I'm fairly new to scenes and all that stuff, especially battles, so here's what I know:
- agent is not a troop, agent is based on a troop
- agent can only equip a weapon that is in his inventory, and agent's inventory is a sub-set of items in troop's inventory
- I have a rough idea of how...
Can an agent skeleton be changed after the agent has been built?
I tried using AgentVisuals.SetSkeleton() but the character becomes all wonky with all the bones pointing to the right. And many functions cause the game to crash such as SetActionSet.
This occurs even when using the native...
Hi,
I have written code to deal damage to an agent when they get too close to an object. The code works however when the player dies the game crashes. There are alot of options I could set and im not sure what I need to in order to get a proper death and avoid a crash, all im doing now is...
Is there currently a way to access an agent during a mission and have it play an audio file? Something like Agent.PlayAudio() or Agent.SetWantsToPlayAudio() to stay similar to Agent.SetWantsToYell()?
Summary:
How to Reproduce: Just use the 'E' key to hirt someone and it chrash
Have you used cheats and if so which: No cheat, just a some mod.
I have looking with Harmony the AgentDrivenProperties of the Agent Object is NULL but HasBeenBuilt = TRUE.
the ResetAgentProperties method is public and...
Hello,
It Will be a strategical and tactical element of gameplay to have agents. "Total War" like.
Recruitable special companion or real companion in taverns, towns or villages :
Spy, to sent to check cities troops etc
Assassin, to kill or wound lords etc
Saboter, to slow down armies, break...
There is a thread discussed about this issue before: https://forums.taleworlds.com/index.php?threads/fix-cavalry-charge.442262/
As we know, developers changed reorganizing range of cavalry in Beta e1.5.10, but it affects few.
Every reason you can found in codes.
For example, the Mount Charge...
I have been working on trying to expand the dismemberment mod to include other body parts.
Based on what I see and within the constraints of the mesh architecture we could lop off Hands and Feet unfortunately cannot currently target one or the other but both or nothing would work.
Current logic...
I am trying to modify weapon stats (specifically SwingSpeed, ThrustSpeed, and whatever controls ranged weapons' draw/throw speed) for each Agent during a battle. I have found a way to access and set the stats I want, but they don't seem to change anything, except make melee weapons unable to hit...
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