Custom Settlements 0.67 Bug Thread

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Love the mod, I'm a builder at heart.  Can't wait until the settlement development rules becoming even more fiddly and detailed.

Anyway, not sure if this qualifies as a bug *exactly*, but it seems like undesirable behavior.  NPC hero and wandering mercenary/adventurer parties get really big really fast.  Before a couple of months have gone by, the main mercenary and adventurer parties wandering around Custow are a couple of hundred strong as they suck up every little party that sets off, and some NPC hero parties of all factions are approaching triple digits as well.  There ought to be some kind of limit on party size for NPCs (ideally it would work the same as for PCs).
 
ya, ive got a "ideal_size" variable for them, but i haven't applied it to absorbing other parties yet and it doesn't use their leadership/charisma/renown to decide their max size yet
 
I have two things that arent really bugs, but more like two things I think is slightly weird or that should be changed.

1.: Mercs have almost the same colour as kingdom of swadia, not so easy to tell the difference :(

2.: One day after I conquered my first settlement (e0m0), the kingdom of swadia conquered Custow from the peasants, arent this only supposed to happen after I get a e2m2?

 
Diavolo said:
2.: One day after I conquered my first settlement (e0m0), the kingdom of swadia conquered Custow from the peasants, arent this only supposed to happen after I get a e2m2?
As far as I know the takeover of Custow by a random kingdom (or is Swadia fixed now?) happens not based on your actions but on the standing of the lord of Custow with his settlement.
 
found a bug in a settlement..

Emtle when i enter it it says cannot load scene objects
...._035

Is it because its empty or?
Never happened before so..
 
I checked the rar (not installed) and it looks like the custom settlements end with _30 in the \SceneObj folder.
Should this be settlement 35 it is simply lacking all relevant object files. If that's the problem you can try making a copy of all the files of one settlement (lets say all nine scn_custom_settlement_eXmX_30.sco) and rename them to scn_custom_settlement_eXmX_35.sco.
This also implies that the settlements 31, 32, 33 and 34 (and if existing 36+) also lack files and need this procedure.

Adding the renamed files should not result in any problems (if they are not needed they are not loaded) but as a safety procedure I advise to make a copy of the whole folder.
 
Falconpass has some trees floating in midair in camp phase.
But I relly like this setlment it is perfiect for the custom faction I have been working on.

Greenlandsby is allso very nice.
 
Thundertrod said:
Falconpass has some trees floating in midair in camp phase.
I'll have a look at it (best I check all 9 files). I hope that I manage a correction this week.

Thundertrod said:
But I really like this settlement it is perfect for the custom faction I have been working on.
Given your prefered faction and the location I've chosen I guess it will be an infantry based troop. When I designed it I had Nords and Rhodok in mind.

P.S. Bugs on settlements go here -> http://forums.taleworlds.com/index.php/topic,59095.0.html
 
Once I start the mod I get the RGL error saying:
Unable to open file Modules\Custom Settlements 0.67\Resource\CustomSettlements.brf

I suspected a bad download, but I downloaded it twice and nothing would solve the issue. Any thoughts?
 
sounds like youve forgotten to add the OSP file, have you remembered to load the OSP files to the new version of the mod? (0.67) because the OSP does something with the resources folder if I remember correct, and wicked had previously commented that the OSP is needed (not optional) to this version of the mod.

if youve remembered the OSP, I have no idea what it is :(
 
(v0.67) Besides the already mentioned probs with the huge armies after a short while (2 months ingame and i have King Rhon with 350, a merc with 400+ and a few others with 200-350+) I think that the patrols around Custow are a bit massive. Also the patrols tend to pack a lot which looks quite ugly.

Also I had the prob that I was raiding a bandit village, the large "Custow-crew" came in, captured the village while i was still raiding and *bang* I was hostile to them. Happened already 4 times within the first 2 months to me. Would be great if there would be a workaround for that.
 
Berpol said:
I checked the rar (not installed) and it looks like the custom settlements end with _30 in the \SceneObj folder.
Should this be settlement 35 it is simply lacking all relevant object files. If that's the problem you can try making a copy of all the files of one settlement (lets say all nine scn_custom_settlement_eXmX_30.sco) and rename them to scn_custom_settlement_eXmX_35.sco.
This also implies that the settlements 31, 32, 33 and 34 (and if existing 36+) also lack files and need this procedure.

Adding the renamed files should not result in any problems (if they are not needed they are not loaded) but as a safety procedure I advise to make a copy of the whole folder.
Actually, missing scenes is intentional.
If you start editing and then save it'll create the proper scene file for you and then the error won't appear.  I'm hoping this will solve the issue with not being able to edit the terrain beyond a certain area.  I suspect that the problem was because I was just copying from other scenes that weren't the proper size and that there was some part of the copied scene that dictated a smaller size.
 
nice, lets all hope this solves the problems. btw, Ive noticed some slightly buggy AI mesh at my own settlement, and Im fixing it and other bugs that I experience with it while playing with it the next week (eastern vacation  :D) and when Im very sure there are no small bugs or flaws I'll re-post a link for a new download.
 
Ive decided to wait a longer time to see what will happen and suddenly 2 script errors have shown up while waiting:

Script Error on Optcode 1610: Invalid troop ID: -1; Line No: 46:
At simple trigger trigger 116

and:
Script Error on Optcode 1615: Invalid troop ID: -1; Line No: 47:
At simple trigger trigger 116
 
VariousArtist said:
(v0.67) Besides the already mentioned probs with the huge armies after a short while (2 months ingame and i have King Rhon with 350, a merc with 400+ and a few others with 200-350+) I think that the patrols around Custow are a bit massive. Also the patrols tend to pack a lot which looks quite ugly.

Also I had the prob that I was raiding a bandit village, the large "Custow-crew" came in, captured the village while i was still raiding and *bang* I was hostile to them. Happened already 4 times within the first 2 months to me. Would be great if there would be a workaround for that.

^^
this! and

maybe you should think again about having Custow being taken over by a faction in the first Week of each game.

The more features you introduce into Custom Settlements, the more will  benefit this first faction against everyone else.

They annex settlements like crazy in my game, have huge trained armies.
What about the other soon to come kingdoms?

With features like raiding conquering etc, everyone will have a hard time against the first Kingdom that emerges 300 days earlier than everybody else.

Is it necessary to have Custow being the first faction so early? Why not by the time the other settlements come close to e2m2 / OR charlfield gets taken over by a faction (happened after about 200 days in 0.65 IIRC)?

edit: Hm I like the Idea, Charfield gets taken over earlier than the others except Custow, why not time Custow Faction close to the Charfield faction emerging event?

I think it would be best to solve this for future versions, just my two cents  :)
 
VariousArtist said:
Ive decided to wait a longer time to see what will happen and suddenly 2 script errors have shown up while waiting:

Script Error on Optcode 1610: Invalid troop ID: -1; Line No: 46:
At simple trigger trigger 116

and:
Script Error on Optcode 1615: Invalid troop ID: -1; Line No: 47:
At simple trigger trigger 116

this one is quite "common", encountered it multiple times also in earlier versions. can't see a pattern in occurances though, maybe it can be triggered by different events...

but just found something interesting...
engaged some bandits near my settlement, and chose to "lure them near settlement". another hero nearby jumped into the fight too. after the fight was over, that hero suddenly had a massive army with him, and as i looked at it more seriously, i found that he had a copy of the whole settlement population (garrison + workers) in his army. just recognised all the prisoners where copied too, including a hero.

edit: do troop things go in here too? anyway... saw a troop called archer(?) in battle that did only have a short sword but no ranged weapon (don't know the faction, sorry...).

edit 2: looked the troop thing up myself, it's archer (trp_archer), and the "ranged"-flag is missing (for guaranteed items).
btw, same goes for other ranged troops like sniper, sharpshooter and the like...
 
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