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  1. eagles_rule_der

    Resolved You couldn't complete the quest in 10 years.

    Summary: Questline for Neretzes Folly failed on summer the 1st 1094.
    Failed main quest line on summer the 1st 1094.
    Create an Imperial faction quest had been active for 691 days before I failed it due to "You couldn't complete the quest in 10 years."
    How to Reproduce
    : Wait until Summer 1 1094. Any Main questline missions will fail.
    Quest/Settlement Name (if related): Neretzes Folly/Create an Imperial Faction.

    Resolved: Storymode e1.0.11 under patchnotes:
  2. eagles_rule_der

    Steward vs Leadership : Party Size vs Garrison Size

    The way its scripted, Steward which is a governor based skill increases Party size. Leadership which is a personal/party-leader skill increases garrison size. Thematically this doesn't really make sense, and it also seems to contradict the mechanical purpose of specializing those skills. I...
  3. eagles_rule_der

    Resolved You couldn't complete the quest in 10 years.

    Additional discovered bugs
    While playing a game where main-plot quests have failed due to timeout, the each week the next quest will proc. then the week after fail, then repeat
    Eg; Questline failed at 'Support a Non Imperial Kingdom'
    - 1 Week After Timeout; Istanias Plan activates
    - 2 Week After Timeout; Istanias Plan times out
    - 3 Week After Timeout; Stop Conspiracy activates
    - 4 Week After Timeout; Stop Conspiracy times out
    (Possibly more, will update if additional quests continue the pattern)
  4. eagles_rule_der

    Resolved You couldn't complete the quest in 10 years.

    (Repost for TaleWorlds visibility)
    \Mount & Blade II Bannerlord\Modules\StoryMode\bin\Win64_Shipping_Client\StoryMode.dll\Behaviors\FirstCampaignBehaviour.cs
    Capture.PNG


    Every week this will run through and fail all Campaign quests.
    Please remove this from native as its not fun, and there is no visibility for it throughout the campaign.
    One day it just happens out of the blue :sad:.
  5. eagles_rule_der

    Resolved You couldn't complete the quest in 10 years.

    I actually said **** it and modified it to 50 years, for your line of code and the one on the screenshot and loaded my save and fast forwarded 3 days and it didnt fail the quest. (The date is Summer 3, 1094) and on the second ss you can see that I still have the quest (I couldnt get passed Summer 1, 1094)

    Also given this is Native i feel theres a good chance you will need to do this with every update :-/
  6. eagles_rule_der

    Resolved You couldn't complete the quest in 10 years.

    I actually said **** it and modified it to 50 years, for your line of code and the one on the screenshot and loaded my save and fast forwarded 3 days and it didnt fail the quest. (The date is Summer 3, 1094) and on the second ss you can see that I still have the quest (I couldnt get passed Summer 1, 1094)
    Better approach is probably to just delete the check at all hahaha
    I got to bed late last night a little salty
  7. eagles_rule_der

    Resolved You couldn't complete the quest in 10 years.


    private const int FirstPhaseTimeLimitInYears = 10;
    That seems promising

    First off, fistbump for someone who knows how to use DnSpy :razz:

    Second, unfortunatly i dont think so
    If you look at the snippet i posted it uses a `10f` which to me means they probably forgot to use the const and instead used hardcoded value :-/
  8. eagles_rule_der

    Resolved You couldn't complete the quest in 10 years.

    Is that line of code in the TaleWorlds.CampaignSystem.dll?
    .dll source:
    \Mount & Blade II Bannerlord\Modules\StoryMode\bin\Win64_Shipping_Client\StoryMode.dll
    Once Decompiled:
    StoryMode\Behaviors\FirstCampaignBehaviour.cs
  9. eagles_rule_der

    Resolved You couldn't complete the quest in 10 years.

    So you can just change the value in the code?
    I knew what i was looking for but don't know how to make mods under the new system yet.
    Plus fixing it for just me doesnt help everyone else, so wanted to give TaleWorlds visibility for a blanket fix from people smarter than I :razz:
  10. eagles_rule_der

    Resolved You couldn't complete the quest in 10 years.

    \Mount & Blade II Bannerlord\Modules\StoryMode\bin\Win64_Shipping_Client\StoryMode.dll\Behaviors\FirstCampaignBehaviour.cs
    Capture.PNG


    Every week this will run through and fail all Campaign quests.
    Please remove this from native as its not fun, and there is no visibility for it throughout the campaign.
    One day it just happens out of the blue :sad:.
  11. eagles_rule_der

    Change_screen_return is gay {WB}

    Im having a major problem with the following. The short is that I am trying to make it so that NPCs have their own party. I am doing this through Dialog, and I want to make it so that the party needs atleast 10 troops. I have made the script, but now it is just being gay. At the "close_window"...
  12. eagles_rule_der

    More lords

    Hey, I am trying to do something similar. I am wondering how you make the lords then conform to a particular factions AI (as in it follows the factions stratergies and makes up its own and all that stuff).
  13. eagles_rule_der

    |repeat_for_troops stuffed up in WB

    Thi is the first time that I have used any of the |repeat_for_... concepts. And I failed. I am trying to make it so that the repeat_for_troops only shows the troop stacks in the current center using the following code:   [anyone|plyr|repeat_for_troops, "companion_officer_task_train_2",        ...
  14. eagles_rule_der

    WB Auto Upgrade Troop Pain in the #$%^

    Hey, I just wanted to say thanks gfor the help, and ithilienranger, you were right. Sorry, I thought that the (store_random_in_range... used the one less than the max value though I was apparently wrong...

    Anyways, I just wanted to let everyone know that I made a party_template "none" which has nothing in it, and then added people, used the "party_upgrade_with_xp" command, before adding the people back into the main center and deleating the party template.
  15. eagles_rule_der

    WB Auto Upgrade Troop Pain in the #$%^

    Thanks for the help, but it isn't quite what I'm getting at (although I have now made those changes).
    What I mean is that (and yes, I know that this command dosnt actually exist) i need a party_upgrade_stack_with_xp, or a script equivelant.

    Also, just quickly, it's 1 and 3 because it's always 1 less than the max value.
  16. eagles_rule_der

    WB Auto Upgrade Troop Pain in the #$%^

    Ok, I am trying to make a code so that the castles (if so instructed) can train the troops garrisoned there. So far I have made everything work, down to a single problem. I have a slot in centers, and if set to 0, then the script is "off", if it is set to -1, then it upgrades the party as a...
  17. eagles_rule_der

    (SOLVED) edit terrain code in .txt, want to copy all objects to working scene !

    Ok, I am starting to understand.
    What you should do is copy a random .sco, and make that file work, don't change anything... Then get the scenes.py tuple for the exact scene that you copied (so if you copied zendar.sco, then you need to copy the "zendar" tuple). When you have done this, rename both of these to the same thing (whatever it is you want to call your scene). Now at this point, yes, I know they are not the scene that you want, but make sure that you can correctly access this scene in-game...

    If this works, you need to get the exact terrain code that was used for the new scene and put this into the current one in scenes.py (the terrain code is that really long iuytr34fdsf3465vbn00bg thing in scenes.py tuple) and put this into the scenes.py tuple that you copied and renamed. Finally you need to copy the scene.obj to the directory, and make it exactly the same name as the one that you coped and tested.

    Other than this I am unsure as to what exactly is going on... If you like, somehow send me the scene.obj and the terrain code you are using and I will make a mini-mini mod to make it work...
  18. eagles_rule_der

    (SOLVED) edit terrain code in .txt, want to copy all objects to working scene !

    I had this problem as well. I eventually got it thanks to some help.

    Go into your module folder, and go into SceneObj folder. In here is a list of all the maps in the game. Get the ones that you want and copy them to the same folder, before renameing them WITHOUT and spaces or weird charachters. Then go into scenes.py and copy the scene info for that map EXACTLY! Then change the name for the copied scene info to EXACTLY the same as the .obj file you copied's name (eg caslte_1_exterior.obj would be "caslte_1_exterior")

    You then need to start a new game and it should be there. How you then access this is up to you but that is what you need to do.
  19. eagles_rule_der

    fist

    This is a problem that is commonly asked. The short of it is, you can't. The 'Punch' action is a game inbuilt over a module component.

    You could try (depending in your skill (even then it would be questionable)) do a test to see if the player has pressed the attack button. If s/he has, then make it test if they are armed. If they are armed with your "itm_punch", then make it run the "punching" animation over the one handed animation.

    I am not saying it will work, as I have never tried it and this keeps being pulled up in the forums. But it is always worth a shot! Good luck!
  20. eagles_rule_der

    WB scene editing

    Ok, I have almost perfected my problems, I just have one more.
    I was using "scene_prop_get_position" or whatever it is, and I am unsure of what is going on... Eventually I made alot of "(display_message," just to see what was going wrong, and I found that for some reason the script never got past the "scene_prop_get_instance" line. I think I may know the problem...
    Can someone explain to me why I need to give the command an instance number when I am searching for the instance number?
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