SP Fantasy [OSP][WB][Submod] InVain's TLD Scene Pack

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Strange, I'll look into this. Thanks!

The ModuleSystem folder contains files for modders, e.g. for people who want to include my scenes into their own mode version of TLD. You don't need those for simply playing. :smile:


EDIT: I'm sorry, I couldn't reproduce this bug. But I remember that this happened to me some time ago. Can you describe your loading order or upload your module.ini? Are you using the latest nightly patch?

I think in the next release, I'll include a prewritten module.ini to make things easier.
 
I guessed right.  :smile:

Please put "load_mod_resource = JB_textures" right before load_mod_resource = arnor.

Wait, I'll just paste the whole thing here:

Code:
module_name = The_Last_Days_of_the_Third_Age
compatible_with_warband = 0
has_multiplayer = 0
has_tutorial = 0

give_performance_warnings = 1

num_hints = 12

auto_create_note_indices = 0 #WB:Do not automatically search through all troops/factions/towns to check if they have note text.

map_min_x   = -80
map_max_x   = 60
map_min_y   = -260
map_max_y   = 85
map_sea_direction = 300
map_sea_wave_rotation = 300 #WB:This is where the tear artifact is visible on the sea.
map_sea_speed_x = 0.01
map_sea_speed_y = -0.01
map_river_direction = 140
map_river_speed_x = 0.005
map_river_speed_y = -0.005

air_friction_arrow = 0.002 #WB
air_friction_bullet = 0.002 #WB

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types = 3
map_steppe_tree_types = 5
map_desert_tree_types = 0

main_menu_font_color_red = 17
main_menu_font_color_green = 0
main_menu_font_color_blue = 0
map_max_distance = 135.0 #WB
has_tutorial = 0 #WB

time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8
blood_multiplier = 6.0

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

player_xp_multiplier   = 2.0;
hero_xp_multiplier     = 2.0;
regulars_xp_multiplier = 3.0;


display_wp_firearms = 0
display_wp_crossbows = 0


##Kham Changes (VC)
reduce_texture_loader_memory_usage = 1  # this should improve loading time by making it multithread
use_texture_degration_cache = 0 #improve loading times but generate chache files.
use_scene_unloading = 1
auto_compute_party_radius = 1 #helps space, select if mod has large icons
disable_disband_on_terrain_type = 0
disable_force_leaving_conversations = 1 #no TAB end in conversations.
maximum_number_of_notification_messages = 4 #msg in battle. Common 10
ai_decide_direction_according_to_damage = 1
#scenes
far_plane_distance = 2000 #Default is 1250 cm
battle_size_min = 150
battle_size_max = 750
consider_weapon_length_for_weapon_quality = 1 #weapon selection
has_singleplayer = 1
has_multiplayer = 0
can_run_faster_with_skills = 1 # should agility/skill affect running speed
##Kham Changes End (VC)

########this section modified for Realistic Combat Model

########this section modified for Realistic Combat Model

# damage below this will not interrupt melee attacks
damage_interrupt_attack_treshold      = 1.0
# CC: Was 0, changed to 1 as it causes problems with cavalry.

# Same thing for multiplayer
damage_interrupt_attack_threshold_mp   = 1.0 #WB
# No extra penetration flags are set, so keep them ineffective
extra_penetration_factor_soak = 1.0
extra_penetration_factor_reduction = 1.0

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.

armor_soak_factor_against_cut       = 1.0
armor_soak_factor_against_pierce    = 0.5
armor_soak_factor_against_blunt     = 0.5

armor_reduction_factor_against_cut       = 0
armor_reduction_factor_against_pierce    = 0
armor_reduction_factor_against_blunt     = 0


horse_charge_damage_multiplier        = 1.0
couched_lance_damage_multiplier       = 0.6
fall_damage_multiplier                = 1.0 #WB

#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0 #WB
shield_penetration_factor = 3.0 #WB

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.0;
melee_damage_speed_power = 0.5;
#########end RCM modifications

multiplayer_walk_enabled = 0 #WB
mission_object_prune_time = 180 #WB

#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot       = 1

# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 1

#edit mode should be enabled
#give_performance_warnings = 1	#WB


#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

#load_resource = test
load_resource = textures_face_gen
#load_resource = shaders
load_mod_resource = textures
load_mod_resource = materials
load_resource = materials_face_gen

load_resource = uimeshes
load_mod_resource = meshes_face_gen
load_resource = helpers
load_mod_resource = map_tree_meshes
load_mod_resource = map_icon_meshes
load_resource = particle_meshes
load_mod_resource = tld_skeletons

# gutekfiutek flora meshes from all PLs
load_mod_resource = PL_flora_meshes
load_mod_resource = PW_grass_meshes
load_mod_resource = PW_bush_meshes
load_mod_resource = PW_tree_meshes
load_mod_resource = PW_object_meshes

load_resource = tree_meshes
load_resource = xtree_meshes
#load_resource = grass_meshes
#load_resource = plant_meshes
load_resource = xtree_meshes_b
load_resource = tree_e_meshes
load_resource = xtree_meshes_c
#load_resource = grass_meshes_b
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies


#load_resource = goods_meshes
load_mod_resource = tld_item_meshes1
#load_resource = horse_a

load_resource = food
load_mod_resource = beards

load_resource = village_houses
load_resource = village_houses_a
#load_resource = village_houses_b
load_mod_resource = hair
#load_resource = deneme

#load_resource = interiors_a
#load_resource = interiors_b
#load_resource = interiors_c
load_resource = arena
#load_resource = map_icons_b
load_resource = castle_a
load_resource = dungeon
#load_resource = stone_houses
load_resource = snowy_houses
#load_resource = snowy_castle
#load_resource = helmets_d
#load_resource = castle_b
#load_resource = square_keep
#load_resource = anim_b
#load_resource = shields
#load_resource = shields_b
#load_resource = weapon_meshes_c
load_resource = map_icons_c
#load_resource = pictures
load_mod_resource = user_interface_b

load_resource = scene_encounter_spot
#load_resource = interior_thirsty_lion
#load_resource = scene_small_tavern

#load_resource = weapon_meshes1
#load_resource = weapon_meshes_b

#load_resource = houses1
load_resource = wall_meshes1

#load_resource = town_houses
load_resource = doors
#load_resource = churches


load_resource = town_houses_b
load_resource = castle_c
load_resource = castle_d
#load_resource = castle_e
load_resource = castle_f
load_mod_resource = castle_f_compat
#load_resource = castle_g
load_resource = castle_h

#load_resource = fake_houses
load_resource = town_houses_c
#load_resource = banners
load_mod_resource = tld_banners1
#load_resource = map_flags
#load_resource = map_flags_b
#load_resource = map_flags_c
load_mod_resource = map_flags_tld_expanded
#load_resource = costumes_a
load_resource = particles_2
#load_resource = prisons
#load_resource = prisons_b
#load_resource = interiors_d
#load_resource = costumes_b
#load_resource = costumes_c
#load_resource = arena_costumes
#load_resource = boots_a
load_mod_resource = terrain_borders
#load_resource = terrain_borders_b
load_resource = skyboxes
load_resource = object_b
load_resource = destroy
#load_resource = interiors_steppe

#load_resource = grooming_horse
load_mod_resource = vanilla_town_houses

load_mod_resource = horses_b
load_resource = ani_horse_mounted
#load_resource = deneme2
load_resource = horse_skeleton

#load_resource = steppe_fake_houses
#load_resource = weapon_meshes_d

#load_resource = human_anim
#load_resource = tableau_shields
#load_resource = heraldic_armors

load_resource = spear
#load_resource = weapons_e

load_resource = custom_banner

load_resource = ani_man_walk
#load_resource = ani_twohanded
#load_resource = ani_onehanded
load_resource = ani_death
load_resource = ani_stand_guardsman

load_resource = ani_human_mounted
load_resource = ani_lady_stand
load_resource = ani_poses
load_resource = ani_stand_shopkeeper
load_resource = ani_man_cheer
load_resource = ani_stand_onhorse
load_resource = ani_throw_stone
load_resource = ani_strikes
load_resource = ani_equip_arms
load_resource = ani_run_p
#load_resource = ani_run_forward_left_right
load_resource = uni_strikes3
#load_resource = ani_stand_woman
load_resource = ani_walk_sideways
load_resource = ani_run_sideways


#animations
load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
#load_resource = uni_tavern_stand
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways

load_mod_resource = JB_textures

#TLD
load_mod_resource = arnor
load_mod_resource = harad
load_mod_resource = wargs
load_mod_resource = orc_meshes
load_mod_resource = uruk_meshes
load_mod_resource = uruk_footwear
load_mod_resource = orc_shields
load_mod_resource = orc_footwear
#load_mod_resource = orc_footwear_tall
load_mod_resource = orc_helmets
load_mod_resource = orc_face_gen_trig
load_mod_resource = orc_weapons
load_mod_resource = elf_bridge
load_mod_resource = gon_tableau_shields
#load_mod_resource = gondor_reward_kite_shield
load_mod_resource = gondor_ruined_buildings
load_mod_resource = khand
load_mod_resource = lorien
load_mod_resource = mirkwood
load_mod_resource = mordor_meshes
#load_mod_resource = random_ruins
load_mod_resource = reward_swords
load_mod_resource = rhun
load_mod_resource = Sibylla_Hairs
load_mod_resource = rivendell

load_mod_resource = trig_gondor_costumes
load_mod_resource = umbar
#load_mod_resource = dain_gondorswordsnew
load_mod_resource = gondor
load_mod_resource = gondor_helmets
load_mod_resource = gon_shields

load_mod_resource = boots
load_mod_resource = dwarf_meshes
load_mod_resource = dwarves
load_mod_resource = dale
#load_mod_resource = x_tld_creature_troll
load_mod_resource = map_names
load_mod_resource = tld_particles
load_mod_resource = tld_horses
#load_mod_resource = old_random_tld_meshes
load_mod_resource = trig_rohan_helms
#load_mod_resource = aaa_tld_armor_meshes1
load_mod_resource = tld_face_materials
load_mod_resource = tld_animations
load_mod_resource = trig_rohan_costumes
load_mod_resource = tld_missiles_a
load_mod_resource = tld_bows
#load_mod_resource = barfTLDface1
load_mod_resource = rock_props1
load_mod_resource = orc_buildings
load_mod_resource = moria
load_mod_resource = tld_exteriors_isengard
load_mod_resource = woodmen
load_mod_resource = TLD_map_icons
load_mod_resource = TLD_map_icons_places
load_mod_resource = tld_exteriors_minas_tirith
load_mod_resource = gondor_buildings
load_mod_resource = osgiliath_ruins
load_mod_resource = gondor_walls_llew
load_mod_resource = tld_props_a
load_mod_resource = troll
load_mod_resource = troll-ent
load_mod_resource = gondor_buildings_llew
load_mod_resource = gondor_buildings_llew_evil
load_mod_resource = rohan_weapons
load_mod_resource = dunland
load_mod_resource = Harad_Tableau_Shields
load_mod_resource = terrain_borders_TLD
load_mod_resource = tld_interior_gondor_throne
load_mod_resource = pelargir
load_mod_resource = gondor_buildings_oct
load_mod_resource = TLD_objects
load_mod_resource = civillian_clothes_trig
load_mod_resource = TLD_ui_meshes
load_mod_resource = tld_LMhall
load_mod_resource = TLD_interiors

load_mod_resource = tld_tents
load_mod_resource = town_backgrounds

load_mod_resource = rohan_walls
load_mod_resource = rohan_edoras
load_mod_resource = helms_deep
#load_mod_resource = rohan_buildings

load_mod_resource = tld_creature_oliphant
load_mod_resource = esgaroth
#load_mod_resource = laketown_houses
load_mod_resource = umbar_props
load_mod_resource = TLD_thandruil
load_mod_resource = argonaths
load_mod_resource = tunnels
load_mod_resource = galadriel
load_mod_resource = lorien_misc
load_mod_resource = tld_banners
load_mod_resource = khamul
load_mod_resource = hobbits
load_mod_resource = ballista
#load_mod_resource = football
#load_mod_resource = camel
load_mod_resource = vanilla_meshes
load_mod_resource = animals
load_mod_resource = defile
load_mod_resource = command_cursor

load_mod_resource = smaugSkeleton

works_with_version_min  = 1000
works_with_version_max  = 1011
#module_version = 0 #can be used for multiplayer and single player (saved game) module versioning
#compatible_module_version = 0 #can be used for multiplayer module versioning
#compatible_savegame_module_version = 0 #can be used for single player (saved game) module versioning


enable_quick_battles    = 1

#TLD (Hokie) had to switch limit_hair_colors from 1 to 0 since new skins were added
limit_hair_colors = 0
show_faction_color = 1
show_quest_notes = 1
dont_load_regular_troop_inventories = 1 #WB

#assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
disable_moveable_flag_optimization = 0 #WB

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0
crush_through_treshold = 2.4 #WB

#swy-- append the ./wb_compatibility.ini contents for the Mac OS X port just in
#      case the engine can't seem to find it. don't worry, we'll do it for you!
#
#      (wb bug: the current working dir of the engine in Mac is set to system root "/" by default).


#this is the compatibility file for old modules
#old modules should load these new brf files to be compatible with Warband
#You can ignore this file by writing "compatible_with_warband = 1" to module.ini
#If you already any add these resource files directly to module.ini, they will not be reloaded

load_resource = arabian_horses
load_resource = arabian_castle

load_resource = armors_d
load_resource = armors_e
load_resource = armors_f
load_resource = armors_g
load_resource = armors_h

load_resource = armors_i

load_resource = boots_b
load_resource = boots_c


load_resource = helmets_e
load_resource = helmets_f

load_resource = user_interface_c

load_resource = map_flags_d

load_resource = castle_i

load_resource = gatehouse
load_resource = viking_houses

load_resource = simple_primitives

load_resource = weapons_f
load_resource = instruments
load_resource = sarranid_armors

load_resource = ani_stand

load_resource = ani_crouch_down
load_resource = ani_low_walk
load_resource = ani_turn_man
load_resource = ani_attacks_single
load_resource = ani_lancer
load_resource = ani_attacks
load_resource = ani_kicks
load_resource = ani_parry_attack
load_resource = ani_walk_backward
load_resource = ani_run_lookingsides
load_resource = ani_defends
load_resource = ani_walk_lookingsides
load_resource = ani_jump
load_resource = ani_wedding
load_resource = arabian_props


load_resource = dart

load_resource = armors_new_a
load_resource = armors_new_b
load_resource = armors_new_heraldic
load_resource = armors_new_arena

load_resource = crossbows
load_resource = arabian_armors
load_resource = rock
load_resource = costumes_d
load_resource = nordic_helmets
load_resource = sarranid_helmets
load_resource = sarranid_armor
load_resource = raw_materials
load_resource = khergit_lady_dress
load_resource = vaegir_helmets
load_resource = gauntlets_new
load_resource = sarranid_lady_dress
load_resource = sarranid_boots
load_resource = bride_dress

load_resource = ship
load_resource = arabian_houses
load_resource = object_c
load_resource = tree_f
load_resource = interiors_arabian
load_resource = arabian_village
load_resource = valleyProps
load_resource = warhorse_new
load_resource = ui_server_filter
load_resource = barrier_primitives

load_mod_resource = JB_Dale
load_mod_resource = JB_fake_houses
load_mod_resource = JB_landscape_elements
load_mod_resource = JB_map_icons
load_mod_resource = JB_Morgul
load_mod_resource = JB_terrain_borders_TLD
load_mod_resource = JB_WB_meshes
load_mod_resource = JB_WB_particle_systems
load_mod_resource = JB_wb_ship
load_mod_resource = JB_WB_workshops

Please tell me if that works. Sorry for the inconcenience, I will definitely include a ready-to-use module.ini in the next release.
 
Change your line in the header
load_mod_resource = JB_Dale
load_mod_resource = JB_fake_houses
load_mod_resource = JB_landscape_elements
load_mod_resource = JB_map_icons
load_mod_resource = JB_Morgul
load_mod_resource = JB_terrain_borders_TLD
load_mod_resource = JB_WB_meshes
load_mod_resource = JB_WB_particle_systems
load_mod_resource = JB_wb_ship
load_mod_resource = JB_WB_workshops
 
Yes, Dale and Esgaroth scenes. We are currently assessing which other scenes from this submod will be added to the main build  :party:

He is also our main scener so our new scenes (Scout Camp quests and incoming village quest scenes) are all made by In Vain.

He also has been fixing and improving a lot of the siege scenes, and will be adding more siege scenes to different towns! We are grateful to have him join the team :smile:


Stay tuned!
 
Thanks!

Yeah, I've been working on some small scale quest-related scenes and on integrating the Dale and Esgaroth scenes into the main build (WB only!) plus new castle interiour scenes. Also, there's an Osgiliath battlefield in the newest version!
That's why this thread has been a bit quiet, lately. Next update will be a compatibility patch for the new nightlies. But I'm also already working on a Caras Galadhon scene for v2.0. :wink:
 
Aaand here we go!  :smile:

Grab the new version here: http://www.nexusmods.com/mbwarband/mods/6148/?

It's simply a compatibility patch. No new scenes yet.

Version 1.5 changelog:
- made compatible with newest nightly patch and steam version
- fixed material issue with Dale walls (temporary until the fix is committed to the main build)
 
Look the new scenes with ReShade:

Edoras.jpg

Minas_Tirith.jpg

Osgiliath.jpg

Pelargir.jpg
 
That's my worry. Most of the times I've tried HDR, it ends up looking super dark with way too high contrast. It makes for pretty screenshots, but isn't really playable.
 
ALG said:
Look the new scenes with ReShade:

Edoras.jpg

Minas_Tirith.jpg

Osgiliath.jpg

Pelargir.jpg

Really nice! Edoras isn't even a new scene, it's already so beautiful in vanilla TLD.
The Minas Tirith screenshot misses the black walls. Did you allow to overwrite tld_exteriors_minas_tirith?
 
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