arf_lancer|arf_cyclic],
     ],

    This is the way I fixed it (it's the code of Diplomacy's module system as it serfs as the root of my modification). Honestly I do not know if this is only my mistake, or if it is also a problem in your code.

    Code:
     ["ride_0", acf_enforce_lowerbody, amf_client_prediction,
      ## [10.0, "anim_human", horse_move+2000, horse_move+2100, arf_cyclic],
      # [3.0, "anim_human_02", 600, 644, arf_cyclic],
    ##   [37.0, "stand_onhorse", 0, 1110, arf_cyclic],
    ##   [22.0, "stand_onhorse_sword", 0, 671, arf_cyclic],
       [15.0, "stand_onhorse", 0, 456, arf_cyclic],
      ],
     ["ride_1", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [1.0, "anim_human_02", 0, 31, arf_cyclic],
     ],
     ["lancer_ride_1", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction|amf_priority_ride|amf_play,
    ##   [0.8, "anim_human", horse_move+210, horse_move+250, arf_cyclic |  arf_blend_in_16],
       [1.0, "lancer_ride1", 0, 31, arf_cyclic],
     ],
     ["lancer_charge_parried",acf_enforce_lowerbody, amf_priority_parried|amf_use_weapon_speed|amf_play,
       [1.0, "anim_human", horse_move+210, horse_move+220, arf_blend_in_32],
     ],
     ["ride_2", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [0.8, "anim_human_02", 50, 69, arf_cyclic], 
     ],
     ["ride_3", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [0.6, "anim_human_02", 100, 116, arf_cyclic], 
     ],
     ["ride_4", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [0.5, "anim_human_02", 150, 165, arf_cyclic|arf_blend_in_32], 
     ],
    # ["lancer_ride_4",  acf_enforce_lowerbody | acf_synch_with_horse | acf_rot_vertical_sword|acf_anim_length(100), 0,
    #   [0.5, "anim_human", horse_move+610, horse_move+650, arf_cyclic | arf_blend_in_128], 
    # ],
     ["lancer_ride_4",  acf_enforce_lowerbody | acf_synch_with_horse | acf_rot_vertical_sword|acf_anim_length(30), amf_rider_rot_couched_lance|amf_client_prediction|amf_priority_ride|amf_play,
       [0.5, "lancer_ride4", 0, 15, arf_cyclic | arf_blend_in_128], 
     ],
     ["lancer_ride_4_no_shield",  acf_enforce_lowerbody | acf_synch_with_horse | acf_rot_vertical_sword|acf_anim_length(30), amf_rider_rot_couched_lance|amf_client_prediction|amf_priority_ride|amf_play,
       [0.5, "lancer_ride4_no_shield", 0, 15, arf_cyclic | arf_blend_in_128], 
     ],
     ["ride_rear", acf_enforce_lowerbody|acf_ignore_slope, amf_priority_mount|amf_play|amf_client_prediction,
    ##   [1.4, "anim_human", horse_move+820, horse_move+837,  arf_blend_in_16],
    ##   [2.4, "anim_human", horse_move+820, horse_move+837,  arf_blend_in_16],
       [1.7, "anim_human_02", 265, 297,  arf_blend_in_8],
     ],
     ["ride_spur", acf_enforce_lowerbody, amf_play|amf_priority_jump,
       [0.3, "anim_human", horse_move+860, horse_move+865,  arf_blend_in_8],
     ],
     ["ride_jump", acf_enforce_lowerbody, amf_client_prediction,
    ## [1.6, "anim_human_02", 400, 420,  arf_blend_in_16],
       [1.6, "anim_human_02", 205, 222,  arf_blend_in_4],#|arf_end_pos_0_25],
     ],
     ["ride_jump_end", acf_enforce_all, amf_client_prediction,
    ## [0.1, "anim_human", horse_move+935, horse_move+940,  arf_blend_in_16], 
    ## [0.3, "anim_human_02", 420, 424,  arf_blend_in_16],
       [0.1, "anim_human_02", 222, 224,  arf_blend_in_16],
     ],
     ["ride_turn_right", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [1.0, "anim_human_02", 500, 533, arf_cyclic],
     ],
     ["ride_turn_left", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
       [1.0, "anim_human_02", 450, 483, arf_cyclic], 
     ],
     
     ["mount_horse", acf_enforce_all, amf_priority_mount|amf_play|amf_client_prediction,
       [1.3, "anim_human", horse_move+1003, horse_move+1045,  arf_blend_in_1, 0, (0.0,0,0.0)],
     ],
     ["dismount_horse", acf_enforce_lowerbody|acf_displace_position, amf_priority_mount|amf_play|amf_accurate_body|amf_client_prediction,
       [1.1, "anim_human", horse_move+1103, horse_move+1145,  arf_blend_in_1, 0, (-0.5,0,0)],
     ],
     ["lancer_ride_0", acf_enforce_lowerbody, amf_priority_ride|amf_play|amf_client_prediction,
    ##   [4.0, "anim_human", horse_move + 5000, horse_move + 5057, arf_lancer|arf_cyclic],
       [43.0, "stand_onhorse_staff", 0, 1300, arf_lancer|arf_cyclic],
     ],

    I have no idea about animations, so maybe you want to take a look at it, if you have the same misstake :smile:
  8. Schwarzwolf

    WB Other Glitching through the horse

    Hello fellas, I am having trouble with a horse but, it happens whenever you crush something with your horse, or if you want it to stand on it's rearlegs. In this example I am trying to get the horse to get on its rearlegs, the body of the human then glitches through the horse. I am using the...
  9. Schwarzwolf

    Die ganze Karte erobern?

    Swadische Ritter sind eben die besseren Allrounder und dann schleppt man keine Infanterie mit, die dich auf der Karte langsamer machen. Du bekommst immer Beziehungsabzug gegen Fürsten, ich empfehle dir daher diese immer gehen zu lassen, wenn du sie gefangen nehmen könntest. Dann erhälst du glaub ich +7 Beziehung. Wichtig ist aber von welchem Gemüt die Fürsten sind:

    Ein Guide zu Fürsten: https://steamcommunity.com/sharedfiles/filedetails/?id=842978764
    Die Beziehung erholt sich meines Wissen nach nicht, wenn der Krieg vorbei ist.
  10. Schwarzwolf

    Nachricht bei Burg Belagerung

    Also in meinen Mods bekomme ich so eine Nachricht, ja. Aber ich weiss nicht ob in Native, dazu müsste ich das erst mal wieder spielen.

    Es kommt eine Nachricht mit "..." wird belagert und dann eine mit "... wurde erobert"

    Ich denke aber, dass Diplomacy das eingeführt hat.
  11. Schwarzwolf

    Tips zur Burg Verteidigung

    Es gibt aufjedenfall negative Konsequenzen weil du einen Krieg provozierst, ich kann dir aber nicht mehr sagen welche. Ich glaub der König und ein paar Lords sind sauer, ein paar andere Lords könnten dich dafür aber auch mögen. Kommt auf deren Persönlichkeit an.

    Eine Stadt manuell zu verteidigen ist sehr einfach, stell dich einfach mit einem Zweihänder hinter die Zinne neben der Leiter und schlag jeden kaputt, der runterkommt. Swadische Ritter sollten den Puffer bieten, dass dich nicht zu viele schlagen (oder andere schwere Inf).

    Es kommt mir so vor, als hättest du einfach zu früh einen Krieg angefangen :wink:
  12. Schwarzwolf

    Das neue Forum ist da!

    Nach, mehr oder weniger, langer Wartezeit und freudiger Erwartung ist das neue Forum da.

    Ich hoffe es haben alle den Weg ins Deutsche Forum schnell und bequem gefunden.
    Sicherlich wird es einiger Umgewöhnung bedauern, aber das neue Forum bietet nicht nur mehr Features, die gewohnten Features sind auch etwas aufgeräumter und leichter zu finden und zu verwenden.

    Wie sind die Eindrücke bei euch so? Kommt ihr mit irgendwas noch gar nicht klar? Bedarf irgendwas näherer Erklärung? Und natürlich: Wird das klassische braun schon vermisst, oder seid ihr froh über die Modernisierung?

    Ich vermisse das braun :sad:
    Aber wird ja noch kommen.
  13. Schwarzwolf

    Native LSP Animations Dynamic Props v1.1

    One of the best OSP's out there.
  14. Schwarzwolf

    Native LSP Scenes Native scenes remix

    They are completly AI-meshed and stuff right? They look neat :smile:
  15. Schwarzwolf

    Modding Q&A [For Quick Questions and Answers]

    It finally worked! You sir, are a legend! Thank you so much for your help.

    I just need a while to realize the links between the different files... But sometimes it makes "tick" and it finally makes sense :party:
  16. Schwarzwolf

    Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    Schwarzwolf said:
    Do I have to define it in module_constants.py?

    nope, your trigger has bad syntax, just fix that. Also note your second trigger (fog) is not checking the scene.

    learn about triggers:
    https://forums.taleworlds.com/index.php/topic,14272.0.html

    and check your syntax

    Code:
    (trigger_NAME or timer, second timer, third timer, [ CONDITIONS ], [ CONSEQUENCES ]),

    Code:
    ####################################################################################################################
    #  Each trigger contains the following fields:
    # 1) Check interval: How frequently this trigger will be checked
    # 2) Delay interval: Time to wait before applying the consequences of the trigger
    #    After its conditions have been evaluated as true.
    # 3) Re-arm interval. How much time must pass after applying the consequences of the trigger for the trigger to become active again.
    #    You can put the constant ti_once here to make sure that the trigger never becomes active again after it fires once.
    # 4) Conditions block (list). This must be a valid operation block. See header_operations.py for reference.
    #    Every time the trigger is checked, the conditions block will be executed.
    #    If the conditions block returns true, the consequences block will be executed.
    #    If the conditions block is empty, it is assumed that it always evaluates to true.
    # 5) Consequences block (list). This must be a valid operation block. See header_operations.py for reference.
    ####################################################################################################################

    First off all thank you for your help!

    I think I got my syntax straight, at least it does not give me an error anymore! After that I checked the scene, but I could not see any differences. So I played with the values, when the game checks my trigger which should now be every in-game-hour instead of 0 (does 0 mean, that it does not get checked? Or that it gets checked the whole time?). So I waited but still did not see any weather change.

    So my first guess would be, that I messed up the spot, where my mission should be in. Like the mission_templates = [("town_default",0,-1,"Default town visit",[, because my scene isn't actually a town, it's a mercenary camp. And it is not placed in between the towns in module_parties.py On the other hand I told the tuple what my scene is...
    Can that be the case? Or did I just not get my code right.

    Code:
    ##taoc darkwood merc camp begin
    	  (ti_before_mission_start, 1, 0, [],
    		[ 
        		(store_current_scene, ":cur_scene"),
        		(eq, ":cur_scene", "scn_darkwood_camp"),
    			(set_global_cloud_amount, 100),
    			(set_rain,1,30),
    		]),
    	  (1,0,ti_once, [],
    		[
        		(store_current_scene, ":cur_scene"),
        		(eq, ":cur_scene", "scn_darkwood_camp"),
    			(set_fog_distance,250,0xFFB3B3AC),
    		]),
    ##taoc darkwood merc camp end
  17. Schwarzwolf

    OSP Kit SP Mercenary Camps (of Calradia)

    Just check if in every entry you made, everything you copied out of this thread, that everywhere where you need it to say horde it actually says horde. My guess is, that somewhere in the code for the horde you wrote geroian.

    Example:
    game menu said:
        ("enter_horde_camp",[(eq, "$g_encountered_party", "p_merc_camp_horde"),],"Enter  the Black Khergit Camp.",[
        (modify_visitors_at_site,"scn_horde_camp"),
        (reset_visitors), 
        (assign, "$g_mt_mode", tcm_default),   
        (set_jump_entry, 1),
        (set_visitor, 2, "trp_ahmad"),
        (set_visitor, 5, "trp_black_khergit_guard"),
        (set_visitor, 6, "trp_black_khergit_horseman"),
        (set_visitor, 7, "trp_black_khergit_horseman"),
        (set_visitor, 8, "trp_black_khergit_guard"),
        (set_visitor, 9, "trp_black_khergit_horseman"),
        (set_jump_mission,"mt_visit_town_castle"),
        (jump_to_scene,"scn_horde_camp"),
        (change_screen_mission),
  18. Schwarzwolf

    Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    Schwarzwolf said:
    But how do I tell the game, that it is only for my scene?

    a mission is related to only one mission template. Which one are you using? Is it a unique mission template (mst_my_new_stuff_XXX) just for your new scene, or a common one used by many (like "lead_charge"/mst_lead_charge) ?

    if the first all you need to do is put your trigger on that mission template.

    if the second you also will need to test for the scene. Use the operation that checks what is the current scene

    Code:
        (store_current_scene, ":cur_scene"),
        (eq, ":cur_scene", "scn_XXXXXXX"),

    (Okay, question on the second part, can I use lead_battle, even if it is not a battle scene? So there is no fighting going on? It's basicly like walking through a city and you are able to speak with the people there.) I guess I found a better spot, look in the spoiler below :smile:


    This is how it looks at the moment. The dedal stuff is the tavern animations pack. Look out for the darkwood stuff at the end :smile:
    Code:
    mission_templates = [
    	("town_default",0,-1,
    	 "Default town visit",[
    		(0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
    		(1,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(3,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(4,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(5,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(6,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(7,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(8,mtef_scene_source,af_override_horse,0,1,[]),
    		(9,mtef_scene_source,af_override_horse,0,1,[]),
    		(10,mtef_scene_source,af_override_horse,0,1,[]),
    		(11,mtef_scene_source,af_override_horse,0,1,[]),
    		(12,mtef_scene_source,af_override_horse,0,1,[]),
    		(13,mtef_scene_source,0,0,1,[]),
    		(14,mtef_scene_source,0,0,1,[]),
    		(15,mtef_scene_source,0,0,1,[]),
    		(16,mtef_visitor_source,af_override_horse,0,1,[]),
    		(17,mtef_visitor_source,af_override_horse,0,1,[]),
    		(18,mtef_visitor_source,af_override_horse,0,1,[]),
    		(19,mtef_visitor_source,af_override_horse,0,1,[]),
    		(20,mtef_visitor_source,af_override_horse,0,1,[]),
    		(21,mtef_visitor_source,af_override_horse,0,1,[]),
    		(22,mtef_visitor_source,af_override_horse,0,1,[]),
    		(23,mtef_visitor_source,af_override_horse,0,1,[]),
    		(24,mtef_visitor_source,af_override_horse,0,1,[]),
    		(25,mtef_visitor_source,af_override_horse,0,1,[]),
    		(26,mtef_visitor_source,af_override_horse,0,1,[]),
    		(27,mtef_visitor_source,af_override_horse,0,1,[]),
    		(28,mtef_visitor_source,af_override_horse,0,1,[]),
    		(29,mtef_visitor_source,af_override_horse,0,1,[]),
    		(30,mtef_visitor_source,af_override_horse,0,1,[]),
    		(31,mtef_visitor_source,af_override_horse,0,1,[]),
    		
    		#dedal begin
    		(1,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#32
    		(2,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#33
    		(3,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#34
    		(4,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#35
    		(5,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#36
    		(6,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#37
    		(7,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#38
    		(8,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#39
    		(10,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#40
    	 ],[
    		dedal_tavern_animations,
    #dedal end
    	
          (1, 0, ti_once, [],
          [
            (store_current_scene, ":cur_scene"),
            (scene_set_slot, ":cur_scene", slot_scene_visited, 1),
            (try_begin),
              (gt, "$sneaked_into_town", disguise_none),
              (call_script, "script_music_set_situation_with_culture", mtf_sit_town_infiltrate),
            (else_try),
              (eq, "$talk_context", tc_tavern_talk),
              (call_script, "script_music_set_situation_with_culture", mtf_sit_tavern),
            (else_try),
              (call_script, "script_music_set_situation_with_culture", mtf_sit_town),
            (try_end),
          ]),
    
          (ti_before_mission_start, 0, 0, [],
          [
            (call_script, "script_change_banners_and_chest"),
            (call_script, "script_initialize_tavern_variables"),
          ]),
    
    ##taoc darkwood merc camp begin
        (store_current_scene, ":cur_scene"),
        (eq, ":cur_scene", "scn_darkwood_camp"),
    		(ti_before_mission_start, 0, 0, [],
    			[ 
    			(set_global_cloud_amount, 100),
    			(set_rain,1,30),
    			]),
    		(0,0,ti_once, [],
    		[
    		(set_fog_distance,250,0xFFB3B3AC),
    		]),
    ##taoc darkwood merc camp end
    
         

    Something about it is messed up haha :lol:
    I got this error:
    Code:
    *** Warband Refined & Enhanced Compiler Kit (W.R.E.C.K.) version 1.0.0 ***
    Please report errors, problems and suggestions at http://lav.lomskih.net/wreck/
    
    Loading module... DONE.
    Loading plugins... DONE.
    Checking module syntax... FAILED.
    MODULE `mission_templates` ERROR:
    failed to parse element #0
      failed to parse element #3
        value of <l.cur_scene[@?]> is undefined at compile time
    
    
    COMPILATION FAILED.
    Do I have to define it in module_constants.py?
  19. Schwarzwolf

    OSP Kit SP Mercenary Camps (of Calradia)

    KnightV said:
    I followed the instruction but when i enter khergit camp it says that i`m going to enter the geroian camp. What i did wrong?

    Did you check that all your entries are right? So that it says horde instead of geroian :smile:? Use the search function to check (Strg+F).
  20. Schwarzwolf

    Modding Q&A [For Quick Questions and Answers]

    Okay fellas, I have a new question. And it is not one, that hasn't been asked before, yet I am just to limited to understand.

    So I am using this OSP, which let's you implement mercenary camps in Calradia. This works fine for me, and I implemented my own little castle, where you can recruit your troops. In the OSP you edit: constans, dialogs, scripts, parties, game_menus, simple_triggers, party_templates, scenes, troops and items. So far, so good.
    Now I implemented these scenes:
    Code:
    # Merc Camp Begin	
      ("geroian_camp",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003000050000064592000063c100001bee00006f14",
        [],[],"outer_terrain_plain"),	
      ("balion_camp",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003000050000064592000063c100001bee00006f14",
        [],[],"outer_terrain_beach"),	 	
      ("ylfing_camp",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000b00562e200040900000063f40000679f00006cda",
        [],[],"sea_outer_terrain_1"),	
      ("zendar_camp",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003000050000064592000063c100001bee00006f14",
        [],[],"outer_terrain_snow"),
      ("darkwood_camp",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003000050000064592000063c100001bee00006f14",
        [],[],"outer_terrain_plain"),
      ("ravenstone_camp",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000003000050000064592000063c100001bee00006f14",
        [],[],"outer_terrain_plain"),	
    # Merc Camp End

    Important to me is the scene for the darkwood camp. I now want to add weather into my darkwood scene, more clearly I want to make it quite foggy, maybe even rainy I'll see.
    So maybe now you'll be like, not again that question because people indeed did ask this before like here:
    cwr said:
    Is there a way to make fog appear in a scene every time? I made fog the first time by editing the weather with the in-game editor, but upon reloading the scene the fog goes away. :sad:
    Somebody said:
    set_fog_distance works pretty much anywhere you call it from once you're in a scene.
    And hey, there is an answer! Yea, well but where do I have to put this order? So my guess is, that it is done in mission_templates, right? But how do I define, that the weather is exclusivly used in the scene for darkwood_camp?

    I found a tutorial here: is this one still up to date?
    Abhuva said:
    Basic principles of using weather in scenes

    We have different things to change the overall weather situation in a scene:
    - set_fog_distance   
    - set_rain
    - scene_set_day_time
    - set_global_cloud_amount

    (set_rain,<rain-type>,<rain-strenght>),
    set_rain needs to be always called before a mission gets started and cant be changed during a mission.
    Rain type will determine wether its snow or rain (2 for snow, 1 for rain)
    Rain strenght will determine how "much" it rains...
    A simple example how to use it in a generic trigger would be this:
    abhuva_rain = (ti_before_mission_start,0,0,[],[
      (store_random_in_range,":rain_yesno",1,101),  ## this will output a random number between 1 and 100
      (try_begin),
            (ge, ":rain_yesno",50),      ## we have a 50% change that it will be raining or not
    (party_get_current_terrain, ":terrain_type", "p_main_party"),
            (store_random_in_range,":rain_strength",1,101),  ## this will output a random number between 1 and 100
    (try_begin),
    (eq, ":terrain_type", rt_snow),
    (set_rain,2,":rain_strength"),
    (else_try),
    (set_rain,1,":rain_strength"),
    (try_end),
      (try_end),
    ])

    (scene_set_day_time,<time of day>),
    This is a indirect command, basicly the time of day will determine what type of skybox will be used. We cant choose a specific skybox, the game is hardcoded to choose from the existing ones randomly if they fit specific settings.
    scene_set_day_time is pretty straigthforward to use, note that it also needs to be set before the mission starts and cant be changed during a mission:
    (ti_before_mission_start, 0, 0, [],
          [
            (scene_set_day_time, 13),  ## sets time of day to 1 pm
            ]),

    Now that we could choose between a night/dawn/day skybox, how can we further specify if its cloudy or not? Here comes the command (set_global_cloud_amount,<strenght>) into play.
    The higher the strenght the more likely it is that the game will choose a cloudy version of the skybox. (i am not sure about exact values, this would need extensive testings as its hardcoded and cant be looked at easy)
    (ti_before_mission_start, 0, 0, [],
          [
            (set_global_cloud_amount, 100),  ## sets cloud amount to very very cloudy
            ]),


    Lastly we have set_fog_distance.
    (set_fog_distance,<distance>,<color in hex code>),
    This is the only command we can dynamical change during a mission.
    The distance is distance in meters. Note that anything below 20 is way too foggy imo, something like 550-800 is good for a little bit haze at sunny days, anything over 1500 seems to have nearly no fog/haze at all (its there but barely visible).
    The color needs to be coded in the following way:
    0xAARRGGBB  --> A is alpha value, not used for fog and should be set to FF
    --> R,G and B are Red, Green and Blue values of the color.
    for example: 0xFF0000FF would be totally blue fog.

    abhu_fog = (0,0,ti_once, [],
    [
    (set_fog_distance,50,0xFFB3B3AC),
    ]

    One last example to show this all together: we want a cloudy scene at dawn, with mid-range fog and slightly raining:
    (ti_before_mission_start, 0, 0, [],
          [
              (scene_set_day_time, 6), 
              (set_global_cloud_amount, 100),
              (set_rain,1,30),
            ]),
    (0,0,ti_once, [],
    [
    (set_fog_distance,250,0xFFB3B3AC),
    ]

    :grin: most script examples are made-up as i wrote this, to script your own weather setup this should give you the basics.

    So I at least guess, it still is up to date. So I  want to change the fog for example and because of that use this code:
    Code:
    (ti_before_mission_start, 0, 0, [],
           [
              (scene_set_day_time, 6),  
              (set_global_cloud_amount, 100), 
              (set_rain,1,30),
            ]),
    (0,0,ti_once, [],
     [
    	(set_fog_distance,250,0xFFB3B3AC),
    ]

    But how do I tell the game, that it is only for my scene? I am a little bit confused, because I did not see a single weather changed scene in my mission_templates. And the only "specific" scenes I found are arena scenes or mulitplayer scenes.

    Yea, I hope someone can help me, honstely I think it can't be that hard and that I can just not see the forest because of all the trees (this is a German saying).
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