SP Native Fantasy Nysne - Metamorphosis (Version 1.2 - check p.5)

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Sherlock Holmes said:
Maaaaaaaaaaaan these scenes. Awesome!
Thanks.  :smile: All the Nord/Vaegir/Swadian towns (aka the best scenes) were made by The Bowman (with some light edits by me to fit Polished Landscapes) so all credit and support should go to him.

In other news, I will release a small patch later today. It includes:
Fix for the script opcode error/Sarranid ladies being part of Rhodok families
Some helmet meshes tweaked to prevent head models sticking through
King Sonnr's armour lods fixed
Minor edits to some siege scenes where bots were getting stuck
Now includes motomataru's Campaign AI fixes (motomataru also made the battlefield formations and AI - he is the AI genius god-king etc)
Escape menu will now show Brainybots hotkey as the correct key (F10) not the incorrect one (F5)
And I think there was something else too...
 
i dont know if its just me or if my game glitched but i decided to back the sarranid claiment to over throw the sultanna. at some point another sarranid rebel faction appeared and also declared war on the sarranids so in the factions screen there are two sarranid rebels. the alternate sarranid rebels have lords from the original sarranids, the lords each have only 1 member in their party, themselves, another thing i took over all fiefs from sarranids and they are still not defeated yet. its been about 5 in game months. im not sure why they are not being defeated, the sultanna runs around with 1 party herself raiding fiefs going a million miles an hour. not sure if my game bugged out but this has never happened before where so many lords only have 1 party
 
nonam3 said:
i dont know if its just me or if my game glitched but i decided to back the sarranid claiment to over throw the sultanna. at some point another sarranid rebel faction appeared and also declared war on the sarranids so in the factions screen there are two sarranid rebels. the alternate sarranid rebels have lords from the original sarranids, the lords each have only 1 member in their party, themselves, another thing i took over all fiefs from sarranids and they are still not defeated yet. its been about 5 in game months. im not sure why they are not being defeated, the sultanna runs around with 1 party herself raiding fiefs going a million miles an hour. not sure if my game bugged out but this has never happened before where so many lords only have 1 party
Factions won't be defeated until the faction leader is captured. The Native system for faction defeat has some issues though, perhaps there is a bug from that. Landless lords having no troops is a problem from Native which I hope to resolve soon. There was also a bug with the family system of the Sarranids, so perhaps that made the issue worse. Hopefully not too many lords are stuck without troops.  :ohdear: they should defect to other factions soon.
EDIT: Actually perhaps this is an issue with supporting claimants, as I haven't done much testing on this. Please keep me updated on how your game progresses! There are so many variables that some problems that appear can be very hard to re-create, so it's impossible for me to catch them all during regular testing.



New Patch
http://www.moddb.com/mods/nysne/downloads/nysne-11-patch

This fixes the issues I mentioned a couple posts above. The "one thing I forgot" was that you can now speak with Guild masters through the town marketplace menu. Sometimes the camera goes a bit of a silly distance when it switches from the guild master to the player, though, but this shouldn't be a big deal. It will also take a couple seconds to load - keep in mind that the game has to load the entire scene, so towns like Praven can sometimes take a few seconds. This patch will NOT be savegame compatible, however as far as I know it shouldn't ruin savegames either, but I haven't tested for that so make a backup if you are very worried about losing progress.
 
thinking about starting a new game im getting a little bit frustrated, no matter how many times i defeat the sarranids, i used the view all parties on map cheat to check to make sure they were all gone, they still wont be defeated. not sure what to do :sad:
 
nonam3 said:
thinking about starting a new game im getting a little bit frustrated, no matter how many times i defeat the sarranids, i used the view all parties on map cheat to check to make sure they were all gone, they still wont be defeated. not sure what to do :sad:
I am looking into it. It is almost certainly an issue from Native but I should be able to fix it. I'll try to get another small patch out in ~1 week. It should be savegame compatible as well.
 
MithrellaS said:
What is the name of the Menu screen music? It's so emotional af. :c
Not sure what it's name is, but it was created (afaik) by Goldenjoseph. And I agree, it's amazing.  :smile: Definitely a gem.

explosivepuppet said:
this is swag
hëat said:
hi my love :oops:
Greetings to my punctuationless multiplayer friends :3



New update coming soon! Going to change the way bandits behave, hopefully fix the conditions for faction defeat (as well as adding a couple goodies  :wink:) and working on a new immersive town for Shariz!  :party: I'm going to try to do something a little more creative with the siege, hopefully I can find something that works seamlessly and benefits both Rhodok or Sarranid defenders, since Shariz often switches hands between them. I'll get some screenshots once more progress has been made. Also this mod might make its way onto the Steam workshop by the good grace of certain top-notch community members, but we'll see about that a little later.
 
excited for updates! ive decided to play without the claimants. dont want to take a chance too much with anything breaking. will the update be save compatible?
 
hey i have a quick question what file did you change to edit brainy bot menu key from f5 to f10? thats actually extremely useful
 
Ah good question. You should be able to do this on any module that uses brainybots by opening the mission_templates.txt and replacing all of these lines:
Code:
0.000000 0.000000 0.000000  1 71 1 63  16 2147484066 0 4 0 2147484551 1 1513209474796486702 4 0 2147484067 0 77 1 63 900 1 1513209474796486702 5 0 419 0 31 2 144115188075857040 1 415 1 1224979098644774912 430 1 1224979098644774912 77 1 63 900 1 1513209474796486702 3 0 3 0
With this:
Code:
0.000000 0.000000 0.000000  1 71 1 68  16 2147484066 0 4 0 2147484551 1 1513209474796486702 4 0 2147484067 0 77 1 68 900 1 1513209474796486702 5 0 419 0 31 2 144115188075857040 1 415 1 1224979098644774912 430 1 1224979098644774912 77 1 68 900 1 1513209474796486702 3 0 3 0

I definitely recommend you use a text editor with a replace all function for this. Doing it one at a time would be gruesome.  :dead:

You can also change the menus that say F5 by editing strings.txt
 
Ruthven said:
Ah good question. You should be able to do this on any module that uses brainybots by opening the mission_templates.txt and replacing all of these lines:
Code:
0.000000 0.000000 0.000000  1 71 1 63  16 2147484066 0 4 0 2147484551 1 1513209474796486702 4 0 2147484067 0 77 1 63 900 1 1513209474796486702 5 0 419 0 31 2 144115188075857040 1 415 1 1224979098644774912 430 1 1224979098644774912 77 1 63 900 1 1513209474796486702 3 0 3 0
With this:
Code:
0.000000 0.000000 0.000000  1 71 1 68  16 2147484066 0 4 0 2147484551 1 1513209474796486702 4 0 2147484067 0 77 1 68 900 1 1513209474796486702 5 0 419 0 31 2 144115188075857040 1 415 1 1224979098644774912 430 1 1224979098644774912 77 1 68 900 1 1513209474796486702 3 0 3 0

I definitely recommend you use a text editor with a replace all function for this. Doing it one at a time would be gruesome.  :dead:

You can also change the menus that say F5 by editing strings.txt

Thanks for the info im searching for the code in notepad++ and its not showing up. Not sure whats going on there.

I think its because i used tweak mb to edit some files. in the original file i do actually find it.

In game brainy bot works perfectly fine.
The code in mission_template does change to something else when using tweakmb

Actually scratch everything i just said.

I am able to find the strings in your mod. When I looked for the same string in other mods its not there.
 
ok I figured it out

I had to search

Code:
0.000000 0.000000 0.000000  1 71 1 63

and replace with

Code:
0.000000 0.000000 0.000000  1 71 1 68

If I copied all the code it wont show up
 
Started campaign in this mod, I'd say it has a quite original visual design, it's not only about environment, aura, but units are better suited for climates they're based on, all of that gives nice feeling to gameplay.
 
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