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  1. scar1981

    LSP Animations Human Motion Set

    Greetings, module system noob here :oops: Can somebody share actions.txt with all these animations included from .brf file?
  2. scar1981

    OSP Dark Ages 3D Art Dark Age Pack- .160 Release Done

    Although it is great, IMHO there's huge noticeable difference between the high-poly grip and low-poly blade.
  3. scar1981

    OSP Dark Ages 3D Art Dark Age Pack- .160 Release Done

    Gothic Knight said:
    I guess. Are you planning using it in a PBR graphic's engine?
    No. Open BRF only.
  4. scar1981

    OSP Dark Ages 3D Art Dark Age Pack- .160 Release Done

    Hello, Gothic
    This retexture of the ringsword is a pure awesomeness :shock: If You aren't going to update the pack soon, can You at least share the textures of it? Otherwise what is this swordporn all about?
  5. scar1981

    defenders in "dead" zones

    Starting new log file.
    Version:  1.173

    -- OS: Microsoft  (build 9200), 64-bit
    -- RAM: Available physical RAM: 4095MB/4096MB
    -- CPU: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (GenuineIntel)
    - L2 cache size: 256K
    - CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
    - Number of CPUs: 8 ( Speed: ~3600MHz / ~3600MHz / ~3600MHz / ~3600MHz / ~3600MHz / ~3600MHz / ~3600MHz / ~3600MHz )

    -- GPU:
    - D3D9 Adapter: 0 / Driver: nvldumd.dll / Description: NVIDIA GeForce GTX 1080 Ti
    - Texture Memory: 4095 ( Available Texture Memory: 4056 )

    Received stats and achievements from Steam

    Processing Ini File {
    Module_name =  Viking_Conquest2036
    Num Hints =  12
    Setting Map Min X =  -257.903931
    Setting Map Max X =  281.758240
    Setting Map Min Y =  -281.854553
    Setting Map Max Y =  290.571899
    Setting Time Multiplier =  0.250000
    Setting Seeing Range Multiplier =  6.500000
    Setting Track Spotting Multiplier =  0.800000
    Setting player_wounded_treshold =  5.000000
    Setting hero_wounded_treshold =  15.000000
    Setting Skill Prisoner Management Bonus =  5
    Setting Skill Leadership Bonus =  3
    Setting Base Companion Limit =  20
    Setting player_xp_multiplier =  1.000000
    Setting hero_xp_multiplier =  2.000000
    Setting regulars_xp_multiplier =  2.000000
    Setting damage_interrupt_attack_treshold =  3.000000
    Setting damage_interrupt_attack_treshold_mp =  3.000000
    Setting armor_soak_factor_against_cut =  0.800000
    Setting armor_soak_factor_against_pierce =  0.650000
    Setting armor_soak_factor_against_blunt =  0.650000
    Setting armor_reduction_factor_against_cut =  0.950000
    Setting armor_reduction_factor_against_pierce =  0.650000
    Setting armor_reduction_factor_against_blunt =  0.750000
    Setting horse_charge_damage_multiplier =  1.000000
    Setting couched_lance_damage_multiplier =  0.650000
    Setting fall_damage_multiplier =  1.000000
    Setting shield_penetration_offset =  30.000000
    Setting shield_penetration_factor =  3.000000
    Setting missile_damage_speed_power =  2.000000
    Setting melee_damage_speed_power =  1.400000
    Setting multiplayer_walk_enabled =  0
    Setting mission_object_prune_time =  180
    Scan Module Textures =  1
    Scan Module Sounds =  1
    Unrecognized Module_info directive =  give_performance_warnings . Skipping.
    Loading Module Resource  La_Grandmasters_Shaders
    Loading Module Resource  test
    Loading Module Resource  shaders
    Loading Module Resource  textures
    Loading Module Resource  vc_textures
    Loading Module Resource  vc_materials
    Loading Module Resource  materials
    Loading Module Resource  materials_face_gen
    Loading Module Resource  vc_bodies
    Loading Module Resource  uimeshes
    Loading Module Resource  meshes_face_gen
    Loading Module Resource  helpers
    Loading Module Resource  vc_map_objects
    Loading Module Resource  vc_map_iconchars
    Loading Module Resource  particle_meshes
    Loading Module Resource  skeletons
    Loading Module Resource  grass_meshes
    Loading Module Resource  plant_meshes
    Loading Module Resource  object_meshes
    Loading Module Resource  object_bodies
    Loading Module Resource  goods_meshes
    Loading Module Resource  item_meshes1
    Loading Module Resource  food
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    Loading Module Resource  castle_a
    Loading Module Resource  dungeon
    Loading Module Resource  snowy_houses
    Loading Module Resource  square_keep
    Loading Module Resource  vc_pictures
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    Loading Module Resource  scene_encounter_spot
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    Loading Module Resource  houses1
    Loading Module Resource  wall_meshes1
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    Loading Module Resource  doors
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    Loading Module Resource  viking_houses
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    Loading Module Resource  vc_trees
    Loading Module Resource  grass_meshes_b
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    Loading Module Resource  town_houses_d
    Loading Module Resource  ani_horse_mounted
    Loading Module Resource  horse_skeleton
    Loading Module Resource  instruments
    Loading Module Resource  simple_primitives
    Loading Module Resource  ani_man_walk
    Loading Module Resource  ani_death
    Loading Module Resource  ani_stand_guardsman
    Loading Module Resource  ani_human_mounted
    Loading Module Resource  ani_lady_stand
    Loading Module Resource  ani_poses
    Loading Module Resource  ani_man_cheer
    Loading Module Resource  ani_stand_onhorse
    Loading Module Resource  ani_strikes
    Loading Module Resource  ani_equip_arms
    Loading Module Resource  ani_run_p
    Loading Module Resource  ani_run_forward_left_right
    Loading Module Resource  uni_strikes3
    Loading Module Resource  ani_walk_sideways
    Loading Module Resource  ani_run_sideways
    Loading Module Resource  ani_stand
    Loading Module Resource  ani_crouch_down
    Loading Module Resource  ani_low_walk
    Loading Module Resource  ani_turn_man
    Loading Module Resource  ani_lancer
    Loading Module Resource  ani_attacks
    Loading Module Resource  ani_kicks
    Loading Module Resource  ani_walk_backward
    Loading Module Resource  ani_run_lookingsides
    Loading Module Resource  ani_defends
    Loading Module Resource  ani_walk_lookingsides
    Loading Module Resource  ani_jump
    Loading Module Resource  ani_wedding
    Loading Module Resource  uni_jump
    Loading Module Resource  uni_stances
    Loading Module Resource  uni_equip
    Loading Module Resource  uni_strike
    Loading Module Resource  uni_throws
    Loading Module Resource  uni_fistswing
    Loading Module Resource  uni_lord_stand
    Loading Module Resource  uni_defence
    Loading Module Resource  uni_sideways
    Loading Module Resource  dart
    Loading Module Resource  rock
    Loading Module Resource  raw_materials
    Loading Module Resource  gauntlets_new
    Loading Module Resource  bride_dress
    Loading Module Resource  ui_server_filter
    Loading Module Resource  ship
    Loading Module Resource  arabian_houses
    Loading Module Resource  object_c
    Loading Module Resource  valleyProps
    Loading Module Resource  workshops
    Loading Module Resource  barrier_primitives
    Loading Module Resource  town_houses_e
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    Loading Module Resource  vc_arcosyflechas
    Loading Module Resource  bry_banners
    Loading Module Resource  bry_banners_default
    Loading Module Resource  bry_battlebanners
    Loading Module Resource  bry_flags_vertical
    Loading Module Resource  vc_iconos
    Loading Module Resource  bry_pic_mesh
    Loading Module Resource  vc_shields
    Loading Module Resource  vc_shields_tableau
    Loading Module Resource  vc_armors_angle
    Loading Module Resource  vc_armors_briton
    Loading Module Resource  vc_armors_frisians
    Loading Module Resource  vc_armors_generic
    Loading Module Resource  vc_armors_irish
    Loading Module Resource  vc_armors_norse
    Loading Module Resource  vc_armors_picts
    Loading Module Resource  vc_armors_saxon
    Loading Module Resource  vc_clerics
    Loading Module Resource  vc_female_dresses
    Loading Module Resource  vc_shoes
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    Loading Module Resource  vc_helmets
    Loading Module Resource  vc_axes
    Loading Module Resource  vc_native
    Loading Module Resource  vc_props
    Loading Module Resource  vc_props2
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    Loading Module Resource  vc_props_new_houses
    Loading Module Resource  vc_sea_battle
    Loading Module Resource  vc_spears
    Loading Module Resource  dedal_anims
    Loading Module Resource  vc_hoods
    Loading Module Resource  vc_shields2
    Loading Module Resource  vc_swords2
    Loading Module Resource  vc_food
    Loading Module Resource  vc_tradeitems
    Loading Module Resource  vc_knifes
    Loading Module Resource  vc_horses
    Loading Module Resource  La_Grandmasters_map_text
    Loading Module Resource  vc_shields_basic
    Loading Module Resource  vc_work
    Loading Module Resource  vc_animals

    } //Processing Ini File Finished
    Loading Music...
    Loading Textures...
    Finished Loading Textures...
    L8 Format is  supported
    WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
    WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
    WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
    Loading Module...
    Loading item kinds...
    Loading dialogs...
    Loading mission templates...
    Loading party templates...
    loading time:  11927
    Finished All...
    Loading tracks
    load_map_data complete.
    Init_map complete.
    init_meta_mission complete.
    map mesh built.
    get_ideal_sun_color.
    get_ideal_fog_color.
    1534 parties added.
    launch complete.

    Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
    Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...
    SCRIPT ERROR ON OPCODE 1694: Invalid Party ID: -1; LINE NO: 7:
    At dialog condition: dlga_lord_talk:lord_request_help. At dialog condition: dlga_lord_talk:lord_request_help. SCRIPT ERROR ON OPCODE 1694: Invalid Party ID: -1; LINE NO: 7:
    At dialog condition: dlga_lord_talk:lord_request_help. At dialog condition: dlga_lord_talk:lord_request_help. SCRIPT ERROR ON OPCODE 1694: Invalid Party ID: -1; LINE NO: 7:
    At dialog condition: dlga_lord_talk:lord_request_help. At dialog condition: dlga_lord_talk:lord_request_help.
    Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
    Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

    Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
    Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

    Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
    Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

    Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
    Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

    Saving options...  OK!
  6. scar1981

    defenders in "dead" zones

    1) I found rgl_log.txt in Warband general folder, it only says that game version is 1.173, is this the one needed?
    2) clean VC without mods
    3) Windows 10 Home 64 bit
    4) no screenshots on that, sorry
  7. scar1981

    defenders in "dead" zones

    Have to report on the issue durring sieges/assaults. It is sometimes impossible to complete assault because remaining defenders get stuck in dead zones where neither you nor your troops can penetrate. These zones usually are at the far side of the town (edge of the town). Like recently my army...
  8. scar1981

    OSP Dark Ages 3D Art Dark Age Pack- .160 Release Done

    Flawless, especially the decorated parts... Thank You for the hard work and time devoted to making this.
  9. scar1981

    SP Viking Conquest Balance Mod 13

    Maybe not a good idea to connect mersenary troops Svear warriors and raiding parties Vikinger. I have an idea to make a promotion line from Vikingr to 3 options equal in cost: Danish elite, Norvegian elite, Swedish elite vikings. To distinguish them i propose to make a bit different specialisation in weapons for them. For example - danish can be better spearmen, norvegian better 2h axemen, swedish better in onehanded. This will give some flexibility. All of 3 to be upgraded to ship captain who will have better stats in 1h and 2h weapons, bonus to sailing speed and decrease damage to ships. He also might improve moral as he is a commander. His gear must be supreme to previous 3 kinds of vikinger.
    Svear warriors i'd promoted to Vaeringjar (svear bodyguards) - new troops equal to tier V with top gear and 2h axes, onehanded and shield. But new troops are not save game compatible, as far as I know.
  10. scar1981

    SP Viking Conquest Balance Mod 13

    Hi Tingyun, It is totally impressive how many "underwater stones" can be found by a person who mastered the module system... Thank You for the awesome work you are doing, now I see I was totally wrong thinking VC was balanced enough. I began to think what i would change, but unfortunately I'm a profane in the module system.
    1. sailors are pretty useless for me, though they increase the ship speed, somehow I have good speed without them and manage to catch the enemies on water without single sailor on my ships. Another point that they are useless as warriors. So maybe it makes sense to upgrade them for example: sailor - raider - old captain (if save-game compatible). Also maybe there is a way to decrease ships damaging in case there are sailors on them. Supposedly the sailors are able to take care the ships and to fix small wreckage just during the sailing. 
    2. As you want to make a line of upgrade for Norwegian and Danish vikings, please also do the same for their Swedish colleagues: Swedish viking - elite Swedish viking - ship captain.
    3. Shield bash in VC seems useless (or I'm missing something)... normally it should cause blunt damage and enemy to fall down for a second, let's say with 30% chance. I suppose this can be done with a changing of the script, after receiving a shield bash when not covered with his own shield enemy receives some reasonable blunt damage and either is pushed back (like from kick) or falls down for a moment in 30% of cases like they do in some situations. This falling gives a chance for a finishing blow if done quickly. I understand this cannot be save-game compatible but possible to do with changing of the script. After you are done with all save-game compatible balancing maybe you'll manage to do something with it.
  11. scar1981

    The rare thing about the Rare Ruins?

    To answer this question go visit Adrian wall and speak with old roman :wink:
  12. scar1981

    OSP Dark Ages 3D Art Dark Age Pack- .160 Release Done

    Gothic Knight said:
    Ok guys, Decide on the pommel.
    152-DSC_0985-v.jpg

    152-mec1006-v.jpg
    First variant for me seems reasonable. Second looks too fancy for a rich, still battle-ready sword. Hovewer, do what is easier for You technically.
  13. scar1981

    managing forts and towns

    I need some help in understanding the mechanics of the forts and towns managing. I my current game being a vassal of Denmark I own 2 big towns (Dorestad, Witan Ceaster), 5 forts, numerous villages... Every week i suffer huuuge losses because of the tax unafficiency, relations with majority of...
  14. scar1981

    OSP Dark Ages 3D Art Dark Age Pack- .160 Release Done

    Looks fantastic! It feels you put a lot of hard work and time into it. Can’t wait to see the whole masterpiece.
  15. scar1981

    SP Viking Conquest Balance Mod 13

    IMO, VC is balanced enough by default. The only drawback was in frizian troops line (of which I posted before). Other than that everything looks reasonable. Bows should be weak because the time of mighty english bowmen will come at least 200 years after. As for top tier angles vs saxons - here is the balance: angles have more skill but a bit cheaper swords, saxon- less skill but better weapons. Actually in terms of skill this looks doubtful because both angles and saxons by that time were in fact one group of people, with same military organization, divided mostly politically. But one thing is for sure, Wessex was rich and politically stable while Mercia, East Anglia and Nortumbria were not... thats why the danes devastated their lands at first. Therefor the warriors of Wessex could be better equipped. Yes Orm’s lorica is the best armor in game, but personally it never made me a tank in battle as 3-4 spear thrusts, 2-3 hits with sword or axe by top tier troops usually take 75-80% of HP. When fighting in shield wall you cannot be secured from strikes coming from several enemies at once, so not OP armor for sure. Generally no armor is OP in VC.
  16. scar1981

    SP Viking Conquest Balance Mod 13

    Checked the changelog.... Please also pay attention to frisian troops. Wigand, werand and horseman do not have any desend weapon for close combat. Wigand should have short battle axe or broadseax, werand as top tier must have at least short sword, langseax or normal axe. Horseman must have long handle axe. All of them have spears but in close combat take out pathetic small knife and die fast.
  17. scar1981

    Native OSP 2D Art Overhaul of weapons2.dds - 2k HiRes (UPD: ...and weapons3.dds)

    Howard P. Lovecraft said:
    Well, the easiest way is to scale the original texture and copy in the existing UV map. But, if you want to use this texture map with other weapons (for example, I use those two 2k textures with luigi's old weapon packs), you need to convert the UV map of each model for those textures. A bit of work, but very rewarding. You can have some awesome old models(again, I find luigi's work some of the best there is, in terms of models for M&B, for variety and content) with new and fancy textures.  :wink:
    Would appreciate if you instruct in PM how to do this step by step. What program to use?
  18. scar1981

    OSP Dark Ages 3D Art Dark Age Pack- .160 Release Done

    Howard P. Lovecraft said:
    Scabbards are easy, don't worry about it. Once we all have those gorgeous models in our hands, scabbards will be the last to think of.
    And thanks for the info, I was just looking for an excuse to use this in the mod. :razz:
    It is on surface, no need to dig deep https://en.wikipedia.org/wiki/Migration_Period_sword You have full right to add it to your mod.
  19. scar1981

    OSP Dark Ages 3D Art Dark Age Pack- .160 Release Done

    Gothic Knight said:
    Low poly for now. Needs to be reduced in polies especially on the handle.
    OIjDMge.png


    Blade is the high poly version of the blade. All other are low poly.
    Great looking mesh!
    Howard P. Lovecraft said:
    You will make me put Saxons in my mod.  :razz:
    But yes, low poly for M&B is best.
    such swords were common in all north Europe as it was germanic style spatha, such swords were found in Denmark, Vendel (Sweden) and Norway also. And your kind help will be needed to make vertex and add scabbard to it. As you did with all swords for this OSP.
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