Question about Graphic Enhancements (PL, CiD combo)

Users who are viewing this thread

nereid

Sergeant at Arms
Hi everybody,

I really like the scruffy and grimy look of the graphic enhancement pack. The only thing, that I do not like about it, is the really dark sky all of the time. Is it possible to only use PL instead of this combo? Or just get the blue sky back, instead of the clouds of Mordor?

Thanks in advance.
 
nereid said:
Hi everybody,

I really like the scruffy and grimy look of the graphic enhancement pack. The only thing, that I do not like about it, is the really dark sky all of the time. Is it possible to only use PL instead of this combo? Or just get the blue sky back, instead of the clouds of Mordor?

Thanks in advance.

if you donwload skies textures in Brytenwalda, you will have it same that native.
 
Go to module.ini in your brytenwalda folder and change the entry LOAD_MOD_RESOURCE = SKYBOXES into LOAD_RESOURCE = SKYBOXES than you have the native ones... pls before changing make a backup of module.ini Hope that makes the world a little shine for you :smile:
 
In a bizarre inversion of this problem, I installed v1.36 and the graphics submod, and whenever I loaded a game it couldn't find any of the skyboxes. I figured I'd use snuggydoodle's advice of mucking with the module.ini, but when I opened it up, it was already set to loading native skyboxes (LOAD_RESOURCE instead of LOAD_MOD_RESOURCE).

I switched it to load mod resource, and now it works fine. Just figured I'd post this incase anybody else runs into the same problem.


(This doesn't strike me as a bug, per se, so I'm posting it here instead of the bug thread. Should I?)
 
Its def. no bug :smile: ... i think you have forgotten to copy the module.ini (included in the grafical enhancement pack) so that you have to change the command manually.
 
Yes.

module_name = Brytenwalda
compatible_with_warband = 1

num_hints = 12

auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.
map_min_x  = -178.012619
map_max_x  = 185.339508
map_min_y  = -232.722122
map_max_y  = 197.089081
map_sea_direction = -40 #wave foam direction
map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01


air_friction_arrow = 0.002
air_friction_bullet = 0.002

# 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  = 4

map_max_distance = 175.0
has_tutorial = 1

time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8
blood_multiplier = 6.0 #chief aumentado

# 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 = 1

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp  = 3.0

# 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.
#chief cambia
armor_soak_factor_against_cut      = 0.8
armor_soak_factor_against_pierce    = 0.45
armor_soak_factor_against_blunt    = 0.5

armor_reduction_factor_against_cut      = 0.8
armor_reduction_factor_against_pierce    = 0.25
armor_reduction_factor_against_blunt    = 0.65


horse_charge_damage_multiplier        = 1.0
couched_lance_damage_multiplier      = 0.65
fall_damage_multiplier                = 1.0
#chief cambia acaba
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0

#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 = 1.9
melee_damage_speed_power = 2.0


multiplayer_walk_enabled = 0

mission_object_prune_time = 180


#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


#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 #quitado chief
load_module_resource = textures_face_gen #puesto chief
load_resource = shaders
load_resource = textures
load_resource = materials
#load_resource = materials_face_gen #quitado chief
load_module_resource = materials_face_gen  #puesto chief

load_resource = uimeshes
load_module_resource = meshes_face_gen
load_resource = helpers
#load_resource = map_tree_meshes
load_resource = map_icon_meshes
#load_resource = particle_meshes
load_resource = skeletons
#load_resource = tree_meshes
#load_resource = xtree_meshes
#load_resource = grass_meshes
#load_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies

load_mod_resource = env_materials
load_mod_resource = map_tree_meshes
load_mod_resource = particle_meshes
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes


load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a

#load_resource = arabian_horses #chief off
load_resource = arabian_castle

load_resource = food
load_resource = beards
#load_resource = armors_b #chief off
#load_resource = armors_c #chief off
#load_resource = armors_d #chief off
#load_resource = armors_e #chief off
#load_resource = armors_f #chief off
#load_resource = armors_g #chief off
#load_resource = armors_h #chief off

#load_resource = armors_i #chief off

#load_resource = boots_b #chief off
#load_resource = boots_c #chief off
#load_resource = helmets #chief off

#load_resource = helmets_b #chief off
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_module_resource = hair #chief cambia para hair
#load_resource = deneme #chief off

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 #chief off
#load_resource = helmets_e #chief off
#load_resource = helmets_f #chief off

load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
#load_resource = shields #chief off
#load_resource = shields_b #chief off
load_resource = weapon_meshes_c
#load_resource = xtree_meshes_b
load_resource = map_icons_c
load_module_resource = pictures #chief cambia a module
load_module_resource = user_interface_b #cambiado chief para compas
load_resource = user_interface_c

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_resource = castle_g
load_resource = castle_h
load_resource = castle_i

load_resource = gatehouse
load_resource = viking_houses


load_resource = fake_houses
load_resource = town_houses_c
#load_resource = banners #off chief
#load_resource = map_flags
#load_resource = map_flags_b
#load_resource = map_flags_c
#load_resource = map_flags_d

#load_resource = costumes_a
#load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
#load_resource = costumes_b #chief off
#load_resource = costumes_c #chief off
#load_resource = arena_costumes #chief off
#load_resource = boots_a #chief off
#chief horizontes
#load_module_resource = terrain_borders
#load_module_resource = terrain_borders_b
load_module_resource = op_terrain_borders_textures
load_module_resource = op_terrain_borders_materials
load_module_resource = op_terrain_borders
load_module_resource = op_terrain_borders_b
#chief acaba
load_resource = skyboxes
load_resource = object_b
#load_resource = tree_e_meshes
load_resource = destroy
#load_resource = xtree_meshes_c
#load_resource = grass_meshes_b

load_mod_resource = xtree_meshes_b
load_mod_resource = xtree_meshes_c
load_mod_resource = grass_meshes_b
load_mod_resource = tree_e_meshes
load_mod_resource = particles_2




load_resource = interiors_steppe

load_resource = grooming_horse
load_resource = town_houses_d


load_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 #chief off

load_resource = tableau_shields
#load_resource = heraldic_armors #chief off

#load_resource = spear #chief off
#load_resource = weapons_e #chief off
#load_resource = weapons_f #chief off
load_resource = instruments
#load_resource = sarranid_armors #chief off

load_resource = custom_banner

load_resource = simple_primitives

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_walk_sideways
load_resource = ani_run_sideways
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


#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_lord_stand
load_resource = uni_defence
load_resource = uni_sideways

load_resource = dart

#load_resource = armors_new_a #chief off
load_resource = armors_new_b
#load_resource = armors_new_heraldic #chief off
load_resource = armors_new_arena

#load_resource = crossbows #chief off
#load_resource = arabian_armors #chief off
load_resource = rock
#load_resource = costumes_d #chief off
#load_resource = nordic_helmets #chief off
#load_resource = sarranid_helmets #chief off
#load_resource = sarranid_armor #chief off
load_resource = raw_materials
#load_resource = khergit_lady_dress #chief off
#load_resource = vaegir_helmets #chief off
load_resource = gauntlets_new
#load_resource = sarranid_lady_dress #chief off
#load_resource = sarranid_boots #chief off
load_resource = bride_dress
#load_resource = full_plate_armor #chief off
#load_resource = weapon_meshes_e #chief off
#load_resource = fur_armors_a #chief off
load_resource = ui_server_filter
#load_resource = warhorse_new #chief off
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 = workshops

load_resource = barrier_primitives
load_resource = town_houses_e

#empieza chief
load_mod_resource = animalesdecaza
load_mod_resource = animals
load_mod_resource = animals2
load_mod_resource = otrositems
load_mod_resource = arcosyflechas
load_mod_resource = armadurasmedias
load_mod_resource = armadurasmedias2
load_mod_resource = armaduraspesadas
load_mod_resource = armaduraspesadas2
load_mod_resource = armaduraspesadas3
load_mod_resource = armaduraspesadas4
load_mod_resource = battlebanners
load_mod_resource = botasycalzado
load_mod_resource = capasycabeza
load_mod_resource = capasycabeza2
load_mod_resource = coronas
load_mod_resource = hachas
load_mod_resource = desnudos1
load_mod_resource = desnudosypantalones
load_mod_resource = escudos1
load_mod_resource = escudos2
load_mod_resource = escudos3
load_mod_resource = escudos4
load_mod_resource = escudos5
load_mod_resource = espadas1
load_mod_resource = sail
load_module_resource = espadas2
load_module_resource = espadas3
load_mod_resource = gorros1
load_module_resource = std_banners
load_module_resource = std_banners_default
load_module_resource = std_flags_vertical
load_module_resource = gorros2
load_mod_resource = seaxycuchillos
load_mod_resource = iconos1
load_mod_resource = lanzasyhastas
load_mod_resource = Companions_Overview_mesh
load_mod_resource = sceneprops1
load_mod_resource = sceneprops2
load_mod_resource = sceneprops3
load_mod_resource = Tempered_mat
load_mod_resource = Tempered_mesh
load_module_resource = core_ui_meshes
load_module_resource = command_cursor
load_module_resource = tunicalarga
load_module_resource = tunicas1
load_module_resource = tunicas2
load_module_resource = tunicas3
load_module_resource = tunicas4
load_module_resource = tunicas5
load_module_resource = tunicas6
load_module_resource = tunicasyropavaria
load_module_resource = yelmos1
load_module_resource = yelmos2
load_module_resource = yelmos3
load_module_resource = vegetacion
load_module_resource = vestuariomujeres

#works_with_version_min  = 1000 #deprecated, use module_version and compatible_savegame_module_version instead
#works_with_version_max  = 1011 #deprecated, use module_version and compatible_savegame_module_version instead

#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

limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1

#use_explicit_couch_flag = 1
dont_load_regular_troop_inventories = 1

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

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

crush_through_treshold = 2.4
 
quick question... my trees looks funny. using the combo pack.

a normal bug or did i do something wrong?
 
all look right. I dont understand cause you have this problem


I-HaTeD2 said:
Yes.

module_name = Brytenwalda
compatible_with_warband = 1

num_hints = 12

auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.
map_min_x  = -178.012619
map_max_x  = 185.339508
map_min_y  = -232.722122
map_max_y  = 197.089081
map_sea_direction = -40 #wave foam direction
map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01


air_friction_arrow = 0.002
air_friction_bullet = 0.002

# 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  = 4

map_max_distance = 175.0
has_tutorial = 1

time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8
blood_multiplier = 6.0 #chief aumentado

# 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 = 1

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp  = 3.0

# 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.
#chief cambia
armor_soak_factor_against_cut      = 0.8
armor_soak_factor_against_pierce    = 0.45
armor_soak_factor_against_blunt    = 0.5

armor_reduction_factor_against_cut      = 0.8
armor_reduction_factor_against_pierce    = 0.25
armor_reduction_factor_against_blunt    = 0.65


horse_charge_damage_multiplier        = 1.0
couched_lance_damage_multiplier      = 0.65
fall_damage_multiplier                = 1.0
#chief cambia acaba
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0

#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 = 1.9
melee_damage_speed_power = 2.0


multiplayer_walk_enabled = 0

mission_object_prune_time = 180


#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


#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 #quitado chief
load_module_resource = textures_face_gen #puesto chief
load_resource = shaders
load_resource = textures
load_resource = materials
#load_resource = materials_face_gen #quitado chief
load_module_resource = materials_face_gen  #puesto chief

load_resource = uimeshes
load_module_resource = meshes_face_gen
load_resource = helpers
#load_resource = map_tree_meshes
load_resource = map_icon_meshes
#load_resource = particle_meshes
load_resource = skeletons
#load_resource = tree_meshes
#load_resource = xtree_meshes
#load_resource = grass_meshes
#load_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies

load_mod_resource = env_materials
load_mod_resource = map_tree_meshes
load_mod_resource = particle_meshes
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes


load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a

#load_resource = arabian_horses #chief off
load_resource = arabian_castle

load_resource = food
load_resource = beards
#load_resource = armors_b #chief off
#load_resource = armors_c #chief off
#load_resource = armors_d #chief off
#load_resource = armors_e #chief off
#load_resource = armors_f #chief off
#load_resource = armors_g #chief off
#load_resource = armors_h #chief off

#load_resource = armors_i #chief off

#load_resource = boots_b #chief off
#load_resource = boots_c #chief off
#load_resource = helmets #chief off

#load_resource = helmets_b #chief off
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_module_resource = hair #chief cambia para hair
#load_resource = deneme #chief off

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 #chief off
#load_resource = helmets_e #chief off
#load_resource = helmets_f #chief off

load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
#load_resource = shields #chief off
#load_resource = shields_b #chief off
load_resource = weapon_meshes_c
#load_resource = xtree_meshes_b
load_resource = map_icons_c
load_module_resource = pictures #chief cambia a module
load_module_resource = user_interface_b #cambiado chief para compas
load_resource = user_interface_c

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_resource = castle_g
load_resource = castle_h
load_resource = castle_i

load_resource = gatehouse
load_resource = viking_houses


load_resource = fake_houses
load_resource = town_houses_c
#load_resource = banners #off chief
#load_resource = map_flags
#load_resource = map_flags_b
#load_resource = map_flags_c
#load_resource = map_flags_d

#load_resource = costumes_a
#load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
#load_resource = costumes_b #chief off
#load_resource = costumes_c #chief off
#load_resource = arena_costumes #chief off
#load_resource = boots_a #chief off
#chief horizontes
#load_module_resource = terrain_borders
#load_module_resource = terrain_borders_b
load_module_resource = op_terrain_borders_textures
load_module_resource = op_terrain_borders_materials
load_module_resource = op_terrain_borders
load_module_resource = op_terrain_borders_b
#chief acaba
load_resource = skyboxes
load_resource = object_b
#load_resource = tree_e_meshes
load_resource = destroy
#load_resource = xtree_meshes_c
#load_resource = grass_meshes_b

load_mod_resource = xtree_meshes_b
load_mod_resource = xtree_meshes_c
load_mod_resource = grass_meshes_b
load_mod_resource = tree_e_meshes
load_mod_resource = particles_2




load_resource = interiors_steppe

load_resource = grooming_horse
load_resource = town_houses_d


load_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 #chief off

load_resource = tableau_shields
#load_resource = heraldic_armors #chief off

#load_resource = spear #chief off
#load_resource = weapons_e #chief off
#load_resource = weapons_f #chief off
load_resource = instruments
#load_resource = sarranid_armors #chief off

load_resource = custom_banner

load_resource = simple_primitives

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_walk_sideways
load_resource = ani_run_sideways
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


#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_lord_stand
load_resource = uni_defence
load_resource = uni_sideways

load_resource = dart

#load_resource = armors_new_a #chief off
load_resource = armors_new_b
#load_resource = armors_new_heraldic #chief off
load_resource = armors_new_arena

#load_resource = crossbows #chief off
#load_resource = arabian_armors #chief off
load_resource = rock
#load_resource = costumes_d #chief off
#load_resource = nordic_helmets #chief off
#load_resource = sarranid_helmets #chief off
#load_resource = sarranid_armor #chief off
load_resource = raw_materials
#load_resource = khergit_lady_dress #chief off
#load_resource = vaegir_helmets #chief off
load_resource = gauntlets_new
#load_resource = sarranid_lady_dress #chief off
#load_resource = sarranid_boots #chief off
load_resource = bride_dress
#load_resource = full_plate_armor #chief off
#load_resource = weapon_meshes_e #chief off
#load_resource = fur_armors_a #chief off
load_resource = ui_server_filter
#load_resource = warhorse_new #chief off
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 = workshops

load_resource = barrier_primitives
load_resource = town_houses_e

#empieza chief
load_mod_resource = animalesdecaza
load_mod_resource = animals
load_mod_resource = animals2
load_mod_resource = otrositems
load_mod_resource = arcosyflechas
load_mod_resource = armadurasmedias
load_mod_resource = armadurasmedias2
load_mod_resource = armaduraspesadas
load_mod_resource = armaduraspesadas2
load_mod_resource = armaduraspesadas3
load_mod_resource = armaduraspesadas4
load_mod_resource = battlebanners
load_mod_resource = botasycalzado
load_mod_resource = capasycabeza
load_mod_resource = capasycabeza2
load_mod_resource = coronas
load_mod_resource = hachas
load_mod_resource = desnudos1
load_mod_resource = desnudosypantalones
load_mod_resource = escudos1
load_mod_resource = escudos2
load_mod_resource = escudos3
load_mod_resource = escudos4
load_mod_resource = escudos5
load_mod_resource = espadas1
load_mod_resource = sail
load_module_resource = espadas2
load_module_resource = espadas3
load_mod_resource = gorros1
load_module_resource = std_banners
load_module_resource = std_banners_default
load_module_resource = std_flags_vertical
load_module_resource = gorros2
load_mod_resource = seaxycuchillos
load_mod_resource = iconos1
load_mod_resource = lanzasyhastas
load_mod_resource = Companions_Overview_mesh
load_mod_resource = sceneprops1
load_mod_resource = sceneprops2
load_mod_resource = sceneprops3
load_mod_resource = Tempered_mat
load_mod_resource = Tempered_mesh
load_module_resource = core_ui_meshes
load_module_resource = command_cursor
load_module_resource = tunicalarga
load_module_resource = tunicas1
load_module_resource = tunicas2
load_module_resource = tunicas3
load_module_resource = tunicas4
load_module_resource = tunicas5
load_module_resource = tunicas6
load_module_resource = tunicasyropavaria
load_module_resource = yelmos1
load_module_resource = yelmos2
load_module_resource = yelmos3
load_module_resource = vegetacion
load_module_resource = vestuariomujeres

#works_with_version_min  = 1000 #deprecated, use module_version and compatible_savegame_module_version instead
#works_with_version_max  = 1011 #deprecated, use module_version and compatible_savegame_module_version instead

#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

limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1

#use_explicit_couch_flag = 1
dont_load_regular_troop_inventories = 1

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

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

crush_through_treshold = 2.4
 
Adorno said:
Some trees can look weird - square shaped, like a bunch of textures on top of each other. But not all trees, then there's something wrong.

Same here, some of them have lots of Squares (looks a bit like Bark) - i'll try to make a Screenshot next time.

@Idibil: Hm ...
I'm pretty sure the DL was correct and it is loaded correctly.
Anyone with the same Sky or can anyone say that the Sky is Blue (or make a Screenshot)?
 
Snuggydoodle said:
Go to module.ini in your brytenwalda folder and change the entry LOAD_MOD_RESOURCE = SKYBOXES into LOAD_RESOURCE = SKYBOXES than you have the native ones... pls before changing make a backup of module.ini Hope that makes the world a little shine for you :smile:

Mine by default has load_resource = skyboxes.  In fact, 1.36 didn't come with graphic packs for me...that or something really got screwed up for me.
 
Alright, I've uninstalled and reinstalled clean 1.36.  I did an ambush and some other fights.  It does seem like pieces of the graphics mod are there (weird, I know). But the graphics are nothing like when I could manually install PL.  Am I able to still manually install PL from the 1.35 version onto the 1.36 version, or will that screw up some files?
 
Back
Top Bottom