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  1. Kale3

    SP Dark Ages [Submod] Blood Eagle-Independent VC mod (released 3.3)

    Notice: Blood Eagle has had a post in the VC modding section for awhile, but I'm having to remake the post thanks to a bug. Note! The Taleworlds description is a condensed version of the main description over at nexus mods. The most important changes of Blood Eagle Completely overhauled...
  2. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    Weathercock said:
    Managed to tweak out the 757 days issue, not too hard afterall.

    In addition to the above point about troop trees, I also think you may have gone a bit far in nerfing some of the unique gear. Orm's armour, for example, is just horrifically bad, not even close to par with normal armour sets. 32 defense on a set of heavy armour is just unusable considering the stat loss imposed. The unique swords are also entirely unremarkable now, and pretty much outclassed by piercing axes. Not sure if they could use a hand or not.

    That's great man, glad you were able to tweak it!

    As for the unique stuff, I just had a really big problem with how early in the game you could get orm's lorica. Great looking armor and stuff, but it's seriously OP for the time you get it. I mean, you can just abuse javelins+spears at orm to kill him and get his lorica which will last you the entire story.

    I will buff it a bit in a later update, but I wouldn't expect anything past 45. I'm going to buff the unique swords and stuff a little bit, but I felt the same way about them. Waaay to easy to get if you know how to fight the AI in WB. And the weapons you got from unique smiths felt terrible compared to the free uniques. They will get a buff, but not anything to serious.

    Some axes will also get a slight nerf to pierce. It won't be anything to serious, because only higher level units carry piercing axes.
  3. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    Gort77 said:
    Hi, just down loaded your mod and so far really like all the new items added in.  I always felt like there wasn't enough variety in the weapons and armor for VC.  I also took a look at all the troop trees and noticed that all the troops in each tier basically have the same weapon prof values, is this right?  For example all top tier troops have a weapon prof of 145 for the weapons they use, there is no variation between cultures like in vanilla.  I was just wondering if you are still working on getting the troops balanced out or if you intended all troops to be the same regardless of culture?

    I also noticed some discrepancies between certain troops:

    The tier 3 Briton warrior and the tier 3 Saxon Companion have weapon profs of 70, while all other tier 3 troops have weapon profs of 100.

    The tier 4 Briton Champion and the tier 4 Saxon Veteran have weapon profs of 100, while all other tier 4 troops have weapon profs of 115.

    The Pict troop tree seems mixed up.  The Pict Freeman is lvl 28 with weapon profs of 90, while the Spearman (the upgrade of the Freeman) is lvl 10 with weapon Profs of 70.  Also the Pict Noble is lvl 28 while every other top tier troop is lvl 24.


    I just wanted to know if these where intentional or if they where mix ups?

    Thanks.

    To clear some things up the items kind.txt and troops.txt was not all done by my hand. I'm in the process of changing it, but the troops.txt for Blood Eagle was made to compete with my old mod, Sword & Shield, of course, the files were not edited by me so it's not perfect. I will change this though, we're also going to add back in vanilla VC items + the new content that comes with the mod to add more variety.
  4. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    Weathercock said:
    Does Blood Eagle have the permanent stat loss after 757 days like vanilla does? If so, what would be the best way to turn that off without messing with other mod files? I'd use the tweaks tool, but I'm worried that I'd overwrite other parts of the mod by accident.

    I don't recall editing anything regarding the stat loss as I never continued save games for that long, so it was never a problem for me.

    I'm not a coder or anything, and in development of version 2.0 I unsuccessfully attempted to add in several tweaks, lines of magic numbers are beyond me.

    In short.. I'm not sure how you could edit that. You could just backup everything and try the tweak tool, modding is all about trial and error.
  5. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    Sir Mordred said:
    Is it intentional that Northmathr Vikingr (or however it's spelled) never have shields?

    Nope, I will for sure fix that.
  6. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    Hugo_Stiglitz said:
    Thx for this mod, looking forward to checking it out.

    Forgive me if I missed it in the notes but is this mod saved game compatible for the campaign? Thanks.

    Oh yes, something I need to add in the desc.

    If your just updating blood eagle to a later blood eagle ver it is, but I'm afraid it's not if your upgrading Blood Eagle from VC.

    In fact, it is it's own module so the it would not even recognize the saves.

  7. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    Carrion said:
    fantastic! really good! thanks guys!

    Thanks, hope you enjoy the mod  :smile:
  8. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    HooTmAn said:
    moonrgr said:
    HooTmAn said:
    Blood Eagle Patch Version 2.2 is up at Nexus!  :grin:
    Hi HooTmAn! I've played Warband (with Silverstag) for a while but am new to VC. I am so glad to see an overhaul project under active development despite the seemingly lackluster sub-forum. The selfish part of me secretly wish there could be more competitions but I really cannot ask for more. I'll give the vanilla VC a go first since from what I have read modding/tweaking can easily break the "story mode" of VC. But I cannot wait to test your overhaul mod out!

    Serenus
    Thank you very much, i hope you enjoy the Blood Eagle Overhaul Mod. I did try the StoryMode on BE and it did work. We did not change anything that should break the StoryMode.(well some units could be OP) BUT best is you play Blood Eagle in SandboxMode. You are right, you never know what could break even there shouldn't be something to break.

    You may have some trouble fighting vikings in the story mode, however it has worked fairly well for me.
  9. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    Laizenbh said:
    Congratulations, i will test it asap :party:

    Thanks, we are also going to fix a few issues regarding a loading screen that makes some letters to dark to see, and also add a few songs in a later update.  :smile:
  10. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    kalarhan said:
    remember to change this line on module.ini, it is printed on rgl_log.txt and avoids issues when players post about bugs

    Code:
    module_name = Viking_Conquest2023

    do something like

    Code:
    module_name = VC_Blood_Eagle_100
    for version 1.0

    otherwise unaware players will post on the support forum and devs won't know its not vanilla, but a mod.

    Hmmm did no know about this. Thanks kalarhan! Will add in a later update we are working on.
  11. Kale3

    SP Dark Ages [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)

    Read this or a giant Eagle will take you and your family to it's nest... V3 is out V3 Patch Notes- Note, V3 is not savegame compatible. It requires a new game. Blood Eagle is still fully functional with the storyline campaign as well, though it is meant to be played in any of the sandbox...
  12. Kale3

    SP Dark Ages [VC] [Submod] Sword and Shield Version 3.0

    HooTmAn said:
    Sword and Shield V. 3.4 from 4.10.2016 is compatible with VC 2.025, right?
    Because, i use your Mod V.3.4 with Dark Age mod and Items + many own fixes and changes and it works just fine, for me so far. Is there something "special" where i should look at to see, that your mod works just fine or not? Like a known Bug, for VC 2.025.

    Yeah the mod is compatible but basically the latest version of Sword and Shield doesn't include the 2.025 tweaks/updates, it just reverts to 2.023. It should be easy for me to Sword and Shield compatible with 2.025 when I get the time. As far as Dark Age goes, I've been considering making a patch for it and putting it in the optional files, some people have requested this. Anyway hope this clears some things up!
  13. Kale3

    SP Dark Ages [VC] [Submod] Sword and Shield Version 3.0

    kalarhan said:
    Kale3 said:
    Once 2.025 is out of beta

    motomataru said:
    EDIT: 6 Sept. 2016: the update has been released

    already is

    That's good to know. I'll get to it when I can.
  14. Kale3

    SP Dark Ages [VC] [Submod] Sword and Shield Version 3.0

    Carrion said:
    Yea it was definitely improved, there should be a very small chance that an shielded opponent can withstand 2 arrows! I really enjoyed my last play through,  thank you so much kale!

    Now that 2.025 tweeks are out can we possibly get a refresh?

    Once 2.025 is out of beta I will for sure update the mod to be compatible with the most recent VC patch tweaks. I'm glad you enjoyed the new arrow rebalance, the main reason Sword and Shield was made was to improve the balance of the game, and I'm glad I've accomplished that. Thanks!  :smile:
  15. Kale3

    SP Dark Ages [VC] [Submod] Sword and Shield Version 3.0

    Carrion said:
    I don't see any real major bugs except known 2.023 bugs, I am seeing the occasional unarmed opponent though specifically brigands during the attack bandit stronghold missions. It could use a bit of a double check on the balance, archery feels kind of op.

    Just added a new update that nerfs archery a bit and fixes the invisible beserkr/ulfheddin bug.
  16. Kale3

    SP Dark Ages [VC] [Submod] Sword and Shield Version 3.0

    Carrion said:
    I don't see any real major bugs except known 2.023 bugs, I am seeing the occasional unarmed opponent though specifically brigands during the attack bandit stronghold missions. It could use a bit of a double check on the balance, archery feels kind of op.

    I'll start a playthrough to check on the balance. The archery in my mod is designed to where unarmored men will go down to two or one shot to arrows, as it was historically. I felt this was ok considering that most troops in the game have shields, the damage is cutting not piercing (unless you have bodkin arrows or something akin to that, bodkin is a steel tipped arrow, designed to pierce mail) it's cutting damage as pierce would make you be able to kill armored targets to easily. As far as unarmed opponents go, I believe it's an issue in the vanilla DLC. Before I made this mod I always saw the bug and it bothered me, I believe it has something to do with the weapon breaking system and the ai not switching weapons. Could be something else, though. Anyways hope this explains some things  :smile:
  17. Kale3

    SP Dark Ages [VC] [Submod] Sword and Shield Version 3.0

    Carrion said:
    Awesome, thanks kale,  I am running a gtx 980. I got it downloaded this morning and tested it out really quick before going to work, looks like its good to go. I ll start a new game tonight and do a test run, let you know if i find any bugs, before starting my campaign.

    thanks again

    No problem man, it was easy  :smile:. I thought that a GPUs different than nvidia may have caused graphical erorrs, but you have the same GPU as me so I can rule that out. Anyways, let me know if you have anymore problems, I'm happy to help.

    Thanks, Kale.
  18. Kale3

    SP Dark Ages [VC] [Submod] Sword and Shield Version 3.0

    Carrion said:
    Fresh install, fresh download, fresh settings, fresh sandbox

    https://s32.postimg.org/wqqvx9c79/derp.png

    https://s32.postimg.org/h6lsv36wl/derp.png

    same issues, i ono ?  :cry:

    Hey carrion, just wanted to add on the second photo (the red script error on map) is that the error is harmless, it's a script error and generally most script errors are harmless, though they are annoying. It's an issue that plagues most mods and native itself, so I hope this helps. As far as the village UI and such goes, is abnormal.
  19. Kale3

    SP Dark Ages [VC] [Submod] Sword and Shield Version 3.0

    Carrion said:
    Uhhh... The txt files would show up as different in a comparison wouldn't they? size/time/date etc

    Anyhow, it's been a few days, I'm wondering if its a matter of time for him or he's having issues.

    As far as time goes, I've got a few days, then I'm off to summer vacation. I can still reply and talk to other users, but I won't have my PC with me so I won't be able to change or edit txt files and such.
  20. Kale3

    SP Dark Ages [VC] [Submod] Sword and Shield Version 3.0

    Carrion said:
    Kale, run a comparison with a vanilla VC module folder and pick out all the files that were changed, then zip them up in the proper directories. Once we get a hold on what your mod consists of and how its structured we can start to help bug hunt and add compatibiltiy with other mods and concepts!

    Not how the system works... When you edit Module files, you know the code and what your changing, and I always keep backups. But I recently uploaded my module folder, so ploping that in your WB modules folder might work, I mean it's my own custom VC game, and my mod is working for me. Also, in another post you said you were running win 10 64 bit, same OS I'm running. Are you by chance using an nvidia card or amd? It doesn't matter what type of card, just the brand.
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