SP Tutorial Other How to get to work almost every 1.011 mod in warband — in very few steps

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So are we going to get another link to download costumes_a.brf?
I tried looking for one, but was unsuccessful.
 
That's according to their team. And I'm inclined to agree with them.



I also tried.  :lol:

And gave up and reinstalled 1.011.
 
Ok so I must be pretty damn stupid cause I cant figure this out, even though the instructions do seem simple. Basically I want to work 1805 wars of the third coalition on warband can someone help me out?
 
Swyter said:
So don't worry. I'm going to keep it that simple... :wink:


Code:
1st
— Add
Code:
costumes_a.brf
, the only resource from the original game missing in Warband
Code:
     
Later paste it right away on
Code:
\CommonRes
.

Code:
2nd
— Grab
Code:
actions.txt
from your
Code:
\Modules\Native
folder. And overwrite the one in your mod. Fine.

Code:
3rd
— Grab
Code:
game_variables.txt
from your
Code:
\Modules\Native
and do exaclty the same than the previous step, happy replace!

Code:
4th
— That's it... Everything's done! Have a good game. And don't forget that you're awesome already.

DISCLAIMER: There are probably minor glitches in the interface or the scripts.
Code:
         
Don't worry. As I've tested a good bunch of modules and you can play them at a 90% at the least.

Its not clearly said.
Ok i download Chornices of Taler mod for Normal Mount and Blade
i put in in Warband Module section
then i copy-pasted from normal mount and blade to warband commonres the missing file you said
now i dont understand this part with actions.txt and game_variables.txt Ok i copy it and paste in warband Module but from which Module/native should i take actions.txt and game_variables.txt? from normal M&B or M&B Warband ?
 
-
Code:
costumes_a.brf
is from the original, 1.011 version of the game... and missing in Warband.

-
Code:
actions.txt
and
Code:
game_variables.txt
are picked from Warband's native module at
Code:
\Modules\Native
.
  Those are replaced due to compatibility requirements.

Why would you want to replace them by files from the original game?  :smile:
 
I followed the instructions and have moved a few mods into my 1.143 Warband\Modules folder.  I moved the correct files into the correct folders and have attempted to test Lords and Realms, Expanded Gameplay, 1257 AD Middle Europe, and a few others however I am running into an easily reproducible error.  When ever I upgrade in the party screen to a troop with a horse, or select a troop with a horse, the game crashes with the error "incorrect skeleton type for anim 406 at creation".


Also in town I receive the error

Illegal lvalue in statement; Opcode = 715: LINE NO: 9:
At_Script [230] tick_town_walkers.
At_Script [230] tick_town_walkers.

I also am not allowed to walk through the gates of any town. I simply run into an invisible barrier.
 
Deis said:
I followed the instructions and have moved a few mods into my 1.143 Warband\Modules folder.  I moved the correct files into the correct folders and have attempted to test Lords and Realms, Expanded Gameplay, 1257 AD Middle Europe, and a few others however I am running into an easily reproducible error.  When ever I upgrade in the party screen to a troop with a horse, or select a troop with a horse, the game crashes with the error "incorrect skeleton type for anim 406 at creation".


Also in town I receive the error

Illegal lvalue in statement; Opcode = 715: LINE NO: 9:
At_Script [230] tick_town_walkers.
At_Script [230] tick_town_walkers.

I also am not allowed to walk through the gates of any town. I simply run into an invisible barrier.

Of course, there are glitches to iron, with a bit of reading on the Forge you can do some workarounds easily.
But hey, now you have it working, loads and you can experience a good part of the module.

It's pretty good counting with all the huge incompatibilities.



Technical stuff:


Opcode 715 is the following:
Code:
position_transform_position_to_parent = 715 # (position_transform_position_to_parent,<dest_position_no>,<position_no>,<position_no_to_be_transformed>),

Just delete it in the
Code:
scripts.txt
file... But, that's only a warning.

About the barriers, just use enable edit mode in the launcher, when you're in any scene press Alt + Enter and then Ctrl+E, you can move the barriers around and then save them pressing Ctrl+E again. That will help a lot.

The horse skl problem is much more complex and I can't tell you exactly how to work it around.
Maybe using the original BRF instead of the Warband one. Looks like they've changed the number of bones.
 
Swyter said:
Not yet, but GetAssista is working on it.
So stay tuned.
omfg warbandz releese date, say it nao or i eat ur babbys!!11!
Ahem... that's why you don't announce stuff until you are dead sure it can and will be done. :smile:
 
Swyter said:
Cerebrus said:
Specialist said:
TLD for warband is out though, so you don't have to worry about that. :wink:

Sorry for the necro, but where? I've tried looking can't find anything.

Not yet, but GetAssista is working on it.
So stay tuned.


My mistake. I f***** up when I said Warband, I mean to say MB, it just came out wrong...
 
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