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  1. RobinHat

    Modding Q&A [For Quick Questions and Answers]

    Hi all,

    I'm having a really weird problem. I'm not sure what is causing it, but it is affecting every single mod I have installed, as well as Native, so I'm guessing something has happened to the game engine.

    Anyway... when I play the game in Edit Mode (selected in the launcher window) everything works fine. No problem.
    But when I turn edit mode off, the game crashes as soon as I enter a town scene (like 'Go to the castle', 'Go to the tavern' etc.). I have tried this several times now in different towns, and always the same problem.

    It's really weird. Everything works with Edit Mode on, but crashes when it is off.

    Anyone know what's going on here? I have been tinkering with a new mod, but I don't see how that should affect all other installed mods.

    Thanks in advance.
  2. RobinHat

    Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    mission_templates are not selected by magic. There is game code that applies game rules to tell the engine which one should go with a certain situation. So your first step is to understand how that works, and then to add your new rules on the selection process.

    I gave you two paths. One is located on game_menus, its the one called when you do a normal field attack. The example included a common case for modding, where you add a new special scene for bridge battles (very similar to what you are doing with snow).

    Second path is the script (module_scripts.py) used to select a scene based on terrain. It doesn't select a mission template, so it can be useful to you as long you keep the same EP (entry points). See that script, how it checks for terrain and how it chooses a scene. You could replace the random_snow scene with a custom_snow scene.

    If you need further help remember to shows us what you are doing (code), what worked and didnt work, and anything that you didn't understood. Also check tutorial section, as there is lots of basic stuff you should start to get used with for codding the game.

    Ah! I know what you mean now. The misunderstanding came from the fact that I thought you were talking only about mission_templates.py, which made no sense to me. :smile:

    Yeah, the bridge battle scene I made a while back never really worked either, but if you say that the three files I need to fiddle with are mission_templates, game_menus and scripts, then I ought to figure it out. Are those the only three?

    Thanks again for your help by the way.
  3. RobinHat

    Modding Q&A [For Quick Questions and Answers]

    Should've been a bit more clear. I tried using different variations of the mission templates that already exist, but they just seemed overly complicated to me, so I deleted them again and decided to go back to square one and ask you guys on here for help. I can't show you what I did because I deleted it all after not getting anywhere.

    As for your reply on my other thread, I simply didn't understand what you meant by "...use the menu "encounter_attack", check distance to a bridge party and, if close enough, change the battle to the bridge scene + mission template..."

    Instead of replying with "Eh... what?", I decided to take your advice and ask for help here instead.
  4. RobinHat

    Modding Q&A [For Quick Questions and Answers]

    Hi all,

    I need some help. I want to make a mission_template entry that is simply a battle encounter which replaces the random battle on the tactical map. When you are on snow (for example) the game generates a random battle map based on the terrain. What I want is for the game to always generate the same map with fixed entry points. Can someone help me by making a simple template like that?

    So simply put, I want a template for a standard battle, but with non-random terrain generation and fixed entry points for the two armies.

    I am familiar with python and the module system, and I've fiddled around with this, but can't quite get it right.

    Thanks in advance.
  5. RobinHat

    Is there a basic mission_templates 'template' out there somewhere?

    Hi all, I am making a mod where I want a certain terrain type (snow for example) to generate a non-random map with two entry points where each army will spawn - so basically the same as the current randomly generated battle scenes, but non-random and with fixed entry points. I have tried...
  6. RobinHat

    Can I add new terrain types?

    Thanks for the replies guys. I appreciate it.

    So there is only that number of terrain types. I'll have to work with those as best I can. A follow up question:
    Is it possible to add some text to the encounter screen, so that it (for example) says:

    "You have encountered King Harlaus's Party. You are fighting in the desert."

    So that the menu tells you which terrain type you are fighting in?
  7. RobinHat

    Can I add new terrain types?

    I did a search, but didn't seem to find anything. Is it possible to add more terrain types to my mod? As of now there are plain, steppe, snow, etc., but could I add - say - 'swamp', and code it so that it has a specific look in the game when entering it? If so, is there an upper limit as to how...
  8. RobinHat

    Native OSP Scenes Native Scene Replacement Pack - [Added Bariyye 30.12.2018]

    I absolutely love your scenes, but do they have arenas too? Can't seem to see them anywhere.
  9. RobinHat

    Nordous' Sceners Guild

    ... and some more...

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  10. RobinHat

    Nordous' Sceners Guild

    Hi all,

    Just thought I'd share some of the many new scenes I made for my 'Borgerkrigen 1157' (The Danish Civil War 1157) mod for Warband. I have made 100+ new towns, castles and villages for the mod, and many of them are made using prospects and maps of the actual towns in Denmark, Sweden and Northern Germany in the 12th century.
    I hope you like them, and I'd love to get some feedback from my fellow sceners. :smile:

    14324190_10154634289771015_7000502754056647253_o.jpg

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  11. RobinHat

    SP Medieval Borgerkrigen 1157 (The Danish Civil War 1157) [WB][S] (v.1.0)

    The mod is complete and ready for download.
  12. RobinHat

    SP Medieval Borgerkrigen 1157 (The Danish Civil War 1157) [WB][S] (v.1.0)

    General Presentation Welcome to the war-torn realm of Denmark, 1157. Three kings battle for power and rule over this divided kingdom, while surrounding realms hungrily watch and wait. In the west, King Valdemar rules the people of Jutland, learning modern warfare and using clever tactics. In...
  13. RobinHat

    OSP: The Open Source Project

    Well I haven't made a forum page yet, but I'll keep that in mind. Cheers. :smile:
  14. RobinHat

    OSP: The Open Source Project

    Hey everyone.

    I used a few OSP resources for my mod, and I thanked the creators in my readme file, but someone complained that I didn't give credit. Am I supposed to give credit somewhere else?
  15. RobinHat

    What are the coordinates that Village Walkers are 'trying' to get to?

    Hey all. So after making many... many scenes, I figured out that Town Walkers seem to want to get to the exact centre of any given scene. This simply means that keeping the centre coordinates of the map free from buildings, and making sure AI mesh leads to it, prevents town walkers from rubbing...
  16. RobinHat

    Modding Q&A [For Quick Questions and Answers]

    Right... Oh well. Thanks for the reply. :smile:
  17. RobinHat

    Modding Q&A [For Quick Questions and Answers]

    Is there any way to make an already finished scene 'bigger' using the module_scenes scene-code? Which number in the code do I have to change to only change scene size without screwing around with anything else?
  18. RobinHat

    Banner shader question (SOLVED)

    So there was some logic to it after all! Cheers.
  19. RobinHat

    Banner shader question (SOLVED)

    Apologies for not using the spoiler function.

    Right... I've taken screenshots of the materials in OpenBrf.

    Here are the banners that work:

    1_2.jpg


    and here are the banners that don't:

    2_2.jpg


    Call me crazy, but aren't they EXACTLY the same? And yet they look different in game.


    EDIT: Right, I seem to have fixed it on my own. I tried moving the non-working banner materials and meshes into the same BRF file as the ones that do work. Without changing anything else, this seems to have fixed the problem. Just goes to show that logic doesn't always apply when modding this game.
  20. RobinHat

    Banner shader question (SOLVED)

    Hate to bump, but this is driving me crazy. Can nobody help with this?
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