Innovative 2015 submod "Brytenwalda Reworked" pulling together the best features

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Thank you for the specific details.
Lead charge is an important trigger.
I am not sure why it is crashing if you installed it like you said.
If there are any text files from prior versions, it might crash because I commented out some calls to that happen right after "lead charge".

Can you post the bottom of your RGL log is in the mountandblade folder.
If an error generates, it will go there.

There is some kind of script that's generating this in my files each time I start a battle.
插入代码块:
 At script: battlegroup_get_attack_destination. At script: battlegroup_get_attack_destination. SCRIPT WARNING ON OPCODE 1689: Invalid Agent ID: 0; LINE NO: 64: 
 At script: battlegroup_get_attack_destination. At script: battlegroup_get_attack_destination. SCRIPT WARNING ON OPCODE 1689: Invalid Agent ID: 0; LINE NO: 64:

I get alot of these opcode warnings though. If this is causing your crash, I need to find and fix it.

However, the battles are going smoothly without any pauses.

 
It was Bandits and Franks, not Masterless Men and Franks.
I get different rgl_log.txt for the two.
For Bandits, after clicking "Charge":
launch complete.
Unrecognized opcode -2147482650.; LINE NO: 2:
At script: coop_get_battle_state. At script: coop_get_battle_state. At script: coop_get_battle_state.
For Franks, only get to "I'm not afraid, I will fight" before crash and rgl_log.txt ends at "launch complete.".

This time I didn't bother reinstalling or creating yet another new savegame, just loaded the one created in version 19b before, then rotate map right, <ctrl>+t to find parties, teleport to same parties and get above results. Did each party two more times now, just to make sure and it was exactly the same.
When I installed, I deleted the entire "BrytenwaldaReworked"-folder (as I named it), extracted and patched the new release in a temporary folder on a different drive (not affected by UAC) and then moved that content into a newly created "BrytenwaldaReworked"-folder... so it should certainly have no remnants of old textfiles.
 
Well you certainly know what you're doing.
Coop_script calls can be removed. Do you know anyone who plays coop with BW?
Did you get this message as well:
At script: battlegroup_get_attack_destination. At script: battlegroup_get_attack_destination. SCRIPT WARNING ON OPCODE 1689: Invalid Agent ID: 0; LINE NO: 64:

I removed define setitemscore last night before the update and have found another problem with it.


I put it back in and am testing it now.
I will be posting another update around midnight.
Thank you for the feedback.

I posted several related questions on the forge over the last 2 days and hope someone will answer them. They are more likely to help if someone complains.
 
Sorry, no I don't know anyone that plays coop BW.
Last time I played M&B:WB online at all was cRPG (by a coincidence exactly two years ago today) and I have done a clean reinstall of M&B:WB since then (did not clean the M&B:WB folders from "My Documents", but that should not matter).

I did not see any red text in the game at all, if that's what you meant by "Did you get this message as well[...]"?
This is the entire rgl_log.txt for when I attack Bandits:
Starting new log file.
Version:  1.167

-- OS: Microsoft Windows 7  Service Pack 1 (build 7601), 64-bit
-- RAM: Available physical RAM: 4095MB/4096MB
-- CPU: Intel(R) Core(TM) i7 CPU      Q 720  @ 1.60GHz (GenuineIntel)
- L2 cache size: 256K
- CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
- Number of CPUs: 8 ( Speed: ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz )

-- GPU:
- D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce GTX 460M
- Texture Memory: 4048 ( Available Texture Memory: 4024 )


Processing Ini File {
Module_name =  Brytenwalda
Num Hints =  12
Setting Map Min X =  -178.012619
Setting Map Max X =  185.339508
Setting Map Min Y =  -232.722122
Setting Map Max Y =  197.089081
Setting Time Multiplier =  0.250000
Setting Seeing Range Multiplier =  6.300000
Setting Track Spotting Multiplier =  0.800000
Setting player_wounded_treshold =  5.000000
Setting hero_wounded_treshold =  15.000000
Setting Skill Prisoner Management Bonus =  5
Setting Skill Leadership Bonus =  3
Setting Base Companion Limit =  22
Setting player_xp_multiplier =  2.000000
Setting hero_xp_multiplier =  2.000000
Setting regulars_xp_multiplier =  3.000000
Setting damage_interrupt_attack_treshold =  6.000000
Setting damage_interrupt_attack_treshold_mp =  3.000000
Setting armor_soak_factor_against_cut =  0.800000
Setting armor_soak_factor_against_pierce =  0.650000
Setting armor_soak_factor_against_blunt =  0.500000
Setting armor_reduction_factor_against_cut =  0.920000
Setting armor_reduction_factor_against_pierce =  0.500000
Setting armor_reduction_factor_against_blunt =  0.750000
Setting horse_charge_damage_multiplier =  1.000000
Setting couched_lance_damage_multiplier =  0.650000
Setting fall_damage_multiplier =  1.000000
Setting shield_penetration_offset =  30.000000
Setting shield_penetration_factor =  3.000000
Setting missile_damage_speed_power =  1.900000
Setting melee_damage_speed_power =  2.000000
Setting multiplayer_walk_enabled =  0
Setting mission_object_prune_time =  180
Scan Module Textures =  1
Scan Module Sounds =  0
Loading Resource  test
Loading Module Resource  textures_face_gen
Loading Resource  shaders
Loading Module Resource  textures
Loading Module Resource  materials
Loading Module Resource  materials_face_gen
Loading Module Resource  meshes_face_gennative
Loading Resource  uimeshes
Loading Module Resource  beards
Loading Module Resource  hair
Loading Resource  helpers
Loading Resource  map_icon_meshes
Loading Module Resource  skeletonsnative
Loading Resource  body_meshes
Loading Resource  object_meshes
Loading Resource  object_bodies
Loading Module Resource  env_materials
Loading Module Resource  map_tree_meshes
Loading Module Resource  particle_meshes
Loading Module Resource  tree_meshes
Loading Module Resource  tree_meshes_a
Loading Module Resource  grass_meshes
Loading Module Resource  plant_meshes
Loading Resource  goods_meshes
Loading Resource  item_meshes1
Loading Module Resource  horses
Loading Resource  arabian_castle
Loading Resource  food
Loading Resource  village_houses
Loading Resource  village_houses_a
Loading Resource  village_houses_b
Loading Resource  interiors_a
Loading Resource  interiors_b
Loading Resource  interiors_c
Loading Resource  arena
Loading Resource  map_icons_b
Loading Resource  castle_a
Loading Resource  dungeon
Loading Resource  stone_houses
Loading Resource  snowy_houses
Loading Resource  snowy_castle
Loading Resource  castle_b
Loading Resource  square_keep
Loading Resource  anim_b
Loading Resource  map_icons_c
Loading Module Resource  pictures
Loading Module Resource  user_interface_b
Loading Resource  user_interface_c
Loading Resource  scene_encounter_spot
Loading Resource  interior_thirsty_lion
Loading Resource  scene_small_tavern
Loading Resource  weapon_meshes1
Loading Resource  weapon_meshes_b
Loading Resource  weapon_meshes_c
Loading Resource  weapons_e
Loading Resource  weapons_f
Loading Resource  weapon_meshes_e
Loading Resource  houses1
Loading Resource  wall_meshes1
Loading Resource  town_houses
Loading Resource  doors
Loading Resource  churches
Loading Resource  town_houses_b
Loading Resource  castle_c
Loading Resource  castle_d
Loading Resource  castle_e
Loading Resource  castle_f
Loading Resource  castle_g
Loading Resource  castle_h
Loading Resource  castle_i
Loading Resource  gatehouse
Loading Resource  viking_houses
Loading Resource  fake_houses
Loading Resource  town_houses_c
Loading Resource  prisons
Loading Resource  prisons_b
Loading Resource  interiors_d
Loading Module Resource  op_terrain_borders_textures
Loading Module Resource  op_terrain_borders_materials
Loading Module Resource  op_terrain_borders
Loading Module Resource  op_terrain_borders_b
Loading Module Resource  skyboxes
Loading Resource  object_b
Loading Resource  destroy
Loading Module Resource  tree_meshes_b

rgl_post_warning_line: get_object failed for texture: bark_brown-edit Loading Module Resource  tree_meshes_c
Loading Module Resource  grass_meshes_b
Loading Module Resource  tree_e_meshes
Loading Module Resource  particles_2
Loading Resource  interiors_steppe
Loading Resource  town_houses_d
Loading Resource  deneme2
Loading Resource  steppe_fake_houses
Loading Resource  tableau_shields
Loading Resource  instruments
Loading Resource  custom_banner
Loading Resource  simple_primitives
Loading Resource  ani_man_walk
Loading Resource  ani_man_cheer
Loading Module Resource  ani_horseriding
Loading Resource  ani_run_p
Loading Resource  ani_run_forward_left_right
Loading Module Resource  ani_struckdeath
Loading Resource  ani_walk_sideways
Loading Resource  ani_run_sideways
Loading Module Resource  ani_crouch_downwfas
Loading Resource  ani_crouch_down
Loading Resource  ani_low_walk
Loading Resource  ani_turn_man
Loading Module Resource  ani_attacks
Loading Module Resource  ani_overhand_spear
Loading Module Resource  ani_musket_attacks
Loading Module Resource  animation_two_spear_strike
Loading Resource  ani_walk_backward
Loading Resource  ani_run_lookingsides
Loading Module Resource  ani_defends
Loading Resource  ani_walk_lookingsides
Loading Resource  ani_jump
Loading Resource  ani_wedding
Loading Resource  arabian_props
Loading Resource  uni_jump
Loading Module Resource  ani_stances
Loading Module Resource  ani_equip
Loading Resource  uni_sideways
Loading Resource  dart
Loading Resource  armors_new_b
Loading Resource  armors_new_arena
Loading Resource  rock
Loading Resource  raw_materials
Loading Resource  gauntlets_new
Loading Resource  bride_dress
Loading Resource  ui_server_filter
Loading Resource  ship
Loading Resource  arabian_houses
Loading Resource  object_c
Loading Module Resource  tree_f
Loading Resource  interiors_arabian
Loading Resource  arabian_village
Loading Resource  valleyProps
Loading Resource  workshops
Loading Resource  barrier_primitives
Loading Resource  town_houses_e
Loading Resource  wb_mp_objects_a
Loading Module Resource  animalesdecaza
Loading Module Resource  animals
Loading Module Resource  horses2
Loading Module Resource  otrositems
Loading Module Resource  bowsandarrows
Loading Module Resource  capasycabeza
Loading Module Resource  capasycabeza2
Loading Module Resource  armadurasmedias
Loading Module Resource  armadurasmedias2
Loading Module Resource  armaduraspesadas
Loading Module Resource  armaduraspesadas2
Loading Module Resource  armaduraspesadas3
Loading Module Resource  armaduraspesadas4
Loading Module Resource  battlebanners
Loading Module Resource  bootsnshoes
Loading Module Resource  coronas
Loading Module Resource  hachas
Loading Module Resource  desnudos1
Loading Module Resource  desnudosypantalones
Loading Module Resource  escudos1
Loading Module Resource  escudos2
Loading Module Resource  escudos3
Loading Module Resource  escudos4
Loading Module Resource  escudos5
Loading Module Resource  espadas1
Loading Module Resource  sail
Loading Module Resource  espadas2
Loading Module Resource  espadas3
Loading Module Resource  hoods
Loading Module Resource  std_banners
Loading Module Resource  std_banners_default
Loading Module Resource  std_flags_vertical
Loading Module Resource  caps
Loading Module Resource  seaxycuchillos
Loading Module Resource  iconos1
Loading Module Resource  spears
Loading Module Resource  Companions_Overview_mesh
Loading Module Resource  sceneprops1
Loading Module Resource  sceneprops2
Loading Module Resource  sceneprops3
Loading Module Resource  sceneprops4
Loading Module Resource  Tempered_mat
Loading Module Resource  Tempered_mesh
Loading Module Resource  core_ui_meshes
Loading Module Resource  command_cursor
Loading Module Resource  tunicalarga
Loading Module Resource  tunicas1
Loading Module Resource  tunicas2
Loading Module Resource  tunicsmercnoblepln
Loading Module Resource  tunicsblbaja
Loading Module Resource  tunicsbl
Loading Module Resource  tunicas6
Loading Module Resource  tunicspoor
Loading Module Resource  yelmos1
Loading Module Resource  yelmos2
Loading Module Resource  yelmos3
Loading Module Resource  vegetacion
Loading Module Resource  femaleclothes
Loading Module Resource  variosadd
Unrecognized Module_info directive =  network_compatible . Skipping.
Unrecognized Module_info directive =  hide_other_mod_servers . Skipping.
Unrecognized Module_info directive =  ground_weapon_collision . Skipping.
Unrecognized Module_info directive =  use_missile_damage_type . Skipping.
Unrecognized Module_info directive =  allow_unset_script_params . Skipping.

} //Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is  supported

rgl_post_warning_line: get_object failed for body: bo_rock_g WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_medium
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_far
WARNING: UNABLE TO MAP SOUND CODE:  snd_bullet_hit_body
WARNING: UNABLE TO MAP SOUND CODE:  snd_player_hit_by_bullet
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_dives_into_water
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_troop_upgrades_button_clicked
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_character_screen_requested
Loading Module...
Loading item kinds...
Loading dialogs...
Loading mission templates...
Loading party templates...

rgl_post_warning_line: get_skeleton_anim failed for: equip_musket
rgl_post_warning_line: get_skeleton_anim failed for: equip_musket
rgl_post_warning_line: get_skeleton_anim failed for: man_reload
rgl_post_warning_line: get_skeleton_anim failed for: man_reload
rgl_post_warning_line: get_skeleton_anim failed for: man_reload
rgl_post_warning_line: get_skeleton_anim failed for: reload_pistol_new
rgl_post_warning_line: get_skeleton_anim failed for: equip_pistol
rgl_post_warning_line: get_skeleton_anim failed for: equip_pistol loading time:  63673
Finished All...
Loading tracks
load_map_data complete.
Init_map complete.
init_meta_mission complete.
map mesh built.
get_ideal_sun_color.
get_ideal_fog_color.
773 parties added.
launch complete.
Unrecognized opcode -2147482650.; LINE NO: 2:
At script: coop_get_battle_state. At script: coop_get_battle_state. At script: coop_get_battle_state.
and this is for the Franks party:
Starting new log file.
Version:  1.167

-- OS: Microsoft Windows 7  Service Pack 1 (build 7601), 64-bit
-- RAM: Available physical RAM: 4095MB/4096MB
-- CPU: Intel(R) Core(TM) i7 CPU      Q 720  @ 1.60GHz (GenuineIntel)
- L2 cache size: 256K
- CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
- Number of CPUs: 8 ( Speed: ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz / ~1596MHz )

-- GPU:
- D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce GTX 460M
- Texture Memory: 4048 ( Available Texture Memory: 4024 )


Processing Ini File {
Module_name =  Brytenwalda
Num Hints =  12
Setting Map Min X =  -178.012619
Setting Map Max X =  185.339508
Setting Map Min Y =  -232.722122
Setting Map Max Y =  197.089081
Setting Time Multiplier =  0.250000
Setting Seeing Range Multiplier =  6.300000
Setting Track Spotting Multiplier =  0.800000
Setting player_wounded_treshold =  5.000000
Setting hero_wounded_treshold =  15.000000
Setting Skill Prisoner Management Bonus =  5
Setting Skill Leadership Bonus =  3
Setting Base Companion Limit =  22
Setting player_xp_multiplier =  2.000000
Setting hero_xp_multiplier =  2.000000
Setting regulars_xp_multiplier =  3.000000
Setting damage_interrupt_attack_treshold =  6.000000
Setting damage_interrupt_attack_treshold_mp =  3.000000
Setting armor_soak_factor_against_cut =  0.800000
Setting armor_soak_factor_against_pierce =  0.650000
Setting armor_soak_factor_against_blunt =  0.500000
Setting armor_reduction_factor_against_cut =  0.920000
Setting armor_reduction_factor_against_pierce =  0.500000
Setting armor_reduction_factor_against_blunt =  0.750000
Setting horse_charge_damage_multiplier =  1.000000
Setting couched_lance_damage_multiplier =  0.650000
Setting fall_damage_multiplier =  1.000000
Setting shield_penetration_offset =  30.000000
Setting shield_penetration_factor =  3.000000
Setting missile_damage_speed_power =  1.900000
Setting melee_damage_speed_power =  2.000000
Setting multiplayer_walk_enabled =  0
Setting mission_object_prune_time =  180
Scan Module Textures =  1
Scan Module Sounds =  0
Loading Resource  test
Loading Module Resource  textures_face_gen
Loading Resource  shaders
Loading Module Resource  textures
Loading Module Resource  materials
Loading Module Resource  materials_face_gen
Loading Module Resource  meshes_face_gennative
Loading Resource  uimeshes
Loading Module Resource  beards
Loading Module Resource  hair
Loading Resource  helpers
Loading Resource  map_icon_meshes
Loading Module Resource  skeletonsnative
Loading Resource  body_meshes
Loading Resource  object_meshes
Loading Resource  object_bodies
Loading Module Resource  env_materials
Loading Module Resource  map_tree_meshes
Loading Module Resource  particle_meshes
Loading Module Resource  tree_meshes
Loading Module Resource  tree_meshes_a
Loading Module Resource  grass_meshes
Loading Module Resource  plant_meshes
Loading Resource  goods_meshes
Loading Resource  item_meshes1
Loading Module Resource  horses
Loading Resource  arabian_castle
Loading Resource  food
Loading Resource  village_houses
Loading Resource  village_houses_a
Loading Resource  village_houses_b
Loading Resource  interiors_a
Loading Resource  interiors_b
Loading Resource  interiors_c
Loading Resource  arena
Loading Resource  map_icons_b
Loading Resource  castle_a
Loading Resource  dungeon
Loading Resource  stone_houses
Loading Resource  snowy_houses
Loading Resource  snowy_castle
Loading Resource  castle_b
Loading Resource  square_keep
Loading Resource  anim_b
Loading Resource  map_icons_c
Loading Module Resource  pictures
Loading Module Resource  user_interface_b
Loading Resource  user_interface_c
Loading Resource  scene_encounter_spot
Loading Resource  interior_thirsty_lion
Loading Resource  scene_small_tavern
Loading Resource  weapon_meshes1
Loading Resource  weapon_meshes_b
Loading Resource  weapon_meshes_c
Loading Resource  weapons_e
Loading Resource  weapons_f
Loading Resource  weapon_meshes_e
Loading Resource  houses1
Loading Resource  wall_meshes1
Loading Resource  town_houses
Loading Resource  doors
Loading Resource  churches
Loading Resource  town_houses_b
Loading Resource  castle_c
Loading Resource  castle_d
Loading Resource  castle_e
Loading Resource  castle_f
Loading Resource  castle_g
Loading Resource  castle_h
Loading Resource  castle_i
Loading Resource  gatehouse
Loading Resource  viking_houses
Loading Resource  fake_houses
Loading Resource  town_houses_c
Loading Resource  prisons
Loading Resource  prisons_b
Loading Resource  interiors_d
Loading Module Resource  op_terrain_borders_textures
Loading Module Resource  op_terrain_borders_materials
Loading Module Resource  op_terrain_borders
Loading Module Resource  op_terrain_borders_b
Loading Module Resource  skyboxes
Loading Resource  object_b
Loading Resource  destroy
Loading Module Resource  tree_meshes_b

rgl_post_warning_line: get_object failed for texture: bark_brown-edit Loading Module Resource  tree_meshes_c
Loading Module Resource  grass_meshes_b
Loading Module Resource  tree_e_meshes
Loading Module Resource  particles_2
Loading Resource  interiors_steppe
Loading Resource  town_houses_d
Loading Resource  deneme2
Loading Resource  steppe_fake_houses
Loading Resource  tableau_shields
Loading Resource  instruments
Loading Resource  custom_banner
Loading Resource  simple_primitives
Loading Resource  ani_man_walk
Loading Resource  ani_man_cheer
Loading Module Resource  ani_horseriding
Loading Resource  ani_run_p
Loading Resource  ani_run_forward_left_right
Loading Module Resource  ani_struckdeath
Loading Resource  ani_walk_sideways
Loading Resource  ani_run_sideways
Loading Module Resource  ani_crouch_downwfas
Loading Resource  ani_crouch_down
Loading Resource  ani_low_walk
Loading Resource  ani_turn_man
Loading Module Resource  ani_attacks
Loading Module Resource  ani_overhand_spear
Loading Module Resource  ani_musket_attacks
Loading Module Resource  animation_two_spear_strike
Loading Resource  ani_walk_backward
Loading Resource  ani_run_lookingsides
Loading Module Resource  ani_defends
Loading Resource  ani_walk_lookingsides
Loading Resource  ani_jump
Loading Resource  ani_wedding
Loading Resource  arabian_props
Loading Resource  uni_jump
Loading Module Resource  ani_stances
Loading Module Resource  ani_equip
Loading Resource  uni_sideways
Loading Resource  dart
Loading Resource  armors_new_b
Loading Resource  armors_new_arena
Loading Resource  rock
Loading Resource  raw_materials
Loading Resource  gauntlets_new
Loading Resource  bride_dress
Loading Resource  ui_server_filter
Loading Resource  ship
Loading Resource  arabian_houses
Loading Resource  object_c
Loading Module Resource  tree_f
Loading Resource  interiors_arabian
Loading Resource  arabian_village
Loading Resource  valleyProps
Loading Resource  workshops
Loading Resource  barrier_primitives
Loading Resource  town_houses_e
Loading Resource  wb_mp_objects_a
Loading Module Resource  animalesdecaza
Loading Module Resource  animals
Loading Module Resource  horses2
Loading Module Resource  otrositems
Loading Module Resource  bowsandarrows
Loading Module Resource  capasycabeza
Loading Module Resource  capasycabeza2
Loading Module Resource  armadurasmedias
Loading Module Resource  armadurasmedias2
Loading Module Resource  armaduraspesadas
Loading Module Resource  armaduraspesadas2
Loading Module Resource  armaduraspesadas3
Loading Module Resource  armaduraspesadas4
Loading Module Resource  battlebanners
Loading Module Resource  bootsnshoes
Loading Module Resource  coronas
Loading Module Resource  hachas
Loading Module Resource  desnudos1
Loading Module Resource  desnudosypantalones
Loading Module Resource  escudos1
Loading Module Resource  escudos2
Loading Module Resource  escudos3
Loading Module Resource  escudos4
Loading Module Resource  escudos5
Loading Module Resource  espadas1
Loading Module Resource  sail
Loading Module Resource  espadas2
Loading Module Resource  espadas3
Loading Module Resource  hoods
Loading Module Resource  std_banners
Loading Module Resource  std_banners_default
Loading Module Resource  std_flags_vertical
Loading Module Resource  caps
Loading Module Resource  seaxycuchillos
Loading Module Resource  iconos1
Loading Module Resource  spears
Loading Module Resource  Companions_Overview_mesh
Loading Module Resource  sceneprops1
Loading Module Resource  sceneprops2
Loading Module Resource  sceneprops3
Loading Module Resource  sceneprops4
Loading Module Resource  Tempered_mat
Loading Module Resource  Tempered_mesh
Loading Module Resource  core_ui_meshes
Loading Module Resource  command_cursor
Loading Module Resource  tunicalarga
Loading Module Resource  tunicas1
Loading Module Resource  tunicas2
Loading Module Resource  tunicsmercnoblepln
Loading Module Resource  tunicsblbaja
Loading Module Resource  tunicsbl
Loading Module Resource  tunicas6
Loading Module Resource  tunicspoor
Loading Module Resource  yelmos1
Loading Module Resource  yelmos2
Loading Module Resource  yelmos3
Loading Module Resource  vegetacion
Loading Module Resource  femaleclothes
Loading Module Resource  variosadd
Unrecognized Module_info directive =  network_compatible . Skipping.
Unrecognized Module_info directive =  hide_other_mod_servers . Skipping.
Unrecognized Module_info directive =  ground_weapon_collision . Skipping.
Unrecognized Module_info directive =  use_missile_damage_type . Skipping.
Unrecognized Module_info directive =  allow_unset_script_params . Skipping.

} //Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is  supported

rgl_post_warning_line: get_object failed for body: bo_rock_g WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_medium
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_far
WARNING: UNABLE TO MAP SOUND CODE:  snd_bullet_hit_body
WARNING: UNABLE TO MAP SOUND CODE:  snd_player_hit_by_bullet
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_dives_into_water
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_troop_upgrades_button_clicked
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_character_screen_requested
Loading Module...
Loading item kinds...
Loading dialogs...
Loading mission templates...
Loading party templates...

rgl_post_warning_line: get_skeleton_anim failed for: equip_musket
rgl_post_warning_line: get_skeleton_anim failed for: equip_musket
rgl_post_warning_line: get_skeleton_anim failed for: man_reload
rgl_post_warning_line: get_skeleton_anim failed for: man_reload
rgl_post_warning_line: get_skeleton_anim failed for: man_reload
rgl_post_warning_line: get_skeleton_anim failed for: reload_pistol_new
rgl_post_warning_line: get_skeleton_anim failed for: equip_pistol
rgl_post_warning_line: get_skeleton_anim failed for: equip_pistol loading time:  63663
Finished All...
Loading tracks
load_map_data complete.
Init_map complete.
init_meta_mission complete.
map mesh built.
get_ideal_sun_color.
get_ideal_fog_color.
773 parties added.
launch complete.

Is there anything else I can do to help solve this problem?
 
That's very informative; the errors you see happen even in native except for the last line.
In my game that I've been testing, I got about 30 lines of that last line over the course of about 8 encounters.
I got one other error referring to the same script.

Consider retrying this after you give the computer a restart and rest.
Download the mod I'll be posting tonite and hopefully at least one source of error will be gone.
The error shouldn't cause a crash.
You don't need to see the red error warning for it to show up in the RGLlog.

Thank you for your time and help. I will keep making the mod better.
 
Hey guys. I've just registered in this forum specifically to thank you, gdwitt, for continuing to improve Brytenwalda. I'm eagerly anticipating the spear damage fix, since spears are always my weapons of choice. Once again, Thank you!

Oh, one more thing. I've just killed 6 gwrdas (me, lvl 8, looting 4; one companion lvl 3 and  4 guards) and I got a bunch of loot. A lot. Something like 8 - 10 round shields, one thick and most regular, several items of clothing, etc. I'm aware that loot increasing is one of the features of this submod, but I just want to know if it's supposed to be so much more like this. Another thing, I'm on day 40 (I guess) and 2 factions were already destroyed, a third is probably going to hell right now. Is it too fast, or it's supposed to work like this?

Cheers!
 
Thanks Sever for the feedback.
Please report any gamebreaking errors to me with the rgllogs. That's would be  agreat help.

I changed the looting scripts so the player gets about 50% loot for each looting point. So at looting 6 you should be getting about 50% of the entire loot.
However, with looting 0 you get nothing.

Many of the skills are this way. It's harder at low levels but you get bonuses at higher levels.
Athletics for example.

that campaign sounds right only if you are playing on hard.
If you are playing on normal, it seems a bit unusual.
I have seen it happen though.

When I fix the bugs, I'm going to assign Lords to lreps and buff Mercia and Wessex to make them more dangerous as they historically were.'

Keep us informed.

Everyone: I am still working on the player formation bug. I plan to release the fix tomorrow around 1pm est.
 
gdwitt 说:
Troops might be a little off as I didn't examine that.
Another modder was fixing up troops.

It concerns me that you were using a mod from May.
If you used a mod from May and combined it with files from July, you will get a big mess.
The troops have been completely reorganized along with all their items.
For example, the mercenary crossbowmen were renamed to mercenary archers for the latest release.
I axed the new crossbows for a future version of the mod.
I would download 19Beta from Sunday then paste over the text files from 19b.

You mentioned weapon choice. The update 19b fixed weapon choices from quite a few troops.
Before 19b, archers were picking clubs over bows unless you gave them an order. Cavs were using javs and daggers over their spears.

The other modder will look over Troops in the next 2 days.
What was the name of the other troops that were the problem?
What version are you working with?

I plan to release another update each day this week.
Maybe troops is the most urgent?

Nah thanks for letting me know, the troops in 19 are legit now.

Although, when I recruited a comapnion, agasicles and then imported him to modify stats, the game CTD when I tried to check his equipment

Thanks
 
when you get a CTD, there is a 50% chance that an error will be reported in your rgllog which is in the main mountblade folder.
the rgllog gets erased the next time you start a game, so save it or just copy the error message at the very bottom and post or PM it.

Caution; if you order your men into formations in 19, they will not use weapons for the rest of the battle.

 
Sorry gdwitt, forgot to mention I was playing on Hard, as usual.

And another thing I forgot to mention, I'm using the original Brytenwalda skills.

You consider the campaign to be more realistic if it's played on normal? I'll change to hard again after I found my kingdom
 
It is more realistic if you consider normal time.
But who wants to play a game that lasts for 40 hours before anything meaningful happens?
The new scripts simply accelerate processes.
So by the time you are strong enough to start fighting in battles, several kingdoms should be teetering on extinction and ripe for you to conquer.
The old game was built to take about 140-200 hours to found a kingdom
I'm aiming for about 40-100 game hours to start a kingdom in this mod.
Have you noticed I doubled the rewards from the caravan quests and increased other rewards by about 50%.
 
I know, I get it. It makes a lot of sense.
I'm just kinda conservative in that point, I like a difficult game, but one which maintains a political stability. I wouldn't mind waiting 140 hours, but I totally understand that this is something weird, and that it shouldn't be considered when making a mod
 
It's highly variable as well.
I've played games with this mod where no cities were lost for 40 days.
The next game two cities were lost by day 5.
The lord characters types is critical and is now assigned randomly.
If a faction gets several bad-natured lords, they will not take any cities no matter how big they are.

You can change difficulty even within a game.
Just set it to easy if you want them to slow it down.
It only makes it easy if you are faction by preventing the AI from being able to coordinate their attacks well.
If you are just trading and travelling and want to elongate the game, the mod puts the power in your hands with the hardness setting.

I will be releasing a new text patch in an hour.
 
Thank you, that's exactly what I'm gonna do! I didn't know changing the AI had that effect on the game, I thought it was related to money and xp per battle.
Oh well, 600 hours of M&B and I still learn new stuff.

Cheers again!
 
I think the Pict upgrade tree is bugged. When you upgrade your second tier unit to your third tier, you can upgrade them to the 4th tier instead - straight for "diuberr" or something like this.
 
I finally got around to dressing up the spears and banners with proper values, prices and animations.
I had some volunteers who never got around to that part.
Let me know if something is out of sorts.

Formations now work for the player.
Pict upgrade tree fixed.
Pict woman upgrades now to crossbow.
Spears: Note that the game is programmed to not equip with spears unless you go into formation.
The game was programmed to automatically force your troops into formation as it does the ai, but I removed this script.
To have your troops equip long weapons if you are not using formations, order in battle:
Group X (or T for all),F5, F6.
I hope to simplify this later.

I plan to do the next release on Sunday with more feedback.
http://www.nexusmods.com/mbwarband/mods/5994/?

Feedback is welcome,
 
hey gdwitt

so, everything seems fine, except for one thing...
the spears, they are still a bit off - I think. When I use them with a shield, the damage is really, really low - even against someone without any clothing. Around 12-15 in a good, distanced high velocity attack, and 0-3 when using the overhead thrust against someone close. In the overhead thrust stance the damage is a bit higher in both attacks, but is still really low. In the "no overhead" stance, it basically doesn't deal any damage. I've used a hasta, a heavy spear and a bent spear.

Am I doing something wrong? They seem fine when used with both hands.

I have 100 with polearms and power strike 4
 
If anyone is wondering: Initial tests show my previously reported problem is gone as of version 19c, so if that problem/report was holding you back... go ahead. :smile:
 
Version 19D released
http://www.nexusmods.com/mbwarband/mods/5994/?
Old bugs taken care of.
There is a new bug that makes the game take an extra minute to load.
You will see a bunch of "reassigning" messages in the rgl, but the game works without error.

Fixed:
Spear issue solved temporarily by converting all spears into two-handed weapons.

Stats and costs for Axes, 2handed axes, spears, blunts.

New map icons makes the campaign map much more interesting.
Get it all here:
http://www.nexusmods.com/mbwarband/mods/5994/?
 
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