Search results for query: *

  1. Opening and closing inventory on sieges leads to engine crash

    I can do this on field battles, but on sieges i get an engine crash that i can only catch with better exception window How can i avoid this ? I don't even need to update the equipment, simply opening and closing it causes the crash seconds later
  2. Custom attributes incompatibility

    Instead of
    Dictionary<CharacterAttribute, TextObject> dictionary1 = new Dictionary<CharacterAttribute, TextObject>()
    {
    {
    DefaultCharacterAttributes.Vigor,
    new TextObject("{=h7aX2GOw}This child is quite strong, grabbing whatever {?CHILD.GENDER}she{?}he{\\?} likes climbing out of {?CHILD.GENDER}her{?}his{\\?} cradle whenever {?CHILD.GENDER}her{?}his{\\?} caretaker's back is turned.")
    },
    {
    DefaultCharacterAttributes.Control,
    new TextObject("{=pQSBdHC7}The child has exceptional coordination for someone {?CHILD.GENDER}her{?}his{\\?} age, and can catch a tossed ball and eat by {?CHILD.GENDER}herself{?}himself{\\?}.")
    },
    {
    DefaultCharacterAttributes.Endurance,
    new TextObject("{=xaNpQsjh}The child seems to never tire, running {?CHILD.GENDER}her{?}his{\\?} caretakers ragged, and is rarely cranky.")
    },
    {
    DefaultCharacterAttributes.Cunning,
    new TextObject("{=lF41sN5r}You see the glint of mischief on {?CHILD.GENDER}her{?}his{\\?} smiling face. Any sweet left unattended in the kitchen for even a few minutes is quickly stolen.")
    },
    {
    DefaultCharacterAttributes.Intelligence,
    new TextObject("{=KVDMVbT1}This child started speaking earlier than most of {?CHILD.GENDER}her{?}his{\\?} peers and can even string together simple sentences.")
    },
    {
    DefaultCharacterAttributes.Social,
    new TextObject("{=xXJnW5w0}The child pays close attention to anyone talking to {?CHILD.GENDER}her{?}him{\\?} and sometimes tries to comfort playmates in distress.")
    }
    };
    Do just
    Dictionary<CharacterAttribute, TextObject> dictionary1 = Attributes.All.Select(x =>
    new KeyValuePair<CharacterAttribute, TextObject>(x, x.EducationDescription))
    .ToDictionary(key => key.Key, value => value.Value);
  3. Custom attributes incompatibility

    What the devs could simply have made was a property called EducationDescription for the attribute class, and instead of initializing the dictionary with values, iterating over all the attributes and using this property to add the description for each one
  4. Custom attributes incompatibility

    The method CreateStage2 of the EducationCampaignBehavior creates two dictionary with only the native attributes and simply iterates over all attributes including the custom ones to use them as a key for these dictionaries, obviously it causes the game to crash with the KeyNotFoundException, and...
  5. Mission.IsSiegeBattle being false in OnMissionBehaviorInitialize on siege battles.

    There's a behaviour called MissionCombatantsLogic. This is the mission behaviour that sets up the teams and sets mission type to siege battle. Mission.IsSiegeBattle is set only after the execution of this code section. So if you haven't included this behaviour in your modded mission or if you haven't written your own, then IsSiegeBattle won't be set. For the campaign side, you can check MapEvent.IsSiegeAssault.
    Understand, thanks for the reply
  6. Mission.IsSiegeBattle being false in OnMissionBehaviorInitialize on siege battles.

    I will just use AfterStart in the behavior to check this
  7. In Progress [1.2.5] attack or use order when commanding troops not working

    Dudes really managed to make the game worse with an update, they deserve a raise
  8. Mission.IsSiegeBattle being false in OnMissionBehaviorInitialize on siege battles.

    Mission.IsSiegeBattle stays false even on siege battles, so the only workaround for this is checking if the mission is combat type and if the current settlement is a town or a castle, but this is a bug so please fix it
  9. Closed Face visual bugs

    What is your games overall graphics settings? Could you set it to maximum and see if the issue still happening?
    Yes i was using everything on maximum even the character details
  10. Closed Face visual bugs

    Double eyebrows and bugged hair that looks like a play dough coming out of the head (even using the very high on character details these things happen)
  11. In Progress Smithing weapons bug still not fixed

    @Cephas, As annoying as it is to see things like this, I wouldn't call this a game breaking bug. It is a visual annoyance, but likely doesn't have any effect on your ability to play the game - such as a crash, softlock, or logic bug would.
    Yes but it ruins the gameplay when you use a weapon like that, it feels like I'm playing a game made in 3 months on unity by an abandonware company
  12. In Progress Smithing weapons bug still not fixed

    This bug is in the game since the 1.9.0. It's urgent to fix it as smithing is allmost unusable since the release as it is.
    Actually since 1.8.0, and another patch released and that **** is still there, it's unbelievable that this game it's being developed for 10 years and we have a bug like this that make an entire mechanic unusable
  13. Official Release

    Patch that fix the ugly gap that some weapons have between the guard and the blade and the console.clear command crash when ?
  14. In Progress Smithing weapons bug still not fixed

    When you increase the blade lenght of a weapon there is a gap between the blade and the guard, i saw that some people reported this error, isn't this simple as just making the blade move down as it's size is increased ? It's a very ugly bug i can't immerse in the game with this
  15. Beta Patch Notes e1.9.0

    Sword Sisters 🤮
  16. There is a way to do an automatic rotation for a prop in relation to the ground ?

    If you want to adjust the prop to the ground normal, the best method I have found is to use a weird quirk of the cast_ray operation.

    cast_ray casts a ray from a position (Y+ forward) until it collides with the ground or a prop, and then stores that collision position into a pos# register with the rotation storing the collided face's normal y+ outward. So something like:

    Python:
    (set_fixed_point_multiplier, 100), # This sets the units to centimeters
    (init_position, pos11), # clear all data on pos10 register, we want this for the (0,0,0) rotational data.
    (position_copy_origin, pos11, pos12), # pos12 is on the terrain you want to place the prop, this will give us the position while leaving the rotation (0, 0, 0)
    (position_move_z, pos11, 100, 1), # move on the global z axis 100 cm, 1 m
    (position_rotate_x, pos11, 90), # pitches the positional register forward to face the ground.
    (cast_ray, reg0, pos10, pos11, 150), # this will cast a ray from pos11 150cm and store the collision in pos10, now that it is successful, pos10 should now be a duplicate of pos12 with the terrain normal! Reg0 is unused, but would store a prop_instance_id in the event of hitting a prop.
    (copy_position_origin, pos10, pos12), # but I am a cautious man.
    (position_rotate_x, pos10, 90), # you'll need to rotate the register 90 degrees again since props are typically +Z out instead of the +Y out that cast_ray returns. I am not sure this rotation is correct
    (set_spawn_position, pos10), # now spawn the prop!

    You'll want to do this before spawning the prop as to keep the ray from colliding with the prop.

    Also, I did this on my phone so check the rotations are correct and that the cast_ray operation variables are all in the correct order.
    This worked perfectly!! thank you man
  17. There is a way to do an automatic rotation for a prop in relation to the ground ?

    For the position we have position_set_z_to_ground_level, is there any way to make the prop rotation automatically adjust to the ground leveling ?
  18. Error with map_get_random_position_around_position operation

    Code on mission_templates: When i enter on a quick battle and someone get's wounded the game crashes and closes Looking on the wse_crash_log.txt file i have this: I only get this when i put the map_get_random_position_around_position function line, does anyone know how can i fix it ?
  19. Any plans from the devs to bring 64 bits support to windows ?

    The game has been finished in development since 2016. The engine is from the 2000s and has been finished in development since then.
    But they added it for Linux and MacOS in 2018
  20. Any plans from the devs to bring 64 bits support to windows ?

    It will greatly improve the performance of the game in relation to the cpu usage, why not ?
Back
Top Bottom