DrunkPeasant said:If this mod isn't coming out by the end of 2016, I am killing myself.
go on.
DrunkPeasant said:If this mod isn't coming out by the end of 2016, I am killing myself.
mike56 said:It's not dead, and we are aiming for a release before 2016 ends. We are having some code problems though, so it would be great if we would find a coder who could give us a hand with this
Redleg said:mike56 said:It's not dead, and we are aiming for a release before 2016 ends. We are having some code problems though, so it would be great if we would find a coder who could give us a hand with this
What in particular do you need coded?
mike56 said:Three things. First, we need to fix the bandit dialogs. We modified them some time ago using the brytenwalda code to make us able to recruit bandits if we had enough money or bad renown. Now it's not working properly for some reason, and when we recruit the bandits we don't lose money
Second, we need to disable the lords defections. Third we need to make that when you join any side at a battle with two neutral factions, you gain relation with the faction you aid (this already happens) and you also lose relation with the faction you fight against (this is what needs to be fixed).
As you see it dos not look like really complicated stuff but I am pretty inept at coding
"Move in to help the {s2}.",[
(select_enemy,0),
(assign,"$g_enemy_party","$g_encountered_party"),
(assign,"$g_ally_party","$g_encountered_party_2"),
(store_faction_of_party, ":defender_faction", "$g_encountered_party"),
(call_script, "script_change_player_relation_with_faction", ":defender_faction", -3), #kragg add
(jump_to_menu,"mnu_join_battle")]),
"Rush to the aid of the {s1}.",[
(select_enemy,1),
(assign,"$g_enemy_party","$g_encountered_party_2"),
(assign,"$g_ally_party","$g_encountered_party"),
(store_faction_of_party, ":attacker_faction", "$g_encountered_party_2"),
(call_script, "script_change_player_relation_with_faction", ":attacker_faction", -3), #kragg add
(jump_to_menu,"mnu_join_battle")]),
kraggrim said:For the first that was a Bryt bug that they then fixed in VC, so you could compare the dialog code for that.
For the third I think it's pretty simple, this seems to be the change I made in VC for that:
Code:"Move in to help the {s2}.",[ (select_enemy,0), (assign,"$g_enemy_party","$g_encountered_party"), (assign,"$g_ally_party","$g_encountered_party_2"), (store_faction_of_party, ":defender_faction", "$g_encountered_party"), (call_script, "script_change_player_relation_with_faction", ":defender_faction", -3), #kragg add (jump_to_menu,"mnu_join_battle")]), "Rush to the aid of the {s1}.",[ (select_enemy,1), (assign,"$g_enemy_party","$g_encountered_party_2"), (assign,"$g_ally_party","$g_encountered_party"), (store_faction_of_party, ":attacker_faction", "$g_encountered_party_2"), (call_script, "script_change_player_relation_with_faction", ":attacker_faction", -3), #kragg add (jump_to_menu,"mnu_join_battle")]),
It's been a while but I think it worked.
Comrade Crimson said:Good gravy. I remember recording for this mod with that ol' humble yeti. Part of me wants to put an OSP pack out for general use with my new audio technica 4040.
MithrellaS said:Mike, could you record a combat video of what you have already? Just to give us a little taste of it.
MithrellaS said:hmm. Well obviously the Calradian Empire or whatsoever the faction is called in the mod.
Against some other faction doesn't matter which for me.