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  1. Foffy123

    2015-6 Brytenwalda Reworked pulling together the best features of BW submods +

    Hi gdwitt, thanks for the mention in the credits! I only just came back to Warband and had almost forgotten about my crash-course in Warband modding with TML's submod back in 2014. Looking forward to the newest version of your mod!
  2. Foffy123

    Playability over historical accuracy? POLL REVISED

    The majority of people that will play VC will probably be somewhat confused at a lack of axes, at the very least.

    Regardless of whatever historical justification there is for not having axes (if any), shouldn't the fun factor of being a viking with an axe trump that? Would someone that is more knowledgeable about  the time period really see an axe and then be irritated by it being out of place? I'm not saying every unit should have a gigantic two-handed axe or anything like that, by the way (straw-man arguments seem to be common on this forum).

    I think some people here are missing the point. Gameplay and historical accuracy are NOT mutually exclusive. I agree with people saying they want VC to be realistic, and I also agree with the people that want more variety. I think we should try to find common ground.
  3. Foffy123

    I'd like a refund.

    Phocks said:
    Foffy123 said:
    If it were this bad before release why didn't they just delay it?

    As I understand it their resources were pretty limited. The problems weren't discovered with their bug testing because the testing wasn't extensive enough.
    I really find that hard to believe. The problems are extensive enough that even bare-bones quality control (a single playthrough even) would catch at least some of them.
  4. Foffy123

    The REAL reason why this DLC is performing bad and crashing - Including Tips-

    Mr.Milker said:
    I'm not necessarily fanboying, just trolling you and other concerned customers, because I have an afternoon off. :wink: That and I sympathize with fellow modders, it's tough making a release work at all, let alone without any problems whatsoever.
    Would you or any other modder really have released their mod in this state (not beta/alpha since this is a finished product)?

    Think about this: Why was Viking Conquest released in this state when it's not even a mod (it's official DLC and costs $)? The fact that it was even released like this is inexcusable. Everything else I can understand, considering they're not really professional developers (like you said).
  5. Foffy123

    I'd like a refund.

    Pineapple_ said:
    Then you shouldn't have preordered if you are displeased with the product.
    Wait, how does that even work? Wouldn't you have to be able to see the future to be able to know you would be displeased with it BEFORE you buy it?

    Mr.Milker said:
    Ah yes, the fabled stability and bug free state of any Mount and Blade game on release. Yes.
    Does that make the current state of VC acceptable in any way? If it doesn't work, I don't see why anyone wouldn't be entitled to a refund. Personally, I would probably get a refund as well and then just re-buy it when it's fixed. It seems like that would be a great way to put pressure on the team to get patches out.

    If it were this bad before release why didn't they just delay it? The current situation is simply ridiculous, we shouldn't have to wait for patches to un-break the game. It wouldn't be a problem if this were a mod, but it's not.
  6. Foffy123

    Pest Lords

    I believe I've found what's causing this bug. It's this section of code in module_scripts.py:
    Code:
     #MOTO chief neighbors
            #add this to prevent factions from gaining fiefs (and starting wars) at far end of map
            (store_add, ":slot", slot_faction_neighbors_begin, ":faction_no"),
            (val_sub, ":slot", kingdoms_begin),
            (this_or_next|faction_slot_eq, ":orig_faction", ":slot", 1),
            (eq, ":faction_no", ":orig_faction"),
            #MOTO chief neighbors end
    This was added in 1.41, I confirmed that by looking at the module_scripts.py file from 1.40. Commenting this out fixed the bug in my current save.
  7. Foffy123

    Mount & Blade Warband version 1.161 patch

    Docm30 said:
    So any updates on when the new module system is coming? I could really use some of those operations.
  8. Foffy123

    TML Submod 1.21 for Brytenwalda 1.40 (Updated 11/27/2012)

    Hibernicus said:
    Foffy123 said:
    Modder223 said:
    so that patch works with the lastest brytenwalda?
    Yes

    Does this work with  companion submod here? http://forums.taleworlds.com/index.php/topic,211791.0.html
    Nope, they would overwrite the same files. I could merge them if there was any demand for it to be done.
  9. Foffy123

    Nexus Link Changed

    As of a recent update, The Nexus has stopped using sub-domains for each Nexus Site. Links that haven't been updated are now broken (won't re-direct). This is currently the case with the link to Perisno in the 'Latest Downloads' topic. Old: http://mbwarband.nexusmods.com/mods/3980 New...
  10. Foffy123

    TML Submod 1.21 for Brytenwalda 1.40 (Updated 11/27/2012)

    Modder223 said:
    so that patch works with the lastest brytenwalda?
    Yes
  11. Foffy123

    Nexus Link Changed

    Windyplains said:
    I updated the link on the download thread.  Thanks for the reminder.
    No problem.

    Also, I just wanted to say that your level of vigilance is impressive. Keep up the good work.
  12. Foffy123

    Nexus Link Changed

    As of a recent update, The Nexus has stopped using sub-domains for each Nexus Site. Links that haven't been updated are now broken (won't re-direct). This is currently the case with the link to Silverstag in the 'Download & Instructions' topic and in Windyplains' signature. Old...
  13. Foffy123

    TML Submod 1.21 for Brytenwalda 1.40 (Updated 11/27/2012)

    Hibernicus said:
    :shock: Thanks you!

    No problem!

    If anyone finds any issues, let me know. I've been poking around in this a bit but haven't done much. Haven't done enough solid testing to warrant any changes yet, so it'll help if others can let me know what they discover.
  14. Foffy123

    Music credits/copyright issue?

    Something unusual said:
    It was way worse in version 0.5, but we fixed most of the music issues. I guess this was overlooked, but it will be fixed as well. Detailed music credits are found on readme file. I think outdoor_beatiful_land.ogg is the only one left that wasn't replaced, but Michadr can elaborate more on it.
    I checked the readme but couldn't find this song in the credits which is why I made this topic. I'm glad to hear it'll be fixed.

    I actually played quite a bit of 0.5 but I ALWAYS turn music off in Warband. When I turned it on to hear the new music in 0.6 I was pleasantly surprised, but then went to check to see if it was in the credits or not. Loving 0.6 so far and I'm glad to hear this is being fixed.

    EDIT: I believe part of the fault should lie with the uploader of the original music mod on the nexus, since it seems they renamed and then uploaded copyrighted music without crediting anyone at all.
  15. Foffy123

    Music credits/copyright issue?

    razgon said:
    Unfortunately, the mod has tons of music that is copyrighted elsewhere.
    Is this just not an issue or has it never really been brought up?
  16. Foffy123

    Music credits/copyright issue?

    Has there been permission given for outdoor_beautiful_land.ogg (Forever - Rome Total War) to be used in Perisno? I just started up 0.6 for the first time and the first song that played was this one. I'm a huge Rome Total War fan so I instantly recognized the song. It worries me because I...
  17. Foffy123

    Some advice please: Companions leveling up too fast

    Just want to note that TheMageLord fixed modified companions stats/levels in his Submod which I've updated for 1.41. If you're not interested in the full Submod, I can make a quick patch to just change the companions.

    TheMageLord said:
    TML Submod v1.11 Changelog

    - Adjusted NPC companion stats and skills to align to this new player standard, except only 20 skills at 6 int (they were set to about what a Native player was, so now they have 6 stat points fewer and mostly about the same skills).
    Compatibility note: The guaranteed armor stuff on the troops will work affect save games, but the hero stats and skills won't. You can easily adjust your own and companions stats with the export/import thing though if you really wanted to though, so it's not really breaking save compatibility.

    TML Submod v1.0 Changelog

    - Adjusted NPC heroes to have the same # of skills
  18. Foffy123

    BRYTENWALDA 1.41 [Script Fix] by I.Z. aka IDzeroNo

    Nordous said:
    Compatibility?

    Especially with the companion mod.
    I came across this when I started working on updating the TML Submod for 1.41. As far as I can tell this fixes a change/new bug that was introduced in 1.41. The fix simply reverts that change back to how it was in 1.40.

    9438bd2c7f.png
    I would say this is decidedly incompatible with the companion mod, because this would overwrite the new companion scripts. To fix it, Open scripts.txt in your Brytenwalda module folder and search for 'lord_find_alternative_faction' then change the 61 on the next line to 57 (Refer to screenshot above)

    Alternatively, link me to the mod you're talking about and I'll do the merge for you.

    Also, if you're still on 1.40 or using the TML Submod, this fix is unnecessary.
  19. Foffy123

    TML Submod 1.21 for Brytenwalda 1.40 (Updated 11/27/2012)

    Updating right now, will edit if/when I finish.

    EDIT: 8 hours later, my crash course in the Module System/WinMerge is complete. I've been up all night, so I was only able to test this for about 15 minutes, but it seems to work. I took a really long time checking and double-checking everything to make sure I was merging the right things, which also involved a LOT of trial and error.

    Here it is: TML 1.22 for Brytenwalda 1.41

    Only changes at the moment are small grammar fixes, the rest is just pure compatibility. I plan to fix a few bugs sometime soon. If something's broken, please let me know so I can fix it.

    Please note that this is a very, very rough version. I've never touched the module system before tonight and I just wanted to put this up now in-case anyone wants to try it out.
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