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  • 用户:pino69
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  1. pino69

    To force player to visit locations

    Hello Ibidil, I tried the last version of Brytenwalda and have to say that's one of the best mod ever (and it has been translated in french so thanks !). I can see the enormous work you did to create all those towns, villages and other localities. The problem is at a moment, you just click on a...
  2. pino69

    Native LSP 3D Art Fred's bunch 'o armours (now with more stuff)

    Very beautiful work. I'm trying to use it in my mod.
    But I've got some problems making the files work under OpenBRF. Majority of the models leads to blue/white textures.
    Any idea to make it work under OpenBRF ?

    Thanks 4 the answers.
  3. pino69

    Modding Q&A [For Quick Questions and Answers]

    1. Add your brf in module ini
    2. Verify you loaded all the textures in the brf (important)
    3. Verify allocation of textures in the brf
    4. verify textures are in the Texture folder of your mod.
  4. pino69

    Modding Q&A [For Quick Questions and Answers]

    Somebody 说:
    slot_troop_payment_request in script_initialize_npcs

    Hello,

    I can't find script_initialize_npcs.
    In which module_* is it please ?

    Thanks
  5. pino69

    Modding Q&A [For Quick Questions and Answers]

    Hello,

    How can I link a mercenary troop to specific towns ?
    I.E I would like mercenary Kazaks appear only in Reyvadin and Tulga for example...

    Thanks for the answers.
  6. pino69

    Being knocked off your horse

    Hello,

    I'm interested by that piece of code for my mod.
    Is it usable as it or do I have to wait for debug ?
    If understand correctly, I have to add the script in the module_script.py. But after, I have to add something to module_mission_template and I can't figure what and where.

    Can anybody give more explanations please ?
  7. pino69

    OSP Code SP 1 vs 1 Tournament

    Dunde,

    Aside modifications in tournament_*.py files, could you please indicate which *.py files you modified ?
    And, could you tell me how I could make so the participants wear a different equipment than the standard one.

    Thanks.
  8. pino69

    Modding Q&A [For Quick Questions and Answers]

    Hello,

    1/ How to make tournament partcipants use real stuff (armors an weapons) ?
    2/ In 1257AD, they use corn sounds to accompany orders in battle. How can I do to make it into may mod ?

    Thanks for the answers
  9. pino69

    Modding Q&A [For Quick Questions and Answers]

    That's it Barabas, Thanks !
  10. pino69

    Modding Q&A [For Quick Questions and Answers]

    pino69 说:
    Hello,

    Using Diplo 4.1 + PBOD 0.9 module system.
    I'm unable to delete the "Go to the marketplace" entry in the Town menu. When using (eq,1,0) just before the entry, module refuses to compile.
    I guess there's something to do with automatic selling and automatic buy food somewhere.

    Any idea to help ?

    Thanks for the answer.


    Somebody,

    ("town_merchant",
          [(party_slot_eq,"$current_town",slot_party_type, spt_town),
              (eq, 1, 0),
              (eq,"$town_nighttime",0),
              (this_or_next|eq,"$entry_to_town_forbidden",0),
              (eq, "$sneaked_into_town",1),
    #          (party_get_slot, ":scene", "$current_town", slot_town_store),
    #          (scene_slot_eq, ":scene", slot_scene_visited, 1), #check if scene has been visited before to allow entry from menu. Otherwise scene will only be accessible from the town center.
              (eq, 1, 0)],

    This works

          ("trade_with_merchants",
          [
              (party_slot_eq,"$current_town",slot_party_type, spt_town)
            (eq,1,0)],
            "Go to the marketplace.",
            [
              (try_begin),
                (call_script, "script_cf_enter_center_location_bandit_check"),
              (else_try),
                (jump_to_menu,"mnu_town_trade"),
              (try_end),
              ]),

    This doesn't work. Compilation failed.

    Tell me why ?

    Diplo 4.1 + PBOD 0.9 module system.
  11. pino69

    Modding Q&A [For Quick Questions and Answers]

    Hello,

    Using Diplo 4.1 + PBOD 0.9 module system.
    I'm unable to delete the "Go to the marketplace" entry in the Town menu. When using (eq,1,0) just before the entry, module refuses to compile.
    I guess there's something to do with automatic selling and automatic buy food somewhere.

    Any idea to help ?

    Thanks for the answer.
  12. pino69

    OSP Code SP 1 vs 1 Tournament

    Hello,

    I'd like to use your minimpd in my mod but I just can't see the code you added or modified.
    Could you please comment your modifs because I don't want to rebuuilt my entire mod which contains a lot of previous modifications.

    Thanks
  13. pino69

    OSP Code SP [WB v1.127] Expanded nobility title system kit (v0.3.3)

    Hello Jrider,

    Can you tell me exactly where to put your code in module_constants.py AND in module_triggers.py?
    Because I've got a lot of errors when compiling : it's varables related...
    And is your code 1.146 compatible ?

    Thanks for your answer
  14. pino69

    OSP Code Campaign Arch3r OS: Bridge Battles

    Hello,

    Just to be sure.
    I'm using WB 1.134 with Diplomacy+PBO.
    Is that package plug and play in my module system, or do I have to make manual modifications to make it work ?
    What is the last stable version available ? The last posted by Somebody ?

    Thanks for the answers
  15. pino69

    OSP Code QoL Improved Trade Goods Mod (small)

    Lav,

    I'm using 1.134.
    Just found the solution : the code is in module_triggers.py.
    I suggest you update your first post for 1.134 users :wink:

    Thanks
  16. pino69

    OSP Code QoL Improved Trade Goods Mod (small)

    Hello,

    I'm trying to install the mod but I can't find "script_refresh_center_inventories" in module_scripts.py.
    Where the hell is this damned script ?
    Playing Diplomacy+PBO

    Thanks for the answers.
  17. pino69

    [S] Scaedumar Mod - Beta version released

    Rob,

    I'm currently trying to build a Warband version as it should have been, uplgrading textures where needed and using best OSP work all around.

    What I can do is to upload on M&B Repository the armors I use currently in my mod and the corresponding itmKinds.
    A lot of new armors have been added and I redid almost all normalmaps for better results. Some elements keep their name, others didn't.
    The problem is that I'm using in my current work some materials from other mods, namely 1257 (a lot), POP (a few), Narf's and RusXIIIth (shields only) and don't have the time to clean it for the moment. So be careful.
    As it is a f...ng big upload. Tell me if it worth it.

    No idea concerning PBO, I personally use the 3.8 version and have no idea how to upgrade it. Best to ask Caba'drin...
  18. pino69

    [S] Scaedumar Mod - Beta version released

    I've got a problem here.
    I replaced module_troops and item_kinds with a new one and update module.ini accordingly with references to new BRF's.
    When I launch the game, I've got some switches in armors (normal) but also a stunning +14 experience level at start for player and a total mess in the town ownership (Sargoth is vaegir, Reyvadin is sawdian etc.).
    As I can understand armor melting, I do not understand that experience boost problem and cities ownership...
    Any clue ?

    Thanks for the answers

    EDIT : to Robis, I deeply updated pino armors pack. Are you interested to use new version of it ?
  19. pino69

    The new Subversion.

    Hello,

    I post that problem in another thread dedicated to fortified manors but had no answers :
    Dis someone experiment lower left screen messages vanish just after village manor has been fortified ?
    I built everything in the fortified manor and when I construct village castle, hop, no more messages and a bit of lag on campaign map...

    Any clues ?
  20. pino69

    Regional Manor - a guide for peasant on how things work

    Hello,

    I built fortified manor and all the stuff inside, then I upgraded my village into a castle.
    From that moment, I experiment lag on the campaign map and all the messages don't appear no more (the very usefull messages in the lower left corner of the screen).
    I've the chamberlain and the chancellor but I don't have a senechal in my Castle (not the fortified manor, the castle). Maybe I didn't choose to have it I really not remember. Is there a way to make him appear ?
    I bought the tavern and have the whore but I couldn't build the brothel and I've no ministrel in my fortified manor...

    Bugs ?
    I can live with the lag and can mentally count my castle garrison but message bug is a real pain because you're no more alerted about feast or rampaging ennemy armies.

    Any clue ?
    Help Dr Thomas ?

    NB : does the fix you posted november the 22th work with the last release ?

    Thanks for the answers.
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