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  1. Welcome_To_Hell

    Resolved Resource Browser [1.2.0] Modding Kit, Resource Browser crashes when trying to override slash attack animations, animations work in model-viewer, but not in-game

    When trying to override an animation clip, than assigning custom skeltal animation for slash attacks, resource browser crashes, animation is not working in-game, although the animation works fine in model viewer. While thrust attack animation clips can be over-ridden, and assigned custom...
  2. Welcome_To_Hell

    Suggestion Resource Browser Add "Rotation" clip_usage for rotating an agent during an animation clip, similar to "Displacement" clip usage

    Add "Rotation" clip_usage for rotating an agent during an animation clip, similar to "Displacement" clip usage. Reason: trying to implement dodging animations and the agent snaps back to pre dodge animation clip frame after the animtion has completed, with "enforce_root_rotation" flag enabled...
  3. Welcome_To_Hell

    Resolved Model & Animation Viewer [1.2.0] Modding Kit, Model Viewer Crashes when trying to preview newly imported skeletal animation by Duplicating an existing Animation Clip

    Steps to Reproduce: 1) Have a working skeleton animation and an animation clip that references it 2) Import brand new skeleton animation 3) Duplicate already working animation clip 4) Reference the newly imported skeleton animation 5) Change the name and all of the parameters to ensure they are...
  4. Welcome_To_Hell

    In Progress Resource Browser [1.2.0] Modding Kit, Right Click Re-Importing "Skeleton animation" in Resource Browser does not update them In-game

    Steps to Reproduce: 1) Have a working in-game animation with corresponding skeleton animation and animation clip 2) Change skeleton animation and re-export as .fbx keeping the same action name, scene name, skeleton, same #of frames, etc 3) Open Modding Kit -> Resource Browser -> find your...
  5. Welcome_To_Hell

    Suggestion General Give access to agent "guard mode" control through Agent.EventControlFlag or Agent.MovementControlFlag

    Please give us dynamic control with ability to set agents / unset "guard mode" through and EventControlFlag or Movement ControlFlag currently is just on a timer in "native_parameters.xml" <native_parameter id="guard_reset_time" value="1.0"/>
  6. Welcome_To_Hell

    Suggestion Scene Editor Release Scene edit data for completed scenes

    Please release scene edit data for scenes so we can modify vanilla scenes without having to re-build them
  7. Welcome_To_Hell

    In Progress Resource Browser Setting "Combat Parameter id" for an animation clip that is used through movement_sets.xml does not work

    The Custom Animation Clip works just fine in-game and loads through defining in: action_types, action_sets, item_usage_sets, full_movement_sets, movement_sets But the combat_parameters are not applied, even though the combat_parameters is linked correctly and works
  8. Welcome_To_Hell

    Suggestion General Make "ActionCodeType"'s that are used to determine if CombatSpeedMaxMultiplier or MaxSpeedMultiplier is used in AgentDrivenProperties configurable

    It is very annoying trying to build a custom sprint / movement system by having to constantly check which ActionCodeType Agent is doing than having to re-calculate AgentDrivenProperties or for every Agent in the mission than sync that to clients, or constantly UpdateAgentStats(), also lowers...
  9. Welcome_To_Hell

    Suggestion General REQUEST, Official Coding Tutoiral on basics: Adding a Hotkey, Adding Custom Options to Options Menu

    Hey guys, Would love to see official documentation on how to: 1) Add and register a Hotkey To HotKeyBase, using proper HotKeyCategory, calling with OnPressed, OnReleased 2) Adding options to options screen, extending "ManagedOptions" under "Gameplay" Tab Adding "Dropdown Box" option Adding...
  10. Welcome_To_Hell

    MP Stances, proper stance attack animations, options for inverse + hotkey

    Trying revive @Silen excellent old stance thread with more suggestions on their true utility https://forums.taleworlds.com/index.php?threads/stances-and-their-utility.407684/ My opinion, please comment - "Correct" stance check in the current code should not add any "Correct/Incorrect Stance"...
  11. Welcome_To_Hell

    Still can't swim

    Anyone notice swimming is still not a feature? Underwater walking + horses since 2009
  12. Welcome_To_Hell

    MP Please change the second NA/EU TDM server to rotate through Siege gamemode instead of TDM

    Hate to bring this up again, since it has been brought up so many times since the EA drop. Currently there are two 100 player TDM servers under the "Custom Games" tab. Usually healthy amount of players on one, while the second one is always completely empty. Please change the second server to...
  13. Welcome_To_Hell

    Need More Info Controlling a character in TDM or SIEGE feels a lot slower / less responsive than in Captain mode

    Summary: Controlling the character feels slower, more cluncky playing a full Siege or TDM server, combat feels slower and more unresponsive. Difficult to describe but, playing captain feels as responsive as single-player. This test was done with all of the graphics/performance settings at the...
  14. Welcome_To_Hell

    Need More Info Performance is significantly lower for Player controlled agents vs AI controlled agents in Multiplayer

    Summary: FPS is about half on 100 player Team Death-match game vs a 6vs6 Captain mode game How to Reproduce: Play on a 100 player TDM server, measure FPS. Play on a 6vs6 Captain mode server, measure FPS, look at the differences. Quest/Settlement Name (if related): Nord Town, Ovsk Harbor, Ruins...
  15. Welcome_To_Hell

    MP To Developers -> Please bring back Warbands Bastard sword behaviour

    Warband: Bannerlord: Please bring back the bastard sword behaviour where idle animations are one handed, but the swings are two handed. There is no need to press "X" (Alternative item usage) to change between 1h and 2h Automatically works equipping and unequipping shields, was much smoother...
  16. Welcome_To_Hell

    In Progress 20-30 FPS Drop when entering certain Towers with lit Torches

    Summary: 20 FPS Drop when entering certain Towers with lit Torches. From solid 60 FPS to around 40 FPS. How to Reproduce: Walk into the tower with lit torches Quest/Settlement Name (if related): Fen Altai, Bravenos Encirclement, Skala Landings, Media (Screenshots & Video): Version: 1.4.1...
  17. Welcome_To_Hell

    In Progress 20-30 FPS Drop when entering certain Towers with lit Torches

    Summary: 20-30 FPS Drop when entering certain Towers with lit Torches. From around 80-90 FPS to 60-50 FPS. Over 30% frame rate drop. How to Reproduce: Walk into the tower with lit torches during the day / night, seems to be regardless of weather in the scene Quest/Settlement Name (if related)...
  18. Welcome_To_Hell

    Resolved Franczeska / Throwing Axe Alternative Melee weapon does not work

    Should be: Pressing x (Switch alternative melee weapon) -> throwing axe switches to one handed axe and can be used to swing / block (Just like javellins) Is: Pressing x (Switch alternative melee weapon) -> Nothing happens, throwing axe unusable as melee weapon PC Specs: Not relevant This bug...
  19. Welcome_To_Hell

    MatrixFrame orienentation matrix?

    Can someone explain the orientation matrix? I got things to work experimentally and by copying taleworlds code and modifying it slightly, Still dont understand some things. MatrixFrame.orgin.x or y or z are pretty straight forward. But how do the other 3 orienation vectors work? (f, u and s)...
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