Search results for query: *

  1. HarbingerOfDoom

    beta.taleworlds.com

    Hey Callum, would it be at all possible to send me a bannerlord beta key? This quarantined man would be very grateful! ~HarbingerofDoom
  2. HarbingerOfDoom

    Modding Q&A [For Quick Questions and Answers]

    Lumos said:
    HarbingerOfDoom said:
    is it possible to reduce the max speed of a unit so they're reduced to only being able to walk?
    Code:
    [color=navy](agent_set_speed_limit, <agent_id>, <speed_limit(kilometers/hour)>),[/color]
    . Works only for the AI.
    Okay, total scripting nub here, but I managed to set up the module system. Can you tell me exactly what I must open and add? I'm not really looking to get into scripting, this is just for a project of mine.
  3. HarbingerOfDoom

    Modding Q&A [For Quick Questions and Answers]

    is it possible to reduce the max speed of a unit so they're reduced to only being able to walk?
  4. HarbingerOfDoom

    Modding Q&A [For Quick Questions and Answers]

    Any way to make your troops walk instead of run? I need it for a machinima.
  5. HarbingerOfDoom

    SP Musket Era global_map_16th century:the northern hemisphereV1.6(released the PY code)

    Thor Head said:
    Here's a page from the Warband Wiki that lists everything about right to rule.  I do not know if there is anything special from this mod that would not be included there.

    http://mountandblade.wikia.com/wiki/Right_to_rule
    Well, this mod doesn't seem to have companions, which are vital to gain right to rule
  6. HarbingerOfDoom

    make troops run even faster without adding new animations

    Where do you modify agent_set_speed_modifier?
  7. HarbingerOfDoom

    SP Musket Era global_map_16th century:the northern hemisphereV1.6(released the PY code)

    Thor Head said:
    HarbingerOfDoom said:
    Am I the only one unable to get rid of the battle minimap?

    1. Camp  2. Mod Option 3. Close minimap
    Myeah, but it never disappears. Also, how do you increase Right to Rule without companions?
  8. HarbingerOfDoom

    Walk as default troop movement?

    GunFred said:
    If you just need to slow them down for some videos then maybe just increasing the weight of their items would be simple enough.
    I tried that, but adding weight only slows down their time to get to the running animation. I need them to walk only.
  9. HarbingerOfDoom

    Walk as default troop movement?

    I'll admit I know squat about scripting. I'm not even sure how to access the scripts of the mod I'm using. The only thing I need to achieve is my soldiers advancing at a walking pace, in any way possible. It's for a machinima I'm hopefully going to be able to create.
  10. HarbingerOfDoom

    Walk as default troop movement?

    Will this trigger the walking animation, or just a slowed down version of the running animation?
  11. HarbingerOfDoom

    Walk as default troop movement?

    Is it possible to make your troops walk by default instead of running?
  12. HarbingerOfDoom

    SP Musket Era global_map_16th century:the northern hemisphereV1.6(released the PY code)

    Am I the only one unable to get rid of the battle minimap?
  13. HarbingerOfDoom

    Moving an armour from one mod to another

    Greetings, I've been trying to move an armour from one mod to another, but I'm having difficulties. I have done the following steps: 1) Moved the .brf file containing the mesh of the armour to the mod folder 2) Moved the .dds file of the armour to the mod folder 3) Used Morgh's editor to make...
  14. HarbingerOfDoom

    SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Would it be possible to put in proper pike animations like other mods have? Like holding the pike up in two hands when standing still, overhead stab etc.
  15. HarbingerOfDoom

    SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    I wish AI armies didn't comprise of 1/3 archers. Makes them kinda easy to beat.
  16. HarbingerOfDoom

    SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Something unusual said:
    HarbingerOfDoom said:
    I checked through the reinforcements but all of them had like 6 troops in them. Those don't seem to be the AI lord parties.
    That is how it should be. IIRC In native, reinforcements a are the weakest, reinforcements b are medium tier, reinforcements c are the elite troops so they have less.

    Don't add too many troops to the reinforcement templates (like 200) or that would cause the faction you modified to have hordes of troops. I would explain more but I'm on my phone so I'm too lazy to,
    How do I know which reinforcement template is tied to which AI lord?
  17. HarbingerOfDoom

    SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Moridin said:
    HarbingerOfDoom said:
    Moridin said:
    HarbingerOfDoom said:
    Fasty said:
    HarbingerOfDoom said:
    Is it possible to edit the composition of NPC lord parties?
    You can give them soldiers but not take soldiers back. Also the companions tend to recruit soldiers of where they used to live. One of my lords armies consists of only Tyroshi soldiers because the lord is Tyroshi himself.
    I more meant, editing game files to give NPC lords a different army composition/bigger armies.

    IIRC you can edit party templates with Morgh, but I don't know if that's entirely stable. Never used the feature myself. I think it might also require a new game?
    The thing is, the IDs for the NPC parties don't seem to be listed in the party_templates. For example, Tywin's party ID is 524, but the list only goes to like 509.

    Forget linking unit IDs to party IDs. That's not how the system works. Assuming Tywin has no unique troops(can't check now), he's probably among the kingdom reinforcements somewhere. If he does have some unique troops, his template will probably be named accordingly. Check the template names to figure it out.

    Edit: To clarify, the system doesn't have set reinforcement templates for every single NPC listed. What it does have is a set of stock values the various lords use, and then you can assign any lord with unique troops to a custom template - much more efficient. That's my understanding of how it works, if it's wrong hopefully someone will clarify.
    I checked through the reinforcements but all of them had like 6 troops in them. Those don't seem to be the AI lord parties.
  18. HarbingerOfDoom

    SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Moridin said:
    HarbingerOfDoom said:
    Fasty said:
    HarbingerOfDoom said:
    Is it possible to edit the composition of NPC lord parties?
    You can give them soldiers but not take soldiers back. Also the companions tend to recruit soldiers of where they used to live. One of my lords armies consists of only Tyroshi soldiers because the lord is Tyroshi himself.
    I more meant, editing game files to give NPC lords a different army composition/bigger armies.

    IIRC you can edit party templates with Morgh, but I don't know if that's entirely stable. Never used the feature myself. I think it might also require a new game?
    The thing is, the IDs for the NPC parties don't seem to be listed in the party_templates. For example, Tywin's party ID is 524, but the list only goes to like 509.
  19. HarbingerOfDoom

    Change NPC party composition

    Seek n Destroy said:
    Edit the party_templates, if the mod doesn't share its module system you can use Morgh's editor I think.
    I can't find AI lord parties in the party_templates using Morgh's editor
Back
Top Bottom