Search results for query: *

  1. Auriam

    AI is terrible

    Tweaking the AI of individual soldiers and entire formations is definitelly doable. What is really hard to mod is making AI properly switch their weapons (spear from distance vs sword in close quarters, etc).
    Do you think it is possible something like the "brainy bots" mod to exist for Bannerlord as it did for Warband?
    No matter what settings or combo of mods i have used has ever come remotely close to warbands brainy bots ai.
    I am really dying to get to fight non-mentally challenged AI on foot.
  2. Auriam

    Warband Script Enhancer 2 (v1.1.2.0)

    What is the performance bottleneck for battle size in WSE2? I'm playing PoP on a linux desktop through Proton, and it starts getting laggy past 520 battle size or so. Tried monitoring CPU and RAM usage and both rarely exceed 40%, and turning down graphics settings from high to medium has little effect.
    Specs:
    CPU: 6-core AMD Ryzen 5 3600 (-MT MCP-)
    speed/min/max: 2466/2200/4461:4335:4208:4588:4714 MHz
    Kernel: 5.10.161-1-MANJARO x86_64 Up: 6m Mem: 3397.8/15952.2 MiB (21.3%)
    Storage: 1.86 TiB (40.7% used) Procs: 397 Shell: Bash inxi: 3.3.24
    Graphics:
    Device-1: NVIDIA GA106 [GeForce RTX 3060 Lite Hash Rate] driver: nvidia
    v: 525.60.11
    Display: x11 server: X.Org v: 21.1.6 driver: N/A resolution: 1920x1080
    API: OpenGL v: 4.6.0 NVIDIA 525.60.11 renderer: NVIDIA GeForce RTX
    3060/PCIe/SSE2

    Strange thing is that my windows 10 laptop (ASUS TUF Dash 15) slightly outperforms it, getting 580 size before lag starts. So maybe it's a Proton issue.
    Do you have formations enabled? Multiple times I have been told to turn those off since they are written "poorly" and make the game laggy even with WSE2.
    I did turn them off, lag was gone but the ai just moves 90 degrees across the battlefield single file and then charges, which sucks.
    Maybe the dev can shed some light on the issue.
  3. Auriam

    Mods – Can't play with 'em, can't play without 'em

    I've never tried the deleting shaders thing. What kinds of problems do the shaders cause?
    Unsure, but had the same thing happening to me.
    Tried literally everything under the blue sky but just kept getting crashes each game tick.
    Started a playthrough with mods, first 20h or so, no crashes, then occasional crashes after some fights, then after each and every fight and finally each game tick on the overworld map. Deleting shaders and verifying files solved it.
    IIRC, there are tow shaders folders, one which is very small and one with several GB, i deleted both, just deleting the small one did nothing. Good luck.
  4. Auriam

    Mods – Can't play with 'em, can't play without 'em

    after experiencing that myself, deleting shaders and then verifying files on steam helped.
    If there is truly a mod conflict happening then even that wont help.
  5. Auriam

    Warband Script Enhancer 2 (v1.1.2.0)

    Hi! Could all players please test being a marshall and conquering castles. The king of the faction seems to stop assigning fiefs while the player is the marshall. If you renounce to be the marshall, fiefs assignments start to happen again. So far it´s happening on AWOIAF but it has not been tested on other mods
    Did not encounter this issue in Perisno or POP personally.
  6. Auriam

    Warband Script Enhancer 2 (v1.1.2.0)

    Here you go...
  7. Auriam

    Warband Script Enhancer 2 (v1.1.2.0)

    Paradigm Worlds - game crashes when making a character, only on the part where you pick the name and place attrributes, I can put a couple of point into something and it crashes, no window explaining why.
    Custom battle runs fine though.
    Would an rgl_log help?
  8. Auriam

    Updating formation AI in an older mod

    Greetings, Recently I have been playing several mods. For example, Cadmus Floris and A New Dawn. I have noticed much poorer performance in AND compared to CF, I would bet my hands that it is due to the worse optimization of the formation AI present in both mods. AND was updated last around 2015...
  9. Auriam

    Warband Script Enhancer 2 (v1.1.2.0)

    How would one know how much to increase/decrease the following:
    iVertexBufferSizeNormalMapDynamic=65536
    iVertexBufferSizeNormalMapSkinningDynamic=65536
    iVertexBufferSizeNormalMapSkinningStatic=131072
    iVertexBufferSizeNormalMapStatic=131072
    iVertexBufferSizeRegularDynamic=65536
    iVertexBufferSizeRegularStatic=131072
    iVertexBufferSizeSkinningDynamic=65536
    iVertexBufferSizeSkinningStatic=131072
    iVertexBufferSizeSpecialDynamic=32768
    iVertexBufferSizeSpecialStatic=65536

    in order to improve mod performance? Is there a rule of thumb in terms of increasing these numbers and then checking? Is there something to monitor or is it much more complicated? The particular mod in question is 1257AD EE v3.9.
  10. Auriam

    Perisno Q&A + FAQ

    Can Hard mode be disable in any way please? or at least the damage dealt to player/allies set in stone?
    No cheatmenu camp options, maybe a couple of line altered in the save file or something?

    Reason: Perisno with WSE2 is so disgustingly good BUT no matter what you change the damage to player/friends to, it ALWAYS reverts to 2% which is the opposite of hard mode.
    Is there a way around this? The mod obviously does a full circle in terms of damage and thinks 2% is the highest possible.
    No solution to this in WSE2 as of yet.

    Basically if you put the damages to 100%, as soon as you move, the damage is falsely reverted to 2% due to hard mode being enabled.

    These are the lines in scripts relating to hard more:

    hard_mode_game_difficulty -1
    33 4 0 31 2 144115188075856241 1 260 1 1224979098644774912 262 1 1224979098644774913 268 1 1224979098644774914 266 1 1224979098644774915 264 1 1224979098644774916 4 0 2147483679 2 1224979098644774912 2 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 2 1105 2 1585267068834415843 16720418 263 1 2 3 0 4 0 2147483679 2 1224979098644774914 4 1105 2 1585267068834415844 16720418 269 1 4 3 0 4 0 2147483679 2 1224979098644774915 0 1105 2 1585267068834415845 16720418 267 1 0 3 0 4 0 2147483679 2 1224979098644774916 0 1105 2 1585267068834415846 16720418 265 1 0 3 0 3 0
    Fix for Perisno on Hard mode using WSE 2:

    Damage to player is getting reset to 2% no matter where each game tick.
    SOLUTION: open scripts.txt and search for hard mode.
    Once you found it, locate
    2 1224979098644774912 2 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 2 1105
    and copy paste this over it:
    2 1224979098644774912 100 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 100 1105

    Getting a non stop barrage of:
    - SCRIPT ERROR: Invalid Item Kind ID: -1
    - Simple trigger trigger no: 179 (line 7, opcode 1530, modifier 0x0)

    SOLUTION: go to WSE config and set suppress script error to true.

    This is the fix for the issues that arise immediately as you play.
  11. Auriam

    Perisno Q&A + FAQ

    Can Hard mode be disable in any way please? or at least the damage dealt to player/allies set in stone?
    No cheatmenu camp options, maybe a couple of line altered in the save file or something?

    Reason: Perisno with WSE2 is so disgustingly good BUT no matter what you change the damage to player/friends to, it ALWAYS reverts to 2% which is the opposite of hard mode.
    Is there a way around this? The mod obviously does a full circle in terms of damage and thinks 2% is the highest possible.
    No solution to this in WSE2 as of yet.

    Basically if you put the damages to 100%, as soon as you move, the damage is falsely reverted to 2% due to hard mode being enabled.

    These are the lines in scripts relating to hard more:

    hard_mode_game_difficulty -1
    33 4 0 31 2 144115188075856241 1 260 1 1224979098644774912 262 1 1224979098644774913 268 1 1224979098644774914 266 1 1224979098644774915 264 1 1224979098644774916 4 0 2147483679 2 1224979098644774912 2 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 2 1105 2 1585267068834415843 16720418 263 1 2 3 0 4 0 2147483679 2 1224979098644774914 4 1105 2 1585267068834415844 16720418 269 1 4 3 0 4 0 2147483679 2 1224979098644774915 0 1105 2 1585267068834415845 16720418 267 1 0 3 0 4 0 2147483679 2 1224979098644774916 0 1105 2 1585267068834415846 16720418 265 1 0 3 0 3 0
  12. Auriam

    Warband Script Enhancer 2 (v1.1.2.0)

    Fix for Perisno on Hard mode using WSE 2:

    Damage to player is getting reset to 2% no matter where each game tick.
    SOLUTION: open scripts.txt and search for hard mode.
    Once you found it, locate
    2 1224979098644774912 2 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 2 1105
    and copy paste this over it:
    2 1224979098644774912 100 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 100 1105

    Getting a non stop barrage of:
    - SCRIPT ERROR: Invalid Item Kind ID: -1
    - Simple trigger trigger no: 179 (line 7, opcode 1530, modifier 0x0)

    SOLUTION: go to WSE config and set suppress script error to true.

    This is the fix for the issues that arise immediately as you play.
Back
Top Bottom