搜索结果: *

  1. Musket smoke in mod?

    Okay, thanks :smile:
  2. Musket smoke in mod?

    How would I add a musket with smoke into an existing mod made for WFAS? I mean, I know how to add the musket but the smoke effects won't show up on the newly introduced muskets - which are functional.
  3. How to change backgrounds for screens?

    Ah, I see. Thank you :smile:
  4. How to change backgrounds for screens?

    Okay, thanks!

    Just out of curiosity...is there a file with code that directs the use of a background texture that can be edited? Or is that hard coded?
  5. How to change backgrounds for screens?

    How would I go about changing backgrounds for the main menu screen and other screens such as the one that displays character stats for WFAS?  :?
  6. Modding Q&A [For Quick Questions and Answers]

    For Mount and blade: Wfas, I added a new musket and the sound works, but the smoke doesn't show up when fired. Is there a text edit for this? I used Morgh's item editor and just copied another musket btw.
  7. Modding Q&A [For Quick Questions and Answers]

    Hey guys, recently I've bumped into a problem while adding textures from the 1812 Napoleonic mod into my own.
    The options screen has a bunch of filled black rectangles and the characters stats/skills screen is a little messed up.
    I tried deleting a few ui textures, but to no avail. Other than adding .brfs and textures, I haven't really modified anythin else.

    - Added to Wfas btw.
    Is there anything I can modify or delete to remove this problem?

    Please help, and thank you for your time  :smile:
  8. Modding Q&A [For Quick Questions and Answers]

    Hey everyone, quick question...I created a one-handed sword using Morgh's editor, copying the mesh from the claymore ("kleymore_a") and whenever I use it in-game, it is "invisible".

    Some Details:
    - Using With Fire and Sword.
    - Used the add item function with an existing 1H sword for a template.
    - Have reached 929 items. ("itm_items_end" being 929.)
    - The sword only appears when other swords are equipped.
    - All the previous items I've made function correctly.

    Currently I'm assuming I've reached some sort of limit, or is it just in need of a minor fix?
  9. Modding Q&A [For Quick Questions and Answers]

    Ah okay, really clears up the code. Thank you  :grin:
  10. Modding Q&A [For Quick Questions and Answers]

    Hello again everyone! I've done a little more looking in on reinforcements and have only found a few code segments in module_mission_templates.py that I don't have a very good understanding of...  :???:

    (Code from WFAS)

    插入代码块:
    common_siege_init = (
      0, 0, ti_once, [],
      [
        (assign,"$g_battle_won",0),
        (assign,"$defender_reinforcement_stage",0),
        (assign,"$attacker_reinforcement_stage",0),
        (call_script, "script_music_set_situation_with_culture", mtf_sit_siege),
        ])

    插入代码块:
    common_siege_defender_reinforcement_check = (
      3, 0, 5, [],
      [(lt, "$defender_reinforcement_stage", 7),
       (store_mission_timer_a,":mission_time"),
       (ge,":mission_time",10),
       (store_normalized_team_count,":num_defenders",0),
       (lt,":num_defenders",8),
       (add_reinforcements_to_entry,4, 7),
       (val_add,"$defender_reinforcement_stage",1),
       (try_begin),     
         #(gt, ":mission_time", 100), #5 minutes, don't let small armies charge
         (get_player_agent_no, ":player_agent"),
         (agent_get_team, ":player_team", ":player_agent"),
         (neq, ":player_team", "$defender_team"), #player should be the attacker
         (neq, ":player_team", "$defender_team_2"), #player should be the attacker
         (ge, "$defender_reinforcement_stage", 2),
         (set_show_messages, 0),

    插入代码块:
    common_siege_attacker_reinforcement_check = (
      1, 0, 5,
      [
        (lt,"$attacker_reinforcement_stage",5),
        (store_mission_timer_a,":mission_time"),
        (ge,":mission_time",10),
        (store_normalized_team_count,":num_attackers",1),
        (lt,":num_attackers",6)
        ],
      [
        (add_reinforcements_to_entry, 1, 8),
        (val_add,"$attacker_reinforcement_stage", 1),
        ])

    What would I have to change to adjust the number of waves per battle and the number of troops per wave?
    Also if this is only meant for sieges, what is the code I need to modify for open battles?
  11. Modding Q&A [For Quick Questions and Answers]

    Hey guys, just asking...I've searched around for quite a while and tinkered around with the code...but I still can't find out how to adjust the number of reinforcement waves that appear in a battle for M&B: With Fire and Sword.

    How do you change the number of reinforcement waves in any given battle?
    - Open battles, being the more preferred.

    Thank you in advanced!  :grin:
  12. Modding Q&A [For Quick Questions and Answers]

    Hi, guys...just asking, is there any OSP cannon available that is compatible with WFAS?
    - If not, is there a tutorial on how to implement a "simple cannon"?
            - Is a fully A.I. controlled cannon actually possible to create (can be moved, aimed, reloaded, and shot by the A.I.)?

    Also, sorry for so many questions but...how would one modify reinforcements in WFAS for Single Player?
    - I can't seem to find the code snippets in the modules or text files that are stated by various tutorials.
    - Also TweakMB doesn't seem to have a functional reinforcements editor.

    Thank you in advanced!  :grin:  :grin:
  13. Fixed Bayonet models?

    Ah ok, sorry bout that. Anyways... Thank you both! :smile:
  14. Fixed Bayonet models?

    So, recently I have been using the search function, trying to find a musket/rifle that has a fixed bayonet on it. I found one OSP, but the download links are kind of dead. http://forums.taleworlds.com/index.php/topic,159037.0.html I can't remember the link, but I also found another OSP but it...
  15. WFAS: Bayonet/ Reinforcements modding help?

    How would one go about implementing a bayonet on a musket that can be used by the A.I. and player? Are there any meshes/models for this? I have gone through a few searches, but haven't really found a bayonet tutorial. Also, how would I adjust reinforcement waves? I've used the tutorials, but I...
  16. [WFAS] The creation of new towns and lords?

    Oops, sorry about referencing a "unique lord", I was just trying to emphasize, because I read some tutorials that just split up/ lowered the amount of lords for the other factions to make way for a new faction.

    So, basically most Warband tutorials can be also used in making "M&B:WAFS" mods?

    -Also another detail, I'm currently using the module system/ python to do these tasks.

  17. [WFAS] The creation of new towns and lords?

    Is it possible to create new lords, not just splitting up lords from pre-existing factions into a new faction...but actually creating unique lords? Also, is this town creation guide http://forums.taleworlds.com/index.php/topic,190185.msg4551007.html#msg4551007 compatible with "M&B: With Fire...
  18. Castle garrison?

    Ah, okay.

    I currently have about 1400+ troops (did a lot of trading before checking the forum) and two fortresses, now I can throw these extra troops at the walls of my enemies instead of letting them exhaust my treasury.  :lol:

    -This will be fun.

    Thank You for answering my question!  :grin:
  19. Castle garrison?

    So basically, I decided to have fun by trying to go solo as a rebel (Polish) with no allegiances to the rebel leaders. What is a good amount of troops to garrison into captured cities so that factions I am at war with won't attack it? (currently "hated" by Crimean Khanite). Also, is there a...
后退
顶部 底部