Occasionally the border movements get bugged. Normally, changing the numbers in module.ini to something approximately correct and reloading, unbugs it, allowing movement of the borders again in the editor. Also, remember the B key in selection mode toggles map bounds on and off.
Oh. I figured out that I have to make a new map before importing my own map to get the new size. It's better now. I ran into another issue though. I saw in the tutorial that I could move the red border (the one deciding how far on the map you can go) by by clicking on the castle icon on the bottom left and then click and drag the border. That doesn't work though. I suppose I either misunderstand it, its a bug or some setting that I can change? Anyone that knows? I suppose I could just randomly change the numbers in the module.ini by trial and error but that would never be as precise, so it would be nice if I someone was able to help solve my editor issue.
As I said: 1 pixel in the colour map for 1 triangle in your warband map.
If your warband map is say 400x400 triangles, use 400x400 pixels in your colour map.
I don’t know what map size you’ve specified in Thorgrims configuration file.
Bug Description: Game crashes
How To Reproduce The Bug: Take mission to kill army of poachers by Gerotheon the wool weawer in the city Lycaron.
How Often The Bug Occurs: Every time I do that mission from that guy in that town. Happend to my friend aswell
Quest Name: Army of poachers
NPC Name: Gerotheon the wool weawe
Save Playtime(How long you've played that save/What day you're on): Summer 18 1086
Edit. It crashes whatever quest I take in that town. I just thought it was the poacher quest since that's the quest my friend crashed on aswell
2nd edit. I I accidentally saved the game looking for the name to report the bug and therefore my save seems to be broken. Keeps crashing wherever I goes and even if I choose to wait there for some time One weird thing I noticed is that the time left on the quest says -3 days. Screenshot
I found a bug that is similar to the permanent loading in Pen Cannoc. Its in Baltakhand, but instead of loading forever the game crashes instantly when talking to a person or trying to walk around the town.
Another thing I noticed was when fighting inside the village of Abou khih there is an invisible wall in the middle of the battle. There is a jungle so it could be on purpose but in that case it looks really wierd with an invisible wall like that.
Greetings. So I discovered a bug. When I try to talk to the guys giving quests in Pen Cannoc the game wont stop loading. Same goes for trying to walk around the city. dosnt matter how many times I try to restart it. Everything else seems to work fine there though
I also noticed that the first...
As I said: 1 pixel in the colour map for 1 triangle in your warband map.
If your warband map is say 400x400 triangles, use 400x400 pixels in your colour map.
I don’t know what map size you’ve specified in Thorgrims configuration file.
you are under the impression that a bigger world (read more places like towns/castles/etc with longer travel speed) must follow Native Warband rules, which is not the case. Native is just one game, one ruleset. The mod can do whatever he wants with his own game rules.
There is no reason to have quests that make you travel the world for little gain, unless the modder wishes for that or the game is bad balanced. It is not a map problem. Its a design problem.
Even if the quests reward scales with the distance you travel you are still on the wrong side of the map in the end. What do you mean with bigger world doesn't need to equal longer travel times? You want a map with just a ****ton of towns and villages crowded together? That would be terrible
The importer on Thorgrim’s Map Editor determines the predominant colour/terrain for each triangle. If go go from a high resolution colour map to a very low resolution warband map, you are asking for trouble. It works best with one pixel in the colour map for each triangle in the warband map to avoid confusion. I recommend you reduce the resolution of your colour map and reimport it.
but why? Unless you are talking about a badly balanced mod that forces you to travel around the world, which is beyond the point, as that is not about the "size" of the map (read number of regions/towns/castles available + travel time/speed).
Lets say you have Europe as the map. You can spend your campaign inside England, doing some attacks/raids around France and Ireland/Scotland. You dont need to go to Spain to do quests for lords there, or Italy, or Poland ... those regions would be there for future campaigns or as places you can lead the royal army for wars, or places you can lead your warband for raiding before going back home (viking style )
As mentioned earlier and also above its about the design to make the campaign not a grind experience.
Of course if you define a fun end game as a map where you can conquer 100%, then yes, having a massive amount of places to conquer would be a drag and and you should avoid those kind of mods.
The thing is if quests forces you to travel all over the world. and when you arrive with your quest you either have to waste loads of time traveling back to the place of the world were you are playing or keep doing quests were you happen to be which leads to relations not mattering. I don't really mind world conquest since its so repetitive. In fact I only done a world conquest once
Hello! So I,m currently working on a mod for Mount & Blade Warband that takes place in Scandinavia. I,m using this tutorial to make the map but I ran into an issue. After implementing my colormap into the map manager I noticed that the Sweden and Denmark is connected even if the water is quite...
is that a problem tho? You dont need to conquer the entire map, and it adds replay-ability by letting you try different regions of the map. So it is up to the player goal, as if your endgame = conquer all, then it is not a mod you will enjoy. But if you are fine with ruling one nation and fight wars with neighbors, send raiding parties to distance lands, or join a crusade or two, then the huge map works for that.
the quest issue could be solved by a different design that takes distance under consideration. Mod has its own rules for a quest and can do whatever they want with them, from removing, editing to adding new ones.
If you just want to wage war as a king I suppose it doesn't matter to much but if you like me enjoys to start of as a wanderer and work your way up it makes a lot of your early game work useless since that's were you build up relations with people all over the map. Also I just don't see a reason to have a massive map. What value does it add on its own? Maps like AWOIF and The Last Days of the Third Age, is fine since its actually fills a purpose even if you don't end up using half the map, but those Europe conversions I find pointless or even negative since its just becomes a burden
Depends on whats considered large. VC is okey since its centered in England but those mods that has all of Europe and the middle east is just to massive. except the lords of the faction you decide to join, relations with lords wont matter since you never meet them anyway. Also so many quests gets ****ed up forcing me to travel for 10 min just to deliver some wine
you need to add things in parts. Remember baby steps?
add a new icon
compile
add a new town
compile
...
also a town needs coordinates. See the comments on the top of module_parties.py for what each field does. You cant just say to the game: add this town somewhere, cool? You need to say: add this town at X=100 and Y=-200 with rotation=30 degrees
Oh yeah, I missed the "/" thanks! I did have the coordinates -1-1. I got it to work, apparently the other mistake was too use "map_town_a". When I changed it to "City" it worked . The only thing I find weird is that when I go to the town and walk around the streets I can find myself there as a npc
Thanks for your quick reply (and sorry for my late response)
I think I need a broader context here.
What I have done so far is:
1. In module_map_icons.py I have added followingg line:
map_icons = [..
:
("new_icon",0,"map_town_a", 5.0,snd_footstep_grass),
:
and in module_parties.py
parties = [
:
("new_town","Osby", icon_new_icon|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-1, -1),[], 135),
:
So I have added the location I think?
Result is that scripting error shown earlier.
However I tried to change the new_town above to use an existing icon and ran the build_module.py and voila - no errors from script engine.
However the town does not exist on map .
And here comes the funny stuff: We exported this directory as directory for mod in module_info.py.
But a load of new files (inlcuding town Osby) are located in the parent folder - ie "C:/Program Files (x86)/Steam/steamapps/common/MountBlade Warband/modules"
so when I launch the game it doesn't actually launch the mod, just the files that I copied from native, and therefore I cant see if the town appears.
Do you have any idea what I have done wrong?
Kindest regards
Hello again! So after a bit procrastinating and working with other stuff I finally got started. it dident take long until I ran into problems. I,m following the official guide from 2006 which ofcourse is a bit outdated but I needed somewhere to get started.
http://forums.taleworlds.com/index.php?board=12.0
Already at guide number 2 this became an issue since my code dident look as the one in the guide but I thought I could work my way around it.
first of I saw that there is 2 numbers instead of one at the end when making icons so which one am I supposed to change to make it size 5? is it height and width nowdays or?
this is my line ("new_icon",0,"map_town_a", 0.35,0),
later they told me to put my new city between castle line and trainingground. since the text now is different I decided to put it above castles among the other towns
("town_13","Rivacheg",icon_town|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(64.8, 113.7),[], 60),
("town_14","Halmar", icon_town_steppe|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(55.5, -45),[], 135),
("new_town","Osby", icon_new_icon|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-1, -1),[], 135),
Osby is my new town. Anyway now when I try to build the module I get this message
Traceback (most recent call last):
File "process_init.py", line 2, in <module>
from process_operations import *
File "C:\Module_system 1.171\process_operations.py", line 18, in <module>
from module_parties import *
File "C:\Module_system 1.171\module_parties.py", line 92, in <module>
("new_town","Osby", icon_new_icon|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-1, -1),[], 135),
NameError: name 'icon_new_icon' is not defined
Traceback (most recent call last):
File "process_global_variables.py", line 12, in <module>
from process_operations import *
File "C:\Module_system 1.171\process_operations.py", line 18, in <module>
from module_parties import *
File "C:\Module_system 1.171\module_parties.py", line 92, in <module>
("new_town","Osby", icon_new_icon|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-1, -1),[], 135),
NameError: name 'icon_new_icon' is not defined
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
File "process_map_icons.py", line 6, in <module>
from process_operations import *
File "C:\Module_system 1.171\process_operations.py", line 18, in <module>
from module_parties import *
File "C:\Module_system 1.171\module_parties.py", line 92, in <module>
("new_town","Osby", icon_new_icon|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-1, -1),[], 135),
NameError: name 'icon_new_icon' is not defined
Exporting faction data...
Exporting item data...
One big problem for him will be the world map, he needs the region of VC which is probably why he is even thinking about using VC as a base for his mod. He would need to create a new world map for the needed region since he can't use the VC one for Native.
I will have to make my own map anyway. Sweden is sadly not in VC the reason why I,m considering VC is since they already have the events. Like the random events poping up and the triggers that they use in the storyline that tells me to go to a certain battle and the prepared battles like when you protect the village against the vikings