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  1. Modding Q&A [For Quick Questions and Answers]

    I'm having trouble finding the right term for an error I've seen across a few mods, hoping someone can tell me what I need to search for.

    Specifically meshes that bug out and extend or stretch into infinity, I've seen it happen in alot of mods when NPCs die, often they're arms will stretch out across the whole battlefield.
    I'm trying to implement an OSP into my mod and the item seems to be bugged in a similar way, a part of the wrist area extending up into the sky.

    Does it have a name I can look for or does anyone have any advice?
  2. Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    it is a script. So module_scripts.py or scripts.txt. Remove the prefix "script_" if needed it for the search.

    I think I'm just going to have to upload over next few days without a fix for this as at the moment I'm just staring at huge lists of numbers I don't understand,
    let_nearby_parties_join_current_battle -1
    116 23 2 1224979098644774912 1 23 2

    1224979098644774913 2 2171 2 1224979098644774914

    360287970189639680 11 1 1224979098644774915 132 1

    1224979098644774915 1680 2 1224979098644774916

    1224979098644774915 2147483678 2 1224979098644774916

    0 1694 2 1224979098644774917 1224979098644774915

    2147483678 2 1224979098644774917 0 2290 2

    1224979098644774918 1224979098644774915 2147483679 2

    1224979098644774918 8 1652 3 1224979098644774919

    1224979098644774915 0 4 0 2147483681 3

    1224979098644774919 360287970189639793

    360287970189639802 2133 2 1224979098644774920 5 4 0

    2273 0 2133 2 1224979098644774920 3 3 0 5 0 2133 2

    1224979098644774920 3 4 0 2273 0 2133 2

    1224979098644774920 2 3 0 3 0 3221225672 1

    504403158265495605 2147484194 3 504403158265495605 8

    1224979098644774915 3221225672 1 504403158265495583

    2147484194 3 504403158265495583 8 1224979098644774915

    2281 3 1224979098644774921 1224979098644774915

    648518346341351424 2147483678 2 1224979098644774921

    1224979098644774920 2204 2 1224979098644774922

    1224979098644774915 2204 2 1224979098644774923

    144115188075856188 4 0 31 2 1224979098644774922

    432345564227567630 2133 2 1224979098644774924 100 5 0

    2190 3 1224979098644774924 1224979098644774922

    432345564227567630 3 0 4 0 31 2 1224979098644774922

    1224979098644774923 2133 2 1224979098644774925 100 5 0

    2190 3 1224979098644774925 1224979098644774922

    1224979098644774923 3 0 2133 2 1224979098644774926 1 4

    0 2147483679 2 144115188075856188 144115188075856273

    2133 2 1224979098644774926 2 3 0 4 0 31 2

    1224979098644774912 0 2147483678 2

    1224979098644774924 0 32 2 1224979098644774925 0 521 2

    1224979098644774927 1224979098644774915 2133 2

    1224979098644774928 0 4 0 1652 3 1224979098644774919

    1224979098644774915 0 33 3 1224979098644774919

    360287970189639793 360287970189639802 32 2

    1224979098644774914 6 2133 2 1224979098644774928 1 3 0

    1073741855 2 1224979098644774927 13 31 2

    1224979098644774928 1 2290 2 1224979098644774929

    1224979098644774915 2147483679 2 1224979098644774929

    5 1663 2 1224979098644774915 1224979098644774926 2330

    2 1 1224979098644774915 1106 1 216172782113783949 5 0 4

    0 541 3 1224979098644774915 4 11 541 3

    1224979098644774915 5 360287970189639680 2133 2

    1224979098644774930 1 5 0 2133 2 1224979098644774930 0

    3 0 1073741855 2 1224979098644774913 0 31 2

    1224979098644774930 1 32 2 1224979098644774924 0

    2147483678 2 1224979098644774925 0 2133 2

    1224979098644774931 0 4 0 541 3 1224979098644774915 4

    11 541 3 1224979098644774915 5 648518346341351424 2133

    2 1224979098644774931 1 3 0 2133 2 1224979098644774932

    1 4 0 31 2 1224979098644774912 1 31 2

    1224979098644774931 0 2133 2 1224979098644774932 0 31

    2 1224979098644774922 144115188075856287 542 3

    144115188075856287 8 360287970189639680 2133 2

    1224979098644774932 1 3 0 31 2 1224979098644774932 1

    521 2 1224979098644774927 1224979098644774915 31 2

    1224979098644774927 13 1652 3 1224979098644774933

    1224979098644774915 0 1 2 936748722493063437

    1224979098644774933 2133 2 1224979098644774934

    72057594037927936 2133 2 1224979098644774935 0 4 0 542

    3 144115188075856287 8 360287970189639680 31 2

    1224979098644774931 1 2133 2 1224979098644774935 1 3 0

    1073741854 2 1224979098644774934 0 31 2

    1224979098644774935 1 1663 2 1224979098644774915 0

    2330 2 1 1224979098644774915 1106 1 216172782113783950

    3 0 3 0

    thanks for helping me refine my search results though, at least I know where the problem is even if I don't know how to fix it.
  3. Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    twinsens said:
    I've noticed bandits have stopped reinforcing each other in the mod I' making (as in five parties of bandits follow player but only one group's troops actually attack/engage at a time

    see script_let_nearby_parties_join_current_battle for the rules around parties joining others (including bandits). One of the relevant ones is the type of leader troop (first stack) of a bandit group.

    need module system to fix? somehow managed to break it with just Morgh's editor but can't fix without module system... Is there any other way?
    seaching for "script_let_nearby_parties_join_current_battle" within my module turns up no results in file contents.
  4. Modding Q&A [For Quick Questions and Answers]

    I've noticed bandits have stopped reinforcing each other in the mod I' making (as in five parties of bandits follow player but only one group's troops actually attack/engage at a time.), I'm working entirely with text edits so if anything Morgh's or the txt files? For all I know I've accidentally clicked some flag somewhere and it's as simple as turning it back off... or changing the composition of bandit parties means they break in this way?

    any help appreciated.
  5. Modding Q&A [For Quick Questions and Answers]

    I'm trying to setup the party reinforcements and am having some issues with lords recruiting units not in the kingdom_1_reinforcements_a,b or c.

    For instance I've set swadian recruits to be upgradable to something else (my intention was for the player to use these upgrade paths not he A.I) but the AI is recruiting them even though the troop isn't listed in any of the reinforcements.

    just using Morgh's, no MS. This is one of my final problems before going alpha but I'm totally stumped as to why they are appearing. I'm guessing there is a flag in Morgh maybe that I don't understand.

    cheers for any help.
  6. Modding Q&A [For Quick Questions and Answers]

    Hi all, I'm having a bit of a problem with a weapon causing ctds.

    I changed itm_sword_medieval_b (the sword you begin with if you select smith) to a custom mesh for my mod, made a dummy scabbard mesh (which has worked on other swords such as the one carried by the tavern drunk) but the item is causing crashing and I'm not sure why. This is one of the last starting items I have to change, working completely without Module System but have almost finished.

    here is the entry in itemkinds

    itm_sword_medieval_b Strange_Axe Strange_Axes 4  addyax 3458764513820540928  dummyscab 3458764513820540928  addyax 3458764513820540928  dummyscab 3458764513820540928  4259843 9223635919920169184 365 139286 6 100 0 0 0 5 28672 99 0 95 0 256 30
    8
    8 9 10 11 16 17 18 19
    0

    I've changed many others in the same fashion with no problems so trying to work out whats different.

  7. Modding Q&A [For Quick Questions and Answers]

    Using paint.net -
    when opening some dds files for retexturing I get a white and grey checkerboard with a few faint grey shapes (costumes most of the time but occasionally a modder's OSP textures do this.)

    2 questions - Why are some textures like this when others are plainly visable?
    How do I get the image to show up so I know what goes where?
  8. Modding Q&A [For Quick Questions and Answers]

    I've been experiencing some crashing with no error message, I've read that there is a RGL Log or something similar that might shed light on whats going wrong, I can't find mine though.

    Perhaps i need to turn on some logging variable somewhere but looked through RGL config but didn't see anything.

    cheers for any help with this.
  9. Modding Q&A [For Quick Questions and Answers]

    didn't occur to me to try manually! that doable and i'll certianly give that a go.

    I'd rather attach electrodes to my temples than do a 5th attempt at setting up python. same result.
  10. Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    twinsens said:
    once I've moved a town

    proper describe your process and explain what you meant by "moving". Include your code before and after.



    imado552 said:
    MODULE `mission_templates` ERROR:
    failed to parse element #24
      failed to parse element #0
        not enough elements in module `mission_templates` entity `arena_melee_fight`
    (4 total): (-19.0, 0, 0, 'list[len=30]')
    syntax error on a mission_template. Name is above.

    kalarhan said:
    twinsens said:
    once I've moved a town

    Morgh's editor has a x/y pos for each entry in parties.txt, by changing these x/y values  they're corresponding town will be re-positioned.

    My module will begin crashing (with no error message) after i've moved two towns. one is fine but if I move a second all street scenes will crash. if I use Morgh's editor to reset the second town back to where it was it makes no difference but if i restore an old backup just before the second edit was made I'm fine.

    I guess the closest I can get to showing "code" would be the entries in parties.txt before and after a move that causes this problem.

    1 32 32 p_town_12 Wersi 4219916 0 0 3 0 0 0 0 0 -1.200000 108.900000 -1.200000 108.900000 -1.200000 108.900000 0.0 0
    0.436332

    1 32 32 p_town_12 Wersi 4219916 0 0 3 0 0 0 0 0 2.140000 88.900000 2.140000 88.900000 2.140000 88.900000 0.0 0
    0.436332

    so in that second edit is something that breaks every street scene in my mod, how could that occur?
  11. Morgh's M&B WB/WFAS Editor v1.50

    didn't realize this post was still being used!

    I've run into a problem with moving a city using morgh's editor, once I move a city attempting to enter the "streets" scene causes a CTD.

    Is there an additional step i'm missing? I'd need to be able to  move Calradias cities (for 3 of the factions) for lore reasons and if I can't get past this issue it'll be alot of work down the tubes, I'd already scened half the towns :sad: .

  12. Modding Q&A [For Quick Questions and Answers]

    I'm experiencing a problem with moving cities with Morgh's editor, once I've moved a town entering the "streets" scene causes a ctd! My re-scened taverns, jails and castles all work but the town scene gives me a crash every time.

    Is this expected behavior? if so what can I do to fix this with text edits?

    cheers for any help with this,

    and thanks NPC99 for the advice on openBRF, that'll really help!

    EDIT: little bit more info, been at it off and on since post. still no where. there is definitley something wrong somewhere.
    I moved one town towards the beggining of my modding process and had no troubles with it, everything worked fine. However if I move one more city all town street scenes (even settlements I've not altered in any way) cause ctd at "streets scene". Here's a weird thing though- If I move that extra city back to exactly where it was with morgh's editor I'll start a new game it'll still crash but I restore a parties.txt from before I made the edits everything is ok, but moving one more city causes ctds everywhere.

    really hoping someone can help me with this becuase I can't turn up anything with searches.
  13. Modding Q&A [For Quick Questions and Answers]

    which brf resource are the treehouse pieces in inside commonRES?

    been searching for ages.
  14. just a quickie (too many variations stickler)

    hey guys, trying again to build my mod up but I'm having trouble with an error and i'm truly stumped. I'm working with Morgh's, using native as a base. When launching the mod I got "too many variations on mesh:Boar Spear" but i'd not actually touched the boar spear (or the other tutorial spears...
  15. Morgh's M&B WB/WFAS Editor v1.50

    I'm having trouble with a ctd at arms merchant, I think i've narrowed it down to my new shields but for the life of me I cant work out what i've done wrong. I literally just changed the mesh like i've done for countless other items, suddenly halfway through doing the shields I can't enter arms merchant without ctd. reverting to a earlier itemkinds works so it's obviously a recent change that is causing the problems.

    anyone know of anything, specifically todo with editing shields, that might be causing this? (I don't know the module system so i dont know if hard-coded items are a thing, but then why would all my other edits work?)

    EDIT: reverted back several days of work and now crashing on itemkinds that worked perfectly a few days ago, I've ****ed something somehow.
  16. Modding Q&A [For Quick Questions and Answers]

    thanks guys,it'll be a while before I can see if it's working but fingers crossed.
  17. Modding Q&A [For Quick Questions and Answers]

    can anyone tell me how to remove lord titles from native, I know I should be editing something in module_scripts but i'm unsure where exactly. I've got "str_faction_title_male" from somewhere but am having trouble finding it.

    just to be clear I'm just trying to compile native with the MS but removing all the annoying noyens and other prefixes.

    thanks for any help
  18. Gekokujo - Daimyo Edition (Updated w/moddb link)

    I've been experiencing the blue/cyan tint over everything at night, you reccommended to another person they replace the lighting file with the vanilla gekokujo one but which file is the lighting file? I tried putting in the postfx.txt but no change.
  19. Looking for a specific type of mod

    tocan's calradia
    native expansion
    nova aetas

  20. Modding Q&A [For Quick Questions and Answers]

    Leonion said:
    Lucas's 1st pack has some stone/primitive weapons.
    3L2i72s.jpg
    https://forums.taleworlds.com/index.php/topic,247595.0.html

    As for Harry's Neolithic Weapons OSP (the one that I think you have found with the dead link), you can download it from here:
    https://yadi.sk/d/Hpq0DseYtZKih

    thanks brother.
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