jacobhinds said:If the troop is a "hero" (a lord, merchant or any other troop that's only supposed to turn up once), then you only change the top one (there are some exceptions, mostly ladies). For everyone else, the game chooses a random face between the two face codes. Bear in mind that the game's idea of "randomisation" is incredibly screwy and without setting a dummy "race" in module_skins.py, it'll mostly ignore your choices.
jacobhinds said:You've done everything right, it's not your fault. Someone who was working on Viking Conquest decided now was a good time to rename a single vital file called header_operations.py, and change the word marshall to marshal for no good reason. This is extremely frustrating because it broke a lot of stuff even outside of viking conquest, and due to weird compiling errors I didn't realise what was going on until I'd reinstalled the module system twice.
If you're using notepad ++, search through all the files simultaneously and replace every instance of "party_set_marshall" with "party_set_marshal". It shouldn't take long as there aren't many of them.
But damn, what a pain in the butt.
itm_coat
itm_coat_red
itm_nomad_armour
itm_nomad_armour
itm_hauberk
itm_hauberk
Hi Folks!Somebody said:You need .LOD materials as well as meshes.Michadr said:I posted about this a while ago. But anyway, some faces (specifically my female faces) are white from a distance. Yes they have Lods and I cant seem to figure out what in the world is wrong with them. They seem fine in open brf. Anybody have a clue how to fix this issue?
Sure...Frenzied_Crocoduck_Herder said:@ Silberfalke, can you show me a screenshot of the problem, perchance?
Sent you a PM. Thanks for helping.Frenzied_Crocoduck_Herder said:That's a texture glitch, can you send me the BRF the faces are in? I'll see if I can fix it for you. It might be a problem with .lods.
jacobhinds said:The ones near the top get selected more. This is an extremely frustrating feature that makes no bloody sense.
After 3 or so of the same item type (shoes, shield etc), put two of the same item in the invetory. The randomiser in warband behaves strangely sometimes but from what I've seen, it seems to even it out a bit. Perhaps someone with more knowledge of the engine's inner workings can clarify what the hard figures are.
Example:
itm_coat
itm_coat_red
itm_nomad_armour
itm_nomad_armour
itm_hauberk
itm_hauberk
(ti_on_agent_killed_or_wounded, 0, 0, [],
[
(store_trigger_param_1, ":dead_agent_no"),
(store_trigger_param_2, ":killer_agent_no"),
#(store_trigger_param_3, ":is_wounded"),
(agent_get_troop_id, ":dead_agent_troop_no", ":dead_agent_no"),
(agent_get_troop_id, ":killer_agent_troop_no", ":killer_agent_no"),
(try_begin),
(this_or_next|eq, ":dead_agent_troop_no", "trp_swadian_prison_guard"),
(this_or_next|eq, ":dead_agent_troop_no", "trp_vaegir_prison_guard"),
(this_or_next|eq, ":dead_agent_troop_no", "trp_khergit_prison_guard"),
(this_or_next|eq, ":dead_agent_troop_no", "trp_nord_prison_guard"),
(this_or_next|eq, ":dead_agent_troop_no", "trp_rhodok_prison_guard"),
(eq, ":dead_agent_troop_no", "trp_sarranid_prison_guard"),
(eq, ":killer_agent_troop_no", "trp_player"),
(display_message, "@You got keys of dungeon."),
(try_end),
]),
Somebody said:Post an example of one such presentation and the material for the background mesh? Is this presentation run from a menu or world map or inside a mission?
You could use python:SnRolls said:Is there a way to not add manually 255 troops to module_troops?
I need to make 255 player troops because each player will have unique items,stats etc...
So the question is can i use loops like try_for_range and somehow make 255 troops automaticly without having to copy and paste 255 times?
Thanks.
# troops, troops, troops...
] +
for i in range(0, 255):
["player_" + str(i),"Player " + str(i),"None",tf_hero,0,0,0,[],str_4|agi_4|int_4|cha_4,wp(15),0,0],
+ [
# more troops