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  1. DarthKiller

    In Progress Buggy/Missing Cheats in 1.2 Beta Branch

    Summary: After switching from 1.1.5 to 1.2.x version the cheats that I most commonly used seem to have been gone, removed, or renamed (and bugged out) with the only mention about cheats in the changelog being about bringing some cheats to console versions. The affected cheats (to name a few)...
  2. DarthKiller

    Beta Patch Notes v1.2.0-v1.2.4

    Was the issue of the good cheats like levelling a specific skill allowing up to 1023 points or cheating huge stacks of units missing being fixed?
    campaign.add_skill_xp_to_hero (idk if this one is missing but the only cheat that works here is the one for all skills which only levels up to 300 now and it won't give any real level up)
    campaign.give_troops (this is now campaign.add_troops but it does not work at all, no matter what parameters you enter you won't receive any troops and the command will just continue to print all unit names)
  3. DarthKiller

    Resolved Model & Animation Viewer Unable to add sound to the reload animation and getting an error.

    Btw this was internally solved as it had somehow to do with the animation clip that was copied to be somehow bugged. Was resolved after creating a new entry and setting some different parameters
  4. DarthKiller

    Suggestion General Customized assets accessible in Custom Battle Mode

    Have you tried looking at your submodule which loads the file?
    Maybed you dont load it on customgame?
  5. DarthKiller

    Suggestion General Bannerlord Custom Weapon Melee Damage

    Any way this can be addressed in the future. It stops S&M Mod and probably other mods which rely on ranged/melee weapons to properly work well. Or funny weapons with broken stats that don't fit the crafting recipe theme
  6. DarthKiller

    EU Other Open Sword & Musket - September Linebattle Event [S&M e.1.1.0 - Multiplayer]

    Regiment name: kaiserlich-königliches salzburgisch-oberösterreichisches Infanterie Regiment Nummero 59 "Alexander von Jordis"
    Regiment leader steam: DarthKiller / Lama

    Regiment discord: We have none (like for real)
  7. DarthKiller

    Suggestion General Bannerlord Custom Weapon Melee Damage

    Please give me hope that this will be addressed.
  8. DarthKiller

    Suggestion General Bannerlord Custom Weapon Melee Damage

    Hello fellow modders and hopefully developers, Currently I am sitting on basically learning every aspect of modding in Bannerlord. I have already gotten into creating items, textures, meshes, cloth-sim properties, team-colours, weights and even creating custom item crafting templates/pieces...
  9. DarthKiller

    Resolved Mesh Editor 1.5.6 Crashes Plus 1.5.5 Mod Tools 3d viewer crash

    Is your graphics card a Nvidea gtx 2070?
    Nah I have an RTX 3070
  10. DarthKiller

    Resolved Mesh Editor 1.5.6 Crashes Plus 1.5.5 Mod Tools 3d viewer crash

    Since this has been forwarded, I face the same Issues not being able to open the Model Viewer or Cloth Editor without getting an App-Hang that results in me having to task kill it. I also have occasional problems after opening and closing many windows that suddenly the Editor starts freezing by itself. Resource Manager viewing files, Material Editor and the Core Game do work though.
  11. DarthKiller

    Suggestion Mesh Editor Add a "right click" > duplicate mesh

    Imagine doing a cape with like 26 colours that you don't want to be team_coloured for an instance. You already have the 26 colours ready as texture but don't wanna spam rename and export the mesh in a 3d editing tool. Or maybe you always have to mess around with it again taking ages to boot
  12. DarthKiller

    Suggestion General The Community Needs Skeletons For 3D Models

    That is true and it seems the old bannerlord skeletons that I got provided kinda don't seem to work (or I suck at rigging in Blender).
    All I managed is a weirdly off-set Helmet that is flickering and weirdly curving around my head
  13. DarthKiller

    Native OSP Shaders Warband HLSL Shader Exchange

    Awesome but how do you implement it. I tried to use it but it always fails to compile cause Idk how to add completely new shaders to mb.fx
  14. DarthKiller

    Full Auto

    Okay I can hint you into directions to understand something
    module_constants:
    We can give agents, players, scene objects items etc. some variables. Changeable with x_set_slot where x is player, agent... whatever, get_slot and slot_eq, basically you can store that item_shooting_speed, accuracy, reload_time, shooting_animation, aim_animation etc.
    header_common:
    A place where we define basically numbers 0 - 127 but declare them as names so you don't get confused as easily. Like look at the file and yo see that each word has a value 1-127. It is not used to be a changeable value or to store something but it is rather just used in scripts to make something more read-able.
    module_mission_templates:
    Here we basically store all game-checks, this is the "call" area where we say each second, each_milisecond, on being hit, on death etc. stuff happens. Make sure to understand that there is a BIG difference on what you can do client-side and server-side IF you do a multiplayer module. ALWAYS make sure to send server-required values with send_int commands. Also make sure not to use 0 for calls on a server-side script or your server will die very quickly. Also learn that you can only use this with timed delay if you can accurately script it like that.

    NEVER use Global Variables if you don't know how to assign them properly and how to reset them. Even more important for multiplayer.
    module_scripts:
    This place is used for storing big coding operations often indicated by the script's name. You use script_params to send the information required on the script when calling them in module_mission_templates (or somewhere else, even in module_scripts itself) and lessen the code-blocks you create each time you do a specific thing)

    There are also some hardcoded areas in this file that are very important for multiplayer modules like game_receive_network_message which is the ONLY area in the whole module code to successfully send information between server and client.
    In our case we NEED this area very importantly to do the shooting etc. cause you cannot fire missiles that work in multiplayer without this.
    I know this probably isn't the best instructions I can give you, but you should be able to atleast figure out these specifics.
    There is tons of more that I could have written down but I think that is enough intel you need to properly understand where you can look at for specific things.
  15. DarthKiller

    Full Auto

    Well it all depends on what you need the auto code for. If you are incapable of using the M&B Scripting language then there is no room for explaining what you can/should do. I can only hint you in the right direction by looking at Bear Force II Source Code that should be semi-public (even the outdated one).
    You'll have to look in module_scripts module_mission_templates module_constants and header_common. You need to make sure that all related scripts are in the mod and not too much. You need to be able to thoroughly check every piece of information in the scripts that relate to the guns and delete each bit and rewrite that is directly associated with Bear Force (which you don't use or have).

    Based on the text above you should be able to get that running at any point in the game. I even did like a mock version with example files of source code. But first I would like you to atleast be able to comprehend how that code works or you won't be able to use it properly and probably destroy stuff idk.
  16. DarthKiller

    SP Other Bannerlord Banner Editor Enhanced [BBEE]

    Sadly I think that will not be in the boundary of what I can do. I can add any specific RGB color though.
  17. DarthKiller

    SP Other Bannerlord Banner Editor Enhanced [BBEE]

    There is probably a better way to make this work with a separate module while protecting native folder from changes. But I have yet to figure out that SubModule.xml file
  18. DarthKiller

    SP Other Bannerlord Banner Editor Enhanced [BBEE]

    Introduction Since I think TaleWorlds is the root of all M&B Modding, this little modification surely belongs into here. Imagine being forced to pick from 6 colours as a background and 6 for a Sigil... Boring. Right? Well wait no further and enjoy this beautifully fast-crafted piece of art...
  19. DarthKiller

    Bear Force II - Friday 27.3.2020 20.00 GMT

    Clan name: SpaceEichelritter (kk_IR_Nr59 Fun Group)
    Expected attendance: ~ 5 - 15
    Leader Steam Contact: [Eliteteam]DarthKiller
    Co-leader Steam Contact: IR_Nr59_Lama

    I have read and comply with the rules of the event.
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