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  1. OSP Code "Ethnic Troops" mini-mod

    Al_Mansur said:
    Having all Sarranids with black faces is really weird.
    Fair point. When making this mini-mod, I had real problems setting up a range of faces for the Sarranids since you start getting weird effects like 'euro' faces with black skin, or 'black' faces with white skin... very weird. So I made the exec decision to just go with the Moors to give them a look distinct from the Khergits.

    I'm also very happy to see that people are enjoying my mini-mods, and while I have had to take some time off M&B, I do plan to return soon with a couple more mini-mods I've been working on... so watch this space! :razz:
  2. SP Native [WB] Better startup merchants mini-mod

    Thanks, Jacomus! :smile: Glad you are enjoying my mini-mods.

    I've had to take some time off M&B, but plan to make a comeback soon with a couple more mini-mods... one which I've been calling "no more Bent Crossbows"...

    Watch this space!  :razz:
  3. OSP Code "Ethnic Troops" mini-mod

    Thanks guys :smile:

    Sef OK b  -- I too like the Vaegirs a lot, but also the new Sarranid faces. In general, I went for stronger jawlines for all the races -- Native tends to generate rather "genteel" chins, I find  :lol:

    Caba`drin, monnikje -- I was impressed with the Floris mod-pack, and was hoping to make these mini-mods useful to mod-compilers and mod-makers like yourselves. Hopefully, they will be :wink:

    monnikje -- sure, PM me the faces. It would be interesting to see the approached you took.
  4. OSP Code "Ethnic Troops" mini-mod

    Thanks for your support, everyone :smile: Glad to hear people like this mini-mod. Have a look at my other mini-mod as well, if you haven't already :wink:

    . . .​

    @Vornne -- I'll have a look. I'm currently making a couple more mini-mods for Native, more like bug-fixes, but I'll take a look at the Lords and Ladies, and the multi-player, next.

    . . .​

    @Sahran -- for now, I wanted to keep this as a sort of bug-fix to Native, so that super-mod makers can best benefit from it. But yes -- I'll take a look at the extra facepacks.

    . . .​

    @Shik -- you are correct on both points of course, but I'm working within the limitations of Native here :wink: For example, the way the blond-red-brown hair colour "continium" is set up, it's actually quite difficult to configure things so that some Vaegirs have blond hair. What ends up happening is that there are far too many red-haired Vaegirs then, and far too few with "russuye" hair -- i.e. light brown / dark blond. And then they start to look just like the Nords, but with bushier beards  :razz:

    The same with the Sarranids -- I've specifically gone for quite (stereotipycal?) Sub-Saharan African features (broad noses, wide faces, strong jawlines), and it would be rather tricky to mix that with a more Arabic or North African face/skin. When I initialy tried it, what semeed to happen was a weird "black people with white skin"-effect, or the reverse -- think Michael Jackson :wink:

    Ruthven has nailed my aim -- to make each faction recogniseable at a glance. The downside is that they do indeed look a little stereotypical. But the flip-side is sort of what Native has -- every faction looks pretty much the same, and the flavour of each faction is lost.

    (There's an interesting side-issue here, in that the game seems to sometimes ignore the face parameters and generates "default" faces anyway -- even with the new Sarranid skins, you still sometimes get white, even blonde, Sarranid Recruits :oops: Does anyone have any idea why this happens..?)
  5. OSP Code "Ethnic Troops" mini-mod

    Every faction's troops in Warband 1.134 mostly have generic European faces. This is particularly noticeable for Sarranid troops, who have "swadian" faces and look more like Vikings than Moors! This mini-mod changes the face parameters for the factions, to make the troops of each distinctive and...
  6. [FIXED] Forum bug - link-blocker is over-reacting

    Hello there! :) As a new user, I was trying to post some code for a Warband mini-mod I made, and noticed that the link blocker was being triggered by [ code] tags, as per the screenshot below: Either [ code] needs to be taken out of the list of tags triggering the link-blocker, or the error...
  7. SP Native [WB] Better startup merchants mini-mod

    Zephilinox said:
    I can understand that, however the simpler your conclusions the more likely they are
    Sometimes. I've been a software developer for over 15 years however, and I assure you that isn't always the case :wink:

    Zephilinox said:
    I don't see why the [ code] tags aren't working for you, they work for me just fine and I'm a recruit.

    It clearly doesn't work for new users as the link-blocker is also reacting to the [ code] tags. I'll see if I can get a form admin to take a look...

    Zephilinox said:
    I don't think the merchant's really make much of a difference in the battle against the garrison guard or whoever it was, so if you do or don't decide to upgrade his stats it's likely that it won't change the outcome.

    for that matter what happens if you do lose?
    Nothing much -- "friendly hands pick you up" and all that. Probably not all that important :smile: I'll play through the starting quest and see if the merchants make a complete embarassment of themselves, and maybe bump their stats if they do.
  8. SP Native [WB] Better startup merchants mini-mod

    Ok, as promised, here is the Python code for Native 1.134:
    Open up module_troops.py, and search for "swadian_merchant". Replace all entries up to "startup_merchants_end" with the following:
    Code:
      ["swadian_merchant", "Merchant of Praven", "{!}Prominent", tf_hero, 0, reserved, fac_kingdom_4, [itm_light_leather_boots, itm_rich_outfit, itm_sword_medieval_c_small], def_attrib|level(2),wp(20),knows_common, 0x0000000a2910305135ac7169644c5d6400000000001e5b2b0000000000000000, 0x0000000a2910305135ac7169644c5d6400000000001e5b2b0000000000000000],
      ["vaegir_merchant", "Merchant of Reyvadin", "{!}Prominent", tf_hero, 0, reserved, fac_kingdom_5, [itm_fur_hat, itm_leather_jacket, itm_leather_gloves, itm_hide_boots, itm_sword_viking_2_small], def_attrib|level(2),wp(20),knows_common, 0x0000000b3f0402cf48e49bc55b91f7a400000000001dc6b50000000000000000, 0x0000000b3f0402cf48e49bc55b91f7a400000000001dc6b50000000000000000],
      ["khergit_merchant", "Merchant of Tulga", "{!}Prominent", tf_hero, 0, reserved, fac_kingdom_1, [itm_khergit_leather_boots, itm_leather_gloves, itm_nomad_vest, itm_nomad_cap, itm_sword_khergit_3], def_attrib|level(2),wp(20),knows_common, 0x00000008e610338d151dab4b1b516a7800000000001e52eb0000000000000000, 0x00000008e610338d151dab4b1b516a7800000000001e52eb0000000000000000],
      ["nord_merchant", "Merchant of Sargoth", "{!}Prominent", tf_hero, 0, reserved, fac_kingdom_2, [itm_sword_viking_2_small, itm_leather_gloves, itm_light_leather_boots, itm_light_leather], def_attrib|level(2),wp(20),knows_common, 0x000000091900130f232355ab5d5338dd00000000001eb95c0000000000000000, 0x000000091900130f232355ab5d5338dd00000000001eb95c0000000000000000],
      ["rhodok_merchant", "Merchant of Jelkala", "{!}Prominent", tf_hero, 0, reserved, fac_kingdom_3, [itm_khergit_leather_boots, itm_courtly_outfit, itm_sword_medieval_c_small], def_attrib|level(2),wp(20),knows_common, 0x00000008b30c20c565344cd95d52272b00000000001dcb290000000000000000, 0x00000008b30c20c565344cd95d52272b00000000001dcb290000000000000000],
      ["sarranid_merchant", "Merchant of Shariz", "{!}Prominent", tf_hero, 0, reserved, fac_kingdom_6, [itm_scimitar, itm_sarranid_boots_b, itm_sarranid_cavalry_robe, itm_headcloth], def_attrib|level(2),wp(20),knows_common, 0x000000093f0071c0376cb222eaba472600000000001e30190000000000000000, 0x000000093f0071c0376cb222eaba472600000000001e30190000000000000000], 
    I can also supply a patch-compatible diff, if that would help.
    I'll keep updating the first post in this thread with the latest changes.

    An open question: now that I've nerfed the merchants by taking away their invisible two-handed swords and replacing them with short-swords, should I bump their stats a bit so that they are still useful in the final street-fight?
  9. SP Native [WB] Better startup merchants mini-mod

    Zephilinox said:
    It has nothing to do with "trust", it's the link you put in between the IMG tags, they don't work.
    Good spot -- thanks for that.

    Ideally I would have posted thumbs linking to the full images, but you see as a "Recruit" the forum complains about external links in my posts. And it seems to consider [ code] tags as external links as well, probably due to a misconfiguration. Hence, not a giant leap to think that it would also consider tags to be out of bounds, but then show the images anyway once a post had been quoted by another user. Us software developers can sometimes over-think these things, however ;)

    Python source will be coming shortly -- I used Morgh's editor for this, so will need to back-port the changes into the py source first, to make this more useful to other module developers.
  10. SP Native [WB] Better startup merchants mini-mod

    Ikaguia, I'll rustle up the py code for you ASAP :smile:
  11. SP Native [WB] Better startup merchants mini-mod

    Thanks :smile:

    The images don't work because the forum isn't showing them :smile: The images are here: http: // img13. imageshack. us/ g/jelkala.jpg/ (had to put spaces in the link as the forum won't let me post links, either!)

    I agree that this is only really useful to players starting Warband Native, and they probably won't look at mods initially (although I did :wink: ) But this is mostly an excersise in learning the M&B modding tools, and I thought there's no sense in not making the results available to the community in general once I did the work :smile:

    Besides, I'm planning to mod the faces of troops next, so that recruited troops actually have the correct facial features...


    PS. Interestingly, the images are showing in your quote of my post -- seems the forum trusts you enough to show the images I posted! :lol: Might be worth pointing this out to the mods... Also, it doesn't let me use [ code] , so I had to use [ quote]...
  12. SP Native [WB] Better startup merchants mini-mod

    I felt that the merchants who give the player their first quest in Warband were not particularly believable, so I tweaked their faces and equipment to improve things. It's really a very small mod, but I feel that the first NPC they meet in Warband is important to get the player into the game...
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