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  1. Corbul

    OSP Musket Era 3D Art Flintlock Firearms

    Sorry to stir up the thread... but I really need this. I added these weapons to a module without the Module system. But the weapons have no bullets and their sounds are crossbow sounds. I need code to edit the sounds and the bullet...
    You need the module system if you want to set up proper sounds, ammo, and particle effects.
  2. Corbul

    OSP Kit SP Mercenary Camps (of Calradia)

    For some reason I'm getting this error:

    插入代码块:
    *** Warband Refined & Enhanced Compiler Kit (W.R.E.C.K.) version 1.0.4 ***
    Please report errors, problems and suggestions at
    https://forums.taleworlds.com/index.php?threads/325102/
    
    Loading module... DONE.
    Loading plugins... DONE.
    Checking module syntax... DONE.
    Allocating identifiers... DONE.
    Compiling module... FAILED.
    MODULE scripts AGGREGATOR ERROR:
    failed to compile script game_event_party_encounter (#9)
      command [2060, 1, 'mnu_mercenary_camp'] compilation fails in script.game_event_party_encounter on line 73
        failed to parse operand 'mnu_mercenary_camp' for operation jump_to_menu in script.game_event_party_encounter on line 73
          illegal reference `mnu.mercenary_camp`
    
    
    COMPILATION FAILED.

    Why is that happening?
    This is just a guess, but I think it can't find the appropriate reference. This happens when you don't copy the code in the right order. Try copy-pasting the code in reverse to how it's listed here.
  3. Corbul

    Mount & Blade - Old Versions

    Works for me too.
  4. Corbul

    Mount & Blade - Old Versions

    So, did anyone find the module system for v0.632? Maybe even earlier versions?
  5. Corbul

    Mount & Blade - Old Versions

    Probably some little fixes at the game engine which came up after introducing new operations, alongside other little things.
    Yeah, but I was wondering about content. You know how Classic had different minor factions, quests, etc. across different versions. I was wondering if Warband had differences of that sort.
  6. Corbul

    Mount & Blade - Old Versions

    I say, were there any big differences between the early Warband versions?
  7. Corbul

    SP Tutorial Module System Adding a new race (Read second post)

    What is the limit of the number of races you can add? Because I've added the 16th (default male and female + undead + 13 others) and now all tavern travelers have messed-up faces, and the new race appears as the default male.
  8. Corbul

    Mount & Blade - Old Versions

    Thanks for starting this! I will take some time next week to research about the remaining ones and create new uploads for them.
    Nice! I remember, before mbrepository went down, there were at least two more versions between 0.202 and 0.632, but I'm not sure what they were. 0.611, maybe? :unsure:
  9. Corbul

    Mount & Blade - Old Versions

    We should update the links in the first post, because they're all for MBRepository, and that site is dead now.
    I've dug around for a bit, and found the following:
    *If a version doesn't have links, it means I haven't found any and only included the version to the list for future updates.
    *web.archive.org links courtesy of @Mr_Flibble, except for Dazubo, where I found both links on rusmnb.ru.
    *In case anyone is worried, commando.com.ua and rusmnb.ru are a legit MnB fan sites, probably the best ones in the Russian-speaking part of the internet, all links provided are for the sites' yandex.disk uploads.
    *All installers, except for Warrider and Dazubo are demos, obviously.
  10. Corbul

    Crazy Horses: How Can I Make Mounts Explode On Death?

    Adding (agent_get_troop_id, ":troop", ":agent"), (troop_is_hero, ":troop"), after the (agent_is_human, ":agent"), will trigger it only for agents whose base troop has the flag tf_hero.

    Make sure it is after, or else you'll get errors because horses return a troop_id of -1 and that is always an invalid troop id.
    Thank you :smile:
  11. Corbul

    Crazy Horses: How Can I Make Mounts Explode On Death?

    Sorry to necro the thread, but I'm trying to make a Hogs of War mod and this is just what I need for it.

    Would it be possible to make human npcs explode upon death? I imagine it would probably overload the system, but if it's only specific type of humans, say, the hero-type character (lords, companions), then it should probably be alright. Methinks for this I'd need to remove the...
    (neg|agent_is_human, ":agent"), #Aka a horse
    ...parameter in the above code, or at least the 'neg|' part, right? Question is, then, what parameter should I add to make it only hero-type npcs?
  12. Corbul

    B Tutorial Module System Make weapon use the suitable ammo

    Can you please write a tutorial?
  13. Corbul

    OSP Code Combat [WIP] Auto-Firing weapons mod

    1) The Script IS working, my hero is shooting auto-fire but it is VERY HARD AND DIFFICULT to hit any AI enemy. What should I do to reduce spreading of bullets? I mean, I would like to achieve the same effect to this video on site:

    2) The bullets I am using are cartridges from Native module. When I am shooting auto-fire, the bullets ARE NOT VISIBLE. I would like to make them more visible. What is the best way to achieve it and HOW to achieve it?
    1) The general idea, I think is that the more you shoot, the bigger the spread. So instead of spraying and praying, you should fire in short bursts.
    2) You need to replace the default "missile" mesh with something more visible. For this you need to go to module_items, find the 'cartridges' item:
    ["cartridges","Cartridges", [("cartridge_a",0)], itp_type_bullets|itp_merchandise|itp_can_penetrate_shield|itp_default_ammo, 0, 41,weight(2.25)|abundance(90)|weapon_length(3)|thrust_damage(1,pierce)|max_ammo(50),imodbits_missile],
    Here "cartridges" is the internal (for the game's engine) name of the item, "Cartridges" is the displayed name of the item that you see in menus, and "[(cartidge_a",0)]" is what the mesh (3D model) the game is using to display the item. The "0" determines what function the mesh will have, in this case meaning that it's default function. By default, "cartridges" uses a very hard to see "missile" in scenes, I think it's a sprite used for convenience, more than anything. Arrows and bolts on the other hand, use an actual mesh to tell the player where it is exactly that arrows\ bolts are flying. For this, the have an additional entry that determines what kind of mesh will be used when they are shot, like here:
    ["bolts","Bolts", [("bolt",0),("flying_missile",ixmesh_flying_ammo),
    "ixmesh_flying_ammo" tells the game what kind of mesh the "missile" should appear as when shot. So if you replace "flying_missile" with, say, "long_sword", when you shoot an arrow from a bow, it will (at least theoretically), turn into a sword when flying through the air. If you want cartidges to be visible when shot, the easiest way to do it is to add "("flying_missile",ixmesh_flying_ammo)" to the "cartridges" entry, like so:
    ["cartridges","Cartridges", [("cartridge_a",0),("flying_missile",ixmesh_flying_ammo),
    This way, when shooting a weapon that uses cartidges for ammo, you'll have a very visible "arrow"-like mesh flying out of your gun. You can replace "flying_missile" with "cartridge_a", and it will turn into that weird beige item that cartridges are displayed in the menu as (fun fact: it's actually supposed to be a paper envelope holding a bullet and the gunpowder needed to be loaded into a gun to effectively fire it, but this is entirely unrelated to the game). Keep in mind that the "cartridge_a" mesh was not supposed to be seen by the player in real-time, so it might be oversized or might fly sideways when shot from your gun.
    But if you want to have actual visible bullets, you'll need to find a bullet mesh, import it into the game, and replace "flying_missile" with it.
    Additionally, if you want your character to "wear" a pack of cartridges on their belt or back, you'll need to add the following:
    ["cartridges","Cartridges", [("cartridge_a",0),("flying_missile",ixmesh_flying_ammo),("bolt_bag_b", ixmesh_carry)],
    "ixmesh_carry" tells the game that the item has a functional quiver. "bolt_bag_b" is the quiver used in the game to hold crossbow bolts. "Cartrdiges" doesn't have a quiver, because it doesn't need one. Nevertheless, it's convenient in case you accidentally drop your gun, because the game drops all of the gun's ammo with it automatically, and if there's no "ixmesh_carry" entry, the ammo becomes invisible and hard to pick up again. You can replace "bolt_bag_b" with "cartridge_a", as it would make more sense, but again, keep in mind that the mesh might look wonky.
    To add to this, you'll also need to add an additional condition for the game to actually display the "holster" on your character. If we look at the crossbow bolts entry:
    ["bolts","Bolts", [("bolt",0),("flying_missile",ixmesh_flying_ammo),("bolt_bag", ixmesh_carry),("bolt_bag_b", ixmesh_carry|imodbit_large_bag)], itp_type_bolts|itp_merchandise|itp_default_ammo|itp_can_penetrate_shield, itcf_carry_quiver_right_vertical, 64,weight(2.25)|abundance(90)|weapon_length(63)|thrust_damage(1,pierce)|max_ammo(29),imodbits_missile],
    Here we are looking for...
    itcf_carry_quiver_right_vertical,
    This tells the game where the quiver is to appear on your character. "quiver_right_vertical" means that it's a quiver, and that it's to be worn on your character's right side, and be upright. So it will appear on your character's right hip. If you take a look at arrows, you'll see entries like:
    itcf_carry_quiver_back
    ...and...
    itcf_carry_quiver_back_right
    The first one tells the game that the quiver is to be worn on the back, and be upright (regular arrows use this). The second one tells the game it should be titled to the right (bodkin, khergit, and barbed arrows use this). Swords, axes, daggers, maces, spears, and others all have their own entries for this. You can experiment as you like, but keep in mind that your chosen "ixmesh_carry" mesh might not be appropriate to be worn on the hip, or on the lower back, etc. It won't break your game (at least, normally), but it will look wonky, having clipping or flying beside your character.
    Returning to the cartidges, the "cartridges" item doesn't have such an entry, because it doesn't have an "ixmesh_carry" entry, and is not meant to be seen by the player. Again, you'll need to add the corresponding conditions to the entry.
    TLDR, here's the modified "cartridges" entry containing the things I've mentioned above:
    ["cartridges","Cartridges", [("cartridge_a",0),("flying_missile",ixmesh_flying_ammo),("bolt_bag_b", ixmesh_carry)], itp_type_bullets|itp_merchandise|itp_can_penetrate_shield|itp_default_ammo, itcf_carry_quiver_right_vertical, 41,weight(2.25)|abundance(90)|weapon_length(3)|thrust_damage(1,pierce)|max_ammo(50),imodbits_missile],
    Now the cartridges should (at least if I didn't make any mistakes, since I didn't test it as I'm writing this) do two things: 1) have a clearly visible "missile" mesh when shot, and 2) have a quiver on your right hip when equipped, or on the ground, when dropped.
    Enjoy.
  14. Corbul

    Diplomacy for 1.174

    Мод полный?
    English?
    А что подразумевается под "полный"?
  15. Corbul

    Anyone have a pig head to use for a custom race?

    Check PK's assets as they are LSP/ OSP and of high quality; they also contain nice models and textures of animals (deer, cows, pigs).
    Where can I find them? :neutral:

    Edit: Never mind, found them.
  16. Corbul

    SP Tutorial World Map Easily moving all fiefs on Thorgrim's map editor

    But what about castles and training camps? Also, when I try replacing the icons as the tutorial says, all villages get a 'snowy' town icon, Haringoth Castle gets a 'caravan' icon, and Training Camps don't have an icon at all. :neutral:
  17. Corbul

    Other 3D Art The Specialist's OSP Models - v1.2b Released on 11/14

    Sorry to necro again, but with MBRepository going down, the links are busted. :sad:
  18. Corbul

    SP Tutorial Module System Complete Guide to Adding Factions

    (troop_set_slot, "trp_temp_array_b", 8, factions[fac_kingdom_1][6]),
    Is this something out of a specific mod? I can't find something similar in Native (which might be why you haven't encountered such yet). You will need to check that presentation to see what it is doing and what might cause the issue.
    Yes, it's from Diplomacy.
    As you've requested, I'm adding the solution from Discord, kindly provided by user dstn (not sure if they have an account on the forums here)
    Comment out that section with the python lists and build, then uncomment the section. Looks like it's trying to build a list from the previous build's data but using the new additions indices so the new additions are pushing it out of range
  19. Corbul

    SP Tutorial Module System Complete Guide to Adding Factions

    How are you creating a custom culture?
    Like the tutorial says: go to mod_factions, copy culture 6, change it to culture 7, then copy the relevant troop entries in mod_scripts so they use the new troops.
  20. Corbul

    SP Tutorial Module System Complete Guide to Adding Factions

    Hey, I've come across an issue. So I follow the instructions, and when I am to finally create a custom culture, I get this during compilation:
    *** Warband Refined & Enhanced Compiler Kit (W.R.E.C.K.) version 1.0.0 ***
    Please report errors, problems and suggestions at http://lav.lomskih.net/wreck/

    Loading module... FAILED.
    MODULE `presentations` ERROR:
    Traceback (most recent call last):
    File "compile.py", line 127, in <module>
    from module_presentations import *
    File "C:\Users\Administrator\Desktop\HoW source\module_presentations.py", line
    8783, in <module>
    (troop_set_slot, "trp_temp_array_b", 8, factions[fac_kingdom_1][6]),
    IndexError: tuple index out of range


    COMPILATION FAILED.
    What's strange is that I've used this tutorial in the past and never had this issue.
    Anyway, how do I fix this? I've tried adding the two new factions to the list, editing the order, but all that does is to just display the same error with a 10 instead of the 8. :mad:
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