Module System Overhaul

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New version is up. At first, I only wanted to fix a few bugs, but then I got a bit carried away and implemented a rudimentary Pre-Battle-Orders system (less detailed than PBOD, but designed so it does not get in your way if you don't want to use it). You get new options as you level up your party's tactics skill, so new players won't be overwhelmed by getting it all at once (also, the tactics skill was borderline useless before).
  • Without the skill, you will charge when attacking and hold when defending
  • The first level gives you the ability to order all troops to follow you
  • The second level allows you to counterattack (when defending) or ambush/lure the enemy in (when attacking)
  • Starting from the third level, you can give separate orders to unit classes (first the three default classes, then one custom per level)
  • From level nine on, you can prepare multiple battle plans to choose from (up to six plans at a party skill level of 10+4)
  • Complex battle plans need to be prepared in the camp menu, but can be chosen in the battle menu
 
I'm not sure if this is possible, but it'd nice to be able to force cavalry units to always keep moving, except when ordered to stand ground or take position. the way it works now, they often just stop riding and start whacking at the enemy from horseback, which is not optimal, and often gets them killed. and when they outnumber the enemy, they do the same thing - surround the enemy, then just stand in place and start hitting each other, rather than the enemy (due to big hitboxes).

something like this also happens to infrantry - except, instead of surrounding the enemy, they crowd at the backs of each other, essentially bottlenecking their own offensive, allowing even an outnumbered opposition to kill a lot of them. this makes sense on ladders, stairs, or in narrow passages, but not on open fields.
 
I completely see your point, cavalry should not get bogged down in melee. But I'd rather not try to script individual unit behavior in battles. Their default AI is hardcoded (on the small scale; large maneuvers are scripted), and trying to micromanage them would probably interfere with that and mostly just look silly and lead to weird bugs.
It may be possible to constantly issue new movement targets to cavalry as a group without breaking stuff, but I'd rather not screw with the AI too much until I understand more of it...
 
I'm downloading now, ill get to work on adding diplomacy and a few other goodies! Anyone wants to help, please let me know!
 
Ramaraunt said:
I'm downloading now, ill get to work on adding diplomacy and a few other goodies! Anyone wants to help, please let me know!
good luck with that i hope we can see it soon !
 
First of all, sorry for the textwall. I've tried my best to keep it clean and readable. I've moderately failed, but here it goes:

I've got a bug, it seems. As of beta 1.0 and 1.1, the mod won't launch. It crashes on what would be the last moments of the "Processing INI files". No warnings, no errors. Simply quits at this part. I've tried the following, to no avail:
-redowloading the native module (I doubt it could have been the source for the problem)
-redowloading the mod itself (even tried another web browser)
-downloaded and compiled the source code over the old files
-same as above, with different browser
-renaming the module ( I know, what this could possibly do to help? :facepalm:)
-played other mods (everything else works fine, including native)
-searched for syntax errors in module.ini from the mod (none found)
-removed all the new options added at the end of module.ini (a little dangerous, I guess? Still nothing changed, for better or worse)
So, what could it possibly be?

Also, a couple suggestions:
-Considering that the new item system restricts a little the presence of good items everywhere, i tought about, why not add the option to repair stuff upon talking with merchants? Upon my view, it wouldn't be much more of a change than being able to sell prisoners to prison guards, which is simply improving quality of life. I've seen it done on several mods, and it is really a plus on them. It could be like this
-Limited to repairing. Improving an weapon past normal sounds a little overpowered, and blacksmiths can't do miracles.
-For the weaponsmith, it could take 24 hours.
-For armour, 48 hours.
-For horses, either five days or a whole week. (This one is slightly redundant, since lame horses do heal if not being used and having at least 1 in wound treatment. Still, I see no problem in giving this choice to the player, if he can pay for it

-Castle walkers. Making castles feel a little less empty would be a good thing. Dyplomacy.litdum did it, and AWOIF too if I recall correctly.
-Fixing shields. Mainly nordic round shields, which seem to be force fields, catching arrows that don't even touch them.

(The next one may look a little out of scope for a base mod, but still...)
-Alternate weapons mode. Similar to a small mod that goes by the same name. Some weapons in the game could benefit from this, namely one handed hammers (using pick side for piercing damage) picks (blunt side for blunt damage), footman hammer/bec de corbin alternating between blunt/pierce side of head, over-under thrusting option for polearms such as glaive, scythes, voulge, etc)
-Speaking of the bec de corbin, after checking with Morgh's thing, it seems it carried over his abilities from vanilla game, being only able to thrust and overswing. Being able to side-swing it makes some sense (maybe applying the same treatment done for the long hafted maces, being swing-able from horseback?)
 
JhonBrazil said:
First of all, sorry for the textwall. I've tried my best to keep it clean and readable. I've moderately failed, but here it goes:

I've got a bug, it seems. As of beta 1.0 and 1.1, the mod won't launch. It crashes on what would be the last moments of the "Processing INI files". No warnings, no errors. Simply quits at this part. I've tried the following, to no avail:
-redowloading the native module (I doubt it could have been the source for the problem)
-redowloading the mod itself (even tried another web browser)
-downloaded and compiled the source code over the old files
-same as above, with different browser
-renaming the module ( I know, what this could possibly do to help? :facepalm:)
-played other mods (everything else works fine, including native)
-searched for syntax errors in module.ini from the mod (none found)
-removed all the new options added at the end of module.ini (a little dangerous, I guess? Still nothing changed, for better or worse)
So, what could it possibly be?

Also, a couple suggestions:
-Considering that the new item system restricts a little the presence of good items everywhere, i tought about, why not add the option to repair stuff upon talking with merchants? Upon my view, it wouldn't be much more of a change than being able to sell prisoners to prison guards, which is simply improving quality of life. I've seen it done on several mods, and it is really a plus on them. It could be like this
-Limited to repairing. Improving an weapon past normal sounds a little overpowered, and blacksmiths can't do miracles.
-For the weaponsmith, it could take 24 hours.
-For armour, 48 hours.
-For horses, either five days or a whole week. (This one is slightly redundant, since lame horses do heal if not being used and having at least 1 in wound treatment. Still, I see no problem in giving this choice to the player, if he can pay for it

-Castle walkers. Making castles feel a little less empty would be a good thing. Dyplomacy.litdum did it, and AWOIF too if I recall correctly.
-Fixing shields. Mainly nordic round shields, which seem to be force fields, catching arrows that don't even touch them.

(The next one may look a little out of scope for a base mod, but still...)
-Alternate weapons mode. Similar to a small mod that goes by the same name. Some weapons in the game could benefit from this, namely one handed hammers (using pick side for piercing damage) picks (blunt side for blunt damage), footman hammer/bec de corbin alternating between blunt/pierce side of head, over-under thrusting option for polearms such as glaive, scythes, voulge, etc)
-Speaking of the bec de corbin, after checking with Morgh's thing, it seems it carried over his abilities from vanilla game, being only able to thrust and overswing. Being able to side-swing it makes some sense (maybe applying the same treatment done for the long hafted maces, being swing-able from horseback?)
the game works perfectly maybe try re-downloading the latest version(of the mod)
and i like you suggestions (without the last one about weapons hammer and such)
 
Did it. Twice. On different browsers :/
Yes, the last one was a bit messy. But truly, the footman hammer could be able to swing from left and right too. It is for some weird reason the only polearm that can't do that
 
JhonBrazil said:
Did it. Twice. On different browsers :/
Yes, the last one was a bit messy. But truly, the footman hammer could be able to swing from left and right too. It is for some weird reason the only polearm that can't do that
don't know the reason i'll try to see if i can find a solution for you by tomorrow
and yes i agree with that !
by the way i might try to WRECK this version (if  i found no solution) since the WRECKED version is out dated and the WRACKER isn't here these days that might help dunno though i'm just goona do it because i use this as my base and WRECKED version is easier to work on :grin:
 
Indeed. I'm also waiting for a release in order to put together a mod. Would the rlg_log content be of any interest? I'll paste it on the spoiler below:

Starting new log file.
Version:  1.170

-- OS: Microsoft Windows Vista  (build 6000), 64-bit
-- RAM: Available physical RAM: 1023MB/1024MB
-- CPU: Intel(R) Core(TM) i7-5500U CPU @ 2.40GHz (GenuineIntel)
- L2 cache size: 256K
- CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
- Number of CPUs: 4 ( Speed: ~2394MHz / ~2394MHz / ~2394MHz / ~2394MHz )

-- GPU:
- D3D9 Adapter: 0 / Driver: igdumdim32.dll / Description: Intel(R) HD Graphics 5500
- Texture Memory: 4095 ( Available Texture Memory: 4088 )

Received stats and achievements from Steam

Processing Ini File {
Module_name =  Calradia
Num Hints =  12
Setting Map Min X =  -180.000000
Setting Map Max X =  180.000000
Setting Map Min Y =  -145.000000
Setting Map Max Y =  145.000000
Setting Time Multiplier =  0.250000
Setting Seeing Range Multiplier =  6.500000
Setting Track Spotting Multiplier =  0.800000
Setting player_wounded_treshold =  5.000000
Setting hero_wounded_treshold =  15.000000
Setting Skill Prisoner Management Bonus =  5
Setting Skill Leadership Bonus =  3
Setting Base Companion Limit =  20
Setting player_xp_multiplier =  2.000000
Setting hero_xp_multiplier =  2.000000
Setting regulars_xp_multiplier =  3.000000
Setting damage_interrupt_attack_treshold =  3.000000
Setting damage_interrupt_attack_treshold_mp =  1.000000
Setting armor_soak_factor_against_cut =  0.800000
Setting armor_soak_factor_against_pierce =  0.650000
Setting armor_soak_factor_against_blunt =  0.500000
Setting armor_reduction_factor_against_cut =  1.000000
Setting armor_reduction_factor_against_pierce =  0.500000
Setting armor_reduction_factor_against_blunt =  0.750000
Setting horse_charge_damage_multiplier =  1.000000
Setting couched_lance_damage_multiplier =  0.650000
Setting fall_damage_multiplier =  1.000000
Setting shield_penetration_offset =  30.000000
Setting shield_penetration_factor =  3.000000
Setting missile_damage_speed_power =  1.900000
Setting melee_damage_speed_power =  2.000000
Setting multiplayer_walk_enabled =  0
Setting mission_object_prune_time =  180
Scan Module Textures =  1
Scan Module Sounds =  0
Loading Resource  test
Loading Resource  textures_face_gen
Loading Resource  shaders
Loading Resource  textures
Loading Resource  materials
Loading Resource  materials_face_gen
Loading Resource  uimeshes
Loading Resource  meshes_face_gen
Loading Resource  helpers
Loading Resource  map_tree_meshes
Loading Resource  map_icon_meshes
Loading Resource  particle_meshes
Loading Resource  skeletons
Loading Resource  tree_meshes
Loading Resource  xtree_meshes
Loading Resource  grass_meshes
Loading Resource  plant_meshes
Loading Resource  body_meshes
Loading Resource  object_meshes
Loading Resource  object_bodies
Loading Resource  goods_meshes
Loading Resource  item_meshes1
Loading Resource  arabian_horses
Loading Resource  arabian_castle
Loading Resource  food
Loading Resource  beards
Loading Resource  armors_b
Loading Resource  armors_c
Loading Resource  armors_d
Loading Resource  armors_e
Loading Resource  armors_f
Loading Resource  armors_g
Loading Resource  armors_h
Loading Resource  armors_i
Loading Resource  boots_b
Loading Resource  boots_c
Loading Resource  helmets
Loading Resource  helmets_e
Loading Resource  helmets_f
Loading Resource  village_houses
Loading Resource  village_houses_a
Loading Resource  village_houses_b
Loading Resource  hair
Loading Resource  deneme
Loading Resource  interiors_a
Loading Resource  interiors_b
Loading Resource  interiors_c
Loading Resource  arena
Loading Resource  map_icons_b
Loading Resource  castle_a
Loading Resource  dungeon
Loading Resource  stone_houses
Loading Resource  snowy_houses
Loading Resource  snowy_castle
Loading Resource  castle_b
Loading Resource  square_keep
Loading Resource  anim_b
Loading Resource  shields
Loading Resource  shields_b
Loading Resource  weapon_meshes_c
Loading Resource  xtree_meshes_b
Loading Resource  map_icons_c
Loading Resource  pictures
Loading Resource  user_interface_b
Loading Resource  user_interface_c
Loading Resource  scene_encounter_spot
Loading Resource  weapon_meshes1
Loading Resource  weapon_meshes_b
Loading Resource  houses1
Loading Resource  wall_meshes1
Loading Resource  town_houses
Loading Resource  doors
Loading Resource  churches
Loading Resource  town_houses_b
Loading Resource  castle_c
Loading Resource  castle_d
Loading Resource  castle_e
Loading Resource  castle_f
Loading Resource  castle_g
Loading Resource  castle_h
Loading Resource  castle_i
Loading Resource  gatehouse
Loading Resource  viking_houses
Loading Resource  fake_houses
Loading Resource  town_houses_c
Loading Resource  banners
Loading Resource  map_flags
Loading Resource  map_flags_b
Loading Resource  map_flags_c
Loading Resource  map_flags_d
Loading Resource  particles_2
Loading Resource  prisons
Loading Resource  prisons_b
Loading Resource  interiors_d
Loading Resource  costumes_b
Loading Resource  arena_costumes
Loading Resource  boots_a
Loading Resource  terrain_borders
Loading Resource  terrain_borders_b
Loading Resource  skyboxes
Loading Resource  object_b
Loading Resource  tree_e_meshes
Loading Resource  destroy
Loading Resource  xtree_meshes_c
Loading Resource  grass_meshes_b
Loading Resource  interiors_steppe
Loading Resource  grooming_horse
Loading Resource  town_houses_d
Loading Resource  horses_b
Loading Resource  ani_horse_mounted
Loading Resource  deneme2
Loading Resource  horse_skeleton
Loading Resource  steppe_fake_houses
Loading Resource  weapon_meshes_d
Loading Resource  tableau_shields
Loading Resource  heraldic_armors
Loading Resource  spear
Loading Resource  weapons_e
Loading Resource  weapons_f
Loading Resource  instruments
Loading Resource  sarranid_armors
Loading Resource  simple_primitives
Loading Resource  ani_man_walk
Loading Resource  ani_twohanded
Loading Resource  ani_onehanded
Loading Resource  ani_death
Loading Resource  ani_stand_guardsman
Loading Resource  ani_human_mounted
Loading Resource  ani_lady_stand
Loading Resource  ani_poses
Loading Resource  ani_stand_shopkeeper
Loading Resource  ani_man_cheer
Loading Resource  ani_stand_onhorse
Loading Resource  ani_throw_stone
Loading Resource  ani_strikes
Loading Resource  ani_equip_arms
Loading Resource  ani_run_p
Loading Resource  ani_run_forward_left_right
Loading Resource  uni_strikes3
Loading Resource  ani_walk_sideways
Loading Resource  ani_run_sideways
Loading Resource  ani_stand
Loading Resource  ani_crouch_down
Loading Resource  ani_low_walk
Loading Resource  ani_turn_man
Loading Resource  ani_attacks_single
Loading Resource  ani_lancer
Loading Resource  ani_attacks
Loading Resource  ani_kicks
Loading Resource  ani_parry_attack
Loading Resource  ani_walk_backward
Loading Resource  ani_run_lookingsides
Loading Resource  ani_defends
Loading Resource  ani_walk_lookingsides
Loading Resource  ani_jump
Loading Resource  ani_wedding
Loading Resource  arabian_props
Loading Resource  uni_jump
Loading Resource  uni_stances
Loading Resource  uni_equip
Loading Resource  uni_strike
Loading Resource  uni_throws
Loading Resource  uni_fistswing
Loading Resource  uni_lord_stand
Loading Resource  uni_defence
Loading Resource  uni_sideways
Loading Resource  dart
Loading Resource  armors_new_a
Loading Resource  armors_new_b
Loading Resource  armors_new_heraldic
Loading Resource  armors_new_arena
Loading Resource  crossbows
Loading Resource  arabian_armors
Loading Resource  rock
Loading Resource  costumes_d
Loading Resource  nordic_helmets
Loading Resource  sarranid_helmets
Loading Resource  sarranid_armor
Loading Resource  raw_materials
Loading Resource  khergit_lady_dress
Loading Resource  vaegir_helmets
Loading Resource  gauntlets_new
Loading Resource  sarranid_lady_dress
Loading Resource  sarranid_boots
Loading Resource  bride_dress
Loading Resource  full_plate_armor
Loading Resource  weapon_meshes_e
Loading Resource  fur_armors_a
Loading Resource  ui_server_filter
Loading Resource  warhorse_new
Loading Resource  ship
Loading Resource  arabian_houses
Loading Resource  object_c
Loading Resource  tree_f
Loading Resource  interiors_arabian
Loading Resource  arabian_village
Loading Resource  valleyProps
Loading Resource  workshops
Loading Resource  barrier_primitives
Loading Resource  town_houses_e
Loading Resource  wb_mp_objects_a
Loading Module Resource  arquebus
Loading Module Resource  banners_f
Loading Module Resource  chargers
Loading Module Resource  undead
Loading Module Resource  user_interface_d

Saving options...  OK!

Frame# : 314 Exiting network manager...  OK!
Deleting resources...  OK!
Exiting physics manager...  OK!

num rt_material : <c: r  0 > / <c: y 0 >

Render Target Format Usages:

Dumping resource usage information:
#Full textures:  0
#RT textures:  0
#RT materials:  0
#RT Memory usage:  0
Exiting graphics manager...  Non-Zero Reference Count!  OK!

Current Config {
first_time : 0
texture_detail : 100
render_buffer_size : 15
max_framerate : 240
start_windowed : 1
use_pixel_shaders : 0
use_vertex_shaders : 1
fake_reflections : 1
show_framerate : 1
use_ondemand_textures_ : 0
use_ondemand_textures_mt : 1
disable_music : 1
disable_sound : 0
disable_frequency_variation : 0
cheat_mode : 1
enable_blood : 1
enable_edit_mode : 0
force_single_threading : 0
debug_mode : 1
display_width : 0
display_height : 0
display_bits : 32
antialiasing : 0
sample_quality : 0
alpha2coverage : 0
force_vsync : 0
shadowmap_quality : 0
shader_quality : 0
postfx_dof : 0
postfx_hdr : 0
postfx_autoexp : 0
flora_degrade_distance : 75.000000
flora_lod_detail : 2
use_instancing : 0
use_secure_connection : 0
max_number_of_connections : 16
look_for_server_on_this_machine : 0
music_volume : 0.665200
sound_volume : 0.590300
mouse_sensitivity : 0.657700
invert_mouse : 0
enable_lighting : 1
enable_particles : 1
enable_blood : 1
enable_character_shadows : 0
enable_accurate_shadows : 1
number_of_corpses : 5
grass_density : 0
combat_speed : 4
friend_combat_difficulty : 2
adapter_format : 0
reduce_combat_ai : 0
reduce_campaign_ai : 0
combat_difficulty : 2
display_labels : 0
display_targeting_reticule : 1
display_attack_direction : 1
turn_camera_with_horse_in_first_person : 2
verbose_damage : 1
verbose_shot_difficulty : 0
battle_size : 1.000000
attack_direction_control : 2
defend_direction_control : 0
lance_control : 0
anisotropic_filtering : 0
enable_environment_shadows : 0
verbose_casualties : 1
verbose_experience : 1
realistic_shadows_on_plants : 0
number_of_ragdolls : 5
gamma : 2.500000
character_detail : 0.000000
character_shadow_detail : 0.000000
control_mouse_movement_y_scale : 1.500000
blood_stains : 2
use_winmm_audio : 0
auto_gfx_quality : 0
enable_gamepad_vibration : 1
}

Closing log file... 
 
I'm having issues with the mod as well. The code is a bit confusing, since its all been changed. This might take me a while.
 
@JhonBrazil: I made some changes to the module.ini in the last two patches, based on new keys hoboistice discovered, and my most likely guess is that one of these is causing the trouble. Maybe compare it to the Native one and outcomment or change back the new keys. If you find out what it was, let me know. I don't want unstable options in module.ini on by default.

(And your suggestions are good as always - but I'm a bit short on time these days, so I can't make promises when I'll get around to them)
 
Autolykos said:
@JhonBrazil: I made some changes to the module.ini in the last two patches, based on new keys hoboistice discovered, and my most likely guess is that one of these is causing the trouble. Maybe compare it to the Native one and outcomment or change back the new keys. If you find out what it was, let me know. I don't want unstable options in module.ini on by default.

(And your suggestions are good as always - but I'm a bit short on time these days, so I can't make promises when I'll get around to them)
use_bordered_shadow_sampler causes the crashes. Out-commenting is adding a # before the line? if so, it worked. I should have guessed about that.
Also, thanks about the compliment. My main idea for developing a mod was eerily similar to this, so I've ported a lot of suggestions to your mod, since my knowledge in python is very limited.
Would you also maybe consider adding a two-handed/ bastard sword-esque function to the fighting axe? you know, the very long onehander used by sea raider and other deadmeats units. Following the same way it's done with long axes and maces, the first mode stays as it is, the second one  (pressing x) has the same capabilities as the bastard swords. I don't know, it just seems too long to not be used as a twohander should necessity arises. Besides, it wouldn't affect troops, since they have no AI for swapping modes, being unable to spam two-handed axeman on the player
 
Thanks for spotting that one! I've added a comment at the start for anyone else who runs into it, until the next patch is up. If you want the side-swing on the Footman's Hammer right now, it's as simple as changing the animation set from "itc_cutting_spear" to "itc_staff" in module_items.py. Will be part of the next patch, too.
I'll check what the Fighting Axe looks like when used two-handed, and probably just give it the same settings as the (long) Morningstar. No need to bother people with switching, as there's little reason to use it one-handed without shield (I'd rather make that the alternative, if anyone really wants it).
I'm currently working on the flipped hammers and picks; I find the original approach overcomplicated, but the engine will not refresh the model when switching weapon modes. My idea is to add animations that rotate the weapon by 180° instead, so you don't even need a second set of models, and can use the same trick for any new weapon as well.
 
I successfully added decapitation, shield bashing, and ai kicking to this overhaul. Will release soon as OSP.


EDIT: here it is! WRECK thrown in just because.
https://github.com/Ramaraunt/Autolykos-Ramaraunt-Overhaul
https://drive.google.com/drive/folders/0B_rNU8P3lqBqa01lQVBSUTAwbFE?usp=sharing


I plan on adding more features soon.

EDIT: Added Rubik's world map OSP now!

EDIT: Tavern animations OSP added!

EDIT: Zendar has been moved to an island, and now has its own port!

EDIT: Added the ability to sell slaves to tavernkeepers!

EDIT: Added a manhunter camp outside praven, where you can recruit manhunters!
Ill upload the changed version tomorrow.
 
Still trying to fix the last bugs, then I'll release this thing. Thank you for this overhaul, I'm really enjoying myself messing with this code.

http://imgur.com/a/Tk4TU

EDIT: here is a video of the bounty hunting guild:
https://youtu.be/yJNlJLxfln8

Probably going to make quests tommorow.
 
Ramaraunt said:
Still trying to fix the last bugs, then I'll release this thing. Thank you for this overhaul, I'm really enjoying myself messing with this code.

http://imgur.com/a/Tk4TU

EDIT: here is a video of the bounty hunting guild:
https://youtu.be/yJNlJLxfln8

Probably going to make quests tommorow.
Ramaraunt, is the Four Ways Inn not really working? It is empty mostly, and devoided of most props (The original modified them. The inn itself for example was more lively, and the npcs where better placed
 
Yeah I noticed that. I'm going to fix it up soon. Some of the Zendar scenes are broken in my version as well. I need to fix.

So I'm making the bounty hunting quests so that they are endless. You can literally do them an unlimited amount of times, and the guildmaster never tells you "come back later, we don't have anything right now".  They will also give you quite a bit of coin, or you can take an honor reward instead. There are three quests I have planned:

[list type=decimal]
[*]Defeat a brigand army, and bring back the leader as a prisoner, or bring back his head.
[*]Destroy an outlaw camp, and capture the fugitive hiding there.
[*]Find a fugitive hiding in a village.
[/list]

I'm still in the process of coding quests, but here is an early example:
http://imgur.com/a/o6bOl
 
Great stuff! Going in the direction I had in mind for the extended version, so I wish you the best of luck with your fork (and am glad that I only have to maintain one path of it now)...
 
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