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  1. BL 3D Art Imported face mesh won't deform hair, eyebrows, and beard

    Can confirm this is also reproducible for me. Workaround posted above did not work. Material order in blender is fine, but once imported into mod tools, something seems to occasionally randomize the materials. I've seen this on various meshes, it's only a noticeable issue on head meshes since apparently, the main head mesh material has to be first.

    This is actually a big bug.
  2. Overhaul mods - stripey thumbnails

    Thank you for finally taking the time to look into this. I have reported this many times for months now, including the cause.
    This issue floods our bug reports. It will be a great relief when it is fixed.

    As some have noted, it is inversed for vanilla assets in the modding tools. I do remember a specific patch where we had to republish our assets to prevent a CTD on launch. I THINK this happened around the same time we started seeing vanilla assets appear the way they do, and mod assets appear this way. Perhaps there is a connection (or perhaps I am remembering incorrectly).
  3. Resolved [Modding][XSLT]Using XSLT to remove NPCCharacter in lords.xml, then including the same NPCCharacter in an xml in a module causes a crash

    I believe I misinterpreted the documentation that the xslt would only remove from xml with the same name, it apparently removes all NPCCharacters. That is the cause of the crash.
  4. Resolved [Modding][XSLT]Using XSLT to remove NPCCharacter in lords.xml, then including the same NPCCharacter in an xml in a module causes a crash

    For clans, settlements, and kingdoms, if they are removed from vanilla with xslt, it will scan / use the IDs listed in modules (they have the same ID) and no crash is present. For NPCCharacters / Lords, it appears to stop at vanilla and crash.
  5. Resolved [Modding][XSLT]Using XSLT to remove NPCCharacter in lords.xml, then including the same NPCCharacter in an xml in a module causes a crash

    As stated in the title, we are supposed to use XSLT to overwrite lords or remove them and include our own, but using XSLT to remove lords from the native files, then including the same lords in an XML within the module causes a crash when starting a new game. Is there any reason the lord ID's...
  6. Need More Info [1.8.0] Animation errors in the modding tools

    All animations in the modding tools for 1.8.0 are completely bugged. Attempting to create a new animation / override an existing animation results in the following crash: Attempting to simply launch the mod tools typically shows this for some existing animations. These animations have 0...
  7. Discussion Model & Animation Viewer [1.8.0] Animations are bugged in the modding tools

    Existing animations give a "sound code" error despite no sound code being listed in the animation. Attempting to create a new animation results in an Assertation failed error and crash.
  8. Resolved Graphical / Texture Error is present for preview images of meshes (Reproducible with mod, but has been reported on vanilla assets as well)

    Want to further add that I feel this is connected to whatever is causing the issue in the mod tools for native vanilla icons. The issue there is being translated to the published tpacs.
  9. Resolved Graphical / Texture Error is present for preview images of meshes (Reproducible with mod, but has been reported on vanilla assets as well)

    Confirmed with other mods - if Assets / AssetSources is removed after publishing, this issue appears.
    This is present on both 1.7.2 and 1.8.0
  10. Resolved Graphical / Texture Error is present for preview images of meshes (Reproducible with mod, but has been reported on vanilla assets as well)

    I can pretty much confirm that this issue is reproducible once the Assets and AssetSources folders are removed after publishing a mod.
  11. Resolved Graphical / Texture Error is present for preview images of meshes (Reproducible with mod, but has been reported on vanilla assets as well)

    I do not personally observe this with vanilla assets while in-game, only within the mod tools. Like wise, I do not observe this with modded assets in the mod tools, only while in game. The assets are published, use the correct materials, and this was not an issue before 1.7.2.
  12. Resolved Graphical / Texture Error is present for preview images of meshes (Reproducible with mod, but has been reported on vanilla assets as well)

    Summary: Preview images for meshes have very strange textures How to Reproduce: I've been told this was visible on vanilla assets, but I have only seen it on modded assets post 1.7.2. With Eagle Rising, all asset preview images / encyclopedia will look this way. These same assets are perfectly...
  13. In Progress [NotResolved]Reduced head size with latest 1.5.6 Main Branch Update+

    This isn't resolved. Please save us. Something is very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very off with how helmets are placed on the head.

    100% believe there isn't an easy solution to this but the current way cannot be the way.
  14. Suggestion General Including translation lines in an XSLT results in crash / bug

    Giving this a bump! Any translation lines within XSLT will cause a CTD.
  15. Documentation Sound Modding Sound & Music

    I think you need to specify if your sounds are 3d inside your module_sounds.xml, you have to write "false" on is_2d="true"


    <module_sound name="example/combat/hit" is_2d="true" sound_category="mission_combat" path="example_sound_modders.ogg" />
    Actually - there was originally a bug that seems to have been resolved some time ago. This has been fixed by TW!
  16. Suggestion Cloth Editor Enabling cloth physics on a mesh causes the normals to flip, even on areas painted black

    Enabling cloth physics on a mesh causes the normals to flip, even on areas painted black. We only know of two ways to get around this: 1. Give an armor multiple materials, apply cloth physics to just one material. This increases the performance hit, and is additional work. 2. Reduce normal...
  17. Suggestion General Please make managed_core_parameters moddable

    Ofcourse:

    this is how my project looks like

    <?xml version="1.0" encoding="utf-8"?>
    <base xmlns:mad:si="http://www.w3.org/2001/XMLSchema-instance" xmlns:mad:sd="http://www.w3.org/2001/XMLSchema" type="solution">
    <outputDirectory>..\MBModule\MBModule\</outputDirectory>
    <XMLDirectory>..\WOTS\Modules\RealisticBattleCombatModule\</XMLDirectory>
    <ModuleAssemblyDirectory>..\WOTS\bin\</ModuleAssemblyDirectory>
    <file id="soln_combat_system" name="ModuleData/native_parameters_tweaks.xml" type="native_parameters" />
    <file id="soln_item_holsters" name="ModuleData/bow_shields.xml" type="item_holster" />
    <file id="soln_combat_system" name="ModuleData/spear_combat_parameters.xml" type="animation_combat_parameters" />
    <file id="soln_managed_core_paramaters" name="ModuleData/spear_managed_core_paramaters.xml" type="managed_core_parameters" />
    </base>

    spear_managed_core_paramaters.xml is name of mine modded file

    Interesting, where did you come up with managed_core_parameters for type? I'm assuming you pulled it directly from the XML file.
    I've tried this in the past, but unless native actually called it out, I did not have success.

    I didn't see anything related to this in the native project.mbproj (looking at it now).

    I'll give it a go, thank you both!
    If it works I will report back later
  18. Suggestion General Please make managed_core_parameters moddable

    Managed_core_parameters is not placed in the native project.MBPROJ or submodule, there is no way to load it in
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