[0.960] UPDATE: Craftmod CEP 1.8.4 released (01/07/2008)

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I've downloaded version 1.8.2, but I can't enter the timber groves (two out of reach on mountaintops and one simpliy not accessible) and there seems to be only one mine on the map - I don't think, that's intended, or is it?
I'll try starting with a new char, perhaps startup has messed things up. However, without knowing for sure, I don't think that that could normally happen, at least concerning map locations, or can it?

EDIT: OK, either I was totally blind, or a simple reload did indeed do it. There are still Timbergroves on the mountaintops, but now I ve also found some in plain field and reachable. A second mine is there too. One with the Swadians and one with the Khergits.

 
how should i be able to craft stuff or where?
i bought some recourses and stuff but i cant find out how to craft
sorry for the noob question
 
Every time I go to attempt to craft a bow, it tells me to "choose the material you want to craft this item from", but, it's blank, nothing.

http://img237.imageshack.us/img237/6378/glitchqe7.jpg
 
Winter 说:
Wraithcat 说:
Winter,


Anyhow, I'm guessing that when people start to craft firearms in your mod, they'll encounter the same problem as I did and I'd love it if you could identify a solution!!  :grin:

Make a trigger/simple trigger that periodically scans the player's inventory slots and, if any of them contain gun ammo (if equal to itm_cartridges etc), check to see if the inventory slot amount is less than the max amount. If less, set to max amount. Manual replenishment made easy.


Embryonically,
Winter

Sadly, I code about as well as my dog surfs flys planes and the results are just as horrifying!

I don't suppose you could point me in the direction of an example of code that does what you are suggesting?

Thanks!!
 
There is a reason. Maybe he forgot to add the trigger to the muskets which produces smoke and sounds. The flintlock pistol has this trigger and copy and paste could fix the problem I guess.

I have found an error. After killing some looters I got something like: get_object_failed_for scab_falchion
 
Wraithcat 说:
Sadly, I code about as well as my dog surfs flys planes and the results are just as horrifying!

I don't suppose you could point me in the direction of an example of code that does what you are suggesting?

Thanks!!


# SIMPLE TRIGGER START GOES HERE

(troop_get_inventory_capacity, ":inv_cap", "trp_player"),

(try_for_range, ":i_slot", 0, ":inv_cap"),
(troop_get_inventory_slot, ":item_id", "trp_player", ":i_slot"),
(eq, ":item_id", "itm_cartridges"),
(troop_inventory_slot_get_item_amount,":ammo_level","trp_player",":i_slot"),
(troop_inventory_slot_get_item_max_amount,":max_ammo_level","trp_player",":i_slot"),
(lt,":ammo_level",":max_ammo_level"),
(troop_inventory_slot_set_item_amount,"trp_player",":i_slot",":max_ammo_level"),
(try_end),


# SIMPLE TRIGGER END GOES HERE

That'll do what you want it to, just put it in a simple trigger to run. Only works for the player and itm_cartridges, any changes there you should be able to make yourself.


The guns will have their effects in the next version, they'd been disabled for testing purposes.

Looking into the craft materials errors now, which will hopefully be the last big problem to overcome, and we'll finally have a stable version. Mind you, everybody knows by now that the first few versions of any mod I release will be stonking great bugfests.

Freshly,
Winter
 
... Craftmod?
... for M&B .960?

The first mod to be released is the one that's been missing the longest time?

Have I died and gone to heaven? :smile:
 
Bismarck 说:
There is a reason. Maybe he forgot to add the trigger to the muskets which produces smoke and sounds. The flintlock pistol has this trigger and copy and paste could fix the problem I guess.

I have found an error. After killing some looters I got something like: get_object_failed_for scab_falchion

I have just experienced this error three times in a row trying to fight looters and bandits!  Game has now become unplayable due to this causing a CTD error!

John R Welsh Jr aka Thane Blackhawk
 
Is anyone else getting extremely annoying companions that say nothing when you encounter a place that pushes their story forward, but then continue to bring up well, nothing, after going to that location?

Like say I have that Marnid guy, and I walk over to Sargoth.  Originally he would say something about prices, but then in this mod he says nothing at all, but the dialogue window still comes up.  Then It's like he keeps trying to bring it up but again he has nothing to say.  And then I keep seeing his dialogue window come up every hour as I'm going to Yalen, and he still hasn't shut up.

Except this happens to all of my companions depending on the place that triggers their story response.

Maybe you accidentally removed some dialogue triggers?
 
AryanJihad 说:
Maybe you accidentally removed some dialogue triggers?

I ate em all. A dialog trigger make a fine meal  :roll:
 
:eek:

NTC Jeremus is now in my group and keeps popping up asking me what I want without clicking on his icon!  This is happening after every battle.

Yeah...I keep trying to fight the looters and bandits despite the CTDs as mentioned above!
 
I didn't 'accidentally remove' anything. One of the Craftmod dialogue triggers was taking over from the Native ones where it shouldn't have been.

Hero conversations are fixed for 1.8.3, as well as scab_falchion errors (apparently it didn't take when I fixed it before). Still looking into the remaining craft system errors, will do another update this week, which will hopefully be stable.

Quickly,
Winter
 
The mod is great in terms of features and quality.

However I find that in terms of gameplay there is not enough incentive to actually craft stuff. You do it because you want to try it, but if you just want to play the game, join a kingdom and get on with a rebellion -- crafting some extra items doesn't seem to be worth the trouble. That part needs balancing in my opinion.
 
Chel 说:
The mod is great in terms of features and quality.

However I find that in terms of gameplay there is not enough incentive to actually craft stuff. You do it because you want to try it, but if you just want to play the game, join a kingdom and get on with a rebellion -- crafting some extra items doesn't seem to be worth the trouble. That part needs balancing in my opinion.

Craftmod is a showcase of the system and features. It's meant to be integrated into other mods which can customise incentives to fit the nature of the mod, it's not geared towards Native in anything but the currently available item models.

Restoratively,
Winter
 
small question i use to remember on the earlyer versions of the craft mod that it was possible to walk around in your own camp and see all sorts of huts and ur own soldiers will this be possible again or was this a other mod?
 
I'm not sure if Craftmod works with Battle Morale mod for 0.960... Can anybody tell me?
 
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