SP Native Native Mod Compilation - NMC 1.153 beta2 released

Users who are viewing this thread

Bismarck said:
Thanks jrider. I have had the suspicion that my Player Faction code might be the cause of the problem, but I wasn't able to find the exact place. Luckily, you have been able to.

welcome, I encountered the problem (badly closed try_begin blocks) myself several times lately while adding some new stuff of my own :wink:
 
Maybe this is not the right place to ask, since the OSP's primary aim is to combine different mods, but would it be possible to not include the following changes that were in Custom Commander, specifically the HP and leadership changes...

* Remove the settings of three difficulties.
* The leadership skill of party leader will effects the extra HP of regulars. For player's party, the morale value will be also effects the extra HP of regulars. The regulars which in player's party will get full extra HP when the morale is 99. The regulars in parties which havn't a leader will get none extra HP.

....as well as the increased proficiency bonouses?

 
For some reason, my kingdom's villages all only have recruitable peasants in them, instead of vaegir recruits as they should be due to my kingdom's cultural selection. My vassals are still recruiting normal vaegir troops, however. Is this a fault of upgrading from 1.127b with my current save, or is it a bug?

Bandit heroes also seem to be spawning too much. There's almost always one in each kingdom, and often two or three. I would suggest reducing the chance of them spawning.
 
ripple,that has been taken care of already.
so here is another error:


Also,do i have to start a new game for version 1.127c as im playing saved game with 1.127b?
 
Geroro said:
Also,do i have to start a new game for version 1.127c as im playing saved game with 1.127b?

if you don't mind swadian lords being unable to hire troops, you can still use your savegame.

They didn't have any party template, hence couldn't get troops (no place to store them) either at the beginning or later in game.
Since that's initialized only at game start, it stays that way in an existing savegame (unless you do some extra coding to bootstrap the fix in, save the game in the fixed state and remove the bootstrap).
 
ripple said:
Maybe this is not the right place to ask, since the OSP's primary aim is to combine different mods, but would it be possible to not include the following changes that were in Custom Commander, specifically the HP and leadership changes...

* Remove the settings of three difficulties.
* The leadership skill of party leader will effects the extra HP of regulars. For player's party, the morale value will be also effects the extra HP of regulars. The regulars which in player's party will get full extra HP when the morale is 99. The regulars in parties which havn't a leader will get none extra HP.

....as well as the increased proficiency bonouses?

I thought I read somewhere this has been done, perhaps I read it in the Custom Commander thread and not in this thread  :???:  It made fighting Lords with large HP pretty nigh impossible in some battles.
 
In the Custom Commander thread, the modder said he is removing the increased proficiency bonouses in the next version, but said nothing about the hp/leadership 'rebalances.' A number of people have requested a 'lite' version of the mod with the stats/skill rebalances removed.
 
the hp buff is removed in  OSPW since the last version. and the diplomacy osp should not be included here. the other way around is okay. i think this mod should only provide improved scripts and such thinks. no extra troops and items (the diplomacy troops doesn't count).
 
Any chance of adding in some of the tactical scripts other than formations? I've wanted a "brace spears" option for my shieldwall, and I know there's a script out there, but I lack the technical savvy to mod it in myself.  :???:
 
I got a problem, I escorted a random caravan to Narra, when I got there the caravan master talks to me with the text NO STRING, and the options to respond are the same as if a companion says they are getting closer to home or whatever, when I click on of them it goes away but then my game freezes and keeps going to the caravan master with no string :sad: now my game is stuck and im screwed... anyway to get out of this?
 
Sento said:
I got a problem, I escorted a random caravan to Narra, when I got there the caravan master talks to me with the text NO STRING, and the options to respond are the same as if a companion says they are getting closer to home or whatever, when I click on of them it goes away but then my game freezes and keeps going to the caravan master with no string :sad: now my game is stuck and im screwed... anyway to get out of this?

that one is native to native (no pun!) actually, no way to get out of it I could see when it happened to me (was before I started using mods).
 
jrider said:
Sento said:
I got a problem, I escorted a random caravan to Narra, when I got there the caravan master talks to me with the text NO STRING, and the options to respond are the same as if a companion says they are getting closer to home or whatever, when I click on of them it goes away but then my game freezes and keeps going to the caravan master with no string :sad: now my game is stuck and im screwed... anyway to get out of this?

that one is native to native (no pun!) actually, no way to get out of it I could see when it happened to me (was before I started using mods).

Well there has got to be something missing in the code if no string is attached to the result, but thanks for the information :smile: if anyone else can give me a hand with this in figuring it out please let me know :smile:
 
Back
Top Bottom