Modding Q&A [For Quick Questions and Answers]

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Sorry, I'm not very confident and able with the module system, how would the 'cur_item_add_mesh' trigger work? Do I have to add a mission_template to make it work?

If that's too difficult I'll stick to the one mesh/one item solution. I'd have to remove a lot of item variations though as I've discovered that you can't have more than 64 items per troop (using the NW module system). Going over 64 items cause the game to crash when you choose your faction, going over 68 makes the game crash when clicking on multiplayer in the game menu. It seems weird to me because it says 100 in the commons file:

插入代码块:
multi_data_item_button_indices_end = multi_data_item_button_indices_begin + 100 #maximum 100 items per troop
 
That's just an arbitrary slot value for purpose of presentations. The compiled troop.txt only has room for 64 items, but in-game it's limited by their inventory management stat (most temp troops will have 10)
Roudrac 说:
Sorry, I'm not very confident and able with the module system, how would the 'cur_item_add_mesh' trigger work? Do I have to add a mission_template to make it work?
It's a trigger attached to the
插入代码块:
ti_on_init_item
event. Take a look at the coat of plates example here
 
Hi again
Been testing my mod and it seems I still have a  problem that I thought I solved.
Boyar Crahask commander of party #671 which is not his troop leaded party 592
  Commanded party #671 is Reinforcements from Reveran, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #670 which is not his troop leaded party 592
  Commanded party #670 is Reinforcements from Chide, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #669 which is not his troop leaded party 592
  Commanded party #669 is Reinforcements from Buillin, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #668 which is not his troop leaded party 592
  Commanded party #668 is Reinforcements from Kwynn, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #667 which is not his troop leaded party 592
  Commanded party #667 is Reinforcements from Jayek, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #666 which is not his troop leaded party 592
  Commanded party #666 is Reinforcements from Jamiche, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #665 which is not his troop leaded party 592
  Commanded party #665 is Reinforcements from Mazen, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #664 which is not his troop leaded party 592
  Commanded party #664 is Reinforcements from Bhulaban, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #663 which is not his troop leaded party 592
  Commanded party #663 is Reinforcements from Tadsamesh, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #662 which is not his troop leaded party 592
  Commanded party #662 is Reinforcements from Vayejeg, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #661 which is not his troop leaded party 592
  Commanded party #661 is Reinforcements from Sumbuja, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #660 which is not his troop leaded party 592
  Commanded party #660 is Reinforcements from Udiniad, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #659 which is not his troop leaded party 592
  Commanded party #659 is Reinforcements from Tash Kulun, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #658 which is not his troop leaded party 592
  Commanded party #658 is Reinforcements from Dirigsene, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #687 which is not his troop leaded party 592
  Commanded party #687 is Reinforcements from Dugan, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #686 which is not his troop leaded party 592
  Commanded party #686 is Reinforcements from Hanun, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #685 which is not his troop leaded party 592
  Commanded party #685 is Reinforcements from Serindiar, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #684 which is not his troop leaded party 592
  Commanded party #684 is Reinforcements from Rduna, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #683 which is not his troop leaded party 592
  Commanded party #683 is Reinforcements from Emirin, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #682 which is not his troop leaded party 592
  Commanded party #682 is Reinforcements from Ryibelet, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #681 which is not his troop leaded party 592
  Commanded party #681 is Reinforcements from Ehlerdah, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #680 which is not his troop leaded party 592
  Commanded party #680 is Reinforcements from Balanli, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #679 which is not his troop leaded party 592
  Commanded party #679 is Reinforcements from Amashke, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #678 which is not his troop leaded party 592
  Commanded party #678 is Reinforcements from Ibdeles, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #677 which is not his troop leaded party 592
  Commanded party #677 is Reinforcements from Tosdhar, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #676 which is not his troop leaded party 592
  Commanded party #676 is Reinforcements from Karindi, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #675 which is not his troop leaded party 592
  Commanded party #675 is Reinforcements from Ismirala, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #674 which is not his troop leaded party 592
  Commanded party #674 is Reinforcements from Bulugur, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #673 which is not his troop leaded party 592
  Commanded party #673 is Reinforcements from Saren, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #672 which is not his troop leaded party 592
  Commanded party #672 is Reinforcements from Pagundur, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #703 which is not his troop leaded party 592
  Commanded party #703 is Reinforcements from Hawaha, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #702 which is not his troop leaded party 592
  Commanded party #702 is Reinforcements from Mit Nun, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #701 which is not his troop leaded party 592
  Commanded party #701 is Reinforcements from Aab, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #700 which is not his troop leaded party 592
  Commanded party #700 is Reinforcements from Tazjunat, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #699 which is not his troop leaded party 592
  Commanded party #699 is Reinforcements from Shibal Zumr, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #698 which is not his troop leaded party 592
  Commanded party #698 is Reinforcements from Mazigh, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #697 which is not his troop leaded party 592
  Commanded party #697 is Reinforcements from Uhhun, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #696 which is not his troop leaded party 592
  Commanded party #696 is Reinforcements from Slezkh, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #695 which is not his troop leaded party 592
  Commanded party #695 is Reinforcements from Tulbuk, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #694 which is not his troop leaded party 592
  Commanded party #694 is Reinforcements from Tebandra, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #693 which is not his troop leaded party 592
  Commanded party #693 is Reinforcements from Jelbegi, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #692 which is not his troop leaded party 592
  Commanded party #692 is Reinforcements from Nemeja, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #691 which is not his troop leaded party 592
  Commanded party #691 is Reinforcements from Rizi, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #690 which is not his troop leaded party 592
  Commanded party #690 is Reinforcements from Dumar, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #689 which is not his troop leaded party 592
  Commanded party #689 is Reinforcements from Mechin, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #688 which is not his troop leaded party 592
  Commanded party #688 is Reinforcements from Yaragar, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #719 which is not his troop leaded party 592
  Commanded party #719 is Reinforcements from Sestyn, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #718 which is not his troop leaded party 592
  Commanded party #718 is Reinforcements from Zestrul, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #717 which is not his troop leaded party 592
  Commanded party #717 is Reinforcements from Tezra, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #716 which is not his troop leaded party 592
  Commanded party #716 is Reinforcements from Bezsa, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #715 which is not his troop leaded party 592
  Commanded party #715 is Reinforcements from Synsa, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #714 which is not his troop leaded party 592
  Commanded party #714 is Reinforcements from Burush, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #713 which is not his troop leaded party 592
  Commanded party #713 is Reinforcements from Bestella, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #712 which is not his troop leaded party 592
  Commanded party #712 is Reinforcements from Salusa, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #711 which is not his troop leaded party 592
  Commanded party #711 is Reinforcements from Tebere, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #710 which is not his troop leaded party 592
  Commanded party #710 is Reinforcements from Vaga, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #709 which is not his troop leaded party 592
  Commanded party #709 is Reinforcements from Beoona, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #708 which is not his troop leaded party 592
  Commanded party #708 is Reinforcements from Nonzo, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #707 which is not his troop leaded party 592
  Commanded party #707 is Reinforcements from Mazzish, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #706 which is not his troop leaded party 592
  Commanded party #706 is Reinforcements from Telenbar, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #705 which is not his troop leaded party 592
  Commanded party #705 is Reinforcements from Uzgha, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #704 which is not his troop leaded party 592
  Commanded party #704 is Reinforcements from Habba, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #735 which is not his troop leaded party 592
  Commanded party #735 is Reinforcements from Footstep, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #734 which is not his troop leaded party 592
  Commanded party #734 is Reinforcements from Sharp, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #733 which is not his troop leaded party 592
  Commanded party #733 is Reinforcements from Whisper, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #732 which is not his troop leaded party 592
  Commanded party #732 is Reinforcements from Silence, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #731 which is not his troop leaded party 592
  Commanded party #731 is Reinforcements from Echo, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #730 which is not his troop leaded party 592
  Commanded party #730 is Reinforcements from Errucyra, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #729 which is not his troop leaded party 592
  Commanded party #729 is Reinforcements from Utoeyne, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #728 which is not his troop leaded party 592
  Commanded party #728 is Reinforcements from Udenice, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #727 which is not his troop leaded party 592
  Commanded party #727 is Reinforcements from Oeleia, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #726 which is not his troop leaded party 592
  Commanded party #726 is Reinforcements from Elnara, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #725 which is not his troop leaded party 592
  Commanded party #725 is Reinforcements from Drixnoe, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #724 which is not his troop leaded party 592
  Commanded party #724 is Reinforcements from Grada, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #723 which is not his troop leaded party 592
  Commanded party #723 is Reinforcements from Doecesses, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #722 which is not his troop leaded party 592
  Commanded party #722 is Reinforcements from Fephale, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #721 which is not his troop leaded party 592
  Commanded party #721 is Reinforcements from Diatpespi, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #720 which is not his troop leaded party 592
  Commanded party #720 is Reinforcements from Yesner, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #751 which is not his troop leaded party 592
  Commanded party #751 is Reinforcements from Kre Nog, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #750 which is not his troop leaded party 592
  Commanded party #750 is Reinforcements from Unicorn, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #749 which is not his troop leaded party 592
  Commanded party #749 is Reinforcements from Vulture, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #748 which is not his troop leaded party 592
  Commanded party #748 is Reinforcements from Chimera, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #747 which is not his troop leaded party 592
  Commanded party #747 is Reinforcements from Hydra, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #746 which is not his troop leaded party 592
  Commanded party #746 is Reinforcements from Harpy, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #745 which is not his troop leaded party 592
  Commanded party #745 is Reinforcements from Bear, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #744 which is not his troop leaded party 592
  Commanded party #744 is Reinforcements from Dragon, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #743 which is not his troop leaded party 592
  Commanded party #743 is Reinforcements from Serpent, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #742 which is not his troop leaded party 592
  Commanded party #742 is Reinforcements from Eagle, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #741 which is not his troop leaded party 592
  Commanded party #741 is Reinforcements from Wolf, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #740 which is not his troop leaded party 592
  Commanded party #740 is Reinforcements from Daggerfell, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #739 which is not his troop leaded party 592
  Commanded party #739 is Reinforcements from Clock, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #738 which is not his troop leaded party 592
  Commanded party #738 is Reinforcements from Shadow, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #737 which is not his troop leaded party 592
  Commanded party #737 is Reinforcements from Sneak, troop leaded party #592 is Boyar Crahask's Party
Boyar Crahask commander of party #736 which is not his troop leaded party 592
  Commanded party #736 is Reinforcements from Backstab, troop leaded party #592 is Boyar Crahask's Party
Jarl Rayeck commander of party #1352 which is not his troop leaded party 1354
  Commanded party #1352 is Reinforcements from Mazigh, troop leaded party #1354 is Jarl Rayeck's Party
Jarl Rayeck commander of party #1351 which is not his troop leaded party 1354
  Commanded party #1351 is Reinforcements from Ismirala, troop leaded party #1354 is Jarl Rayeck's Party
Boyar Meriga commander of party #1364 which is not his troop leaded party 1373
  Commanded party #1364 is Reinforcements from Ismirala, troop leaded party #1373 is Boyar Meriga's Party
Boyar Meriga commander of party #1361 which is not his troop leaded party 1373
  Commanded party #1361 is Reinforcements from Ismirala, troop leaded party #1373 is Boyar Meriga's Party
Boyar Meriga commander of party #1388 which is not his troop leaded party 1373
  Commanded party #1388 is Reinforcements from Amashke, troop leaded party #1373 is Boyar Meriga's Party
Jarl Reamald commander of party #1396 which is not his troop leaded party 1377
  Commanded party #1396 is Reinforcements from Amashke, troop leaded party #1377 is Jarl Reamald's Party
Jarl Reamald commander of party #1392 which is not his troop leaded party 1377
  Commanded party #1392 is Reinforcements from Amashke, troop leaded party #1377 is Jarl Reamald's Party
Jarl Reamald commander of party #1422 which is not his troop leaded party 1377
  Commanded party #1422 is Reinforcements from Amashke, troop leaded party #1377 is Jarl Reamald's Party
Jarl Aedin commander of party #1557 which is not his troop leaded party 1562
  Commanded party #1557 is Reinforcements from Ehlerdah, troop leaded party #1562 is Jarl Aedin's Party
Count Kurnias commander of party #1622 which is not his troop leaded party 5691
  Commanded party #1622 is Reinforcements from Ehlerdah, troop leaded party #5691 is Count Kurnias's Party
Count Laruqen commander of party #4995 which is not his troop leaded party 2426
  Commanded party #4995 is Reinforcements from Fen Via, troop leaded party #2426 is Count Laruqen's Party
Count Laruqen commander of party #4994 which is not his troop leaded party 2426
  Commanded party #4994 is Reinforcements from Ze Via, troop leaded party #2426 is Count Laruqen's Party
Count Laruqen commander of party #4993 which is not his troop leaded party 2426
  Commanded party #4993 is Reinforcements from Leahtem, troop leaded party #2426 is Count Laruqen's Party
Count Laruqen commander of party #4992 which is not his troop leaded party 2426
  Commanded party #4992 is Reinforcements from Weshtem, troop leaded party #2426 is Count Laruqen's Party
Count Laruqen commander of party #4991 which is not his troop leaded party 2426
  Commanded party #4991 is Reinforcements from Tamnuh, troop leaded party #2426 is Count Laruqen's Party
Sultan Hakim commander of party #4860 which is not his troop leaded party 4862
  Commanded party #4860 is Reinforcements from Nemeja, troop leaded party #4862 is Sultan Hakim's Party
Sultan Hakim commander of party #4859 which is not his troop leaded party 4862
  Commanded party #4859 is Reinforcements from Fen Via, troop leaded party #4862 is Sultan Hakim's Party
Sultan Hakim commander of party #4858 which is not his troop leaded party 4862
  Commanded party #4858 is Reinforcements from Oz Via, troop leaded party #4862 is Sultan Hakim's Party
Sultan Hakim commander of party #4857 which is not his troop leaded party 4862
  Commanded party #4857 is Reinforcements from Ze Via, troop leaded party #4862 is Sultan Hakim's Party
Sultan Hakim commander of party #4856 which is not his troop leaded party 4862
  Commanded party #4856 is Reinforcements from Weshtem, troop leaded party #4862 is Sultan Hakim's Party
Sultan Hakim commander of party #4855 which is not his troop leaded party 4862
  Commanded party #4855 is Reinforcements from Sekhtem, troop leaded party #4862 is Sultan Hakim's Party
Sultan Hakim commander of party #4854 which is not his troop leaded party 4862
  Commanded party #4854 is Reinforcements from Tamnuh, troop leaded party #4862 is Sultan Hakim's Party
Count Ryis commander of party #4352 which is not his troop leaded party 4353
  Commanded party #4352 is Reinforcements from Nemeja, troop leaded party #4353 is Count Ryis's Party
Count Ryis commander of party #4351 which is not his troop leaded party 4353
  Commanded party #4351 is Reinforcements from Fen Via, troop leaded party #4353 is Count Ryis's Party
Count Ryis commander of party #4350 which is not his troop leaded party 4353
  Commanded party #4350 is Reinforcements from Oz Via, troop leaded party #4353 is Count Ryis's Party
Count Ryis commander of party #4349 which is not his troop leaded party 4353
  Commanded party #4349 is Reinforcements from Ze Via, troop leaded party #4353 is Count Ryis's Party
Count Ryis commander of party #4348 which is not his troop leaded party 4353
  Commanded party #4348 is Reinforcements from Tilimsal, troop leaded party #4353 is Count Ryis's Party
Count Ryis commander of party #4346 which is not his troop leaded party 4353
  Commanded party #4346 is Reinforcements from Dhibbain, troop leaded party #4353 is Count Ryis's Party
Count Fudreim commander of party #3635 which is not his troop leaded party 3616
  Commanded party #3635 is Reinforcements from Fen Via, troop leaded party #3616 is Count Fudreim's Party
Count Fudreim commander of party #3634 which is not his troop leaded party 3616
  Commanded party #3634 is Reinforcements from Oz Via, troop leaded party #3616 is Count Fudreim's Party
Boyar Harish commander of party #3872 which is not his troop leaded party 3874
  Commanded party #3872 is Reinforcements from Fen Via, troop leaded party #3874 is Boyar Harish's Party
DEBUG -- Count Ryis produces a faction strategy for Kingdom of Swadia
There is 1000's of these in my rgl.log which is making testing impossible as the game stops every 30 seconds or so with debug error.
From my check it is only happening to the original six factions and not my added four factions.
I thought it had spmething to do with Zaitenko's Reinforcement Script but I have checked other osp's with it in and theres works fine so it must be something elsewhere I assume.
Any clues how to solve this or where should I look.
many thanks
 
markfamily 说:
Hi again
Been testing my mod and it seems I still have a  problem that I thought I solved.
Boyar Crahask commander of party #671 which is not his troop leaded party 592
  Commanded party #671 is Reinforcements from Reveran, troop leaded party #592 is Boyar Crahask's Party
go back to the early discussion. This alert trigger is telling you that noble (lord/king) is leading the wrong party or has multiple clones around. So check which is which, then review your spawn script for mistakes.

you can also disable/change this trigger to make it less annoying (increase the timer, remove the alert box, etc). Just dont ignore the bug itself.
 
Hi guys, I have another issue(again), a logical error, this time. So, the fame system I am working on works fine, after your help. I used the dialog box, custom scripts and all that. It triggers as it should be, when a certain renown has been reached, produces the right message, all well and good. Now, I am trying to stop if from spamming the message every 24 hours, while I want the trigger for checking player's fame rank to check every 24 hours. Everything compiles normally, no errors, not even warnings. But it keeps spawning the message every time it runs the check, so I know I've not done sth right in the triggers. Here's my code:

插入代码块:
#Fame System Begin

(24, 0, 0,
[
#condition
],
[
	(call_script, "script_fame_system"),
]
), 

(30, 0, 0,
[
(neq,"$famesystem_rank_current","$famesystem_rank"),#condition
],
[
	(call_script, "script_fame_system"),
	
	(try_begin),#renown>250
		(is_between,"$renown_number",250,500),
        (eq,"$famesystem_rank_current",0),		
		(dialog_box, "str_famesystem_rank_title_1", "str_famesystem_rank_title_id"),
        (assign, "$famesystem_rank_current", 1),
	(else_try),#renown>500
		(is_between,"$renown_number",500,750),
        (eq,"$famesystem_rank_current",1),		
		(dialog_box, "str_famesystem_rank_title_2", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 2),	
	(else_try),#renown>750
		(is_between,"$renown_number",750,1000),
        (eq,"$famesystem_rank_current",2),
		(dialog_box, "str_famesystem_rank_title_3", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 3),
	(else_try),#renown>1000
		(is_between,"$renown_number",1000,1250),
        (eq,"$famesystem_rank_current",3),		
		(dialog_box, "str_famesystem_rank_title_4", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 4),
	(else_try),#renown>1250
		(is_between,"$renown_number",1250,1500),
        (eq,"$famesystem_rank_current",4),
		(dialog_box, "str_famesystem_rank_title_5", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 5),
	(else_try),#renown>1500 
	    (ge,"$renown_number",1500),
        (eq,"$famesystem_rank_current",5),
		(dialog_box, "str_famesystem_rank_title_6", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 6),
    (try_end),
]
), 
#Fame System End

插入代码块:
 #fame system begin
  ("fame_system", [

	(assign, "$player_famesystem_renown",0),
	(assign, "$famesystem_rank_current",0),
	(assign, "$famesystem_rank",0),
	(troop_get_slot, "$player_famesystem_renown", "trp_player", slot_troop_renown),
	(assign, "$renown_number", "$player_famesystem_renown"),

	(try_begin),#renown>250
		(is_between,"$renown_number",250,500),
#        (eq,"$famesystem_rank_current",0),		
#		(dialog_box, "str_famesystem_rank_title_1", "str_famesystem_rank_title_id"),
        (assign, "$famesystem_rank", 1),
	(else_try),#renown>500
		(is_between,"$renown_number",500,750),
#        (eq,"$famesystem_rank_current",1),		
#		(dialog_box, "str_famesystem_rank_title_2", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 2),	
	(else_try),#renown>750
		(is_between,"$renown_number",750,1000),
#        (eq,"$famesystem_rank_current",2),
#		(dialog_box, "str_famesystem_rank_title_3", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 3),
	(else_try),#renown>1000
		(is_between,"$renown_number",1000,1250),
#        (eq,"$famesystem_rank_current",3),		
#		(dialog_box, "str_famesystem_rank_title_4", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 4),
	(else_try),#renown>1250
		(is_between,"$renown_number",1250,1500),
#        (eq,"$famesystem_rank_current",4),
#		(dialog_box, "str_famesystem_rank_title_5", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 5),
	(else_try),#renown>1500 
	    (ge,"$renown_number",1500),
#        (eq,"$famesystem_rank_current",5),
#		(dialog_box, "str_famesystem_rank_title_6", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 6),
    (try_end),
  ]),
  
 #fame system end 

Any help is welcome! Thanks!
 
Antonis 说:
Hi guys, I have another issue(again), a logical error, this time. So, the fame system I am working on works fine, after your help. I used the dialog box, custom scripts and all that. It triggers as it should be, when a certain renown has been reached, produces the right message, all well and good. Now, I am trying to stop if from spamming the message every 24 hours, while I want the trigger for checking player's fame rank to check every 24 hours. Everything compiles normally, no errors, not even warnings. But it keeps spawning the message every time it runs the check, so I know I've not done sth right in the triggers. Here's my code:

插入代码块:
#Fame System Begin

(24, 0, 0,
[
#condition
],
[
	(call_script, "script_fame_system"),
]
), 

(30, 0, 0,
[
(neq,"$famesystem_rank_current","$famesystem_rank"),#condition
],
[
	(call_script, "script_fame_system"),
	
	(try_begin),#renown>250
		(is_between,"$renown_number",250,500),
        (eq,"$famesystem_rank_current",0),		
		(dialog_box, "str_famesystem_rank_title_1", "str_famesystem_rank_title_id"),
        (assign, "$famesystem_rank_current", 1),
	(else_try),#renown>500
		(is_between,"$renown_number",500,750),
        (eq,"$famesystem_rank_current",1),		
		(dialog_box, "str_famesystem_rank_title_2", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 2),	
	(else_try),#renown>750
		(is_between,"$renown_number",750,1000),
        (eq,"$famesystem_rank_current",2),
		(dialog_box, "str_famesystem_rank_title_3", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 3),
	(else_try),#renown>1000
		(is_between,"$renown_number",1000,1250),
        (eq,"$famesystem_rank_current",3),		
		(dialog_box, "str_famesystem_rank_title_4", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 4),
	(else_try),#renown>1250
		(is_between,"$renown_number",1250,1500),
        (eq,"$famesystem_rank_current",4),
		(dialog_box, "str_famesystem_rank_title_5", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 5),
	(else_try),#renown>1500 
	    (ge,"$renown_number",1500),
        (eq,"$famesystem_rank_current",5),
		(dialog_box, "str_famesystem_rank_title_6", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 6),
    (try_end),
]
), 
#Fame System End

插入代码块:
 #fame system begin
  ("fame_system", [

	(assign, "$player_famesystem_renown",0),
	(assign, "$famesystem_rank_current",0),
	(assign, "$famesystem_rank",0),
	(troop_get_slot, "$player_famesystem_renown", "trp_player", slot_troop_renown),
	(assign, "$renown_number", "$player_famesystem_renown"),

	(try_begin),#renown>250
		(is_between,"$renown_number",250,500),
#        (eq,"$famesystem_rank_current",0),		
#		(dialog_box, "str_famesystem_rank_title_1", "str_famesystem_rank_title_id"),
        (assign, "$famesystem_rank", 1),
	(else_try),#renown>500
		(is_between,"$renown_number",500,750),
#        (eq,"$famesystem_rank_current",1),		
#		(dialog_box, "str_famesystem_rank_title_2", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 2),	
	(else_try),#renown>750
		(is_between,"$renown_number",750,1000),
#        (eq,"$famesystem_rank_current",2),
#		(dialog_box, "str_famesystem_rank_title_3", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 3),
	(else_try),#renown>1000
		(is_between,"$renown_number",1000,1250),
#        (eq,"$famesystem_rank_current",3),		
#		(dialog_box, "str_famesystem_rank_title_4", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 4),
	(else_try),#renown>1250
		(is_between,"$renown_number",1250,1500),
#        (eq,"$famesystem_rank_current",4),
#		(dialog_box, "str_famesystem_rank_title_5", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 5),
	(else_try),#renown>1500 
	    (ge,"$renown_number",1500),
#        (eq,"$famesystem_rank_current",5),
#		(dialog_box, "str_famesystem_rank_title_6", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 6),
    (try_end),
  ]),
  
 #fame system end 

Any help is welcome! Thanks!
You are assigning 0 to $famesystem_rank_current and to $famesystem_rank whenever you call the script fame_system which you do right at the start of the trigger. Of course, then $famesystem_rank_current and $famesystem_rank are always 0 at the start of the trigger and the script acts accordingly.

I would initialise those variables and set them to 0 at the start of the game in a seperate script which is only called once, and remove those two lines completely:
插入代码块:
(assign, "$famesystem_rank_current",0),
	(assign, "$famesystem_rank",0),
 
Garedyr 说:
I didn't receive any reply last time so I'm reposting this.

Garedyr 说:
I'm writing this here because I already did it on modding Discord like two times yet nobody had any idea on how to fix this or just didn't see it.

The beards in my mod are not blending up with faces. Here's how it looks like in the game:
sv-rx.jpg

There's also another problem but concerning female hair. Some kingdom ladies appear with no hair at all despite them being coded correctly in module_skins and showing up in character creation screen. The face codes look fine in files aswell, however they magically got changed later by the game engine so some ladies go bald. There are 28 female hair meshes total and most of them are showing up. I also have enabled accesories for females if that changes anything. Is there any poly limit for hair per skin/hair meshes limit in module_skins or anything like that?
 
Garedyr 说:
Garedyr 说:
I didn't receive any reply last time so I'm reposting this.

Garedyr 说:
I'm writing this here because I already did it on modding Discord like two times yet nobody had any idea on how to fix this or just didn't see it.

The beards in my mod are not blending up with faces. Here's how it looks like in the game:
sv-rx.jpg

There's also another problem but concerning female hair. Some kingdom ladies appear with no hair at all despite them being coded correctly in module_skins and showing up in character creation screen. The face codes look fine in files aswell, however they magically got changed later by the game engine so some ladies go bald. There are 28 female hair meshes total and most of them are showing up. I also have enabled accesories for females if that changes anything. Is there any poly limit for hair per skin/hair meshes limit in module_skins or anything like that?
I replied to you in the discord but you ignored me  :razz:

There is a limit of the hair colours, you can switch it off by setting limit_hair_colors = 0 in module.ini
Found this note in TLD while working up stuff
插入代码块:
#TLD (Hokie) had to switch limit_hair_colors from 1 to 0 since new skins were added

No idea about the beards though :/
 
kalarhan 说:
markfamily 说:
Hi again
Been testing my mod and it seems I still have a  problem that I thought I solved.
Boyar Crahask commander of party #671 which is not his troop leaded party 592
  Commanded party #671 is Reinforcements from Reveran, troop leaded party #592 is Boyar Crahask's Party
go back to the early discussion. This alert trigger is telling you that noble (lord/king) is leading the wrong party or has multiple clones around. So check which is which, then review your spawn script for mistakes.

you can also disable/change this trigger to make it less annoying (increase the timer, remove the alert box, etc). Just dont ignore the bug itself.
Thank you
How would I check which is which so I could narrow it down.
 
DerGreif 说:
Antonis 说:
Hi guys, I have another issue(again), a logical error, this time. So, the fame system I am working on works fine, after your help. I used the dialog box, custom scripts and all that. It triggers as it should be, when a certain renown has been reached, produces the right message, all well and good. Now, I am trying to stop if from spamming the message every 24 hours, while I want the trigger for checking player's fame rank to check every 24 hours. Everything compiles normally, no errors, not even warnings. But it keeps spawning the message every time it runs the check, so I know I've not done sth right in the triggers. Here's my code:

插入代码块:
#Fame System Begin

(24, 0, 0,
[
#condition
],
[
	(call_script, "script_fame_system"),
]
), 

(30, 0, 0,
[
(neq,"$famesystem_rank_current","$famesystem_rank"),#condition
],
[
	(call_script, "script_fame_system"),
	
	(try_begin),#renown>250
		(is_between,"$renown_number",250,500),
        (eq,"$famesystem_rank_current",0),		
		(dialog_box, "str_famesystem_rank_title_1", "str_famesystem_rank_title_id"),
        (assign, "$famesystem_rank_current", 1),
	(else_try),#renown>500
		(is_between,"$renown_number",500,750),
        (eq,"$famesystem_rank_current",1),		
		(dialog_box, "str_famesystem_rank_title_2", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 2),	
	(else_try),#renown>750
		(is_between,"$renown_number",750,1000),
        (eq,"$famesystem_rank_current",2),
		(dialog_box, "str_famesystem_rank_title_3", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 3),
	(else_try),#renown>1000
		(is_between,"$renown_number",1000,1250),
        (eq,"$famesystem_rank_current",3),		
		(dialog_box, "str_famesystem_rank_title_4", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 4),
	(else_try),#renown>1250
		(is_between,"$renown_number",1250,1500),
        (eq,"$famesystem_rank_current",4),
		(dialog_box, "str_famesystem_rank_title_5", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 5),
	(else_try),#renown>1500 
	    (ge,"$renown_number",1500),
        (eq,"$famesystem_rank_current",5),
		(dialog_box, "str_famesystem_rank_title_6", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank_current", 6),
    (try_end),
]
), 
#Fame System End

插入代码块:
 #fame system begin
  ("fame_system", [

	(assign, "$player_famesystem_renown",0),
	(assign, "$famesystem_rank_current",0),
	(assign, "$famesystem_rank",0),
	(troop_get_slot, "$player_famesystem_renown", "trp_player", slot_troop_renown),
	(assign, "$renown_number", "$player_famesystem_renown"),

	(try_begin),#renown>250
		(is_between,"$renown_number",250,500),
#        (eq,"$famesystem_rank_current",0),		
#		(dialog_box, "str_famesystem_rank_title_1", "str_famesystem_rank_title_id"),
        (assign, "$famesystem_rank", 1),
	(else_try),#renown>500
		(is_between,"$renown_number",500,750),
#        (eq,"$famesystem_rank_current",1),		
#		(dialog_box, "str_famesystem_rank_title_2", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 2),	
	(else_try),#renown>750
		(is_between,"$renown_number",750,1000),
#        (eq,"$famesystem_rank_current",2),
#		(dialog_box, "str_famesystem_rank_title_3", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 3),
	(else_try),#renown>1000
		(is_between,"$renown_number",1000,1250),
#        (eq,"$famesystem_rank_current",3),		
#		(dialog_box, "str_famesystem_rank_title_4", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 4),
	(else_try),#renown>1250
		(is_between,"$renown_number",1250,1500),
#        (eq,"$famesystem_rank_current",4),
#		(dialog_box, "str_famesystem_rank_title_5", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 5),
	(else_try),#renown>1500 
	    (ge,"$renown_number",1500),
#        (eq,"$famesystem_rank_current",5),
#		(dialog_box, "str_famesystem_rank_title_6", "str_famesystem_rank_title_id"),		
        (assign, "$famesystem_rank", 6),
    (try_end),
  ]),
  
 #fame system end 

Any help is welcome! Thanks!
You are assigning 0 to $famesystem_rank_current and to $famesystem_rank whenever you call the script fame_system which you do right at the start of the trigger. Of course, then $famesystem_rank_current and $famesystem_rank are always 0 at the start of the trigger and the script acts accordingly.

I would initialise those variables and set them to 0 at the start of the game in a seperate script which is only called once, and remove those two lines completely:
插入代码块:
(assign, "$famesystem_rank_current",0),
	(assign, "$famesystem_rank",0),

Thank you! Success at last!  :smile:
 
[Bcw]Btm_Earendil 说:
Garedyr 说:
Garedyr 说:
I didn't receive any reply last time so I'm reposting this.

Garedyr 说:
I'm writing this here because I already did it on modding Discord like two times yet nobody had any idea on how to fix this or just didn't see it.

The beards in my mod are not blending up with faces. Here's how it looks like in the game:
sv-rx.jpg

There's also another problem but concerning female hair. Some kingdom ladies appear with no hair at all despite them being coded correctly in module_skins and showing up in character creation screen. The face codes look fine in files aswell, however they magically got changed later by the game engine so some ladies go bald. There are 28 female hair meshes total and most of them are showing up. I also have enabled accesories for females if that changes anything. Is there any poly limit for hair per skin/hair meshes limit in module_skins or anything like that?
I replied to you in the discord but you ignored me  :razz:

There is a limit of the hair colours, you can switch it off by setting limit_hair_colors = 0 in module.ini
Found this note in TLD while working up stuff
插入代码块:
#TLD (Hokie) had to switch limit_hair_colors from 1 to 0 since new skins were added

No idea about the beards though :/

Thanks for the replay (and sorry for ignoring you on Discord :shock:)!

Unfortunately switching limit_hair_colors from 1 to 0 just makes problem worse (cause it requires you to create more hair & beards color materials so if you don't have them it drops errors everytime the game renders any troop) while not fixing the lady hair issue. I've been stuck with that hair & beards problem for a while now. Seems like nobody else has ever encountered this kind of weirdness.
 
Garedyr 说:
[Bcw]Btm_Earendil 说:
Garedyr 说:
Garedyr 说:
I didn't receive any reply last time so I'm reposting this.

Garedyr 说:
I'm writing this here because I already did it on modding Discord like two times yet nobody had any idea on how to fix this or just didn't see it.

The beards in my mod are not blending up with faces. Here's how it looks like in the game:
sv-rx.jpg

There's also another problem but concerning female hair. Some kingdom ladies appear with no hair at all despite them being coded correctly in module_skins and showing up in character creation screen. The face codes look fine in files aswell, however they magically got changed later by the game engine so some ladies go bald. There are 28 female hair meshes total and most of them are showing up. I also have enabled accesories for females if that changes anything. Is there any poly limit for hair per skin/hair meshes limit in module_skins or anything like that?
I replied to you in the discord but you ignored me  :razz:

There is a limit of the hair colours, you can switch it off by setting limit_hair_colors = 0 in module.ini
Found this note in TLD while working up stuff
插入代码块:
#TLD (Hokie) had to switch limit_hair_colors from 1 to 0 since new skins were added

No idea about the beards though :/

Thanks for the replay (and sorry for ignoring you on Discord :shock:)!

Unfortunately switching limit_hair_colors from 1 to 0 just makes problem worse (cause it requires you to create more hair & beards color materials so if you don't have them it drops errors everytime the game renders any troop) while not fixing the lady hair issue. I've been stuck with that hair & beards problem for a while now. Seems like nobody else has ever encountered this kind of weirdness.
Ah, would have thought that helps a bit. What if you create new dummy hairs and beards to fill the gap?
 
[Bcw]Btm_Earendil 说:
Garedyr 说:
[Bcw]Btm_Earendil 说:
Garedyr 说:
Garedyr 说:
I didn't receive any reply last time so I'm reposting this.

Garedyr 说:
I'm writing this here because I already did it on modding Discord like two times yet nobody had any idea on how to fix this or just didn't see it.

The beards in my mod are not blending up with faces. Here's how it looks like in the game:
sv-rx.jpg

There's also another problem but concerning female hair. Some kingdom ladies appear with no hair at all despite them being coded correctly in module_skins and showing up in character creation screen. The face codes look fine in files aswell, however they magically got changed later by the game engine so some ladies go bald. There are 28 female hair meshes total and most of them are showing up. I also have enabled accesories for females if that changes anything. Is there any poly limit for hair per skin/hair meshes limit in module_skins or anything like that?
I replied to you in the discord but you ignored me  :razz:

There is a limit of the hair colours, you can switch it off by setting limit_hair_colors = 0 in module.ini
Found this note in TLD while working up stuff
插入代码块:
#TLD (Hokie) had to switch limit_hair_colors from 1 to 0 since new skins were added

No idea about the beards though :/

Thanks for the replay (and sorry for ignoring you on Discord :shock:)!

Unfortunately switching limit_hair_colors from 1 to 0 just makes problem worse (cause it requires you to create more hair & beards color materials so if you don't have them it drops errors everytime the game renders any troop) while not fixing the lady hair issue. I've been stuck with that hair & beards problem for a while now. Seems like nobody else has ever encountered this kind of weirdness.
Ah, would have thought that helps a bit. What if you create new dummy hairs and beards to fill the gap?

Still nothing. Any other ideas?
 
Garedyr 说:
[Bcw]Btm_Earendil 说:
Garedyr 说:
[Bcw]Btm_Earendil 说:
Garedyr 说:
Garedyr 说:
I didn't receive any reply last time so I'm reposting this.

Garedyr 说:
I'm writing this here because I already did it on modding Discord like two times yet nobody had any idea on how to fix this or just didn't see it.

The beards in my mod are not blending up with faces. Here's how it looks like in the game:
sv-rx.jpg

There's also another problem but concerning female hair. Some kingdom ladies appear with no hair at all despite them being coded correctly in module_skins and showing up in character creation screen. The face codes look fine in files aswell, however they magically got changed later by the game engine so some ladies go bald. There are 28 female hair meshes total and most of them are showing up. I also have enabled accesories for females if that changes anything. Is there any poly limit for hair per skin/hair meshes limit in module_skins or anything like that?
I replied to you in the discord but you ignored me  :razz:

There is a limit of the hair colours, you can switch it off by setting limit_hair_colors = 0 in module.ini
Found this note in TLD while working up stuff
插入代码块:
#TLD (Hokie) had to switch limit_hair_colors from 1 to 0 since new skins were added

No idea about the beards though :/

Thanks for the replay (and sorry for ignoring you on Discord :shock:)!

Unfortunately switching limit_hair_colors from 1 to 0 just makes problem worse (cause it requires you to create more hair & beards color materials so if you don't have them it drops errors everytime the game renders any troop) while not fixing the lady hair issue. I've been stuck with that hair & beards problem for a while now. Seems like nobody else has ever encountered this kind of weirdness.
Ah, would have thought that helps a bit. What if you create new dummy hairs and beards to fill the gap?

Still nothing. Any other ideas?
What if you implement some hair-styles as helmets so you get down to the normal Native number?
 
[Bcw]Btm_Earendil 说:
Garedyr 说:
[Bcw]Btm_Earendil 说:
Garedyr 说:
[Bcw]Btm_Earendil 说:
Garedyr 说:
Garedyr 说:
I didn't receive any reply last time so I'm reposting this.

Garedyr 说:
I'm writing this here because I already did it on modding Discord like two times yet nobody had any idea on how to fix this or just didn't see it.

The beards in my mod are not blending up with faces. Here's how it looks like in the game:
sv-rx.jpg

There's also another problem but concerning female hair. Some kingdom ladies appear with no hair at all despite them being coded correctly in module_skins and showing up in character creation screen. The face codes look fine in files aswell, however they magically got changed later by the game engine so some ladies go bald. There are 28 female hair meshes total and most of them are showing up. I also have enabled accesories for females if that changes anything. Is there any poly limit for hair per skin/hair meshes limit in module_skins or anything like that?
I replied to you in the discord but you ignored me  :razz:

There is a limit of the hair colours, you can switch it off by setting limit_hair_colors = 0 in module.ini
Found this note in TLD while working up stuff
插入代码块:
#TLD (Hokie) had to switch limit_hair_colors from 1 to 0 since new skins were added

No idea about the beards though :/

Thanks for the replay (and sorry for ignoring you on Discord :shock:)!

Unfortunately switching limit_hair_colors from 1 to 0 just makes problem worse (cause it requires you to create more hair & beards color materials so if you don't have them it drops errors everytime the game renders any troop) while not fixing the lady hair issue. I've been stuck with that hair & beards problem for a while now. Seems like nobody else has ever encountered this kind of weirdness.
Ah, would have thought that helps a bit. What if you create new dummy hairs and beards to fill the gap?

Still nothing. Any other ideas?
What if you implement some hair-styles as helmets so you get down to the normal Native number?

Well, the only ladies that go bald are the ones with some of new hair meshes so yeah, that would definitely fix the baldness issue, however I need to know what's causing it - if there's any limit of hair meshes per skin or sth like that.

When it comes to the beard problem - I've made some testing and it seems like the blending just won't work, even if I use Native face gen brfs.
I came up with idea that it could be also shader issue. The only thing I've changed in shaders was adding La Grandmaster's shaders (which include new hair shader for waving hair). I decided to add it to pure vanilla Native to try if it breaks the beards. It didn't. Seems like the problem lies elsewhere.

Edit:

The beard problem have finally been solved. It lied within the shader used by beards.
I've changed it from hair_shader_aniso (that's what Native uses) to just hair_shader. Most likely got broken due to mistake I could've made during brf reorganizing or because of La Grandmaster's shaders interference in Native shaders.
 
Hey I imported a body mesh from the world of ice and fire mod to my native mod, it was working at first but I had to change some things and now every time I load the game the texture is white, looks fine in openbrf, any ideas?
 
Problem solved it was Zaitenko's Reinforcement Script which was entered exactly like instructed but still caused me to have the errors and my only conclusion is that I have ten factions instead of native six or maybe because the osp is from 2008 but it is in the floris mod and exactly the same.
I would really like this osp in my mod so can anybody see what might be causing the problem

module triggers
(36, 0, 0.0, [], [  ## Set the reinforcements interval to 36 Game hours. Change as you feel like.
                    (try_for_range, ":center", walled_centers_begin, walled_centers_end),
# (party_get_slot, ":besieged", ":center", slot_center_is_besieged_by),
                #        (neg|ge, ":besieged", 0), #Town/castle is under siege jump out
                        (store_faction_of_party, ":faction", ":center"),
                        (party_get_num_companions, ":garrison", ":center"),
                        (faction_get_slot, ":party_template_a", ":faction", slot_faction_reinforcements_a),
                        (faction_get_slot, ":party_template_b", ":faction", slot_faction_reinforcements_b),
                        (faction_get_slot, ":party_template_c", ":faction", slot_faction_reinforcements_c),
                        (assign, ":party_template", 0),
                        (try_begin),
                            (party_slot_eq, ":center", slot_party_type, spt_town),
                            (lt, ":garrison", 600),            ## Under this number of troops will towns get reinforcements
                            (assign, ":party_template", "pt_reinforcements"),
                        (else_try),
                            (party_slot_eq, ":center", slot_party_type, spt_castle),
                            (lt, ":garrison", 400),            ## Under this number of troops will castles get reinforcements
                            (assign, ":party_template", "pt_reinforcements"),
                        (try_end),
                        (try_begin),
                            (gt, ":party_template", 0),
                            (try_for_range, ":village_reinforcements", villages_begin, villages_end),
                                (try_begin),
                                    (party_slot_eq, ":center", slot_party_type, spt_castle),  ## For Castles
                                    (party_slot_eq, ":village_reinforcements", slot_village_bound_center, ":center"),
                                    (party_slot_eq, ":village_reinforcements", slot_village_state, svs_normal), ## Not if the village is being raided or is looted
                                    # (neg|party_slot_eq, ":center", slot_town_lord, "trp_player"),  ## Not a player owned center
                                    (spawn_around_party, ":village_reinforcements", ":party_template"),
                                    (assign, ":result", reg0),
                                    (store_random_in_range, ":rand", 0, 100),
                                    (try_begin),
                                        (is_between, ":rand", 0, 45),  ## Get weakest template
                                        (party_add_template, ":result", ":party_template_a"),
                                    (else_try),
                                        (is_between, ":rand", 45, 85), ## Get stronger template
                                        (party_add_template, ":result", ":party_template_b"),
                                    (else_try),
                                        (ge, ":rand", 85), ## Get strongest template
                                        (party_add_template, ":result", ":party_template_c"),
                                    (try_end),
                                    (party_set_faction, ":result", ":faction"),
                                    (party_set_slot, ":result", slot_party_type, spt_reinforcement_party),
                                    (party_set_slot, ":result", slot_party_ai_object, ":center"),
                                    (str_store_party_name, s14, ":village_reinforcements"),
                                    (party_set_name, ":result", "@Reinforcements from {s14}"),
                                    (party_set_ai_behavior,":result",ai_bhvr_travel_to_party),
                                    (party_set_ai_object,":result", ":center"),
                                    (party_set_flags, ":result", pf_default_behavior, 1),
                                (else_try),       
                                    (party_slot_eq, ":center", slot_party_type, spt_town), ## For Towns
                                    (party_slot_eq, ":village_reinforcements", slot_village_bound_center, ":center"),
                                    (party_slot_eq, ":village_reinforcements", slot_village_state, svs_normal), ## Not if the village is being raided or is looted
                                    # (neg|party_slot_eq, ":center", slot_town_lord, "trp_player"), ## Not a player owned center
                                    (spawn_around_party, ":village_reinforcements", ":party_template"),
                                    (assign, ":result", reg0),
                                    (store_random_in_range, ":rand", 0, 100),
                                    (try_begin),
                                        (is_between, ":rand", 0, 45),  ## Get weakest template
                                        (party_add_template, ":result", ":party_template_a"),
                                    (else_try),
                                        (is_between, ":rand", 40, 85), ## Get stronger template
                                        (party_add_template, ":result", ":party_template_b"),
                                    (else_try),
                                        (ge, ":rand", 85), ## Get strongest template
                                        (party_add_template, ":result", ":party_template_c"),
                                    (try_end),
                                    (party_set_faction, ":result", ":faction"),
                                    (party_set_slot, ":result", slot_party_type, spt_reinforcement_party),
                                    (party_set_slot, ":result", slot_party_ai_object, ":center"),
                                    (str_store_party_name, s14, ":village_reinforcements"),
                                    (party_set_name, ":result", "@Reinforcements from {s14}"),
                                    (party_set_ai_behavior,":result",ai_bhvr_travel_to_party),
                                    (party_set_ai_object,":result", ":center"),
                                    (party_set_flags, ":result", pf_default_behavior, 1),
                                (try_end),
                            (try_end),
                        (try_end),
                    (try_end)]),
module simple triggers
(0.2,  #Every 0.2 game hours will the game check if there are any reinforcements in the centers.
  [
      (try_for_parties, ":party_no"),
        (party_slot_eq, ":party_no", slot_party_type, spt_reinforcement_party),  #Find parties of the type spt_reinforcement_party
        (party_is_in_any_town, ":party_no"),  # Is the party in any town?
        (party_get_cur_town, ":cur_center", ":party_no"), #What town are they in?
        (call_script, "script_party_add_party_companions", ":cur_center", ":party_no"), #Add the party to the center, which is infact a party :wink:
        (party_clear, ":party_no"), #Not sure if this cleaning up is necessary, but it's a precaution so we don't have a bundle of templates lying around.
      (try_end),
    ]),
module constants
spt_reinforcement_party = 23
module party templates
("reinforcements","Reinforcements",icon_axeman|pf_show_faction,0,fac_commoners,soldier_personality,[]),

Also another question is it possible to have a book once read will give a bonus to all companions in your party at the same time like say plus one to strength.
 
markfamily 说:
another question is it possible to have a book once read will give a bonus to all companions in your party at the same time like say plus one to strength.

yeap, just use the book read trigger, a loop on companions current in the party and the operation to change atributes

插入代码块:
store_attribute_level                    = 2172  # (store_attribute_level, <destination>, <troop_id>, <attribute_id>),
                                                 # Stores current value of troop attribute. See ca_* constants in header_troops.py for reference.
troop_raise_attribute                    = 1520  # (troop_raise_attribute, <troop_id>, <attribute_id>, <value>),
                                                 # Increases troop attribute by the specified amount. See ca_* constants in header_troops.py for reference. Use negative values to reduce attributes. When used on non-hero troop, will affect all instances of that troop.
 
Is there any command to scroll a listbox (text overlay with tf_scrollable_style_2, which contains image button overlays)?
 
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