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  1. WB Coding How to Add a Variable?

    That does not make any sense, he can't just add variables in there and expect it to work fine at the other files.
    Actually that is how it works. Those are global variables and they can be used by the entire module system.
  2. How can I make dplmc_random_mixed_gender play nice with new tf_etc options?

    What are you even trying to do here? Do you want everyone to be a skeleton?
  3. WB Coding How to Add a Variable?

    I know little about modding. So I'm going to ask you how to add a variable (like age at its simplest). Your answers help me improve.

    There should be a file called variables.txt in your module system's folder
  4. Mount & Blade: Warband (Module system code for lords to age and die)

    Do you think this code module can be integrated into the system and will it work in the game?
    No, the stuff you've posted is all complete nonsense.
  5. Best mod base in 2023?

    Viking Conquest
  6. Question about the reckoning mod.

    It is possible that some of the features you see in the preview videos did not make it into the last released version because the developer of The Reckoning died before he was able to complete the mod.
  7. SP Dark Ages Medieval Adventure in the East

    Version 5.9 is out!
  8. Problem with adding troop icons

    I'd do something like this

    插入代码块:
    ("draw_icons_deserters",
            [
                (try_for_parties, ":party"),
    
                   (store_faction_of_party, ":party_faction", ":party"),
                   (eq, ":party_faction", "fac_deserters"),
    
                    (store_party_size, ":num", ":party"),
                    (gt, ":num", 0),
                    (party_stack_get_troop_id, ":party_leader", ":party", 0),
                    (store_faction_of_troop, ":troop_faction", ":party_leader"),
                    (faction_get_slot, ":culture", ":troop_faction", slot_faction_culture),
                    (gt, ":culture", 0),      
                    (assign, ":icon", -1),
                        (try_begin),
                                    (eq, ":culture", "fac_culture_1"),
                                    (try_begin),
                                    (ge, ":num", 5),
                                    (assign, ":icon", "icon_desertirs_germ"),
                                    (else_try),
                                    (assign, ":icon", "icon_desertirs_germ"),
                                    (try_end),
                        (else_try),
                                (eq, ":culture", "fac_culture_2"),
                                (try_begin),
                                (ge, ":num", 5),
                                (assign, ":icon", "icon_desertirs_rus"),
                                (else_try),
                                (assign, ":icon", "icon_desertirs_rus"),
                                (try_end),
                        (try_end),
                    (gt, ":icon", -1),
                    (party_set_icon, ":party", ":icon"),
                (try_end),
            ]
        ),
  9. How can i add the new pic_arms(in Factions tab) image?

    You only have the texture in the resource file you posted. You need to have the mesh and the material entry as well.
  10. How can i add the new pic_arms(in Factions tab) image?

    You need to have the mesh, material and texture in the resource file
  11. OSP Code Campaign [WIP] Way of the Sea - water travel -

    Is this a fix for the lords getting stuck on coasts?

    No, when I worked with this thing, I wasn't as good at Warband scripting as I am now. My best advice for you as a fairly experienced modder now is that if you want sea travel and naval battles, you use Viking Conquest as your base instead of native Warband.
  12. Warband Script Enhancer 2 (v1.1.0.5)

    I get the following error when trying to change graphics settings

    02:52:03 - EXCEPTION_ACCESS_VIOLATION (0xC0000005, 0x00000000, 0x00000000)
    02:52:03 - Dumping call stack...
    02:52:03 - - 0x00BD56F0 mb_warband_wse2.exe+0x6656F0 (rglIndexBuffer::write+0x250)
    02:52:03 - - 0x00BACAD9 mb_warband_wse2.exe+0x63CAD9 (rglRenderer::prepareGraphicsBuffers+0x469)
    02:52:03 - - 0x00BA932F mb_warband_wse2.exe+0x63932F (rglRenderer::render+0xFF)
    02:52:03 - - 0x009F65B2 mb_warband_wse2.exe+0x4865B2 (rglRenderThreadManager::render+0x142)
    02:52:03 - - 0x009F634D mb_warband_wse2.exe+0x48634D (DxThread+0x5D)
    02:52:03 - - 0x00D21C8C mb_warband_wse2.exe+0x7B1C8C (_callthreadstart+0x1B)
    02:52:03 - - 0x00D21D33 mb_warband_wse2.exe+0x7B1D33 (_threadstart+0x56)
    02:52:03 - - 0x7633FA29 KERNEL32.DLL+0x1FA29 (BaseThreadInitThunk+0x19)
    02:52:03 - - 0x77157B5E ntdll.dll+0x67B5E (RtlGetAppContainerNamedObjectPath+0x11E)
    02:52:03 - - 0x77157B2E ntdll.dll+0x67B2E (RtlGetAppContainerNamedObjectPath+0xEE)
    02:52:03 - - 0x77157B2E ntdll.dll+0x67B2E (RtlGetAppContainerNamedObjectPath+0xEE)
  13. SP Dark Ages Medieval Adventure in the East

    New version 5.2 released with improved performance and support for the latest version of WSE2
  14. Warband Script Enhancer 2 (v1.1.0.5)

    Mod: 1257AD Enhanced Edition
    Save: this happens even on a new game. It's most notable in the areas of the desert in the Hafsid dinasty (western north africa).

    it is worth noting that 1257 has custom scripts for music_set_situation_with_culture and get_culture_with_party_faction_for_music
  15. SP Antiquity Dark Ages 457 AD: Last Years of the Western Roman Empire

    Hey, the discord link seems to be dead?
  16. Warband Script Enhancer 2 (v1.1.0.5)

    I get the following error when trying to launch my mod with WSE2

    EXCEPTION_STACK_OVERFLOW (0xC00000FD, 0x00000000, 0x00E66000)
  17. Warband Script Enhancer 2 (v1.1.0.5)

    you must extract all files from the archive, including the fmod library
    I have done that
  18. Warband Script Enhancer 2 (v1.1.0.5)

    I get the following error when trying to launch any mod with the launcher, including Native

    ERROR: Expected FMOD version 00044464, got 00044003
  19. How to change the type of bandits that ambush you in towns at night?

    There's a simple trigger that adds bandits to towns every 24h that will be used if they ambush the player

    You can find it by searching for
    # Adding bandits to towns and villages
    (24,
    in module_simple_triggers.py
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