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  1. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    Its on hiatus at the moment, one of the major M&B updates changed something that I cannot for the life of me figure out. So the only solution is a full rebuild from the ground up to get it working again which obviously is a huge time investment.

    I'll reply here when I have news again.
  2. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    If I recall 1.3 was the last one I compiled against. 1.4 broke NPC dialog.
  3. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    It should still work with latest but there are bugs with conversations at the moment causing a crash.
  4. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    Guess you've convinced him lol

    I replied at the top of this page o_O
  5. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    Patch A1.0.8 Released

    • Corrected missing appearances for the Stormland Lords/Ladies
    • Added House Seaworth and Davos Seaworth by popular demand
    • Fixed an issue where Stormlords were spawning with northern troops
    • Fixed an issue where Shyra Errol was male
    • Fixed an issue where Lya Snow was male
    • Fixed Stannis's hair by removing it all, remember, you asked for this.
    • Fixed a few hair colors that were incorrect but you wouldn't have noticed because I forgot to paste the Stormlord appearances into code
    • Fixed Stark Elite and high tier Northern troops having gigantic leather roundshields

  6. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    Patch A1.0.7 is now available
    Tested against Beta 1.4.1

    https://www.nexusmods.com/mountandblade2bannerlord/mods/357?tab=files

    Notes
    -New saved game required!
    -Settlements.xml override updated to A1.0.7 as well, use it for the best experience! (This is required because of a Taleworlds bug.)
    -I will be testing against the latest version and _cannot_ promise a decent gameplay experience on older versions.

    Features
    -Added the Stormlands to the mod
    -Added 16 Stormlands Lords
    -Added 18 Stormlands Troop Types
    -Added 11 new Northern Houses
    -Added 31 new Northern Lords and Ladies
    -Added 5 new House Umber troops (right now unavailable for hire but are used by House Umber members)
    -Extensively fleshed out House Umber and House Stark's family trees
    -Troop trees have been consolidated and a tier has been removed across the board. Some renaming has occurred.

    Changes
    -Northern Lords will now use Stark Elite troops (except House Umber which uses their version)
    -Northern Banners have been updated and simplified (still placeholder)
    -Northern troops now use steel round shields at higher tiers
    -Changed Stark Youth tree to no longer become cavalry towards the end
    -Added various extra dead characters in family trees
    -Rewrote the notable listings to be cleaner and fix many bugs
    -Updated Kingdom data descriptions in the encyclopedia for the North and Stormlands
    -Fixed a major issue preventing you from entering villages/towns of custom cultures
    -ATOF Kingdoms are now "Main Factions" and appear higher on the Encyclopedia list
    -Northern Lords will now ride horses
    -Corrected the Lord of House Tallhart to be Helman Tallhart and not his son

    Known Issues
    -Many lords/ladies share appearances or are using placeholder appearances
    -Stormlands elite unit is the Stark Youth
    -Many non-combat characters are running around with armies
    -Notables are showing the names of the former owner of their settlement instead of the modded version (this is a known Taleworlds issue.)

    Special Thanks
    Nwetta - Helped investigate a myriad of issues involving cultures and notables. Their work and help can not be understated. Keep an eye out for their Elder Scrolls mod.
    Alkoon - Helped find case sensitive culture bug that partially to blame for preventing people from entering settlements. Their Adventurers mod (https://www.nexusmods.com/mountandblade2bannerlord/mods/1219) provided a good foundation for solving some issues with notables.
  7. Shadowclaimer

    BL Coding Non-Combat Lords/Heroes

    Huh that's incredible interesting and good to know. Thank you. I've been wondering if there's a way to basically force the AI to stay home, so I could add non-combatant members of clans like stewards, castellans, etc. without them riding out to lead troops all the time. Its particularly problematic with some female leaders which I don't want to be combat oriented.

    I would love a mod that makes the AI use companions, would be particularly interesting for setting up a few things (named bodyguards, etc.)
  8. Shadowclaimer

    BL Other Can a settlement initial owner be changed via XML?

    Hahaha that's awesome.

    Yea I need to set myself up a C# mod that does it. I've been honestly trying to avoid using C# for as long as possible but I can't put it off forever.
  9. Shadowclaimer

    BL Coding Non-Combat Lords/Heroes

    What flags dictate whether a character is noncombat or not? I can't seem to find a good comparison in the vanilla code that stops a lord from wandering around with an army.
  10. Shadowclaimer

    BL Other Can a settlement initial owner be changed via XML?

    There's an issue where the game is going back and resetting ownership of settlements. Its a known issue.

    I've reported it in a few places and I'm frustrated as hell. For now I've had to rely on hardmodding settlements.xml.
  11. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

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    Next patch is a biggun. Stormlands added, North gets massively expanded. Massive troop tree changes and more. I'm still working through some problems that are breaking the mod, but I'm really excited to get the next version out soon™.
  12. Shadowclaimer

    Resolved CreateSpecialHero Culture Override

    if (culture.StringId != "empire" && culture.StringId != "vlandia" && culture.StringId != "battania" && culture.StringId != "sturgia" && culture.StringId != "aserai" && culture.StringId != "khuzait") { if (culture.StringId == "nord" culture.StringId == "vakken"...
  13. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    God I can't wait for this

    Thanks! Hopefully it lives up to your expectations as it goes on! I look forward to people having a blast with the mod.
  14. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    Did you finalise the list of houses that you want to put into the game?

    I wanted to try making a Westeros map for a while, partially for my own reasons, but it would be useful for the mod too.

    If I knew how many houses will be in game, it would help me to judge the scale. The map would have to be around 3-4 times larger than bannerlord's map if you wanted to make a castle/city for each house like in the game of thrones CK2 mod, so it would have to be cut significantly. The main problem that the North is sparely populated, so it would work well enough, but then you get to the south and there would be castles/holdings on top of each other. I also noticed there's a huge lack of cities in Westeros there's King's landing, White Harbour, Gulltown, Oldtown, Lannisport and MAYBE Hardhome, that's about it, and obviously you could make every capital (Winterfell, Sunspear, etc.) But you would still only have approx. 12 canon cities vs Calradia's 50 or so, So a decision would have to be made about which houses get upgraded to cities, and which ones will only gain castles.

    For gameplay purposes it would be best to keep the map very evenly populated just like in bannerlord.

    Obiously it can't be modded into the game until mod tools are released, but it would be great to have something ready for when the time comes.

    Also, any reason you aren't joining the other game of thrones mod team? Don't take it the wrong way, but the idea of alternate history of event's don't justify a whole new project, you would all accomplish more together and faster. The alternate history bit could easily be an option, or a sub-mod for a bigger project.

    I'm going to be putting as many houses as I can reasonably get ingame, and will be taking gameplay over canon in regards to cities. "Mount & Blade Cities" are basically just large castles with the amenities, so I don't think its too far of a stretch to use them for larger castles. GRRM is also notoriously bad about sense of scale in regards to supporting populations and the like, so filling in gaps is going to be necessary no matter what. I want an even population of civilization where I can, so likely there will be a ton of towns/villages/castles added just to make sure there's not an extensive amount of dead space.

    There are like ten teams making ASOIAF themed mods. Some of them are focusing on the show, some on the books, which are major divergences already. Most are focused entirely on sticking strictly to the canon to the letter and the story events beat by beat. I don't want to do that. I want to create a world where people can roleplay any house they want, drop in and be a Tallheart Swiftfoot running around the woods of the north, a Belmore in the Vale fighting the Mountain Clans. I really want to push the idea that the houses are the true characters of the series.

    And more branches the better, combining teams and ideas doesn't make a better product in the end and certainly combining teams doesn't get things done faster. Everyone has their own visions and ideas, and we're all basically making different "games" entirely. I'm focused on high fantasy, obscene armor designs akin to the miniatures game whereas others are going hard realism only. I'm working on heavy troop trees with tons of unit variety, others want them more streamlined and efficient.

    I respect all the other mod authors, but they're doing their own projects, and mine is much different than what they're putting out and we have seen. The alternate timeline also completely avoids spoilers of the books/show which as someone who got the books spoiled hard by ACOK by accident in Warband, I didn't want that to happen to someone else. It also means I'm not beholden to what happens in TWOW/ADOS when they drop as well.
  15. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    Pushed most of my code for 1.0.6 to Github. I'm hitting a terrible bug with settlements that continues to plague me (you can't enter settlements without a crash.) I believe its due to something hardcode in cultures and I've been working with a few other people on it, but it is incredibly frustrating and a sinkhole of development time.

    Stormlands will be in soon™
  16. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    Some heavy WIPs. The Stormlands is mostly ingame running around causing havoc. There's still some issues I'm ironing out regarding their culture and fleshing out their troop trees (their equipment is super preliminary.) But the lords are running around with their proper banners/clans/kingdom and things are looking great. (Please do not judge the banners harshly, the clan banners will be redone heavily later, for now the focus is gameplay.)

    Screenshots taken with Bear My Banners with a 1:3 ratio of banners to men, ignoring types (for my own pleasure.)

    HQUdFDR.png

    ZzS3WKz.png

    f5ul7bU.png

    Y2avmI2.png

    N4G2Hi1.png

    OSz3TNS.png

    iQZKDNC.png
  17. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    House Westford head is Ser Daven Westford or Ser Mors Westford

    Good call, Ser Daven is likely who I'll go with.
  18. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    I have no plans to, but further in the project there will be recruitment for the team that may include people to do music and voices.
  19. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    Went ahead and started a Twitter account for the mod.

  20. Shadowclaimer

    B Medieval Fantasy A Twist of Fate (ASOIAF)

    In case you didn't know, lots of cool troop ideas can be pulled from the CMON miniature game:


    Yep! I'm a huge fan of the miniatures game. All the sculpts were apparently approved by GRRM (including their fantasy looks) so I consider them canon references.

    AI0x6qh.png


    Bolton units particularly ended up in here haha. I love the Blackguard/Flayed Men so much aesthetically and I hope eventually with a "build it and they will come" attitude towards this I can bring in some modelers later to give them the bulk they deserve. The Cuttthroat/Blackguard are direct, and the Dreadguard will be Flayed Men effectively.
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