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  1. Jedediah Q

    Modding Q&A [For Quick Questions and Answers]

    Guess you're right, since throwing axes got the bonus and they are missiles types...
  2. Jedediah Q

    Removing bow-aiming sight

    Or open up "ui_gadgets.dds" in Photoshop and edit the alphachannel (paint anything you don't wanna see in full black).
  3. Jedediah Q

    Modding Q&A [For Quick Questions and Answers]

    Let's say i want a unique archer with bonus against shields. Should both the bow and arrows have that bonus flag or is it enough with one of them?
  4. Jedediah Q

    Magelords Tweaks Downloadable...

    I for one would love to se a compilation of all these tweaks in commented python code. It's too much trial and error at the moment trying to interpret. Not to mention time consuming...
  5. Jedediah Q

    OSP Other 3D Art The Steam Punk and Costume OSP (UPDATE: SECOND PACK RELEASED!!!)

    A great contribution to versatility. Got really tired of those strawhats and splinted blabla at the market. Thx!
  6. Jedediah Q

    Modding Q&A [For Quick Questions and Answers]

    It works fine now. The thing is i've already tried what you suggested earlier with bad results.
    Always spooky when things just start to work all of a sudden...compile, typo, whatever.

    Anyway, for anyone interested in suffering from plummeting morale due to cross-eyed archery, check this out:

    (module_scripts.py)
    # script_check_friendly_kills
      # Input: none
      # Output: none (changes the morale of the player's party)
      ("check_friendly_kills",
        [(get_player_agent_own_troop_kill_count, ":count"),
        (try_begin),
          (neq, "$g_player_current_own_troop_kills", ":count"),
          (val_sub, ":count", "$g_player_current_own_troop_kills"),
          (val_add, "$g_player_current_own_troop_kills", ":count"),
          (val_mul, ":count", -25), # default is: -1
          (call_script, "script_change_player_party_morale", ":count"),
        (try_end),
      ]),

    yup, it's quiet a nerve-wrecking dive, but fun. I think...  :shock:
    script_change_player_party_morale will clamp the value to avoid negative numbers...

  7. Jedediah Q

    Modding Q&A [For Quick Questions and Answers]

    Great, thx. Will check it out.  :cool:
  8. Jedediah Q

    Modding Q&A [For Quick Questions and Answers]

    The current morale drop when "teamkilling" (friendly kills) is way to small imho, I mean: -1 morale point for beheading one of your own troops during combat, even if it's an accident...

    -10 or more makes for a less arcady combat approach.

    I like the challenge so i always have full damage on friendly, but now as it seams it doesn't matter that much. Why?
    watch the example below:

    Player:
    "Errhm...Stanley. Sorry for piercing your lifetime-trusty compadre. He was your nephew, right?"
    Hired Blade:
    "Well, you know, at first I was furious but then, when we won the battle (your party gains xx morale), I actually felt happier than ever!"
    Player:
    "Yeah, amazing what a fruit basket and a handful of dead foes can do for morale. As you were, private."

    I found the trigger that monitors friendly fire and the script to calculate morale loss, but no matter what I do i'm stuck with the old -1 morale per kill. I'm not at home atm so I can't paste the code...

    Any suggestions?
  9. Jedediah Q

    OSP Code QoL Companions Overview

    Heavy real life **** and so on forces me to leave this project. It's fully working but has room for improvements.
    Check first post. Updated with download, pics and info.

    Take care/JQ
  10. Jedediah Q

    OSP Code QoL Companions Overview

    Updated 1st post, fellas. See ya soon!  :cool:
  11. Jedediah Q

    OSP Code QoL Companions Overview

    Damnit to hell. :oops: Almost ready for next update, but i gotta run. Gonna be away for a couple of days. I'm very happy with the new, and hopefully, final version. Will upload it as soon as i get back. 'Til then, have a nice weekend!  :cool:
  12. Jedediah Q

    Dont' fear the manual

    Mordachai 说:
    Actually... I've been wanting to redo the tutorial so that there is an in-game "FAQ" sort of thing - something to just point out the major "How do I..." that folks run into with SoD.  Can't be a bad thing to do both
    That's a great idea. And if you make the in-game FAQ, perhaps you could release it as a source template.
  13. Jedediah Q

    Dont' fear the manual

    Mordachai 说:
    SoD we try to put it all in the first entry in the stickies... but I'll start including it in the readme, just for you JQ. :wink:
      Mordachai...uhmm...Are you...I mean...Are you...coming on to me?   :shock:  :mrgreen:

    FrisianDude 说:
    Required addons? But, if a modder packs his mod together, doesn't he/she add the required addons aswell? :eek:
    You will not get a meat hook attached to your lower limbs and dragged behind a chariot if you choose not to follow that example.
  14. Jedediah Q

    OSP Code QoL Companions Overview

    You're welcome, mate. Hope it worx!  :cool:
  15. Jedediah Q

    Dont' fear the manual

    The story. You and your brave band of modders have spent numerous of relationship-eating hours, bading in your own sweat trying to finish THE MOD TO END ALL MODS. Finally, the day of release. You stick the new shiny armor, polished textures and kick-ass code in one neat polymer-smelling package...
  16. Jedediah Q

    OSP Code QoL Companions Overview

    Since i don't know what version you downloaded ( Companions Overview - Source files or Companions Overview Mod you'll simply have to do with two answers.

    1. Source files
    If you downloaded 'Companions Overview - Source files'. You must compile it with the Official M&B module system files (v 1.010).
    http://www.taleworlds.com/download/mb_module_system_1010_0.zip

    The tool you need is Python 2.61
    http://www.python.org/download/releases/2.6.1/

    Search the forum on how to do a proper install - and backup your old native folder. One important note: The file "module_info.py" contains the path to place the newly baked mod. Copy and paste the path to your M&B modules folder and rename the last entry of the path to avoid overwriting original files!

    2. Mod
    The Mod version is the simplest way to test it out. It's pure naked native with C.O. attached. You don't have to do anything but copy the entire folder: "Companions Overview" to your ".../Mount & Blade/Modules/" folder.

    ...It sounds like your trying to implement this to an already existing mod. I would love that to work seamlessly but since the compiler leaves traces and stamps just about everywhere (and this goes for any mod with added code), it's a hard (if not) impossible task trying to figure out what should be added to your existing textfiles. Thus the alt. download with the source files. They are heavily commented for fast copy/paste actions. If you have the source files for your own mod you should be able to fix it in no-time. Just read my 'ReadMe' for instructions.


  17. Jedediah Q

    OSP Code QoL Companions Overview

    HeroicZ, try and post what you've done and maybe we can work it out. You probably know this but the menu option is always visible but won't start up if there are no heroes in your party.

    MountainBlade, very nice indeed. I'm gonna add a config option and give you the inspirational credit.  :cool:
    BTW, you can start a presentation from inside another. Just keep the vars global.

    Currently fixing and adding:
    - Click selection now takes you to a full sheet with everything you need to know, including personality clashes, ALL skills, equipment modifiers, full body mesh view.

    Already done:

    1.2 Changes

    - Automatically shows previously/last checked hero at start-up. Defaults back to first troop in list if this is the first visit or if troop left the party.

    1.1 Changes

    - Renamed 'Equipment' to 'Armor' for continuity/readability

    - "Cutting down the middle man". Added button 'Back to shop'. Takes you straight back to recent store - as it was meant to be from the beginning.
    (only visible if any of current town's shops have been visited prior to C.O.).
      HOTKEY: BackSpace
  18. Jedediah Q

    OSP: The Open Source Project

    Hey fellas. 1.0 is ready for dl.

    and I took my business elsewhere... :lol:
    http://forums.taleworlds.com/index.php?topic=59297.0
    but it's still open source

    Thanx for the feedback!
  19. Jedediah Q

    OSP Code QoL Companions Overview

    MountainBlade 说:
    Looks sweet but missing a lot of skills. Agility? Power Strike? Athletics?
    My vote is on centered. Looks much better.

    description at the mbrepository:
    "...overview on your companion's essential stats."  :wink:

    1.0 is ready for download. Hope you like it, but bear in mind it's a wip.
    I got loads of unfinished ideas. Just.need.more.time.

    Companions Overview Mod 1.0
    https://www.mbrepository.com/file.php?cid=8&id=1135

    Companions Overview 1.0  - Source Files
    https://www.mbrepository.com/file.php?cid=4&id=1131

    ...Oooh, I almost forgot. Centered it is.

    *EDIT* All changes from now on, will be updated in the first post.

  20. Jedediah Q

    1000+ things I learned from Mount And Blade

    #231: It was common practice to avoid visiting taverns, never show your face in the streets and above all, NEVER speak to your party leader while staying in towns.
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