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  1. SP Tutorial Module System How to make troops recruitable from castle/towns.

    Con22 said:
    I've implemented the code, with some alterations based on people in the thread etc and it all works great. I can recruit from castles and towns. I have a weird side effect occurring however, where all of the doors in the castle scenes say stuff like "door to the arena" and "door to the shop" and stuff, and actually accessing them leads to weird mutant outdoor tournament scenes.  The doors inside the castles in towns are not labelled at all and don't do anything.
    You must put "recruit troops" right above "wait here for some time" menu.
  2. Color Coded Messages

    O.K. we wait for Cesar than.

    I offered modeling help to this mod earlier, but when I saw mod is dying I moved all things to OSP. I finished my (personal) mods so I may have time to offer modeling help to this mod again- if I see it is going at some speed.
  3. Color Coded Messages

    It is illegal because moders dont like other people to have their source codes. Otherwise, if moderator of this mod says yes it is not illegal than. That is why I need permission from moderator.
  4. Color Coded Messages

    You dont need module system for this, it decompiles txt files to module system and it works fine. Just permission.
  5. Color Coded Messages

    What if someone has ms decompiler. It is illegal thing but in this case it could save this mod, with its moderators permission, ofcourse.
  6. LSP 3D Art iggorbb LSP

    Artyem said:
    For some reason, the textures on the weapons don't appear in game.
    Hello.
    Sorry for late response.
    When in openBRF editor, try to go to "save as" and than see if files are saved as original m&b or warband type format. Set to format that you need.
    If you use those weapons which has their own textures, and if you play warband, go to "material" tab and repair shaders from iron_shader to iron_shader_instanced and from specular_shader to specular_shader_instanced.
    Türküm:D said:
    Very nice Good work :smile:
    Thank you.
  7. LSP 3D Art iggorbb LSP

    I dont have any specific metal texture to copy paste. I draw those. 
  8. LSP 3D Art iggorbb LSP

    Thank you.
    Ah that avatar. It was even harder to find that one than to model all of theese.  :wink:
  9. LSP 3D Art iggorbb LSP

    Thanks  :smile:
  10. LSP 3D Art iggorbb LSP

    Al_Mansur said:
    I'll just reduce the thickness of the blades and helmets' plates for more realism :wink:
    Modify them as you see them fit to your needs. I am glad you like them.
    stephan_dinavoa said:
    Igor & Al Mansur helmets are my personal favourite, so helmets that will come from the combined work of the two shall be my very favourite. Looking 4wardz..
    I use those too  :grin:- my favourites.
    I see someone have some nice works, maybe I will have another favourite OSP to use.  :wink:
  11. LSP 3D Art iggorbb LSP

    Nice to hear  :smile:. Cant wait to see.
  12. OSP packs which could be useful for us

    This is nice:
    http://forums.taleworlds.com/index.php/topic,289804.msg6893307.html#msg6893307
    Against boring maps (codes on second page):
    http://forums.taleworlds.com/index.php/topic,303947.msg7211372.html#msg7211372
    Do you have camels?:
    http://forums.taleworlds.com/index.php/topic,158440.msg3812249.html#msg3812249
  13. LSP 3D Art iggorbb LSP

    Thank you. I am glad you like it.  :grin:
  14. SP Tutorial Module System How to make troops recruitable from castle/towns.

    Sir William the Brave said:
    Do you have vanilla Mount and blader version of these codes? Because I try to use these codes but when I build_module I got an error.  :cry:
    As I said before, with some modifications, this code will work only in towns. But, for vanilla there is another code wich allows you to have recruits in both castles and towns.
    That code enables you to recruit culture specific units if you are vassal of specific kingdom, you can have one to several number of units in both towns and castles and if you conquer enemy town or castle it changes units to your faction recruits, so you are able to recruit your kingdom troops in that settlement you conquered. Go on m&b repository and search for mod "Garnier mod", which has source code included or search for vanilla "The eagle and the radiant cross" source code if it is stil around, and take codes from there.

    So. Since this is topic about recruits and recruitment, I would be interested in recruitment of specific troops if village belongs to other kingdom. For example, ‚village 49 belong to Khergits and I would like to recruit Vaegir peasants from there, villages 11, 43, should have "black Khergit tribesman" but that faction does not exists...
    Also it maybe would be nice to be able to be able to recruit two kind of units for every faction.
    For example, snow Vaegirs and plain terrain Vaegirs, norhen Rhodoks, southern Rhodoks, Suno and Praven Swadians- other Swadians... and so on.   
    Something like this:

        (try_begin),
        (party_set_slot, ":center_no",”p_village_49”,
        slot_center_volunteer_troop_type,”trp_vaegir_recruit”,
              (try_end),
              (try_begin),
            (party_set_slot, ":center_no",”p_village_11”,
        slot_center_volunteer_troop_type,”trp_black_khergit_horseman”, # create recruits later
              (try_end),
              (try_begin),
        (party_set_slot, ":center_no",”p_village_43”,
        slot_center_volunteer_troop_type,”trp_black_khergit_horseman”,
              (try_end),

  15. Modding Q&A [For Quick Questions and Answers]

    Somebody said:
    You don't actually need a trigger, do it when the faction changes from
    Code:
     script_give_center_to_faction
    . script_game_start calls script_give_center_to_faction_aux instead so you don't have to worry about it starting with the wrong name. Same goes with faction name changes, although you could add a delay and check when they've conquered a town in
    Code:
    script_faction_recalculate_strength
    which gets called quite often.
    I also taught that this should be done by simple trigger- factions take specific towns and they change their names. This should take some time for me- if I manage to do it at all.
    Other two questions still remains:
    1. Where can I increase faction agresivity- so factions declare war to each other more often and to make peace  less.
    2. Where can I increase chances that lords can be captured after battles. 
  16. Modding Q&A [For Quick Questions and Answers]

    Hello.
    I have few questions if someone wants to help me.
    1. Where can I increase faction agresivity- so factions declare war to each other more often and to make peace  less.
    2. Where can I increase chances that lords can be captured after battles.
    3.  Is there anywhere script which allows my factions to change name when they expand in specific ways.
    For example, if Vaegir principalities capture town Dhirim and town Tulga - they change their name to Vaegir grand principality, if Swadians take Rivacheg and Yalen they became from Swadian kingdom to Swadian Empire, when Khergits take Uxkhal and Curaw- they become Khergit great horde (or something) and so on. Once they change faction names, they don't swich back.
  17. Help with items.

    Probably wrong texture assigned to mesh. Use open brf to see if crossbow is using his own texture instead of using "map track" or some other custom texture.
  18. warband animations on original?

    Mod for 1011 "Fire Arrow - turn place into inferno" has warband animations implemented. You have module system included.
    http://www.mbrepository.com/file.php?id=1119
  19. How can I enable full helms during conversations?

    In modle_mission_templates, search for "conversation_encounter" and in lines below get rid of:
    af_override_fullhelm
    When you do that go for tf_guarantee_helmet in module_items and itp_covers_head and that should do it.
  20. Suggestions and Critique

    @iggorbb: Thanks for taking the effort to post those scenes.
    But I still wonder how these scenes work with the one entry/gathering point for the defenders. I'd still guess that the left and right ladders will have quite low/bad or no defence (sorry for my pessimism). And about the defenders it's my bigger concern. You said it was OK when you played - well than it is like that. Don't know if that has to do with old M&B. But you have seen my pictures? http://forums.taleworlds.com/index.php/topic,214344.msg5408512.html#msg5408512
    The AI behaves like a bunch of cows. And you know that there is no possibility to change that with entry points. In my tests it could happen that things work out but it never was good most of the times. I always tested with maximum troops.

    Lord Samuel made a siege pack for Warband and he never chose more than 2 ladders and he says it even doesn't always work.
    Rindyar Castle is a bit... difficult. Sometimes, the Attacker's Army won't use the 2nd ladder, sometimes it will. Don't know why, exactly. Tried everything. The reinforcement wave will do exactly the contrary, though. It won't take the 1st ladder.
    And if you look at the picture of his 'Jamiche or Culmarr castle' f.e. you can see that the ladder is not really defended. The defenders orientate towards the tower. Even when they have to queue to get there and already get attacked from the side and from behind. Also Derchios is pretty bad in my oppinion. The attackers of the right ladder don't have a big number of opponents, while they are crowding at the other spot.
    As soon as the ladders are pretty close to each other it works quite well. And as I wrote, that's what we have for E1200 as well.
    http://forums.taleworlds.com/index.php/topic,178784.msg4294393.html#msg4294393

    It was OK. They fought same on all three ladders, both attackers and defenders. I played siege few times to check if they will behave different. No, they attacked/defend same every time.
    As for pictures and link. Yes, I saw them, I saw what you wroted on that link and yes I know about that behavior of AI. That I saw when I played some mod whith that OSP. AI simply ignores that second ladders.
    I don't know what then.
    Lines in module scenes look same like lines for other towns/castles, while I could not find anything about that in module_scripts, module_trigger, module_simple_triggers and module_mission_templates, so I taught that it must be something inside scenes itself. 
    As I said, I can send you this sco files, maybe there is something. I would look at it, but I edited scenes earlier just to add bonus chests and to change weapons on merchant desks, so I can't help you there much.
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