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  • 用户:Blubby
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  1. Modding Q&A [For Quick Questions and Answers]

    Hello everyone.

    Could anyone tell what shader types there are for armours?
    Some armours I am currently testing have weird shader
    issues like some part being almost white.
  2. Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Blubby 说:
    Hi guys

    Is there a faction limit? I mean can the game handle a huge amount of factions
    for example 200?

    limit comes in two forms. The first is a hardcap from the engine (lets say it only accepts 32 factions, which is not the case btw), the second is performance (which really depends on your code, not the number of factions). You also need to worry about stuff like number of items, number of troops, number of parties (towns, castles, etc).

    so on the second: the limit depends on your intended hardware and the features you are using/implemented. That means you need to choose a target computer for your tests (min requirements) and your code know-how will impact it. If you dont know how to do optimization of code, rework and rebalance of features, etc, you wont have a working game with those numbers (map will freeze with lag).

    Check out the biggest modules around (like 1257AD, VC, ...) for ideas and changes that made them possible.

    Also dont forget you will need to rework other stuff like diplomacy (how nations handle relations between them), AI, economy, trading, etc. Native was created for a smallish map and few factions. Once you move away from that you need to do all the work yourself.

    I guess you are right. I have already noticed some minor performance issues even without items and locations.
    I am actually using 1257AD as a idea and also their map. Credits will of course be given once I find out
    who made it.

    Thank you for the answer, I did not really think about performance until now to be honest.
  3. Modding Q&A [For Quick Questions and Answers]

    Hi guys

    Is there a faction limit? I mean can the game handle a huge amount of factions
    for example 200?
  4. Modding Q&A [For Quick Questions and Answers]

    [Bcw]Btm_Earendil 说:
    Blubby 说:
    I did however encounter a bug when I disabled the auto assign village to center code.
    When I started the game all villages belonged to faction_neutal or player_faction and
    when I joined another faction all of the villages became my fiefs in that faction.
    But I think this can easily be fixed by assigning the villages to the castles/towns
    of my choice.
    It should be possible to fix it that way, yes. I think they get initially assigned to the cities/castles by the auto assign script which you want to disable. You could also perhaps make a check if you only want a few villages to be assigned by yourself and the others automatically, via an if-clause. That might save you some work.

    Once assigned the problem was solved for that. So far everything seems to work fine.
    Thank you and kalarhan for the help.
  5. Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Blubby 说:
    I now need to know if it would be possible to write a code
    that assigns a village to a certain town/castle?

    study script ""give_center_to_faction_aux" and what the slot "slot_village_bound_center" does.

    Blubby 说:
    Sadly I do not really understand that concept of distance

    village A is 20 km from town_1
    village A is 100 km from town_2
    village A is 5 km from town_3
    ...
    village A is 12 km from town_20

    nearest town to village A is town_3 at 5km

    next

    (that is what the algorithm is doing).

    Thank you so much it worked as far as I can tell.
    I used a very simple code that looks like this.

    (party_set_slot,"p_village_111", slot_village_bound_center, "p_town_6", 1),

    My test village is now being assigned to Praven and to the swadian faction.
    I also besieged praven in order to see if the ownership of that village changes
    and it worked very well, the village instantly joined the faction I was.

    I did however encounter a bug when I disabled the auto assign village to center code.
    When I started the game all villages belonged to faction_neutal or player_faction and
    when I joined another faction all of the villages became my fiefs in that faction.
    But I think this can easily be fixed by assigning the villages to the castles/towns
    of my choice.
  6. Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Blubby 说:
    (assign, ":min_dist", 999999), 
    (assign, ":min_dist_village", -1),

    Does min_dist 999999 stand for infinite and is it for castles?

    those are default values. You need to define them for variables before using them. And yes, the idea is to define a "very long distance or infinite" and then replace as you find closer towns

    start as 999999
    first town is 50km away, replaces to 50
    second town is 80 km away, keeps town_1
    third town is 30 km away, replaces to 30 and town_3 as target
    ...

    in other words that algorithm is trying to answer the question: which town, among all XX, is the closest to this village?
    Sadly I do not really understand that concept of distance so I decided to
    modify the village auto assign script to be manually and I had some minor success
    with it so far.

    I now managed to turn of the auto assign script for villages.
    I also managed to assign a village to a faction but I noticed
    that this may cause problems because once the ownership
    of a town or castle changes villages will remain with their
    original faction.

    I now need to know if it would be possible to write a code
    that assigns a village to a certain town/castle?
  7. Modding Q&A [For Quick Questions and Answers]

    @Btm_Earendil
    I did check if the material or texture was faulty and everything seems to be fine.
    Very strange , to me it appears that the mesh is somehow missing despite openBRF
    showing the fully textured mesh of these weapons.

    @Sweet Smile Of Pain
    My most used source is EU4 or CK2 but they only really cover ruling nobles rather than lesser nobles.
    If you are looking for lesser nobles or knights Wikipedia or history books might help.

    @kalarhan
    I had some success with adjusting the distance but I will need to do more testing.

    PS:Sorry for not using the quote function but I got really confused with so many quotes :smile:
  8. Modding Q&A [For Quick Questions and Answers]

    I got a problem with an old osp called 15th century weapons.
    Some weapons do not show ingame.
    There is no error such as missing mesh or game crash.

    I can equip the weapons and fight with them but it does not show the weapon.
    I checked in openBRF if I had spelled the mesh name wrong when I added to
    the items.py but everything is fine with the spelling.
  9. Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Blubby 说:
    Thank you for the answer. Well then I can forget about this.
    I am not good enough to rewrite something like that.
    everyone starts as a newbie with modsys, if you want to learn how to handle it you can check the tutorials and start hacking (modding) your way in. It takes time and effort, but you also have freedom to do pretty much anything you want with your mod that way.

    the Native rule is that villages are first given to castles (one castle needs one village), then free villages are given to the closest town. You can change that to whatever you want / need.

    插入代码块:
    # fill_village_bound_centers
        #pass 1: Give one village to each castle
          (try_for_range, ":cur_center", castles_begin, castles_end),
            (assign, ":min_dist", 999999),
            (assign, ":min_dist_village", -1),
            (try_for_range, ":cur_village", villages_begin, villages_end),
              (neg|party_slot_ge, ":cur_village", slot_village_bound_center, 1), #skip villages which are already bound.
              (store_distance_to_party_from_party, ":cur_dist", ":cur_village", ":cur_center"),
              (lt, ":cur_dist", ":min_dist"),
              (assign, ":min_dist", ":cur_dist"),
              (assign, ":min_dist_village", ":cur_village"),
            (try_end),
            (party_set_slot, ":min_dist_village", slot_village_bound_center, ":cur_center"),
            (store_faction_of_party, ":town_faction", ":cur_center"),
            (call_script, "script_give_center_to_faction_aux", ":min_dist_village", ":town_faction"),
          (try_end),
    
          
        #pass 2: Give other villages to closest town.
          (try_for_range, ":cur_village", villages_begin, villages_end),
            (neg|party_slot_ge, ":cur_village", slot_village_bound_center, 1), #skip villages which are already bound.
            (assign, ":min_dist", 999999),
            (assign, ":min_dist_town", -1),
            (try_for_range, ":cur_town", towns_begin, towns_end),
              (store_distance_to_party_from_party, ":cur_dist", ":cur_village", ":cur_town"),
              (lt, ":cur_dist", ":min_dist"),
              (assign, ":min_dist", ":cur_dist"),
              (assign, ":min_dist_town", ":cur_town"),
            (try_end),
            (party_set_slot, ":cur_village", slot_village_bound_center, ":min_dist_town"),
            (store_faction_of_party, ":town_faction", ":min_dist_town"),
            (call_script, "script_give_center_to_faction_aux", ":cur_village", ":town_faction"),
          (try_end),

    Thank you for the reply. This is very useful I was trying to find more information about
    this and also the exact number of villages for towns and castles.

    I will try to edit that code a bit and see if I am going to be able to resolve my problem.
    Once again thank you very much this was very helpful.


    ####Edit####

    So I did take a look at the code but I do not understand the values tbh.
    It says:

    (assign, ":min_dist", 999999), 
    (assign, ":min_dist_village", -1),

    Does min_dist 999999 stand for infinite and is it for castles?
    The one below appears to be for villages and does -1 also stand for infinite?

    Lets assume I would like castles not to have any villages at all, would I have to put 0
    where 999999 is ? So the min_dist would basically 0 and therefore castles would claim no villages?


  10. Modding Q&A [For Quick Questions and Answers]

    [Bcw]Btm_Earendil 说:
    Blubby 说:
    Hi guys

    Is it possible to manually assiging villages to castles and towns?
    In my mod I try to go for 100% accuracy of locations in that
    specific time period which sometimes means that other factions
    towns/castles take villages from other factions.

    I know that there is a piece of code that tells the game to assign nearby
    villages to castles/towns but I would like to do that myself if possible.
    Then you need to rewrite that script which assigns them automatically ^^

    Thank you for the answer. Well then I can forget about this.
    I am not good enough to rewrite something like that.
    But thanks anyway
  11. Modding Q&A [For Quick Questions and Answers]

    Hi guys

    Is it possible to manually assiging villages to castles and towns?
    In my mod I try to go for 100% accuracy of locations in that
    specific time period which sometimes means that other factions
    towns/castles take villages from other factions.

    I know that there is a piece of code that tells the game to assign nearby
    villages to castles/towns but I would like to do that myself if possible.
  12. Modding Q&A [For Quick Questions and Answers]

    Antonis 说:
    Well, it's in the pictures.brf file. Although, to alter the picture appearing, just change the texture(pic_arms_faction of your choice). It does help to know where interface pics are assigned, in the long run, but not just for this, imo.

    Thank you for the reply. Sorry I actually meant something elese, sorry for not making it easier to understand :smile:

    I was able to change the mesh_pic_arms of the vanilla factions by putting the edited dds. files in the texture
    folder. I did not have to edit any brf. file for that to work.

    Now I wanted to add more of those coat of arms pictures for my new factions but I could not
    find out where the code for that is. I checked the mesh.py and found that it is referenced there
    like this ("pic_arms_swadian", 0, "pic_arms_swadian", 0, 0, 0, 0, 0, 0, 1, 1, 1),

    This is the only place in the modsys where it is referenced.
    I added my own pic_arms_ like that right below the last pic_arms reference.

    Hopefully now you know what I meant.
  13. Modding Q&A [For Quick Questions and Answers]

    Hello guys.

    Where does the pic_arms_swadia mesh get assigned?
    I have been looking through all the files but cannot find
    the place where this gets assigned.

    I need to know this because I wish to assign coat of arms meshes to my own
    factions.
  14. Modding Q&A [For Quick Questions and Answers]

    [Bcw]Btm_Earendil 说:
    You don't need villages at all, TLD has none for example. If you have villages, they get automatically assigned to the nearest town/castle around them.

    Thanks for the reply. Sounds good since the village assignment is a bit buggy for me for some reason.

    kalarhan 说:
    Native rules: yes
    Your rules: whatever you want it to be.

    The economy, recruiting, caravan transport, production of goods, prosperity of center, etc are all defined on the modsys. If you want to remove/replace/do something else you will need to edit the code related to that stuff. It is not a easy "edit this line of code", it is more like "edit this 100 lines of code spread on 50 different places and files", so that means you need some level of experience with coding MBScript and testing your features first.

    OR use a mod that already does that as your base, instead of using Native.

    Thank you too for the reply. So as long as I do the right edits in the modsys I should be fine?
    I have done some modding and I have already been able to understand some of the things
    such as trade routes etc.

    As you said testing is very important and I will slowly progress like that with trial and error.
    I just thought that it was necessary to have villages/castles for towns in order for the game
    to work properly but if I have the freedom to do as I please in regards to this i am happy.
  15. Modding Q&A [For Quick Questions and Answers]

    Hi guys.

    I have got a small question in regards to towns/locations on the
    campaign map.

    Is every town required to have a castle and villages?
    Same for castles do they need villages to work properly?
    I recall that someone had asked this a few years back
    but I am not sure what the answer was.
  16. Modding Q&A [For Quick Questions and Answers]

    @[Bcw]Btm_Earendil
    That is a relief, I do not even know if most of the people are still active to ask for permission.

    @kalarhan
    Thank you for the links. I will keep those guidelines in mind.
    Also the OSP/LSP Modifications List is very useful.

    Thanks for the replies.
  17. Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Blubby 说:
    I am not sure if this type of question belongs here but I wanted to
    ask where I could ask people who might be interested to work on
    a mod with me.

    the usual path is:
    1) post on the guild https://forums.taleworlds.com/index.php/board,9.0.html. Create a thread to show off your mod (ideas, features, work already done, etc). Look some other threads for templates
    2) describe what you want to do, what you can do, what you have done already, what you may need help with, etc, etc. Screenshots and videos help.
    3) show the list of OSP stuff you will be using and why. There are plenty of stuff to use available from code to assets, which will reduce the ammount of work you need to do yourself. But you need to look for it, filter it out, and see which ones are useful for your case.

    if you can show good progress and a cool idea your chances of attracting people are higher. But it is just a chance, best to not expect help at all for some time/ever.

    if you havent done anything yet, etc, that is usually a big no for most people to consider joining in.

    -> this thread is a good place to ask for specific things. A problem you have. Not about the entire mod. Little things.

    Thank you for the reply. Your information was very helpful.
    I already did look at some other threads on guild and got
    a fairly decent idea of how things should be now.

    In regards to the OSP stuff how exactly does giving credit
    work? Would I be able to simply use the stuff such as items,world maps,
    scripts etc. and provide the name of the creator, or would I first have to
    ask them for permission ?
  18. Modding Q&A [For Quick Questions and Answers]

    Hello everyone,

    I am not sure if this type of question belongs here but I wanted to
    ask where I could ask people who might be interested to work on
    a mod with me.

    I know that asking something like this may not sound very professional
    but I have never done something like this so I was not sure where and
    how to ask.

    Sorry again if this is totally wrong here.

  19. Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    that is a common bug, if you use search in this thread you can find the discussions. It is usually a bug with one of your loops giving XP to the player party or player troop (which have id=0).

    Thanks for your reply. So I did find a post from KratosMKII where he basically said the same like you with id=0 but I do not really understand.
    At this point I would believe that this bug is caused by either the lords or the locations.

    Does every lord require a "base" like towns/castles etc. ?
    Would it be possible to assign every lord to a location manually?
    In the script.py there is only a piece of code where towns can be assigned
    to lords indiviually, all other pieces I found related to assigning locations were
    mostly acting for a faction rather then the lords itself.

    That, however was a problem I had from the beginning that this code would give locations to factions
    which were not supposed to have the location due to historical accuracy and geography.
    Now long story short how could I fix this problem?  :smile:
  20. Modding Q&A [For Quick Questions and Answers]

    Hello.
    Does anyone know what is causing the level up bug when starting a game?
    When I start my game and create a characater to test something I end up
    having level 23 or 30 or something like that which means I have to waste
    too much time assigning all the skill points and so on.

    It is really annoying to go through that all the time just to test minor things.
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