搜索结果: *

  1. WFAS resource/brf files location

    The module system will only hold resources, textures, etc only if the module needs them that the base game does not include. For the native module will pull its assets from the main games directory (CommonRes is the resource files/brf).
  2. SP Musket Era [VC] Salt & Smoke - An Early 18th Century VC Mod

    It obviously isnt going to be properly to scale, but you can also make the parties move slower to make the scale seem larger. There are mods with very large segments of/the whole world as the map, so I'm sure I can fit it with some work. I think the bigger question will be how much can I fit on the map before it turns into a stuttering mess. Which is a legitimate concern.

    It's also more of just the Eastern Coastal part of the US. All of Mexico will likely not be used as it would require nearly all of the US as well which is impractical.

    I'll post a screenshot of google maps with a rough estimate of the desired map when I get some free time late tonight.
  3. Nordous' Sceners Guild

    Not sure if this is the place but I am looking for help with scenes for my mod I'm working on Salt& Smoke. Its early 18th Century and it can be found here
    https://forums.taleworlds.com/index.php/topic,385922.0.html

    I'd appreciate any help. Thanks
  4. SP Musket Era [VC] Salt & Smoke - An Early 18th Century VC Mod

    [Bcw]Btm_Earendil 说:
    Transflux 说:
    I'm also curious what the rules are with using WFaS and NW assets in a mod? I know we can use their module systems with credit given, but I've seen some people include some assets from WFaS in their mods, usually small stuff. My plan was to make dummy resource files with he same asset names as the files I was going to use from them, and then instruct owners of the games to copy the relevant assets into the modules folder. Is this necessary or are we free to use these assets in unpaid mods so long as we credit where they came from?
    You are not allowed to use assets of WFaS or NW unless you are making a mod for them.

    Figured, I'll proceed with my current plan.

    Also changed the entire post to be more of a mod post than a help wanted ad lol.
  5. SP Musket Era [VC] Salt & Smoke - An Early 18th Century VC Mod

    Sail the seas, plunder ships, trade goods to the new world and fight brutal battles. Salt & Smoke is a Total Conversion mod for Viking Conquest based around the Early 18th Century Western European Super Powers fighting for supremacy. Reddit TaleWorlds Discord Much more information is available...
  6. LSP 3D Art Scenes Galleon ship and static sea-battle scenes

    kraggrim 说:
    Ryantheskinny 说:
    Just out of curiosity but could this be animated to work like the ships in VC?

    Probably, but AFAIK it's too complex for bots when you can't attach an ai mesh. So would only work for no-bot multiplayer.
    Regarding my previous comment, forgot to quote you.
  7. LSP 3D Art Scenes Galleon ship and static sea-battle scenes

    Forgive me but I do not know much about modeling but how difficult would it be to give that Galleon an AI Mesh? Would be really cool to be able to use this in the VC ship battles.

    VC has I think it was 3 or 4 ships to use, and A World of Ice and Fire has 8, so maybe the author of that mod could help get the galleon working?
  8. ENBseries

    I personally like them. I use them (tweaked a bit for my personal taste) on all versions of the game I play. I'd say Reshade/SweetFX would be a better choice as they are much less intensive on the system and offer more customization, but currently Windows 10 will crash to desktop whwn certain games run Reshade. Not sure if or when it will be fixed either.
  9. Sea Faring AI Troubles

    SunFlash 说:
    Quintillius 说:
    Thnx I'll check it out.

    Has there been any update to this?  I'd love to begin a new save.

    Haven't tried this, but you might be able to get them unstuck using the cheat menu to force them to return to a friendly settlement or follow you. I just decided to wait after trying a bunch of stuff.
  10. Possible fix for the sea travel

    Nope, tried it and they still were getting stuck
  11. Possible fix for the sea travel

    Hello, I posted this on the steam page but it was something I randomly came across while editing other modules. In the Module.ini on another mod and VC (both use sea travel and naval warfare) there is this line: use_strict_pathfinding_for_ships = 1 This line is not present in your module.ini...
  12. Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    kraggrim ?️ 说:
    Alternate Crown Model (probably any version, though only tested in reforged beta)


    In your resources folder make a copy of vc_hoods.brf, then download and swap it in. It just uses existing materials and textures so no need to worry about that stuff. Will replace the existing one for the player (if they have one) and all kings.

    Any chance you still have this? The links dead and these crowns look awesome.
后退
顶部 底部