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  1. genjinosuke05

    OSP 3D Art [Kit] Dismemberment and Decapitation Mod Kit... WIP Version Released

    hello...can someone help me? I I play this module and it work well, and now I want my own mod have decapitated mod it self. I search the web and find this code on wiki, I put it right after pilgrim disguise in module_mision_template.py  just like this:

    pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers]
    af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian

    decap_mod_common =  (ti_on_agent_hit, 0, 0, [],
        [
        (store_trigger_param_1, ":agent"),
    (agent_is_human, ":agent"),
        (store_trigger_param_3, ":damage"),
    (ge, ":damage", 30), # Strong blow
    (store_agent_hit_points, ":hp", ":agent", 1),
    (val_add, ":hp", 5),
    (ge, ":damage", ":hp"), # Damage > HP + 5 (account for armour soak)
    (agent_get_position, pos1, ":agent"),
    (get_distance_between_positions, ":distance", pos1, pos0),
    (is_between, ":distance", 160, 176), # If neck hit
    (agent_get_item_slot, ":item", ":agent", 4),
    (try_begin),
        (ge, ":item", 1),
    (agent_unequip_item, ":agent", ":item"),
    (try_end),
    (agent_equip_item, ":agent", "itm_invisible_head"), # Replace with invisible head
    (particle_system_burst, "psys_game_blood_2", pos1, 150), # Blood
    (set_spawn_position, pos1),
    (spawn_scene_prop, "spr_physics_head"), # Flying head, SP only
    ]),

    and this on module_scene_props.py  above  ("ctf_flag_kingdom_1", sokf_moveable|sokf_face_player, "ctf_flag_kingdom_1", "0", []),
    :

      ("spr_physics_head",sokf_moveable|sokf_dynamic_physics,"head","bo_bo_cut_off_head", [
    (ti_on_init_scene_prop,
    [
      (store_trigger_param_1, ":prop_instance_no"),
      (set_fixed_point_multiplier, 100),
      (position_set_x, pos0, 2500), #mass=25.0
      (position_set_y, pos0, 80), #friction coefficient = 0.8
      (position_set_z, pos0, 0), #reserved variable
      (prop_instance_dynamics_set_properties, ":prop_instance_no", pos0),
      (position_set_x, pos0, 0),
      (position_set_y, pos0, 0),
      (position_set_z, pos0, 10000),
      (prop_instance_dynamics_set_omega, ":prop_instance_no", pos0), #spin around fast
      (position_set_x, pos0, 0),
      (position_set_y, pos0, 0),
      (position_set_z, pos0, 10000),
      (prop_instance_dynamics_apply_impulse, ":prop_instance_no", pos0), # and jump
    ]),
    ]),

    and then I put common_decap_mod in almost  every battle  in module_mission_template.py. I already have brf and dds from decap mod, I put it on the right place, I made 1 item invisible head. also put load_mod_resource in module.ini.
    but when I compile module system, it show  error. tuple index out of range followed by many warning variable never used.

    next I copy and paste the whole first code in every battle in module_mission_template, compile it and got only 2 error "unable to find object : spr_physics_head". and " illegal identifier : spr_physics_head"
    next I disable these two code:  (set_spawn_position, pos1),
                                      (spawn_scene_prop, "spr_physics_head"), # Flying head, SP only
    compile it and no error. so I test the game and manage to cut some head and you might figure it already...no head rolling down.
    I have no Idea how to make this  spr_physics_head work. I search DecapitateandDismember mod file but still can find it. did I miss something here?  I will really appreciated  if anyone could help me here...and sorry for my bad English.
  2. genjinosuke05

    Wanted Open models and scripts for Warband

    SonKidd 说:
    genjinosuke05 说:
    SonKidd 说:
    really? like even if you are across the map??

    This line should dedicated how far the damage radius us:

    插入代码块:
    (lt,":dist",250),
    well...the first few shoot actualy work fine, but around the third shoot...this problem show up.
    I try a few value, 200,150,and 125 it still hit me, not only that...it explode in multiple area where it do damage including my position, doesn't mater the distant is, whet the explotion hit someone, it will hit me as well, execpt in siege battle. the explotion work perfectly.

    whet I set the value to 100 and bellow it, the explotion only hit 1 target that hit by arrow.

    this seem similar to wafas grenade bug, and I have no idea how to fix it...please help

    never heard of this before...

    whats the wafas grenade bug??
    ya... wfas have the same issue....I don't remember the version, 1143 I think. but it's already fixed. it's simmilar with what happen to me. first and second throw work fine, but things get ugly from third throw. it hit me no matter how far I throw it.
  3. genjinosuke05

    Wanted Open models and scripts for Warband

    SonKidd 说:
    really? like even if you are across the map??

    This line should dedicated how far the damage radius us:

    插入代码块:
    (lt,":dist",250),
    well...the first few shoot actualy work fine, but around the third shoot...this problem show up.
    I try a few value, 200,150,and 125 it still hit me, not only that...it explode in multiple area where it do damage including my position, doesn't mater the distant is, whet the explotion hit someone, it will hit me as well, execpt in siege battle. the explotion work perfectly.

    whet I set the value to 100 and bellow it, the explotion only hit 1 target that hit by arrow.

    this seem similar to wafas grenade bug, and I have no idea how to fix it...please help
  4. genjinosuke05

    Mount&Blade Module System Manager {0.4.7} | By Swyter

    this tool is great!!! thanks a lot! 
    anyway...can I use IDLE to open the file instead of notepad++? If so, how to do that? I can't find the .exe for it. the only thing I found is IDLE.gui...and it won't work.
  5. genjinosuke05

    Wanted Open models and scripts for Warband

    SonKidd 说:
    try this instead:

    插入代码块:
        ["dr_e_arrows", "Explosive Arrows", [("arrow",0), ("flying_missile",ixmesh_flying_ammo), ("quiver", ixmesh_carry)], itp_type_arrows, itcf_carry_quiver_back, 0,weight(3)|abundance(160)|weapon_length(95)|thrust_damage(4, pierce)|max_ammo(20), imodbits_missile,
    	[(ti_on_missile_hit, [	
    (this_or_next|multiplayer_is_server),
    (neg|game_in_multiplayer_mode),
    (store_trigger_param_1,":grenadier"),
        (try_for_agents,":target"),
            (agent_get_position,pos2,":target"),
            (get_distance_between_positions,":dist",pos1,pos2),
    	(try_begin),
                (lt,":dist",250),	#Distance between target and impact position needs to be less than 
    				#this for it to deal damage (in cm's)
                (store_agent_hit_points,":hp",":target",1),
    	    (store_random_in_range,":dmg",60,100),    #Deal random damage between those two values
    	    (val_sub,":hp",":dmg"),
    	    (agent_set_hit_points,":target",":hp",1),
    	    (le,":hp",0),
    	    (agent_deliver_damage_to_agent,":grenadier",":target"),
    	(try_end),
            #Graphics and sound effects below
            (particle_system_burst,"psys_pistol_smoke",pos1,50),
            (particle_system_burst,"psys_village_fire_big",pos1,50),
            (play_sound_at_position,"snd_pistol_shot",pos1),
        (try_end)
    ])
    	]],


    this one explode... BUT I got hit too no mater how far the arrow explode, is there any way to fix it? I try the code for warband 1143 and 1153. both have the same problem.
  6. genjinosuke05

    Download link and main info! [latest ver 0.0.82e -- 19 Jun 2016]

    Swyter 说:
    genjinosuke05 说:
    Mmm... Is there anyway to see costume feminine armor without loading the game? The default set is to skinny...
    I want it like that Valkyrie uniform but it's really bothering to loading the game every time I want to see the result. And I really have no idea what value should I put in emphasis and extra breastification, sometimes it's too skinny and sometimes too fat.

    Notice the animation frame controls on the properties panel.
    Just advance two frames, to see the feminine version.
    psimageq.jpg

    thanks a lot for responding, u're the best. I'm working on it now
  7. genjinosuke05

    Download link and main info! [latest ver 0.0.82e -- 19 Jun 2016]

    Mmm... Is there anyway to see costume feminime armor without loading the game? The default set is to skiny...
    I want it like that valkrey uniform but it's realy bothering to loading the game every time I want to see the result. And I realy have no idea what value should I put in emphasis and extra breastification, sometimes it's too skiny and sometimes too fat.
  8. genjinosuke05

    WARBAND ONLY - PoP 3.x WARBAND BUG AND SUPPORT THREAD

    Why the face skin and body skin of my character deferent? The face is asean but the body is european.
    I notice it when I naked train some peasan. Well... I change the face in the midle of game, is that cause this? I try to restore it to default  but stil the same. I realize the first time I play the game, the character face skin look kinda dirty in pop unlike in native.  is that made on purpose?
  9. genjinosuke05

    [DOWNLOAD] Prophesy of Pendor [v3.9.5 IS NOW OUT!!!]

    The first time playing PoP....
    The enemy smack me down even at max status...Lol  I love this mod.
  10. genjinosuke05

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    oh my... I though this mod gonna dead.... I'm glad u continue this great work here. just dont let this mod die before I download it. I'm wating for nexus verification email so I can sownload it.... :twisted: man...It take forever for them to send one
  11. genjinosuke05

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Kolba 说:
    I found the really simple way to change many text colours - for example colour of conversation. To change it, follow the instructions:

    1. Open game_variables.txt
    2. Find following line (it's nearly on the bottom):

    conv_t_partner_text_color = 0xFF0011DD

    3. Bolded part is RGB name of colour. Now it's black. You can change it for example to blue:

    conv_t_partner_text_color = 0xFF331100

    4. Save file and run game. You should see blue text while talking with any NPC's :smile:.

    If you want to change text in other places, just search for "0xxxxx" codes and rename them.

    Now I'm trying to understand other pieces of game_variables.txt. I see that we can change x and y position of buttons.

    It's very cool and I hope that Mage Lord will add it to the list.

    PS: Sorry for my English, I know it's bad :???:.

    EDIT:

    Here are some screenshots from my latest work:

    mb1jz7.jpg


    mb2ex1.jpg


    You can see the change of colour in both pictures.
    I was wandering if there any way to change the text mssg that tell us a there's enemy troops spoted near our vilages/city.
    Maybe red color with some sound to atract our atension. As I usualy ignore the mssg and found out the enemy has finish raiding my vilage.
  12. genjinosuke05

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Anyone know tweak compilation for warband? Please share it to me, or perhaps make a post of it somewhere. I've been searching tale world but found no clue at all.
  13. genjinosuke05

    Disable Companion Interaction: Warband Edition

    I play warband 1143 diplomasi and It work well. Thanks dude.
  14. genjinosuke05

    Suggestions

    My sugestion are:
    free/vasal/ruler
    1.have an option to patrol the city/vilage, it take a few hour to finish it. Resul: order/ safety and relation with city/vilage increase.
    High order also increase prosperity and hardly invested by bandit.
    Low order lower prosperity, when patroling in low order city a few thing migh hapen:
      - fighting with smal number of bandit.
      - finding poor people who beging for some money or food.
    2.Donating money to city/vilage(increase relation with city/vilage.
    3. Quest Teaching math to vilager (take a few hour).
    4. Quest feeding cattle.
    (take few hour)
    5. Quest harvesting(take few hour)
    it migh be not deplomasy things... But I realy like this kind of quest.
  15. genjinosuke05

    Lord parties respawning out of nowhere

    Caba`drin 说:
    What error? Something specific would be helpful. I can guarantee that I have tested this tweak and it works if the instructions are followed.

    I have no idea what is it about. Usualy hapen if I change some number in script.txt

    it said something like this: m&b warband encounter a problem.
    Module 1: bla2
    module 2: bla2
    module 3: bla2
    and many more modul error folowed by many many many adress with unreadable character.
    I'll try to get the detaile next time, as for now  my pc being used by my child.

    Anyway... I only need to replace that code in cf_select_random...No siege and save file right?. Nothing else?

    And the error hapen when launching the game just after the game finish loading texture.
  16. genjinosuke05

    Lord parties respawning out of nowhere

    genjinosuke05 说:
    Caba`drin 说:
    Yes, this is for Warband 1.142/3 (the only versions with this problem).
    And no, it will not affect anything else about your game, otherwise I wouldn't have posted it.

    my is game error after I folow this intruction. I have no idea why... I'm sure I copy it in the right place. I'll try it again later.

    there's nothing I can do about it. The error alway show up when loading saved setting data.
  17. genjinosuke05

    Lord parties respawning out of nowhere

    genjinosuke05 说:
    Caba`drin 说:
    Yes, this is for Warband 1.142/3 (the only versions with this problem).
    And no, it will not affect anything else about your game, otherwise I wouldn't have posted it.

    my is game error after I folow this intruction. I have no idea why... I'm sure I copy it in the right place. I'll try it again later.
  18. genjinosuke05

    Lord parties respawning out of nowhere

    Caba`drin 说:
    Yes, this is for Warband 1.142/3 (the only versions with this problem).
    And no, it will not affect anything else about your game, otherwise I wouldn't have posted it.

    my is game error after I folow this intruction. I have no idea why... I'm sure I copy it in the right place. I'll try it again later.
  19. genjinosuke05

    Lord parties respawning out of nowhere

    Caba`drin 说:
    To revert Lord Respawning to 1.134 (and earlier) behavior:

    1. Make a backup of your scripts.txt file
    2. Open scripts.txt and find "cf_select_random_walled_center_with_faction_and_owner_priority_no_siege"
    3. Select the numbers on the line that follow it...they begin with 41...and continue selecting until you reach the next script "cf_select_random_walled_center_with_faction_and_less_strength_priority"
    5. You should have selected a block of numbers from 41 and ending with 1224979098644774914
    6. Replace that whole block with the code here:
    插入代码块:
    33 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 -1 2133 2 1224979098644774915 0 1 2 936748722493063674 1224979098644774913 2133 2 1224979098644774916 72057594037927936 6 3 1224979098644774917 648518346341351445 648518346341351515 2204 2 1224979098644774918 1224979098644774917 31 2 1224979098644774918 1224979098644774912 541 3 1224979098644774917 54 -1 2105 2 1224979098644774915 1 31 2 1224979098644774916 1224979098644774917 2105 2 1224979098644774915 1000 3 0 32 2 1224979098644774915 0 2133 2 144115188075857078 0 2136 3 1224979098644774919 0 1224979098644774915 6 3 1224979098644774917 648518346341351445 648518346341351515 31 2 1224979098644774914 -1 2204 2 1224979098644774918 1224979098644774917 1073741855 2 144115188075857078 1 31 2 1224979098644774918 1224979098644774912 541 3 1224979098644774917 54 -1 2106 2 1224979098644774919 1 4 0 31 2 1224979098644774916 1224979098644774917 31 2 144115188075857078 0 2106 2 1224979098644774919 1000 3 0 2147483678 2 1224979098644774919 0 2133 2 1224979098644774914 1224979098644774917 3 0 2133 2 72057594037927936 1224979098644774914
    7. There's very little change, but easier to copy paste a block than to edit the exact places.
    8. Be sure that the next script name "cf_select_random_walled_center_with_faction_and_less_strength_priority" still begins on its own line.
    9. Save, play.

    插入代码块:
            (val_add, ":no_centers", 1000),
          (try_end),
          (gt, ":no_centers", 0), #Fail if there are no centers  ##ADD THIS LINE
          (assign, "$g_there_is_no_avaliable_centers", 0),   ##ADD THIS LINE
    ## COMMENT THESE NEXT LINES OUT BY ADDING HASH MARKS # TO THE BEGINNING OF EACH LINE
          #if no center is available count all centers not besieged do not care its faction.
          # (try_begin),
            # (le, ":no_centers", 0), 
    
            # (assign, "$g_there_is_no_avaliable_centers", 1),
    
            # (try_for_range,":cur_center", walled_centers_begin, walled_centers_end),
              # (party_slot_eq, ":cur_center", slot_center_is_besieged_by, -1),
              # (val_add, ":no_centers", 1),                                   
            # (try_end),
          # (else_try),
            # (assign, "$g_there_is_no_avaliable_centers", 0),
          # (try_end),
    ## STOP COMMENTING OUT
          (store_random_in_range, ":random_center", 0, ":no_centers"),
          (try_for_range,":cur_center", walled_centers_begin, walled_centers_end),

    is there any others problem that may show up If I use this fix? It's for warband 1143 right? Just tn make sure.
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