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  1. Keedo420

    The Horde Lands v1.22 released!!

    Well, technically it is still rather incomplete. There are so many other things I had planned to do and things I didn't get around to finishing, but in the end I got too ambitious and got burnt out. I'm glad you are enjoying it though.
  2. Keedo420

    The Horde Lands v1.22 released!!

    I honestly don't remember. :smile: I have not played for a long time. I've had some people say it works, and others say it doesn't. Next time you notice it, check what it is the lords are trying to do. If they are trying to siege Seahaven, that is the cause of them getting stuck. If not, then I am unsure atm. The fix was supposed to give friendly relations between the Pirate faction and all of the kingdoms EXCEPT the player's own kingdom (because the npc kingdoms don't have any units on the sea in the current version). So if your game has already progressed pretty far, I'm thinking the fix might be countered by the game's starting of random wars. But that's just a guess. I have not looked at the code for a long time.
  3. Keedo420

    The Horde Lands v1.22 released!!

    Skald is not in the Dungeon actually, but the portal to his tower is. Once you kill the Reaper, you will find two empty rooms. One you have to jump across a small pit to get to. That is where the portal is. If you fall down the pit, don't worry, I was unable to make the fall hurt very much (sometimes not at all depending on how you land). You'll find yourself in the room with all of the spikes. Just make your way back up and try jumping again. Once you've got the timing right, it's an easy jump.
  4. Keedo420

    The Horde Lands v1.22 released!!

    Not anytime soon. I have been unable to find a copy in any local stores and I have no way to order stuff online.
  5. Keedo420

    The Horde Lands v1.22 released!!

    The part you quoted has nothing to do with ES3. :smile: It was in referencing importing stuff from The Horde Lands to another M&B mod. I am working (rather slowly) on a ES3 mod based on The Horde Lands, but it's being built from the ground up. It will not be using anything from this mod.
  6. Keedo420

    The Horde Lands v1.22 released!!

    If you know how to use the module system it is possible. :smile: I can tell you right now, there are a lot of steps for importing the magic system. If you want the magic system, I would advise importing it from the Magic World mod instead of mine, since I made several small changes to it in my mod and I am notoriously lazy when it comes to making notes in the scripts.  :cool: Importing everything else is relatively easy though provided you know how the use the module system.
  7. Keedo420

    The Horde Lands v1.22 released!!

    No, I meant I am working on a mod for Elder Scrolls 3 that will be based around The Horde Lands. So you will see a lot of npcs from this mod in my ES3 mod as well as all of the same races plus many more. I will basically be taking the ES3 map, removing ALL of the npcs and levelled creature lists and replacing them with my own versions. I haven't quite mastered the Construction Set yet, but I'll eventually make changes to the towns as well. Also, all of the npcs that were submitted by players for this mod will show up in my ES3 mod as well. There are quite a lot of things I can do modding ES3 that I can't do modding M&B. The biggest difference will be that while you can have companions, you can't raise armies. On the other hand.... there is really no limit to the number of playable races. Well anyway, I could say a lot more about it, but since this isn't an ES3 forum.... :smile: I've started a subforum on my website you can check out anytime you're curious about my progress. There's not much to read atm, but I'll be posting more there in the days to come. Here's the link: http://s1.zetaboards.com/Road_To_Nowhere/forum/1523311/
  8. Keedo420

    The Horde Lands v1.22 released!!

    Yeah, you need to upgrade M&B to version 1.011 to play this mod. It does not work with older versions. Also, this mod has not been updated to be compatible with Warband.

    And to answer the big question...development of this mod has ceased. That is not to say it is permanently dead, but a lot has happened and recently I have started working on a Horde Lands mod for Elder Scrolls 3. I don't have the brain power to mod two games at once. :razz: I'm sure I'll come back to this mod someday. I give full permission for people to use the included module system files to create Unofficial patches for this mod or to create their own versions of the mod as long as you credit me as the original creator of the mod as well as credit all of those who created the resources I used. A full list of credits can be found here: http://s1.zetaboards.com/Road_To_Nowhere/topic/2369312/1/
  9. Keedo420

    Background Sound

    Well, you could do it yourself if you don't feel like waiting for the next version of CS to come out, but you'd have to know how to use the module system. Maybe a little bit of trial and error figuring out all of the mission templates the trigger needs to be added to. At the very least, it'll need to go into the default template for when you enter the settlement and the template for when you exit the tavern/manor/castle/prison.
  10. Keedo420

    Background Sound

    If we are talking about the ambient sounds such as dogs barking and blacksmiths hammering, there is a script in native that handles those:
      ("center_ambiance_sounds",
        [
            (assign, ":sound_1", -1),
            (assign, ":sound_2", -1),
            (assign, ":sound_3", -1),
            (assign, ":sound_4", -1),
            (assign, ":sound_5", -1),
            (try_begin),
              (party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
              (try_begin),
                (neg|is_currently_night),
                (assign, ":sound_3", "snd_distant_dog_bark"),
                (assign, ":sound_3", "snd_distant_chicken"),
              (else_try),
                (assign, ":sound_1", "snd_distant_dog_bark"),
                (assign, ":sound_2", "snd_distant_owl"),
              (try_end),
            (else_try),
              (party_slot_eq, "$g_encountered_party", slot_party_type, spt_town),
              (try_begin),
                (neg|is_currently_night),
                (assign, ":sound_1", "snd_distant_carpenter"),
                (assign, ":sound_2", "snd_distant_blacksmith"),
                (assign, ":sound_3", "snd_distant_dog_bark"),
              (else_try),
                (assign, ":sound_1", "snd_distant_dog_bark"),
              (try_end),
            (try_end),
            (try_begin),
              (store_random_in_range, ":r", 0, 7),
              (try_begin),
                (eq, ":r", 1),
                (ge, ":sound_1", 0),
                (play_sound, ":sound_1"),
              (else_try),
                (eq, ":r", 2),
                (ge, ":sound_2", 0),
                (play_sound, ":sound_2"),
              (else_try),
                (eq, ":r", 3),
                (ge, ":sound_3", 0),
                (play_sound, ":sound_3"),
              (else_try),
                (eq, ":r", 4),
                (ge, ":sound_4", 0),
                (play_sound, ":sound_4"),
              (else_try),
                (eq, ":r", 5),
                (ge, ":sound_5", 0),
                (play_sound, ":sound_5"),
              (try_end),
            (try_end),
      ]),
    The script should be easy enough to modify so instead of checking if the current center is a village or town, it checks the economic and military levels of the settlement to decide which sounds to play. It is called from the following trigger in the town_default and village_center mission templates, but you could just put this trigger pointing to the modified script in the appropriate settlement mission template(s):
    (2, 0, 0, [(call_script, "script_center_ambiance_sounds")], []),
  11. Keedo420

    Any attractive mods ?

    Check out this thread: http://forums.taleworlds.com/index.php/topic,62313.0.html
    It might be what your after, though it's not finished yet. I don't think he's done the female face yet.
  12. Keedo420

    The Horde Lands v1.22 released!!

    Because of my crappy internet connection, I cannot upload the full mod in a single file. All of the download links for the mod (and instructions on installing them) can be found here: http://s1.zetaboards.com/Road_To_Nowhere/topic/2369335/1/

    Alternatively, you can download it in single-file form here: http://www.filefront.com/14396399/The-Horde-Lands-v1.22.rar/
    The single-file download was not created by me though, just so you know. Just extract it to the M&B Modules folder and you should be good to go.

    Regardless of which way you download/install it, you will also need to download the following patch to fix a rather annoying bug where lords will get stuck on mountains and other places trying to siege a pirate town located off of the mainland. The download for the patch is here: http://www.filefront.com/14603369/unofficialpatch.rar
  13. Keedo420

    Character creation with perks

    YW. One thing I forgot to put in that trigger though was a check for if the player has the insomniac perk. The way it is right now it will always affect the player whether they have the perk or not.
  14. Keedo420

    Character creation with perks

    The first one is a weapons perk, which allows you to use a weapon with a difficulty rating one level beyond your Skill/Attribute. Ex: A Great Axe (difficulty 10), could be used with a STR of 9. I tried doing this the same way I did with the XP in the Swift Learner perk (created a script in module_scripts to check whether or not the character had the perk, and assign bonuses accordingly), but that was a dead end. Is something like this even possible? Or, maybe even to set all weapon difficulties to 0 for a character who has this perk?
    As far as I know, you can't modify the stats of a weapon ingame.

    Another is a sort of "Insomniac" type of perk, with which a character receives bonuses to his/her attributes at night. I'm pretty sure I could do this one, but I've spent so long fiddling with that weapons perk that I just don't feel like blindly going through the module files again right now. So...can anyone tell me the quickest route to accomplish this?
    That one should be easy enough. Just create a trigger in module_triggers that runs once per game hour that checks if it is day or night, and raises or lowers the attributes accordingly. Something like this should do the trick:
    (1.0, 0, 0, [
                (try_begin),
      (neq, "$g_attributes_raised", 1),
      (is_currently_night),
      (troop_raise_attribute, "trp_player",ca_strength,1),
      (troop_raise_attribute, "trp_player",ca_agility,1),
      (troop_raise_attribute, "trp_player",ca_intelligence,1),
      (troop_raise_attribute, "trp_player",ca_charisma,1),
      (assign,"$g_attributes_raised", 1),
    (else_try),
      (neq, "$g_attributes_raised", 0),
      (neg|is_currently_night),
      (troop_raise_attribute, "trp_player",ca_strength,-1),
      (troop_raise_attribute, "trp_player",ca_agility,-1),
      (troop_raise_attribute, "trp_player",ca_intelligence,-1),
      (troop_raise_attribute, "trp_player",ca_charisma,-1),
      (assign,"$g_attributes_raised", 0),
    (try_end),
                ], []),
    I haven't tested that, but it should work.If you get an "Unassigned global variable" error message, just the line (assign,"$g_attributes_raised", 0), to the "game_start" script.
  15. Keedo420

    Banking Add-On for Custom Settlements

    Thank you. Most of the credit goes to Garnier for the original script though. I only modified it to work with Custom Settlements and as a dialog instead of a menu.
  16. Keedo420

    Banking Add-On for Custom Settlements

    OK, I have tested it out and the new Steward banking dialog seems to be working as intended. I have updated the original post with the modified code. If you use this in your copy of Custom Settlements, please let me know if it is or isn't working for you. There are a lot of steps, so it's very possible I forgot to add something to the post.
  17. Keedo420

    Swadian Caravan FAIL

    Oops. You're right. :oops: That's what I get for not getting enough sleep. :lol:
  18. Keedo420

    The Horde Lands v1.22 released!!

    Keep in mind that Custom Settlements is still in development. I don't know what Wickedshot has planned for future versions of Custom Settlements. I do know that Native-style sieges are not possible in Custom Settlements since each settlement is laid out differently and some don't even have proper AI meshes. I've still got a lot of work to do to finish converting the Horde Lands to custom settlements. Once I've got all of the ground-work done, I will consider working on creating separate mission templates for sieges on each of the 9 types of settlements. Not every settlement has massive walls surrounding it. Some are better protected than others so it stands to reason that sieges will have to be thought out differently for certain settlements. I'm thinking I might play a game in cheat mode and make each settlement a castle town and then raid each one to find out where the attackers and defenders start and where they end up. In native, it was pretty routine.... Charge the walls, climb the ladders, fight the defenders at the top of the stairs, force your way in. But in Custom Settlements, the point(s) of conflict (where most of the fighting ends up being) will be different in each settlement. It won't be an easy solution, but I'm sure with a lot of testing and rearranging of entry points, I can maximize the defensive positions of each settlement and make the sieges more challenging.
  19. Keedo420

    Swadian Caravan FAIL

    Having you tried using the CTRL-F4 cheat to teleport your party right in front of the caravan so you can intercept it before it reaches the settlement? Maybe if you can talk to it before it enters, you can prevent the crash from happening or possibly discover if that caravan is indeed the cause.
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