SP Native Knights & Merchants/Calradia Capitalism for 0751 (Alpha)

Which Keep do you want? (see post on page 2)

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I'm with you, Lu Bu. Keep 1 looks better, and for once I'd like something that isn't a high-walled fortress.
 
Downfall970 说:
Found a bug by the way, the Farm Overseer at the small keep near Zendar, when you talk to him, he says hello and gives no options to talk back, or to even cancel chat. Have to Alt-Tab and reboot the game. Doesnt freeze, just no options, lol

cool mod though

Did you install the patch? That shouldn't happen.

Check that you spoke to the Seneschal before going to see any of the other NPCs the very first time you play.

Please Tell me if this fixes the problem.

Mechstra 说:
I'm with you, Lu Bu. Keep 1 looks better, and for once I'd like something that isn't a high-walled fortress.

I personally think the first (designed by maw) is better as well. I was unsure but now I think you're right. Or maybe I'll do a compromise between the two.
 
is there anyway you could show pics in a bit brighter setting.. i can't see a thing...

i was wondering what happened to the farming mod since the update to .730 and now i've found it again!
 
Hi, nice mod :grin:

Just a suggestion, would it be possible to add extra buildings to the fief as it advances, e.g for every 1000 population a new house is added and perhaps a peasent standing near it.
 
I can't seem to find new version .52 of this mod, and where can I find it? I only find download for V.51...

:???:


Eagle out...
 
It's working fine here.

EDIT: fine mostly ... same problem with freezing dialogs if you ask a merchant twice about commercial opportunities.
 
One big bugs here, I downloaded patch and replaced conversions.txt an dstarted a new game. After that, i went to talk with farmer and I sitll got suck with damned farmer. Is there a way to fix this?

:???:


Eagle out...
 
Eagle114th 说:
One big bugs here, I downloaded patch and replaced conversions.txt an dstarted a new game. After that, i went to talk with farmer and I sitll got suck with damned farmer. Is there a way to fix this?

:???:


Eagle out...

You have to go and talk to the snarchel (sp? he's buy the keep in any case) then you can interact with the farmer
 
jeffclaw 说:
Hi, nice mod :grin:

Just a suggestion, would it be possible to add extra buildings to the fief as it advances, e.g for every 1000 population a new house is added and perhaps a peasent standing near it.

No it's not possible to add stuff to scenes while the game is running.

I can't seem to find new version .52 of this mod, and where can I find it? I only find download for V.51...

To upgrade from 0.51 to 0.52 you have to download the source files and copy the SceneObj directory (<-- that is 0.52).

I'll update the main download to 0.52 later so you don't have to do this.

One big bugs here, I downloaded patch and replaced conversions.txt an dstarted a new game. After that, i went to talk with farmer and I sitll got suck with damned farmer. Is there a way to fix this?

Confused

Like jeffclaw said, you have to talk to the Seneschal before talking to anyone else the first time. I'll see if I can change this for future versions.

Dvd: Can I download the icons when you have a whole pack ready?
 
sheek 说:
jeffclaw 说:
Hi, nice mod :grin:

Just a suggestion, would it be possible to add extra buildings to the fief as it advances, e.g for every 1000 population a new house is added and perhaps a peasent standing near it.

No it's not possible to add stuff to scenes while the game is running.

I can't seem to find new version .52 of this mod, and where can I find it? I only find download for V.51...

To upgrade from 0.51 to 0.52 you have to download the source files and copy the SceneObj directory (<-- that is 0.52).

I'll update the main download to 0.52 later so you don't have to do this.

One big bugs here, I downloaded patch and replaced conversions.txt an dstarted a new game. After that, i went to talk with farmer and I sitll got suck with damned farmer. Is there a way to fix this?

Confused

Like jeffclaw said, you have to talk to the Seneschal before talking to anyone else the first time. I'll see if I can change this for future versions.

Dvd: Can I download the icons when you have a whole pack ready?

Yea, I'll do a pack when I have 10. Right now I have 5 or 6.

-Dvd
 
The main download has now been fixed to 0.52.

You will get the new .scn files from that. You don't need to download the source files anymore only to play the game.
 
I get an error using the .bat file to patch it to other mods.

The error? Directory error. My Mount&Blade is in the directory of D:/games/Mount&Blade/

It's trying to do D:/Game/Taleworlds/Mount & Blade/Mount & Blade 0731/Modules/Fiefmod

I bypassed this error by copying my directories, renaming them, patching, and then moving the patched one to my original module.. but still.
 
Hey, cool, this is a lot of what I was planning on doing with a castle upgrade mod (which is why I pm'ed you for that code sheek :razz: (thank you much, btw :wink: ))--might I suggest a few things? Would it be possible to upgrade the castle to make it stronger against attacks? And, could you add public wellness buildings like the church and well? And tie population to number of farms (or, even better, amount of food instead)? What about a castle inventory, that can get its own items, from the player, from the farmers (a trigger that puts food in there every few days based on number of farms), and from caravans? I've thought a lot about this stuff, and I'm pretty sure most of it can be done, I just can't make it work (again, don't know python real well).
If you guys would have me, I wouldn't mind joining the team (to do odd jobs--I'm still learning python, but I can certainly handle the ingame editor). At any rate, I can at least give ideas... :razz:
 
Stonewall382 说:
Hey, cool, this is a lot of what I was planning on doing with a castle upgrade mod (which is why I pm'ed you for that code sheek :razz: (thank you much, btw :wink: ))--might I suggest a few things? Would it be possible to upgrade the castle to make it stronger against attacks? And, could you add public wellness buildings like the church and well? And tie population to number of farms (or, even better, amount of food instead)? What about a castle inventory, that can get its own items, from the player, from the farmers (a trigger that puts food in there every few days based on number of farms), and from caravans? I've thought a lot about this stuff, and I'm pretty sure most of it can be done, I just can't make it work (again, don't know python real well).
If you guys would have me, I wouldn't mind joining the team (to do odd jobs--I'm still learning python, but I can certainly handle the ingame editor). At any rate, I can at least give ideas... :razz:

Yeah sure. :smile:

I'll email you about what's going on for the next version. Hopefully we'll have our website up soon as well...

I get an error using the .bat file to patch it to other mods.

The error? Directory error. My Mount&Blade is in the directory of D:/games/Mount&Blade/

It's trying to do D:/Game/Taleworlds/Mount & Blade/Mount & Blade 0731/Modules/Fiefmod

Yeah that's normal. I don't know what your directory is... What you must do is open the module_info file (with notepad) and change the path to the correct directory. It's much easier than copying/renaming.

Anyway you don't need to do any of them. Check the first post, you can now download the main files fixed. Unzip and copy the folder you get into M&B/Modules.
 
I meant I was patching other Mods with K&M. Anyway, people have .exe files that automatically choose the directory that I had M&B installed into, so I assume there's something saying that it's where it was saved -- like in the registry.

But yeah.
 
Nice to see that you've fixed the overseer dialog. However I've noticed a couple more things that really need some improvement.

  • You say that it is necessary to talk to the seneschal before anyone else the first time we enter the keep, because until you get a report of the feud current affairs, no one else will talk to you. Well, I just noticed that you have to do the same thing every day.

    Once you've talked to him, you can leave and enter the keep at will and they will talk to you normally, but once a day passes the same thing will happen again - you will need to talk to him first. I just thought you would like to know and add the information to your documentation, since it seems to be too much of a hassle to fix;
  • I'm glad I can finally talk to the overseer and buy some farms, that's awesome. However, when I select the option to add more serfs he asks me if I'd like to hire them but there is no option to click. My character will just say "never mind" on his own and finish the dialog. I've tried that when alone and after recruiting some farmers / peasant women, to no avail. If this feature works at all, would you mind to add a couple lines to your documentation explaining how to do this?
  • Another thing about the overseer that bugs the hell out of me is that, apparently, he keeps some of my money for himself. It goes like this:

    After a couple days I talk to him to collect my money and he says "after you last visit you collected 10 denars" but at the end of the dialog there is a system message saying "received 7 gold".

    A couple more days, he says "you collected 15 denars" but I'll only receive six.
    two more days, he says I collected 17 denars and give me only 3.
    four days later, he says I've collected 21 denars and, again, I receive only six.

    And I can't even fire the stealing fothermucker.
  • After giving a horse to the stable master I'll get stuck in the dialog screen, just like it used to happen with the overseer before. He will take the horse from my inventory and no option will appear in the dialog scene, just a mugshot of me standing there, picking my nose, scratching my beard and the like. The only way out of the scene is closing the game.

    I've tried with several different horses, last time it was a saddle horse (I only had this one in my inventory, and it wasn't in the mount slot). It happens every time I try to stable my horses.
  • The only merchant that ever mention my payments are that one in zendar. In other cities I'll get the option to invest money in a caravan but the profits from shares can only be collected in zendar, I was confused because that wasn't much clear in the description.
  • I spent 3500 denars buying contracts with the weapon/blacksmith/armourer. The constable have said that I would receive 70 denars from each of them every week and a permanent discount when buying goods. Twenty days have passed since then and I'm yet to see a single dime from this investment. Constable Hareck said I should talk to them to get my payments but, up to now, I only have the default dialog options. Can't believe I got scammed by that bald sucker. xD
  • The seneschal says I can build a mill for every thousand peasants in my feif. I have more than that but I am still unable to build the god damn mill.
  • Last, it would be nice to have a real tavern keeper instead of a dummy. Beds in the Happy Boar are infested with vaegir fleas you know.

I like your mod very much and I'm looking forward to see it finished, but the documentation is fragmented, scattered all around the thread, incomplete and very unclear.

Also I don't understand why it is listed as a released mod when it is clearly a work in progress. Maybe you should tag it as a beta so people can know beforehand that it is still incomplete, otherwise they may discard it as bugged out of frustration, because most of the announced features are only half implemented or don't work at all.

It would be nice if we could have an up-to-date description of the current build, telling exactly what is / isn't working. Once someone put it together in the first post it would be much easier to follow the development.

Thanks for the mod, and please keep up the good job. It will roxx teh buttoxx when finished.
 
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