1257 AD F.A.Q.

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I'm getting a bug which is causing horses to shine bright silver and I'm wondering if there's any way to fix it.  Any ideas?
 
That's because you installed the optional shaders.
Delete postFX.fx and mb.fx from your 1257 AD directory and all should be fine.
 
BloodForBlood said:
That's because you installed the optional shaders.
Delete postFX.fx and mb.fx from your 1257 AD directory and all should be fine.


Thanks mate!  It worked! 
 
Before I get started I would just like to say, I love this Mod. However, there is one very annoying issue I am having with my companions. When I talk to them and “I’d like to ask you something” I only get two options; the “How do you feel about the way things are going in this company?” and “Would you be interested in holding a fief?” I am missing the option to send out companions to spread the word.
The next problem I am having is that once I assign a fief to a companion, they disappear and can’t be found. I’ve waited for quite some time and yet still no sign of them. How long should I wait before they show themselves and build an army, patrol, or just sit/stand in the home?
Forgive me if I am in the wrong location or if this question has been asked and answered already, but I have tried searching for days now with what little time I have during those days.
 
In the FAQ it links to a dead thread for changing names to english. Can anyone help me out with that? It would be a lot easier to build an army if I knew who I was recruiting.
 
after looking at the conversation.txt file I've noticed that the options for speaking with a member are

dlga_member_question_2:member_morale 69631 194  0 How_do_you_feel_about_the_way_things_are_going_in_this_company?  195  0 NO_VOICEOVER

dlga_member_question_2:member_background_recap 69631 194  1 31 2 0 1 Tell_me_your_story_again.  196  0 NO_VOICEOVER

dlga_member_question_2:member_kingsupport_1 69631 194  2 31 2 0 1 540 3 144115188075855987 142 0 I_suppose_you_know_that_I_aspire_to_be_{king/queen}_of_this_land?  197  0 NO_VOICEOVER

dlga_member_question_2:member_intelgathering_1 69631 194  1 31 2 0 1 Do_you_have_any_connections_that_we_could_use_to_our_advantage?  198  0 NO_VOICEOVER

dlga_member_question_2:member_fief_grant_1 69631 194  1 542 3 144115188075856287 11 360287970189639680 Would_you_be_interested_in_holding_a_fief?  199  0 NO_VOICEOVER

It seems that I am not getting the three in the middle. "Background_recap", "kingsupport", and "intelgathering".  I keep hoping that there is a tutorial somewhere that focuses on conversation.txt file.

As for Sir Blackthorne I found a file somewhere called "Optional English translations.rar" inside is a folder "en" and with in that is two files "factions.csv and troops.csv" place them inside your "languages" folder located in the 1257AD mod.
https://code.google.com/p/dev1257/downloads/detail?name=Optional%20English%20translations.rar&can=2&q=
 
I have downloaded this for the first time, and launch it successfully, but when it comes to starting a new game, it stops at Launching Game and becomes Not Responding. I might be being stupid but i cant find any reason for this to be the case
 
not sure, I know I had a problem kinda similar with another mod and I reinstalled Mount & Blade: Warband. well, I have steam so all I had to do was verify Integrity of game cache and it fixed the issue, and no I have no idea what caused it. I hope this helps. I hope someone else has a better solution and can help both of us.
 
Sir Blackthorne said:
In the FAQ it links to a dead thread for changing names to english. Can anyone help me out with that? It would be a lot easier to build an army if I knew who I was recruiting.


game folder /Modules/1257AD/languages  (e.g: C:\Program Files (x86)\Steam\SteamApps\common\MountBlade Warband\Modules\1257AD\languages)

Unzip the file: Optional English Translations.rar

Make sure your game is set to English on the launcher.
 
What exactly do I need to do to install the 1.11 patch?

P.S. did they fix the glitch with the mongol bow model at full draw? Thats my primary concern.
 
kalarhan said:
General_Sherman said:
What exactly do I need to do to install the 1.11 patch?

Download patch. Unzip it over the mod folder (it will replace some files and add a couple new ones).

I just dropped the files into the mod folder. Not sure I can unzip files I don't have the program for it. So far it seems to be working, I used to get red error messages every time i clicked on something outside of battle maps, but now it appears fixed. Thank you for the reply.

P.S. NVM the error messages are back. Anyone know of a free program that will allow me to unzip files?
 
Well still getting the error messages even after extracting the patch to the 1257 folder 4 or 5 times. So I'm assuming the patch either; simply doesn't work or, doesn't address the error message I'm getting. Its something about unavailable shaders.

FYI I opted not to install the shaders via the installer for 1.10.
 
General_Sherman said:
P.S. NVM the error messages are back. Anyone know of a free program that will allow me to unzip files?

If you have Windows... it should be native (the OS already does it). Just right click it.

7zip is my favourite third-party tool.

General_Sherman said:
Well still getting the error messages even after extracting the patch to the 1257 folder 4 or 5 times. So I'm assuming the patch either; simply doesn't work or, doesn't address the error message I'm getting. Its something about unavailable shaders.

FYI I opted not to install the shaders via the installer for 1.10.
You can just unzip the 1.10 installer and get the shadders from there. Think of the installer as a newbie-friendly way to do it instead of a manual operation (unzip to a folder you need to find).

TLDR: the downloaded installer is just a zip file with a cool helper UI to help put the files on the right place.
 
kalarhan said:
General_Sherman said:
P.S. NVM the error messages are back. Anyone know of a free program that will allow me to unzip files?

If you have Windows... it should be native (the OS already does it). Just right click it.

7zip is my favourite third-party tool.

General_Sherman said:
Well still getting the error messages even after extracting the patch to the 1257 folder 4 or 5 times. So I'm assuming the patch either; simply doesn't work or, doesn't address the error message I'm getting. Its something about unavailable shaders.

FYI I opted not to install the shaders via the installer for 1.10.
You can just unzip the 1.10 installer and get the shadders from there. Think of the installer as a newbie-friendly way to do it instead of a manual operation (unzip to a folder you need to find).

TLDR: the downloaded installer is just a zip file with a cool helper UI to help put the files on the right place.

I'm not sure what any of this means. As far as I can tell my problem is not with the 1.10 version but with the 1.11 patch. At this point I'm wondering if it wouldn't be better to revert back to 1.03 as I was running that fine with almost no problems. I only tried out 1.10 on the off chance that it fixed the bug with the khergit bow model at full draw. So far 1.10 seems to have created far more problems than it purports to have solved.
 
Love the mod. Been tweaking a few things here and there. Added some new items to my taste.

I was using Morghs to tweak them, and when I got to my shields I pulled up some of the shields that are already ingame. I noticed that a great many have a trigger on them. I'm just wondering what the trigger is, and if I should attach it to all/some of my new shields.

Just as an example - Knightly_Heater_Shield has it.

-50.000000  3 2071 1 1224979098644774912 2072 1 1224979098644774913 1 4 936748722493063589 1729382256910270481 1224979098644774912 1224979098644774913

Is it shield bash maybe?

Anyway, I'll keep tweaking for now. If anyone knows what that trigger is about, I'd be happy for any info. Thanks guys!
 
Sir Blackthorne said:
Love the mod. Been tweaking a few things here and there. Added some new items to my taste.

I was using Morghs to tweak them, and when I got to my shields I pulled up some of the shields that are already ingame. I noticed that a great many have a trigger on them. I'm just wondering what the trigger is, and if I should attach it to all/some of my new shields.

Just as an example - Knightly_Heater_Shield has it.

-50.000000  3 2071 1 1224979098644774912 2072 1 1224979098644774913 1 4 936748722493063589 1729382256910270481 1224979098644774912 1224979098644774913

Is it shield bash maybe?

Anyway, I'll keep tweaking for now. If anyone knows what that trigger is about, I'd be happy for any info. Thanks guys!

It's the script for applying the heraldic effect onto items.
 
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