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  • 用户:DJK83
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  1. Can't seem to add weapons to WFaS...

    At the request of a friend of mine, I'm trying to get the unused Samurai weapons and armor that were in Warband into WFaS (both of us own both games, and this isn't something I'm going to release, so there's no copyright infringement issue here). I've copied over the entries for them in the...
  2. Editing the randomly generated SP maps in WFaS...

    Yeah, haha, I ended up figuring that out. It's no problem. Thanks for your help! It's working great now. :smile: One more question: Is there any limit to how many separate maps I can make it choose from, or could I theoretically have hundreds?
  3. Editing the randomly generated SP maps in WFaS...

    Alright, I followed the instructions, and I've made some progress (and I appreciate your help so far). It now randomly chooses a map from the codes I've provided, but there's one problem: it doesn't seem to load the .sco files, because none of the new maps have any background. Once the usable area of the map ends, there's nothing. I'm not sure what I did wrong, because I made several copies of the appropriate sco file (in this case, "scn_random_scene_plain.sco"), and renamed it to correspond with the name of the new entries in scenes. There's "scn_random_scene_plain_2.sco, "scn_random_scene_plain_3.sco, etc. But it doesn't seem to be using them. So, what am I missing? Here are what the new entries look like in scenes:

     
    插入代码块:
    ("random_scene_plain_1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000013520440000096258000057d700004b3400005f25",
        [],[], "outer_terrain_plain_1"),
      ("random_scene_plain_2",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000133e044000009625800003a7800004b3400006782",
        [],[], "outer_terrain_plain_2"),
      ("random_scene_plain_3",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000132e044000009625800005e7f00004b340000443b",
        [],[], "outer_terrain_plain_3"),
  4. Editing the randomly generated SP maps in WFaS...

    Oh, so it doesn't support WFaS. That sucks. Well then, hopefully Lav can explain how to use multiple terrain codes.
  5. Editing the randomly generated SP maps in WFaS...

    Lav 说:
    "outer_terrain_steppe" is the identifier of a scene. It is referenced in the script as "scn_outer_terrain_steppe". Scene identifiers must be unique.

    You have two scenes with identical identifiers - therefore, the second is ignored.

    What you need is to make two entries with different names, like "outer_terrain_steppe_a" and "outer_terrain_steppe_b" for example. Then in the script, instead of selecting a specific steppe scene, you need to generate a random number and pick one of the available scenes depending on this random value.

    Wow, I'm confused. I can't find "scn_outer_terrain_steppe" in the script file. I only see it in the scenes file. What I see in the script file is "scn_random_scene_plain". Am I looking in the wrong place? Also, what exactly do you mean by generate a random number? How do I do that?

    Caba`drin 说:
    Your other alternative to setting up multiple scenes would be try to use the Warband Script Enhancer, as it adds operations that allow you to manipulate the hex code of a single scene in-game.

    插入代码块:
    scene_set_flags         = 4500 #(scene_set_flags, <scene_no>, <flags>), #Sets <scene_no>'s flags to <flags>
    scene_set_water_level   = 4501 #(scene_set_water_level, <scene_no>, <water_level_fixed_point>), #Sets <scene_no>'s water level to <water_level_fixed_point>
    scene_set_bounds        = 4502 #(scene_set_bounds, <scene_no>, <min_x_fixed_point>, <min_y_fixed_point>, <max_x_fixed_point>, <max_y_fixed_point>), #Sets <scene_no>'s bounds to (<min_x_fixed_point>, <min_y_fixed_point>) and (<max_x_fixed_point>, <max_y_fixed_point>)
    scene_set_outer_terrain = 4503 #(scene_set_outer_terrain, <scene_no>, <outer_terrain_mesh_name>), #Sets <scene_no>'s outer terrain to <outer_terrain_mesh_name>
    scene_set_terrain_seed  = 4504 #(scene_set_terrain_seed, <scene_no>, <value>), #Sets <scene_no>'s terrain generator terrain seed to <value>
    scene_set_river_seed    = 4505 #(scene_set_river_seed, <scene_no>, <value>), #Sets <scene_no>'s terrain generator river seed to <value>
    scene_set_flora_seed    = 4506 #(scene_set_flora_seed, <scene_no>, <value>), #Sets <scene_no>'s terrain generator flora seed to <value>
    scene_set_deep_water    = 4507 #(scene_set_deep_water, <scene_no>, <value>), #Enables or disables terrain generator deep water for <scene_no>
    scene_set_place_river   = 4508 #(scene_set_place_river, <scene_no>, <value>), #Enables or disables terrain generator river placement for <scene_no>
    scene_set_disable_grass = 4509 #(scene_set_disable_grass, <scene_no>, <value>), #Enables or disables terrain generator grass placement for <scene_no>
    scene_set_valley_size   = 4510 #(scene_set_valley_size, <scene_no>, <value>), #Sets <scene_no>'s terrain generator valley size to <value> (0-127)
    scene_set_hill_height   = 4511 #(scene_set_hill_height, <scene_no>, <value>), #Sets <scene_no>'s terrain generator hill height to <value> (0-127)
    scene_set_ruggedness    = 4512 #(scene_set_ruggedness, <scene_no>, <value>), #Sets <scene_no>'s terrain generator ruggedness to <value> (0-127)
    scene_set_vegetation    = 4513 #(scene_set_vegetation, <scene_no>, <value>), #Sets <scene_no>'s terrain generator vegetation to <value> (0-127)
    scene_set_size          = 4514 #(scene_set_size, <scene_no>, <x>, <y>), #Sets <scene_no>'s terrain generator map size to (<x>, <y>) (0-1023)
    scene_set_region_type   = 4515 #(scene_set_region_type, <scene_no>, <value>), #Sets <scene_no>'s terrain generator region type to <value> (0-15)
    scene_set_region_detail = 4516 #(scene_set_region_detail, <scene_no>, <value>), #Sets <scene_no>'s terrain generator region detail to <value> (0-3)

    Oh boy, I don't even know anything about the Warband Script Enhancer. I just found it on the forums, and it doesn't say anything about supporting WFaS. Although, I watched a few videos on the author's YouTube channel, and saw a few really cool things, like horses tripping over other horses. So now I'm really curious as to whether it supports WFaS. But assuming it does, how exactly would I use the code you posted there? Forgive me, but my Mount & Blade modding experience is rather limited.
  6. Editing the randomly generated SP maps in WFaS...

    Alright, how exactly do I give it several terrain codes to choose from? What I've tried so far hasn't worked. First I copied one of the entries in the scenes file, and then changed the name of it, so it looked like this:

    New entry in blue.

     
    ("random_scene_steppe",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000229602800000691a400003efe00004b34000059be",
        [],[], "outer_terrain_steppe"),
      ("random_scene_plain",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000013520440000096258000057d700004b3400005f25",
        [],[], "outer_terrain_steppe"),
      ("random_scene_plain_b",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000003ac0042800007d9f7000005cf00004b34000059be",

        [],[], "outer_terrain_plain"),
      ("random_scene_snow",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000229602800000691a400003efe00004b34000059be",
        [],[], "outer_terrain_snow"),
      ("random_scene_desert",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000229602800000691a400003efe00004b34000059be",
        [],[], "outer_terrain_desert_b"),
      ("random_scene_steppe_forest",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x300028000003e8fa0000034e00004b34000059be",
        [],[], "outer_terrain_plain"),
      ("random_scene_plain_forest",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x300028000003e8fa0000034e00004b34000059be",
        [],[], "outer_terrain_plain"),
      ("random_scene_snow_forest",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x300028000003e8fa0000034e00004b34000059be",
        [],[], "outer_terrain_snow"),
      ("random_scene_desert_forest",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x300028000003e8fa0000034e00004b34000059be",
        [],[], "outer_terrain_desert"),

    Then I tried to add the name of my new entry to the scripts file, so that it could choose from the original "scn_random_scene_plain" or my new "scn_random_scene_plain_b". Here's what I did:

    New entry in red.

           
    (eq, ":terrain_type", rt_plain),
            (assign, ":scene_to_use", "scn_random_scene_plain", "scn_random_scene_plain_b"),
          (else_try),

    It had no problem building the module, but no matter how many times I loaded the map in-game, it only loaded the first one. What am I doing wrong?
  7. Editing the randomly generated SP maps in WFaS...

    Lav 说:
    DJK83 说:
    Second, when you remove the random flag, and force it to load the exact terrain you've made (which is what I've resorted to at the moment), is it possible to make it choose between several different terrain codes that you've pre-made for it?
    Perfectly possible. Find the script which picks the random battleground and change it to your heart's content. :smile:

    Oh, good. Do you have any idea where that is? Or, wait, do you mean in the scenes file itself, towards the top where the map codes for the battlegrounds are? Because I did actually try adding a comma, and then another map code, but I got a ton of errors while trying to build the modules. Basically, this is what I tried to do, which failed:

    插入代码块:
    [],[], "outer_terrain_steppe"),
      ("random_scene_plain",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000229602800000691a400003efe00004b34000059be", "0x00000003ac0042800007d9f7000005cf00004b34000059be"
  8. Editing the randomly generated SP maps in WFaS...

    Well then, two questions: First, is there any way to limit just how high it makes the hills? Second, when you remove the random flag, and force it to load the exact terrain you've made (which is what I've resorted to at the moment), is it possible to make it choose between several different terrain codes that you've pre-made for it?
  9. Editing the randomly generated SP maps in WFaS...

    I think you're right, because I found that web-based program and set the hills to 0, but it didn't make any difference. So I guess the question is, is there any way to stop it from randomizing the hill height? I really want to play with bigger maps, but terrain this hilly just isn't gonna work...
  10. Editing the randomly generated SP maps in WFaS...

    I was originally using MB Tweak to increase the size of the SP maps, but the problem was that they all got way too hilly at large sizes. So, I did a bit of research, and discovered that you can actually turn on editing mode and then load up single player and use the terrain editor to modify the...
  11. OSP Code QoL [WB] Ironsight mode

    I'm still confused about the zoom key. How exactly should that be set up? What should it look like?
  12. OSP Code QoL [WB] Ironsight mode

    Okay, I just tested it with one, but there were a few problems. First, I'm confused when it comes to the part about adding "whatever you use to zoom". How exactly do you do that? Without doing anything in that regard, it stayed zoomed in permanently. So how do I get that to work properly? Second, the model is gonna need to be moved over and re-arranged a bit so that it's lined up properly. Can that be done with the X Y and Z coordinates that are in the code?
  13. OSP Code QoL [WB] Ironsight mode

    Sorry to bump a really old thread, but is there any way to incorporate this into WFaS?
  14. REALISTIC aiming of bows/crossbows?

    Okay, I took a look at that, and it's kinda what I want. But I'm looking to have the crossbow lined up a little bit better, and also, that mod doesn't touch the bows. Now, looking at the code,  I think I understand how it works, and might be able to adapt it to what I want, but I'm actually not sure which .py file this is supposed to go in. Any idea? It's probably a dumb question, but I'm relatively new to modding Warband.
  15. REALISTIC aiming of bows/crossbows?

    Lumos 说:
    Search for iron sights kit or sth around the forum. There was one created, it does exactly what you want.

    I searched both of those terms and I can't seem to find it. Do you have a link?

    xenoargh 说:
    Medieval archers didn't look down the arrows, btw.  They didn't use the modern stance; they used totally different methods to draw and loose.  Warband's actually pretty inaccurate that way, but so are all the movies.  I presume players would hate it if they used the real draw / loose style... because 99% of them have never seen how it was actually done, so it looks "weird".

    And while some crossbows had a lattice for aiming and a rough guide for ballistics, most didn't.  More importantly, the aiming procedure for anything past 30 meters or so with either weapon would make trying to aim it like a gun a fairly unpleasant experience.  I'd really hate having the crossbow model block most of my sight picture as I aimed up enough to correct for gravity for a distance shot, for example.  There's  huge difference between doing it IRL and doing it in a game, in terms of how it feels, because games don't deal with parallax anything like correctly.

    In short, doing either thing in a way that would make FPS "iron sights" enthusiasts happiest would both be unrealistic and ahistorical, and, in the case of crossbows, rather unhelpful in terms of accuracy- which isn't realistic; medieval crossbowmen could achieve pretty decent accuracy IRL if they were well trained.

    Aaaaanways... that two cents aside, you could do it with either by making relatively small adjustments to the current animations.

    Wow, thanks for the input. I think I know what you mean, but quite honestly, I'd prefer a more difficult experience to using crosshairs. I just hate them. Even if it couldn't be completely accurate, I think it would be better than the current system. So, that said, what kind of changes would have to be made to the animations? I know that in many a FPS, it's possible to simply move the weapon model to look down the sights, and I've done it in several. But I have no idea how the animations work in Warband.
  16. REALISTIC aiming of bows/crossbows?

    But I'm talking about the actual position that the bow/crossbow is held in -- even in first person. I already know that you can remove the crosshair, but it's of no use when the weapon isn't positioned in a way that allows you to aim. Know what I'm saying? I'm kinda looking for the medieval equivalent of iron sights. But instead of looking down the sights, you'd be looking down the arrow or bolt.
  17. REALISTIC aiming of bows/crossbows?

    Rather than being forced to have the crosshair enabled, it would be a lot more realistic and immersive to have the bow/crossbow held in a position that allowed you to aim it as one would in real life. Does anyone know how this could be done?
  18. Keeping My Man(Floris Save Compatibility)

    Looking at the title, I thought maybe you needed relationship advice...  :mrgreen:
  19. Removing the pilgrim disguise...

    But the problem is that the pilgrim disguise is essentially guaranteed to fail once you have a decent amount of renown. I mean, it would be one thing if you actually had a chance of getting in undetected -- then the lack of protection and weaponry would be a fair trade-off. But since you're always gonna have to fight a bunch of guards, that particular disguise is simply not worth it. It's all for show, and you know beforehand that it will fail, so the "disguise" your character wears might as well be functional. Thus, dressing up as a guard would be the perfect solution, since it would be an attempt at a disguise -- which couldn't be any less effective than the pilgrim disguise, with it's 0% success rate -- but would also offer protection.
  20. Removing the pilgrim disguise...

    You know, you've got me thinking about this now, and it seems to me that the best gear to have when sneaking into a town or castle would be something that troops of that faction would use. This way, it would seem like you were disguised as one of them, and it would give you a chance to fight your way out if you're discovered. It would be cool if there was a way to change the gear depending on who controlled the town or castle you were sneaking into...
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