Modding Q&A [For Quick Questions and Answers]

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Hi Everyone!!
Is there any way to have a certain NPC-troop have a specific type of hair and beard?
I don't want them to have a random type of hair and beard like for normal troops?
And if yes can we mess with the colour? like for old NPCs that will need white beard and hair?
Thanks in advance!!!!
 
imado552 said:
Hi Everyone!!
Is there any way to have a certain NPC-troop have a specific type of hair and beard?
I don't want them to have a random type of hair and beard like for normal troops?
And if yes can we mess with the colour? like for old NPCs that will need white beard and hair?
Thanks in advance!!!!

Just create a facecode in the game, then copy it and put it in the desired troop, unique faces only works for heroes AFAIK.
 
Totenkopf900 said:
Just create a facecode in the game, then copy it and put it in the desired troop, unique faces only works for heroes AFAIK.
Will this unique code has the beard and hair assigned to it?
and can a hero's face code be generated like between three or four face codes?
 
Totenkopf900 said:
The face code will be exactly how you created it, in the case of heroes, I am not sure if their faces can be randomized, my guess would be that no tho.
Ah I see, because of this code below I thought they can be randomized
["kingdom_1_lord",  "Akamatsu Yoshisuke",  "Yoshisuke",    tf_hero, 0,reserved, fac.kingdom_1,  [], lord_attrib, wpex(250,310,290,50,50,50),  knows_lord_1, 0x0000000e2c0c028a068e8c18557b12a500000000001c0fe80000000000000000, samurai_face_old_1 ],
maybe using samurai_face_old_2 in place of the code?
can it work?
 
imado552 said:
Totenkopf900 said:
The face code will be exactly how you created it, in the case of heroes, I am not sure if their faces can be randomized, my guess would be that no tho.
Ah I see, because of this code below I thought they can be randomized
["kingdom_1_lord",  "Akamatsu Yoshisuke",  "Yoshisuke",    tf_hero, 0,reserved, fac.kingdom_1,  [], lord_attrib, wpex(250,310,290,50,50,50),  knows_lord_1, 0x0000000e2c0c028a068e8c18557b12a500000000001c0fe80000000000000000, samurai_face_old_1 ],
maybe using samurai_face_old_2 in place of the code?
can it work?

What's the point on having a lord with a random face? Aren't they supposed to stand out from regular troops?
 
Totenkopf900 said:
imado552 said:
Totenkopf900 said:
The face code will be exactly how you created it, in the case of heroes, I am not sure if their faces can be randomized, my guess would be that no tho.
Ah I see, because of this code below I thought they can be randomized
["kingdom_1_lord",  "Akamatsu Yoshisuke",  "Yoshisuke",    tf_hero, 0,reserved, fac.kingdom_1,  [], lord_attrib, wpex(250,310,290,50,50,50),  knows_lord_1, 0x0000000e2c0c028a068e8c18557b12a500000000001c0fe80000000000000000, samurai_face_old_1 ],
maybe using samurai_face_old_2 in place of the code?
can it work?

What's the point on having a lord with a random face? Aren't they supposed to stand out from regular troops?
Well...how can I explain this?
What I want to create is not a Lord but a simple NPC like town_walkers NPCs But I want him to have a random face with a specific haircut and beard, so when I place some of them together they won't look the same doing their animation, but all of them will look old.....And I thought that this can only be done if they were a hero_troop type.
 
Totenkopf900 said:
Then you better use a regular troop instead, create the faces, add them at the start of module troops just like the other face codes and put it in those troops.
You know, I can do all of this stuff.
I did it for my clans' troops.
It's so simple, yet I didn't think of it.....
Oh my stupidity XD
Thanks, Dude!

Edit: Is there a limit on banners?
I mean I only had 20 clans added so far, not the original 53. And I already have problems with banners lol just check below!
Code:
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
 ERROR: Not enough banners for heroes!
...
Its really....really...very long
He Will get his own banner! The Special only Bandits hideout banner!
ah3BKiU.png

EEDIT: Another question: Will removing villagers parties from the map to reduce the game stutters and lag affect the economy? after all they go to towns to drop their villages productions?
And what will happen if I removed the bandits' parties as well? What will it effect?
Hope you can answer me, thanks!
 
imado552 said:
1. Is there a limit on banners?

ERROR: Not enough banners for heroes!

2. Another question: Will removing villagers parties from the map to reduce the game stutters and lag affect the economy? after all they go to towns to drop their villages productions?

1. read the error message. Not enough banners. Means you need to add more banners (as per the system), or change how they are allocated. Look at the code near that string if you are unsure where.

2. You decide how economy works. So if you need to remove villagers then adapt the economy code to take that into account.
 
Searching through the module and data files I couldn't find this, does anyone know how the engine determines what skybox to use for what day time?

e.g. if you set a scene day time to 3 or 23, how does it determine which skybox mesh to use?
 
BNS Marko said:
Searching through the module and data files I couldn't find this, does anyone know how the engine determines what skybox to use for what day time?

e.g. if you set a scene day time to 3 or 23, how does it determine which skybox mesh to use?
Code:
## Flags ##

sf_day        = 0x00000000
sf_dawn       = 0x00000001
sf_night      = 0x00000002  
sf_mask       = 0x00000003 # Code from https://forums.taleworlds.com/index.php?topic=218069.0 Thanks to Xenoargh. 
                           #  This Flag means the skybox must be called manually won't appear otherwise. The link has more info for calling a Skybox.
                             
#Global Cloud Amount (GCA) effects when clouds will appear. When GCA is 100 there will be rain or snow present.

sf_clouds_0   = 0x00000000  # GCA 00-15
sf_clouds_1   = 0x00000010  # GCA 16-50
sf_clouds_2   = 0x00000020  # GCA 51-85
sf_clouds_3   = 0x00000030  # GCA 86-100

Another way is to just store the time of day, and set skyboxes manually in mission templates:
Code:
set_skybox
BoE (for example :fruity:) has 24 skyboxes, and so just uses sky box = day time (+1 for the hardcoded map skybox).
 
Hi.
Sometimes in multiplayer with many bots (around 300) the players aren't able to switch weapon or attack (they can't see the animation) for some time. Do you know if this is the result of so many bots ? Is there a possible fix ?
Thanks.
 
just a question, what's the name of the campaign map roads textures?
I want to change the roads textures, but I couldn't find their texture, what is the name of the texture?
thanks in advance!
Edit: Never mind, I found it by changing textures related to the campaign map one by one.
 
So I'm making this map that takes-place underground (by which I mean in a winery-interior that's been scaled-up to many times it's original size), and I started making it by using the Desert Town map.
It turned-out I had less room that I needed; so I went to campaign, did terrain generation, then replaced the .txt terrain seed for Desert Town with that. The terrain I generated btw was completely flat and just above water-level, since I thought it'd be easiest to work with.
It works, and I'm able to change the terrain into something resembling what I had before

But for some reason there's a rectangular section of terrain in my map that I can't permanently change.
I paint it, texture it, and elevate it; but when I exit and map and open it up again (even without closing the game) it goes back to it's original state of being flat and grassy.

This is my second time making a map, so I'm sorry if this is a dumb question

I'd suck whoever's **** be grateful for any sort of advice.
 
InVain said:
You need to reset the terrain (there's a button for it somewhere), save, and then model it again from scratch.
Ty my guy
It's only a problem for something less than 10% of the map, so I'll just do things the lazy way the cover it up with objects.
Next time I see something like this though, I'll try doing something like this before I've spent too much time on terrain.

Thank you.
 
What does this error mean?
....I mean I know its syntax problem but what does it mean here?
Where is the syntax error here?
and where it is in the code?
Code:
*** Warband Refined & Enhanced Compiler Kit (W.R.E.C.K.) version 1.0.0 ***
Please report errors, problems and suggestions at http://lav.lomskih.net/wreck/

Loading module... DONE.
Loading plugins... DONE.
Checking module syntax... FAILED.
MODULE `skins` ERROR:
failed to parse element #0
  failed to parse element #0
    illegal string parameter 'a': no matching variable or identifier


COMPILATION FAILED.

Displaying W.R.E.C.K. performance information.
Use show_performance_data = False directive in module_info.py file to disable.

    2.390 sec spent to load module data.
    0.001 sec spent to load plugins.
    0.600 sec spent to check module syntax.

    >>> 2.992 sec total time spent. <<<

Appuyez sur une touche pour continuer...
Code:
from compiler import *

####################################################################################################################
#  Each skin record contains the following fields:
#  1) Skin id: used for referencing skins.
#  2) Skin flags. Not used yet. Should be 0.
#  3) Body mesh.
#  4) Calf mesh (left one).
#  5) Hand mesh (left one).
#  6) Head mesh.
#  7) Face keys (list)
#  8) List of hair meshes.
#  9) List of beard meshes.
# 10) List of hair textures.
# 11) List of beard textures.
# 12) List of face textures.
# 13) List of voices.
# 14) Skeleton name
# 15) Scale (doesn't fully work yet)
# 16) Blood particles 1 (do not add this if you wish to use the default particles)
# 17) Blood particles 2 (do not add this if you wish to use the default particles)
# 17) Face key constraints (do not add this if you do not wish to use it)
####################################################################################################################

man_face_keys = [
(240,0,-0.4,0.3, "Chin Size"), 
(230,0,-0.4,0.8, "Chin Shape"), 
(250,0,-0.25,0.55, "Chin Forward"), 
(130,0,-0.5,1.0, "Jaw Width"),
(210,0,-0.5,1.0, "Jaw Position"),
#(120,0,-0.5,0.6, "Lower Lip"),
#(110,0,-0.2,0.6, "Upper Lip"),
(100,0,0.2,-0.2, "Mouth-Nose Distance"),
(90,0,0.55,-0.55, "Mouth Width"),
(20,0,0.6,-0.25, "Cheeks"),

#(30,0,-0.3,0.3, "Nostril Size"),
(60,0,0.25,-0.25, "Nose Height"),
(40,0,-0.2,0.3, "Nose Width"),
(70,0,-0.3,0.4, "Nose Size"),
(50,0,0.2,-0.3, "Nose Shape"),
(80,0,-0.3,0.65, "Nose Bridge"),

(260,0,-0.6,0.5, "Cheek Bones"),
(160,0,-0.2,0.25, "Eye Width"),
(190,0,-0.25,0.15, "Eye to Eye Dist"),
(170,0,-0.85,0.85, "Eye Shape"),
(200,0,-0.3,0.7, "Eye Depth"),
(180,0,-1.5,1.5, "Eyelids"),

(160,0,1.3,-0.2, "Eyebrow Position"),
(220,0,0.8,-0.8, "Eyebrow Height"),
(220,0,-0.1,0.9, "Eyebrow Depth"),
(210,0,-0.75,0.75, "Eyebrow Shape"),
(10,0,-0.6,0.5, "Temple Width"),

(270,0,-0.3,1.0, "Face Depth"),
(150,0,-0.25,0.45, "Face Ratio"),
(140,0,-0.4,0.5, "Face Width"),

(280,0,1.0,1.0, "Post-Edit"),
]
# Face width-Jaw width Temple width
woman_face_keys = [
(230,0,0.8,-1.0, "Chin Size"), 
(220,0,-1.0,1.0, "Chin Shape"), 
(10,0,-1.2,1.0, "Chin Forward"),
(20,0, -0.6, 1.2, "Jaw Width"), 
(40,0,-0.7,1.0, "Jaw Position"),
(270,0,0.9,-0.9, "Mouth-Nose Distance"),
(30,0,-0.5,1.0, "Mouth Width"),
(50,0, -0.5,1.0, "Cheeks"),

(60,0,-0.5,1.0, "Nose Height"),
(70,0,-0.6,1.0, "Nose Width"),
(80,0,1.5,-0.3, "Nose Size"),
(240,0,-1.0,0.8, "Nose Shape"),
(90,0, 0.0,1.1, "Nose Bridge"),

(100,0,-0.5,1.5, "Cheek Bones"),
(150,0,-0.4,1.0, "Eye Width"),
(110,0,1.0,0.0, "Eye to Eye Dist"),
(120,0,-0.2,1.0, "Eye Shape"),
(130,0,-0.1,1.6, "Eye Depth"),
(140,0,-0.2,1.0, "Eyelids"),


(160,0,-0.2,1.2, "Eyebrow Position"),
(170,0,-0.2,0.7, "Eyebrow Height"),
(250,0,-0.4,0.9, "Eyebrow Depth"),
(180,0,-1.5,1.2, "Eyebrow Shape"),
(260,0,1.0,-0.7, "Temple Width"),

(200,0,-0.5,1.0, "Face Depth"),
(210,0,-0.5,0.9, "Face Ratio"),
(190,0,-0.4,0.8, "Face Width"),

(280,0,0.0,1.0, "Post-Edit"),
]
# undead_face_keys = []


chin_size = 0
chin_shape = 1
chin_forward = 2
jaw_width = 3
jaw_position = 4
mouth_nose_distance = 5
mouth_width = 6
cheeks = 7
nose_height = 8
nose_width = 9
nose_size = 10
nose_shape = 11
nose_bridge = 12
cheek_bones = 13
eye_width = 14
eye_to_eye_dist = 15
eye_shape = 16
eye_depth = 17
eyelids = 18
eyebrow_position = 19
eyebrow_height = 20
eyebrow_depth = 21
eyebrow_shape = 22
temple_width = 23
face_depth = 24
face_ratio = 25
face_width = 26

comp_less_than = -1;
comp_greater_than = 1;

skins = [
  (
    "man", 0,
    "man_body", "man_calf_l", "m_handL",
    "male_head", man_face_keys,
    ["man_hair_s","man_hair_m","man_hair_n","man_hair_o", "man_hair_y10", "man_hair_y12","man_hair_p","man_hair_r","man_hair_q","man_hair_v","man_hair_t","man_hair_y6","man_hair_y3","man_hair_y7","man_hair_y9","man_hair_y11","man_hair_u","man_hair_y","man_hair_y2","man_hair_y4","man_hair_y5"], #man_hair_meshes
    ["beard_e","beard_d","beard_k","beard_l","beard_i","beard_j","beard_z","beard_m","beard_n","beard_y","beard_p","beard_o",   "beard_v", "beard_f", "beard_b", "beard_c","beard_t","beard_u","beard_r","beard_s","beard_a","beard_h","beard_g","beard_q"], #beard meshes 
    ["hair_blonde"], # hair textures
    ["beard_blonde"],# beard_materials
	["man_hair_y7","man_hair_y5","man_hair_y8","man_hair_y10","man_hair_y12","man_hair_o","man_hair_y4","man_hair_r","man_hair_p","man_hair_3","man_hair_1","man_hair_2","man_hair_4","man_hair_5","man_hair_6","man_hair_7","man_hair_8","man_hair_9","man_hair_10","man_hair_11","man_hair_12","man_hair_13","man_hair_14","man_hair_15"],
    [("manface_young_2",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19]),
     ("manface_midage",0xffdfefe1,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c]),
     ("manface_young",0xffd0e0e0,["hair_blonde"],[0xff83301a, 0xff502a19, 0xff19100c, 0xff0c0d19]),     
#     ("manface_old",0xffd0d0d0,["hair_white","hair_brunette","hair_red","hair_blonde"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
     ("manface_young_3",0xffdceded,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
     ("manface_7",0xffc0c8c8,["hair_blonde"],[0xff171313, 0xff007080c]),
     ("manface_midage_2",0xfde4c8d8,["hair_blonde"],[0xff502a19, 0xff19100c, 0xff0c0d19]),
     ("manface_rugged",0xffb0aab5,["hair_blonde"],[0xff171313, 0xff007080c]),
	 ("manface_asian_1",0xffe0e8e8,["hair_blonde"],[0xff171313, 0xff007080c]),
	 ("manface_asian_2",0xfde4c8d8,["hair_blonde"],[0xff171313, 0xff007080c]),
     ("manface_asian_3",0xffe3e8e1,["hair_blonde"],[0xff171313, 0xff007080c]),
#     ("manface_young_4",0xffe0e8e8,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
     ("manface_asian_4",0xffe3e8e1,["hair_blonde"],[0xff171313, 0xff007080c]),
     ("manface_asian_5",0xffe3e8e1,["hair_blonde"],[0xff171313, 0xff007080c]),
	 ("manface_asian_6",0xffbbb6ae,["hair_blonde"],[0xff171313, 0xff007080c]),
	 ("manface_mideast1",0xffaeb0a6,["hair_blonde"],[0xff171313, 0xff007080c]),
	 ("manface_mideast2",0xffd0c8c1,["hair_blonde"],[0xff171313, 0xff007080c]),
	 ("manface_mideast3",0xffe0e8e8,["hair_blonde"],[0xff171313, 0xff007080c]),
     ("manface_black1",0xff87655c,["hair_blonde"],[0xff171313, 0xff007080c]),
	 ("manface_black2",0xff5a342d,["hair_blonde"],[0xff171313, 0xff007080c]),
	 ("manface_black3",0xff634d3e,["hair_blonde"],[0xff171313, 0xff007080c]),
	 ("manface_white1",0xffe0e8e8,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c]),
	 ("manface_white2",0xffe0e8e8,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]),
	 ("manface_white3",0xffe0e8e8,["hair_blonde"],[0xff83301a, 0xff502a19, 0xff19100c, 0xff0c0d19]),
     ("manface_african",0xff807c8a,["hair_blonde"],[0xff120808, 0xff007080c]),     
#     ("manface_old_2",0xffd5d5c5,["hair_white"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
     ], #man_face_textures,
    [(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_stun,"snd_man_stun"),(voice_victory,"snd_man_victory")], #voice sounds
    "skel_human", 1.0,
    psys.game_blood,psys.game_blood_2,
    [
	 # [1.6, comp_greater_than, (1.0,eye_to_eye_dist), (1.0,temple_width)], #constraints: ex: 1.7 > (face_width + temple_width)
     # [0.6, comp_less_than, (1.0,eye_to_eye_dist), (1.0,temple_width)],  
     # [1.5, comp_greater_than, (1.0,face_ratio), (1.0,mouth_width)],  # face ratio and mouth to nose distance
     # [0.6, comp_greater_than, (-1.0,nose_width), (1.0,mouth_width)],  # nose height and mouth to nose distance
     # [-1.0, comp_less_than, (-1.0,nose_width), (1.0,mouth_width)],  # nose height and mouth to nose distance
     [1.7, comp_greater_than, (1.0,face_width), (1.0,temple_width)], #constraints: ex: 1.7 > (face_width + temple_width)
     [0.3, comp_less_than, (1.0,face_width), (1.0,temple_width)],
     [1.7, comp_greater_than, (1.0,face_width), (1.0,face_depth)],
     [0.3, comp_less_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
     [1.7, comp_greater_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
     [-0.7, comp_less_than, (1.0,nose_size), (-1.0,nose_shape)],
     [0.7, comp_greater_than, (1.0,nose_size), (-1.0,nose_shape)],
     [2.7, comp_greater_than, (1.0,chin_size), (1.0,mouth_nose_distance), (1.0,nose_height), (-1.0,face_width)],
     ]
  ),
  
  (
    "woman", skf_use_morph_key_10,
    "woman_body",  "woman_calf_l", "f_handL",
    "female_head", woman_face_keys,
#    ["woman_hair_p","woman_hair_n","woman_hair_o","woman_hair_q","woman_hair_r","woman_hair_t","woman_hair_s"], #woman_hair_meshes
    ["woman_hair_1", "woman_hair_2", "woman_hair_3", "woman_hair_4", "woman_hair_5", "woman_hair_6", "woman_hair_7", "woman_hair_8", "woman_hair_9", "woman_hair_ren", "woman_hair_corean", "woman_hair_coolsims", "woman_hair_o", "woman_hair_q", "woman_hair_r", "woman_hair_t", "woman_hair_n"], #woman_hair_meshes
    [],
    ["hair_blonde"],# hair textures
    ["hair_blonde", "hair_red", "hair_brunette", "hair_black", "hair_white"], #hair textures
    [],
    [("womanface_young",0xffe3e8ef,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19, 0xff19100c]),
     ("womanface_b",0xffdfdfdf,["hair_blonde"],[0xffa5481f, 0xff502a19, 0xff19100c, 0xff0c0d19]),
     ("womanface_a",0xffe8dfe5,["hair_blonde"],[0xff502a19, 0xff19100c, 0xff0c0d19]),
     ("womanface_brown",0xffaf9f7e,["hair_blonde"],[0xff19100c, 0xff0c0d19, 0xff007080c]),
     ("womanface_african",0xff808080,["hair_blonde"],[0xff120808, 0xff007080c]),
#     ("womanface_midage",0xffe5eaf0,["hair_black","hair_brunette","hair_red","hair_white"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
     ("womanface_asian_1",0xffaf9f7e,["hair_blonde"],[0xff0c0d19, 0xff007080c]),
     ("womanface_asian_2",0xffe3e8ef,["hair_blonde"],[0xff0c0d19, 0xff007080c]),
     ("womanface_asian_3",0xffdfdfdf,["hair_blonde"],[0xff0c0d19, 0xff007080c]),
     ("womanface_asian_4",0xffe3e8ef,["hair_blonde"],[0xff0c0d19, 0xff007080c]),
     ],#woman_face_textures
    [(voice_die,"snd_woman_die"),(voice_hit,"snd_woman_hit"),(voice_yell,"snd_woman_yell")], #voice sounds
    "skel_human", 1.0,
    psys.game_blood,psys.game_blood_2,
  ),
  
##  (
##    "undead", 0,
##    "undead_body", "undead_calf_l", "undead_handL",
##    "undead_head", undead_face_keys,
##    [],
##    [],
##    [],
##    [],
##    [("undeadface_a",0xffffffff,[]),
##     ("undeadface_b",0xffcaffc0,[]),
##     ], #undead_face_textures
##    [], #voice sounds
##    "skel_human", 1.0,
##  ),
]
 
I'm trying to setup the party reinforcements and am having some issues with lords recruiting units not in the kingdom_1_reinforcements_a,b or c.

For instance I've set swadian recruits to be upgradable to something else (my intention was for the player to use these upgrade paths not he A.I) but the AI is recruiting them even though the troop isn't listed in any of the reinforcements.

just using Morgh's, no MS. This is one of my final problems before going alpha but I'm totally stumped as to why they are appearing. I'm guessing there is a flag in Morgh maybe that I don't understand.

cheers for any help.
 
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