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  1. Warband Script Enhancer 2 (v1.1.0.5)

    Hey K700,

    About this operation, what do I fill in as the material_name? The material (in the .brf file) is called bushes. Is there a certain prefix or file reference? Does it load from another script file?

    插入代码块:
    update_material = 4700 #(update_material, <material_name>, <new_material_name>), #Updates <material_name> with <new_material_name>
  2. Warband Script Enhancer 2 (v1.1.0.5)

    Use language csv files
    I checked, and I already did. I added this in the ui.csv:

    插入代码块:
    ui_skin_0|Male
    ui_skin_1|Female
    ui_skin_2|Male (tall)
    ui_skin_3|Female (tall)
    ui_skin_4|Male (short)
    ui_skin_5|Female (short)
    ui_skin_6|Boy (teenager)
    ui_skin_7|Girl (teenager)
    ui_skin_8|Boy (child)
    ui_skin_9|Girl (child)

    But still it says "STR_NOT_FOUND: str_skin_0", etc.
  3. Warband Script Enhancer 2 (v1.1.0.5)

    How to use more than 16 skins in your module?

    1)Remove module system's limit.

    process_skins.py
    插入代码块:
    Delete the following (line 47):
    =============================================
      if len(skins) > 16:
        skins = skins[0:15]
    =============================================

    2)The game is limited to 16 skins because it uses bit flags to store the skin both when loading skins from a file and when loading a save. And it can't be fixed without breaking compatibility. So we use a workaround.

    插入代码块:
    ("game_quick_start",
        [
        Add
    =============================================
    (troop_set_type,"trp_your_troop", your_skin_no),
    =============================================

    插入代码块:
    ("game_start",
       [
       Add
    =============================================
    (troop_set_type,"trp_your_troop", your_skin_no),
    (troop_set_slot, "trp_your_troop", slot_troop_skin_no, your_skin_no),
    =============================================

    插入代码块:
    ("wse_savegame_loaded", [
            (troop_get_slot, ":skin_no", "trp_your_troop", slot_troop_skin_no),
            (troop_set_type,"trp_your_troop", ":skin_no"),
        ]),

    3)More skins support for multiplayer players works only with this options

    插入代码块:
    [Network]
    bBreakWarbandCompatibility=true
    [FaceGenerator]
    bMoreSkinsSupportForMultiplayerProfile=true
    iNumSkinsForMultiplayerProfile=your_number_of_skins

    Use this guide https://forums.taleworlds.com/index...-v4-8-5-for-1-174.324890/page-27#post-8860623

    Hey,
    I have tried to make this work, and it does, beside one tiny detail: Under the 'Choose Gender' option, for each option it says "STR_NOT_FOUND: str_skin_0". The number goes up.
    However in my module_strings.py I added the ("skin_0", "Male"), required for each and every skin that I added. Any idea where I've gone wrong?
  4. Warband Script Enhancer 2 (v1.1.0.5)

    Hi K700,

    I have some script that stopped working after I added WSE2, and narrowed the issue down to prop_instance_intersects_with_prop_instance.
    Did WSE2 change anything for this operation?

    header_operations.py
    Python:
    prop_instance_intersects_with_prop_instance       = 1880 # (prop_instance_intersects_with_prop_instance, <scene_prop_id>, <scene_prop_id>), give second scene_prop_id as -1 to check all scene props.
                                                             # cannot check polygon-to-polygon physics models, but can check any other combinations between sphere, capsule and polygon physics models.

    The script snippet from module_scripts.py (triggered from mission_templates.py) where I use it and does not work. At this point, the ladder has a rotational animation, falling down to the ground, and when hitting any collision, is supposed to stop animating. That's not what happens, and it just stands in the start position, basically, stopping the animation directly. For testing purposes I added a 'neq|' infront of it, and that makes it continue rotating until a trigger spawns it flat on the ground, ignoring the rest of the script coming after the operation.
    Python:
    (prop_instance_is_valid, ":instance_id"), # Check again to make sure its valid
    (prop_instance_is_animating, ":is_animating", ":instance_id"),
    (prop_instance_get_scene_prop_kind, ":ladder_kind", ":instance_id"),
    (try_begin),
      (eq, ":ladder_kind", "spr_code_ladder_6m"),
      (eq, ":is_animating", 1),
      (prop_instance_intersects_with_prop_instance, ":instance_id", -1),
      # (neq|prop_instance_intersects_with_prop_instance, ":instance_id", -1),
      (prop_instance_stop_animating, ":instance_id"),

    Any idea where I might be wrong, or if WSE2 not supports it correctly?
  5. Warband Script Enhancer 2 (v1.1.0.5)

    You have a problem reading from the skill file, not from the lua.
    Thanks, I was reading the logs in the wrong way.

    The server seems to work, with "16:34:06 - Starting map scene_1 in mode conquest" as the last rgl_log entry, but when starting the game, in the same mod or a different one, the server does not show up in the serverlist, while other servers do, regardless of mod. Running the server without WSE2 does make it visible. I did open ports for wse2, but without any effect.

    Any idea where I should start looking for the cause?
  6. Warband Script Enhancer 2 (v1.1.0.5)

    Hey,

    So I'm trying to make this work on my mod (based on PK), and trying to start up a dedicated server. I seem to have issues with Lua. I made a folder named 'lua', made a main.lua file (empty for now), a folder inside named 'msfiles' and it has the updated version of 'header_operations.py'. Yet everytime when it is initializing lua during startup, it crashes.

    10:48:30 - Loading actions...
    10:48:30 - Initializing lua...
    10:48:30 - EXCEPTION_ACCESS_VIOLATION (0xC0000005, 0x00000000, 0x0000002F)
    10:48:30 - Dumping call stack...
    10:48:30 - - 0x772BCFC7 ntdll.dll+0x8CFC7 (RtlConstructCrossVmMutexPath+0x2A7)
    10:48:31 - - 0x77274E56 ntdll.dll+0x44E56 (RtlFreeHeap+0x46)
    10:48:31 - - 0x00C516FD mb_warband_wse2_dedicated.exe+0x6816FD (free+0x1A)
    10:48:31 - - 0x00B1D676 mb_warband_wse2_dedicated.exe+0x54D676 (rglString::reallocate+0x46)
    10:48:31 - - 0x00B09ED2 mb_warband_wse2_dedicated.exe+0x539ED2 (rglTextStream::readString+0x72)
    10:48:31 - - 0x00AC5439 mb_warband_wse2_dedicated.exe+0x4F5439 (mbSkill::readStream+0x19)
    10:48:31 - - 0x00A402AE mb_warband_wse2_dedicated.exe+0x4702AE (mbGame::readSkills+0xBE)
    10:48:31 - - 0x00A3FE3B mb_warband_wse2_dedicated.exe+0x46FE3B (mbGame::readSettingsData+0x1B)
    10:48:31 - - 0x00A219E5 mb_warband_wse2_dedicated.exe+0x4519E5 (mbCoreGame::runDedicatedServer+0x675)
    10:48:31 - - 0x00AFB893 mb_warband_wse2_dedicated.exe+0x52B893 (WinMain+0xB33)
    10:48:31 - - 0x00C584E8 mb_warband_wse2_dedicated.exe+0x6884E8 (__tmainCRTStartup+0xF1)
    10:48:31 - - 0x75CB6A39 KERNEL32.DLL+0x16A39 (BaseThreadInitThunk+0x19)
    10:48:31 - - 0x77297D1D ntdll.dll+0x67D1D (RtlGetFullPathName_UEx+0xAD)
    10:48:31 - - 0x77297CEB ntdll.dll+0x67CEB (RtlGetFullPathName_UEx+0x7B)
    10:48:31 - - 0x77297CEB ntdll.dll+0x67CEB (RtlGetFullPathName_UEx+0x7B)

    I'm not sure where I went wrong. Is it possible to disable lua?
  7. MP Fantasy Game of Thrones Roleplay Module [RELEASED] [Source Code released!]

    I have 64bit, everything working ok.

    Also, music instruments are not hold correctly, they disappear in the left arm. If possible, add more and longer songs, as it's a good feature!
    Would be cool if the Wildling area could be bigger so you can explore there a bit, but well, as far as I believe, there is no real space for that, but you can try. One thing I found missing is places to rest by the Wildlings. Add some beds there.

    There is for commoners no place to train for anything.

    I think I had more on my list, bu I forgot it.

    Keep the good work flowing!
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