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  1. Gekokujo - Daimyo Edition (Updated w/moddb link)

    Can you please correct the spelling of my name in the opening post, it's missing than i *sadface* :wink:

    Am thinking about playing Warband again and try your mod but ... too many games (also on PS4), not enough time aaaaargh.
  2. Tech Support Suggestion for Old Versions on Steam

    Hello, has taleworlds ever thought of putting all available old versions of the game into the Steam BETAS section? I think that would be the best way to have it playing it via Steam. Other gaming companies did that. Euro Truck Simulator 2 and Europa Universalis IV for example give this...
  3. Official Bug Report Thread. Post all problems here!

    Had a semi-gamebreaking bug (semi as I could continue with cheating, but only with cheating).

    So I got this quest by Ernst Rüchel (Preußen) to denounce Julius August Reinhold von Grawert, so I went to him and challenged him to a duel.

    I ended up in a map I think that does not belong there:

    2jbkyde.jpg

    I could not tab, I waited 5 minutes for the enemy to appear but nothing. In the end I had to cheat-kill him, heard him die but didn't see him at any time.


    ----

    Additional small bug:

    The arena opponent in Arnheim seems buggy, he's always dead after the first hit.
  4. Official Bug Report Thread. Post all problems here!

    Some small issues that aren't gamebreaking:

    - The bridge near Celle & Ludersbourg doesn't fit right (ending in the river) and the walking path seems to go more next to the bridge.

    - The arena of Groningen isn't rain-safe :wink: it rains through the building.

    - When having battles in Holland being in a territory with hills and mountains feels more than wrong, doesn't it? Though it's nice for tactics it ruins immersion, I think.

    - What's the issue with F4 and F5 menu in a battle overlapping?

    - When you have the quest to train peasants in a village, you enter a training battle with your back to the enemy every time.

    - After finishing a fight in the arena you end up in the city-menu, wouldn't it be more comfortable to end up in the arena as you'd want to talk to the NPC to get your reward?

    - Having battles in those inland-cliff maps is a bit sketchy as the AI tends to fall off the cliff instead of using the path right or left to it. So the AI often ends up being stuck in or between the rocks at the bottom.

    - When Dreadbeard has a butchering knife equipped it looks like it goes from his stomache through his right leg out.

    - Male ponytail hair does stick out from every hat.

    - I've seen caravans from UK to Prag walking over the water in the middle of the North Sea, is that intended?

    Edit: Your Donation Button at Steam's Workshop (didn't find one here) isn't leading anywhere useful [I end up at paypal's "Sorry — your last action could not be completed" page being logged off], so one can't donate.
  5. Übersetzungskorrektur für M&B 1.011 und Warband 1.143

    Wenn man alles selber fixen möchte, kann man sich das Veröffentlichen von Korrekturen ja demnächst sparen. Normalerweise gucke ich doch in keine öffentliche Korrektur um zu schauen, ob alles korrekt ist. Du etwa?
  6. Übersetzungskorrektur für M&B 1.011 und Warband 1.143

    Schade, dass man auch in dieser Korrektur die fehlenden Leerzeichen nicht ergänzt hat, die schon native gefehlt haben.

    Wie bei

    ui_travelling_to|Unterwegs nach
    ui_running_from|Auf der Flucht vor
    ui_patrolling_around|Patrouillieren um

    u.a. in der englischen Sprachdatei sieht man, dass dahinter ein Leerzeichen gesetzt ist, im Spiel sieht man es natürlich noch genauer (mich hat es gestern direkt gestört als ich das Spiel zur Abwechslung mal in deutscher Sprache gespielt habe)
  7. Gekokujo: Submods (Announce, Release, Comment, and Suggest)

    For going back and forth one does not need to create buttons, text itself (like in the menus) can be used for linking, too.

    P.S.: No, I'm not really around, I just checked here as one of my buddies started playing Warband again :grin:
  8. Gekokujo: Submods (Announce, Release, Comment, and Suggest)

    Tuco 说:
    Also from:
    http://forums.taleworlds.com/index.php/topic,305602.msg7343283.html#msg7343283

    The Melphiz mod says it allows import/export of companions, anyone have experience using that mod with 3.0? It says it supports 1.2.1-R
    You might have noticed the submod was based on 3.0? (credits says it all)
    1.2.2 is the last version of the submod itself, the versions next to the features only means at which point of the submod-development they were included. :wink:
  9. Gekokujo: Submods (Announce, Release, Comment, and Suggest)

    Just to make it clear:

    Whoever wants to use content from my submod (which was based on edited content other people created at first [like faction color change, troop ratio bar, manage garrison in village and import/export npcs]), shall do so.
    There's a reason I included all the module files and a readme for that to find the stuff I modded/implemented. :wink:

    To work with python is really simple [just the behaviour how all works might give you some headache, haha], just follow the provided tutorials http://forums.taleworlds.com/index.php/topic,240255.0.html (download & install the latest 2.X version NOT 3.X [it is not compatible].

    Latest Python 2.X:
    https://www.python.org/downloads/release/python-278/

    Editor (I recommend) for editing the .py files
    http://notepad-plus-plus.org/download/v6.6.9.html

    For general questions about how to edit stuff and get it to work, use the Q&A thread (I, too needed help several times, of course)
    http://forums.taleworlds.com/index.php/topic,6575.0.html

    I can't help with any stuff, haven't touched this game for months, so I can't really remember what I how edited [so just c&p the stuff and make sure the position within the files are the same in source and target], that's why I hopefully have left all the right traces in the files to find the content ...
    I went back to F1 games modding and find rarely time to do something else.

    I never edited the textfiles, so modules & python is the way to go. =)
  10. Gekokujo: Submods (Announce, Release, Comment, and Suggest)

    I would be careful with music. I wonder who checks for licence and copyright issues for usage of licensed music. Like in the Naruto Mod (if anyone ever played it), it was full of Linkin Park etc. but as far as I know, one isn't simply allowed to put licensed music into a game/mod without having the rights to. And in MnB those files aren't even encoded, means it's like sharing music as one can grab the .ogg out of the folder.
  11. How to get "easy" gold

    tournaments all the way, place a bet on yourself, fight the tournament, wait until a new lord arrives at the town and the tournament will be held again :grin:
  12. help me please

    Articulo34 说:
    You can grant fiefs individually through your minister.
    But you cannot take fiefs back from a lord. So that's no help here.
    An advice for the next time would be to take the castle as yours and exchange your castle for his village (that way always works).
  13. help me please

    hah, yeah that stupid thing, when you captured a castle and assign it directly to a vassal he gets all its villages, too

    hm, I don't know any normal way, the cheat menu might help - not sure if you recapture the castle via cheatmenu yourself if you can assign it back to you so you could exchange the fief with him

    or you let it take some enemy, or you gift it to an other clan, start a war after and retake it back

    or you could mod the module files to take any fief no matter if it's already assigned

    or you capture a new castle, take it as yours, exchange fief and gift the castle back to an other clan :grin:
  14. Gekokujo: Submods (Announce, Release, Comment, and Suggest)

    [OT]Na dann, viel Glück! @Articulo34[/OT] :wink:
  15. Modding Q&A [For Quick Questions and Answers]

    Dusk Voyager 说:
    Global variables' values can always be returned unlike local ones, which can only be used in a particular script, trigger, menu, dialog or presentation.
    But why a local variable can't be used within the same ([conditions],"text",[consequences]) (like in a simple menu) is unclear to me, where's the logic? Why either having a global variable if you don't use it global or have to put almost all the same stuff from the conditions into the consequences if it's based on the same thing (like my example with spouse/betrothed dialog)?
  16. Gekokujo: Bugs and Suggestions

    Chuckpalomo 说:
    -The other suggestion is to disable bodyguards in towns and villages, or at least add an option for it. I really hate having my guys following me around all the time, always getting in the way and annoying me with their presence. I don't want a ghuman pet dammit!
    0, F1, F1
  17. Gekokujo: Submods (Announce, Release, Comment, and Suggest)

    As I played a bit further, I encountered a minor bug which I still can't explain (a global variable for checking spouse/betrothed used in only one menu collided with the freelancer trigger for checking if the player won the revolt ...).
    But as I was able to fix it, the update V 1.2.2-R is now available (see the update notes at the main-post)
    http://forums.taleworlds.com/index.php/topic,305602.msg7343283.html#msg7343283
  18. Modding Q&A [For Quick Questions and Answers]

    Wow, that really is weird. The issue wasn't with the talk to any lord presentation but with this single menu-entry for talking to your spouse/husband/wife

    插入代码块:
    ("spouse_dialog",
    		[
    		 (try_begin),
    		 	(troop_get_slot, "$spouse_betrothed", "trp_player", slot_troop_spouse),
    			(ge, "$spouse_betrothed", 1),
    			(try_begin),
    				##diplomacy start+ Test gender with script
    				#(troop_get_type, ":is_female", "trp_player"),#<- replaced
    				(call_script, "script_cf_dplmc_troop_is_female", "trp_player"),
    				#(eq, ":is_female", 1),#<- replaced
    				##diplomacy end+
    				(str_store_string, s8, "str_husband"),
    			(else_try),
    				(str_store_string, s8, "str_wife"),
    			(try_end),
    		 (else_try),
    			(le, "$spouse_betrothed", 0),
    			(troop_get_slot, "$spouse_betrothed", "trp_player", slot_troop_betrothed),
    			(ge, "$spouse_betrothed", 1),
    			(str_store_string, s8, "str_betrothed"),
    		 (try_end),
    			(ge, "$spouse_betrothed", 1),		
    			(str_store_troop_name, s4, "$spouse_betrothed"),
    		], "Talk to your {s8}, {s4}.",
    		[	
    			(store_troop_faction, "$g_encountered_party_faction", "$spouse_betrothed"),
    			(store_relation, "$g_encountered_party_relation", "$g_encountered_party_faction", "fac_player_faction"),
    			(call_script, "script_setup_troop_meeting", "$spouse_betrothed", -1),
    		 ]
    	  ),
    That conflicted with the freelancer_triggers trigger
    插入代码块:
    #  CHECKS IF PLAYER WON THE REVOLT
    
        (1.0, 0, 0, [
            (eq, "$freelancer_state", 0),
            (gt, "$enlisted_party", 0),
            (neg|party_is_active, "$enlisted_party"),
    
    		(store_troop_faction, ":commander_faction", "$enlisted_lord"),
            (store_relation, ":relation", "fac_player_supporters_faction", ":commander_faction"),
            (lt, ":relation", 0),
    
            (party_get_attached_party_with_rank, ":attached_party", "p_main_party", 0),
            (eq, "p_temp_party_2", ":attached_party"),
        ],
        [
            (assign, "$enlisted_party", -1),
            (party_detach, "p_temp_party_2"),
            (store_skill_level, ":cur_leadership", "skl_leadership", "trp_player"),
            (store_skill_level, ":cur_persuasion", "skl_persuasion", "trp_player"),
            (store_add, ":chance", ":cur_persuasion", ":cur_leadership"),
            (val_add, ":chance", 10),
            (store_random_in_range, ":prisoner_state", 0, ":chance"),
    
            (try_begin),
                (is_between, ":prisoner_state", 0, 5),
                (call_script, "script_party_calculate_strength", "p_main_party", 0),
                (assign, ":main_strength", reg0),
                (call_script, "script_party_calculate_strength", "p_temp_party_2", 0),
                (assign, ":temp_strength", reg0),
                (ge, ":temp_strength", ":main_strength"),
    
                (party_get_num_prisoner_stacks, ":num_stacks", "p_temp_party_2"),
                (try_for_range, ":cur_stack", 0, ":num_stacks"),
                    (party_prisoner_stack_get_troop_id, ":cur_troops", "p_temp_party_2", ":cur_stack"),
                    (party_prisoner_stack_get_size, ":cur_size", "p_temp_party_2", ":cur_stack"),
                    (party_remove_prisoners, "p_temp_party_2", ":cur_troops", ":cur_size"),
                (try_end),
    
                (tutorial_box, "@The released prisoners were not be trusted and they are preparing to attack you!", "@Warning!"),
                (start_encounter, "p_temp_party_2"),
                (change_screen_map),
            (else_try),
                (is_between, ":prisoner_state", 5, 10),
                (tutorial_box, "@The released prisoners scattered as soon as the battle finished. You will not be seeing them again.", "@Notice!"),
                (party_clear, "p_temp_party_2"),
            (else_try),
                (tutorial_box, "@The released prisoners have remained loyal and will join your party", "@Notice!"),
                (party_get_num_companion_stacks, ":num_stacks", "p_temp_party_2"),
                (try_for_range, ":cur_stack", 0, ":num_stacks"),
                    (party_stack_get_troop_id, ":cur_troops", "p_temp_party_2", ":cur_stack"),
                    (party_stack_get_size, ":cur_size", "p_temp_party_2", ":cur_stack"),
                    (party_add_members, "p_main_party", ":cur_troops", ":cur_size"),
                (try_end),
                (party_clear, "p_temp_party_2"),
            (try_end),
        ]),
    which is either totally weird or I have the rare case because my husband is originally (not currently) a lord of the faction that now has no fiefs (and is soon defeated).
    The issue lies within the conditions block, I've tried to comment the consequences block w/o any positive result.
    The global variable is only used in that single menu, if I am not mistaken a local variable from conditions doesn't work in the consequences, right?


    EDIT: It seems it really was caused only because I used it as a global variable, using a local one doesn't give any errors ... ahaha ... what? Oh, well ... I don't understand why but ok, so I have to copy most of the conditions block into the consequences block.
  19. Modding Q&A [For Quick Questions and Answers]

    Hm, the last 6 triggers from the triggers.txt are not in the module_triggers.py.

    The #32 is one of them

    EDIT: Ah, wait, must be within freelancer triggers then (it's not my mod to begin with I only created a submod),
  20. Modding Q&A [For Quick Questions and Answers]

    Dang, my presentation for talking to any lord still comes with a sideissue. But I have no idea where I should look at, to fix stuff.

    Situation:

    There are lords active (each with a party) on the map that belong to a faction which does not own any fiefs anymore (I took their last castle before they could react). The faction itself is still active / not defeated.

    Now, whenever something is happening like.
    Enemy patrols spotted ...
    Lord XYZ of FACTION ABC has been freed ...
    Small bands of enemies spotted ...
    Lord XYZ of FACTION ABC has been taken prisoner ... only occurs with a lord involved, not a great lord [king]
    FGH castle has been besieged by Lord XYB of FACTION ABC.
    插入代码块:
    SCRIPT ERROR ON OPCODE 2173: Invalid Troop ID: 13229; LINE NO: 3:
    At Game Triggers trigger no: 32 conditions.
    At Game Triggers trigger no: 32 conditions.

    That error output remains until I have defeated all existing lords (I think, the great lord was the last I fought) of the faction w/o fiefs.

    What check could I have missed? I don't even get why this error is shown actively on the map when the presentation only calls the scripts and checks when it's called from the menu.
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