Native OSP Scenes Native Scene Replacement Pack - [Added Bariyye 30.12.2018]

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The scenes don't seem to be working for me i cant even enter the streets and the tavern and castle props seem to be out of place.Can someone please help me  :sad:
 
dexm 说:
The scenes don't seem to be working for me i cant even enter the streets and the tavern and castle props seem to be out of place.Can someone please help me  :sad:
Did you use the scene codes?
 
dexm 说:
The scenes don't seem to be working for me i cant even enter the streets and the tavern and castle props seem to be out of place.Can someone please help me  :sad:

I think you don't know how to use the scene codes. I'll help you.
https://shrib.com/6eOLYC11

Copy all of the information above, open "scenes.txt", and paste it over the existing codes (replace everything; also, make sure to create a backup of the original file). Put the ".sco" files in the SceneObj folder from the download I provided on the main post.
 
Well the scenes did work in a way now most of the other towns are with the wrong scenes like Tulga's castle scene looks like Praven's castle any info on that
 
Well, that's pretty interesting. The best choice would be to manually add the codes in a fresh scenes.txt file from the provided download.
 
dexm 说:
Well the scenes did work in a way now most of the other towns are with the wrong scenes like Tulga's castle scene looks like Praven's castle any info on that

Thats because youve messed up the town id's somewhere, or missed one out. Every scene thereafter will be wrong.

Double check each party has the correct scene id assigned.
 
Allright, I have just checked the pack and no problems were found. I walked in all the Nordic towns and even some other ones to make sure that nothing is messed up, and it was OK. Note that I use the leastest version of Mount&Blade: Warband and tested the pack with a fresh copy of Native. Also, to make sure that the problem does not come from my side, I downloaded the scenes from the OP, like other people do.

The only cause to these issues might be that you're using a module other than Native with modified parties. What I can do: I can provide python codes (of the overhauled scenes only) for the Module System which you can use in a more flexible way. As far as I know, the Module System creates new IDs when compiled, so I guess that we can solve the issues this way.
 
Yes, I tested everything reported. It seems it's a compatibility issue with different modules. There's nothing I can do, sadly, besides adding python codes.
 
The Bowman 说:
Yes, I tested everything reported. It seems it's a compatibility issue with different modules. There's nothing I can do, sadly, besides adding python codes.

Yeah. Can you please share the module_system codes?
 
There you go:
插入代码块:
  ("town_1_center",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030000913400d2348000013980000600500006b66",
    [],["bonus_chest_3"],"outer_terrain_beach"),

  ("town_1_castle",sf_indoors,"interior_castle_j", "bo_interior_castle_j", (-100,-100),(100,100),-100,"0",
    ["exit"],["town_1_seneschal"]),

  ("town_1_tavern",sf_indoors,"interior_castle_j", "bo_interior_castle_j", (-100,-100),(100,100),-100,"0",
    ["exit"],[]),

  ("town_1_store",sf_indoors,"interior_castle_k", "bo_interior_castle_k", (-100,-100),(100,100),-100,"0",
    ["exit"],[]),

  ("town_1_walls",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030000913400d2348000013980000600500006b66",
    [],[],"outer_terrain_beach"),

  ("town_1_alley",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030000913400d2348000013980000600500006b66",
    [],[],"outer_terrain_beach"),

  ("town_2_center",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030000913400d2348000013980000600500006b66",
    [],["bonus_chest_3"],"outer_terrain_beach"),

  ("town_2_castle",sf_indoors,"interior_castle_j", "bo_interior_castle_j", (-100,-100),(100,100),-100,"0",
    ["exit"],["town_2_seneschal"]),

  ("town_2_tavern",sf_indoors,"interior_castle_j", "bo_interior_castle_j", (-100,-100),(100,100),-100,"0",
    ["exit"],[],"outer_terrain_town_thir_1"),

  ("town_2_store",sf_indoors,"interior_castle_k", "bo_interior_castle_k", (-100,-100),(100,100),-100,"0",
    ["exit"],[]),

  ("town_2_walls",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030000913400d2348000013980000600500006b66",
    [],[],"outer_terrain_beach"),

  ("town_2_alley",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030000913400d2348000013980000600500006b66",
    [],[],"outer_terrain_beach"),

  ("town_12_center",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030000913400d2348000013980000600500006b66",
    [],[],"outer_terrain_beach"),

  ("town_12_castle",sf_indoors, "interior_castle_j", "bo_interior_castle_j", (-100,-100),(100,100),-100,"0",
    ["exit"],["town_12_seneschal"]),

  ("town_12_tavern",sf_indoors, "interior_castle_j", "bo_interior_castle_j", (-100,-100),(100,100),-100,"0",
    ["exit"],[]),

  ("town_12_store",sf_indoors, "interior_castle_k", "bo_interior_castle_k", (-100,-100),(100,100),-100,"0",
    ["exit"],[]),

  ("town_12_walls",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030000913400d2348000013980000600500006b66",
    [],[],"outer_terrain_beach"),

  ("town_12_alley",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000030000913400d2348000013980000600500006b66",
    [],[],"outer_terrain_beach"),

Make sure you assign the parties correctly. :smile:
 
I've been forging something for a while, and now I guess it's the time to show something. Today, I present you the town of Khudan, which is right in the heart of the Kingdom of Vaegirs. The reason why I picked the snowy towns is that they look totally awful in Native, and this called for a change. I didn't only redo the whole town itself, but the arena too. The funny thing about the arena is the fact that the developers didn't care to use snowy props for it, so the scene itself looked strange. But what impressed me most was the lack of an AI mesh. There's no wonder why the mounted AI have the tendency to get stuck in the walls and then get easily killed by their opponents. I decided to make an AI mesh for the arena, and now I hope that the problem is gone. The tavern has quite a symilar story. By the looks of it, it was copy-pasted from Praven, but the devs forgot to replace the normal fake houses (the ones you see through the windows) with snowy ones, so I had to do it. The castle interior had no big problems, but I added some touches. I placed a gatehouse which you can see through the front wondows with two fake guards on it by using spr_arena_spectators. If you don't understand what I mean here, you can take a look on this screenshot.
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You can notice a "guard" holding a spear. In fact, those are just some props I messed around with. I like these little touches. They have a purpose though. On the town scene, there is such a gatehouse in front of the keep, so it adds to the immersion.

And here is the town itself (the JPGs don't do it justice).
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As you can see, I tried to keep in account the configuration of the main map; specifically, the river.

And the new arena.
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Good news! Khudan is finished and can now be downloaded. Keep in mind that it has a new arena too.
Download Khudan.

As a bonus, here you can see the siege camp of Khudan. It appears only during siege battles.
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Edit: Switched downloads to Dropbox.
 
Oh lord, that's a lot of screenshots.

It's looking great! Can't wait for Curaw.
 
Progress at Curaw.

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The town itself and the area bordered by water is completly finished. On the other side of the map, you can see the main village layouts waiting to be filled with props, and the main roads. The only things left are placing the flora and adding the AI meshes (which will again be tricky to make, but not impossible).

What I find funny about snowy environment in Warband is the lack of love from the developers. The amount of snowy props is criminally small, so getting a snowy location to look good with limited resources is quite a challenge. For now, I can say that I could handle it well.

I won't show the inside of the town because I'm a bit lazy. :razz:
The arena got overhauled too.
 
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