[S] Scaedumar Mod - Beta version released

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getting a rgl error while loading the game.

unexpected end of file while reading file:  modules\scaedumar beta\scripts.txt
 
Hmm .. try to download this previous version http://www.megaupload.com/?d=JAEZCDGM and overwrite ONLY the script.txt in Scaedumar with the one included here. It should work. Let me know.

Edit: no more rgl error for me. I dunno if it fixed loot, but it would
 
desert loot and group xp are ok
snowy ground loot and group xp are ok

its working again. hope the "old" scripts.txt version will cause no bugs with the new mod changes. but all of them have been troops and item changes so it should be ok now.
 
MrExpendable 说:
And finally, I made a mistake with the Rhodok infantry: I equiped them with those small butcherers' cleavers instead of a soldier cleaver. I will have to fix this and re-upload the troops.txt file. Again. :???:

Sorry guys.

i checked the files.

rhodok_broad_infantry
rhodok_footman

are wearing the basic cleaver, i gave both the soldiers cleaver in my version.
 
The Pino armors aren't showing for me when I add the troops add-on.
Keep getting 'Unable to find mesh *instert_item_name*' messages.

Any suggestions? Spent my whole afternoon trying to fix this to no avail. =(
I really like the mod and the add-on combined with the landscapes really add a lot of depth to the battles instead of just F1, F3 charge will work most of the time antics. And boy, does it look good!
Great to see the community so involved!
 
here is my rhodok broad_infantry and footman troops.txt

http://www.megaupload.com/?d=AI1GTAO6

bothe have a soldiers cleaver instead of a butcher cleaver now. not sure if mrexp. is going to change more.
 
Mazth 说:
The Pino armors aren't showing for me when I add the troops add-on.
Keep getting 'Unable to find mesh *instert_item_name*' messages.

Any suggestions? Spent my whole afternoon trying to fix this to no avail. =(
I really like the mod and the add-on combined with the landscapes really add a lot of depth to the battles instead of just F1, F3 charge will work most of the time antics. And boy, does it look good!
Great to see the community so involved!

do you use robis items1kind.txt (found on page 16 of this thread).

 
possum 说:
here is my rhodok broad_infantry and footman troops.txt

http://www.megaupload.com/?d=AI1GTAO6

bothe have a soldiers cleaver instead of a butcher cleaver now. not sure if mrexp. is going to change more.
Thanks for helping out possum. I will soon compile a new version of the addon and upload it containing all the fixes which have been added.

Edit: btw, I see that some people think that the start of a new game might just be too hard, due to the larger parties of bandits. I could make it so that the game will spawn smaller bandit parties at the beginning of the game. What do you guys think of this?
 
I think it's ok as it is now. Party size is scaled to player's level.

@Mazth: be sure to download the pino pack vol.2


I think we need a complete download with all included updated in first page. Too many version in this thread.
 
A complete download would be very welcome. Because of my interest in this mod I went through the whole thread and kinda got lost with all the files, fixes and versions.

I hoped my problem of the missing meshes was a common/known one as I find it hard to give specifics.
@Possum I am using the suggested items1kind.txt  and
@Robis I have the Pino Pack Vol. 2 v1.4

Could it be that the meshes don't get loaded somehow? (I am totally new to modding so forgive me if I am clueless about things)

I found the bandit party sizes very challenging, 16-22 or so@lvl1, especially since they were buffed but not undoable.
Groups of 3-5 members or bands of ~16 bandits are both realistic in my view. The small groups to prey on the lonesome traveller on the road,  keeping their numbers down as to not having to split the spoils with too many and the bands going after caravans in the deserted desert or the open plains.
Gameplay wise the smaller groups lose function really fast tho.
 
I am quite proud to see that this mod seem to have an active fan-base =)
I feel a bit sorry to not beeing able to help, but my time is limited and currently spend on other projects ... so i cant help with testing / finalizing etc...

But if you have a stable and tested version you want to see on the frontpage, drop me a pm so i dont miss it.
I am happy to share your work there and see this mod live on =)

Regards,
Abhuva
 
Mazth 说:
A complete download would be very welcome. Because of my interest in this mod I went through the whole thread and kinda got lost with all the files, fixes and versions.

I hoped my problem of the missing meshes was a common/known one as I find it hard to give specifics.
@Possum I am using the suggested items1kind.txt  and
@Robis I have the Pino Pack Vol. 2 v1.4

Could it be that the meshes don't get loaded somehow? (I am totally new to modding so forgive me if I am clueless about things)

I found the bandit party sizes very challenging, 16-22 or so@lvl1, especially since they were buffed but not undoable.
Groups of 3-5 members or bands of ~16 bandits are both realistic in my view. The small groups to prey on the lonesome traveller on the road,  keeping their numbers down as to not having to split the spoils with too many and the bands going after caravans in the deserted desert or the open plains.
Gameplay wise the smaller groups lose function really fast tho.
I've adjusted my game so that each type of bandit spawns both smaller (5-10) parties and larger (10-100ish) ones. This seems to work pretty nicely, as I can avoid the larger parties and find easy pickings (5men looter parties) for my men to gain experience and level up. When I get a sizeable, experienced force I can go for the larger ones.

I could create a separate download for people who like to have this.

As for now, I'm uploading the latest version of our little submod as we speak. Changes include:
- Reversed player proficiencies to 10.
- Fixed the Rhodok infantry equipped with small cleavers.
- Tweaked the Vaegir Dvor infantry to wear heavier armour then the Veagir Veteran.
- Replaced the new Reyvadin scene with with the Native one, as said scene was messed up.
- Desert bandits should now drop loot again.
- Slight tweaks to Swadian infantry.

If all goes well, I'll have the file up in half an hour.

Abhuva 说:
I am quite proud to see that this mod seem to have an active fan-base =)
I feel a bit sorry to not beeing able to help, but my time is limited and currently spend on other projects ... so i cant help with testing / finalizing etc...

But if you have a stable and tested version you want to see on the frontpage, drop me a pm so i dont miss it.
I am happy to share your work there and see this mod live on =)

Regards,
Abhuva
I'll be less active in the near future, as I have to attend college again. But this mod most certainly deserves an active fanbase in my opinion. I hope that our small project may draw some attention from the community. :razz:

Edit: It's up. Download linky thing right here: http://www.megaupload.com/?d=WWPUQUZI

That's all for now, I have to go to sleep. Have fun playing this version. :smile:
 
The spawning within two size ranges came to mind too, but I would not know how to implement it. Luckily you do =) I'd like to have that in my game.

Great that you're putting up an update so soon. Hope that will help with the missing meshes.
I just reinstalled the files from the post on page 16 and now my game just plain crashes (runtime error by mb_warband.exe)
Going for a clean install and then the update when it is online. Could use a break from all this fiddling anyways.

College starts soon for me too, but I'll keep following the progress and contribute where possible, at least with feedback/idea's and maybe at some point with modding.
I do hope the mod will get some more fans and attention from the community, it is becoming quite a piece of art also from a modders perspective with the LODs (hat off to that!).

Are there any plans of expanding the submod or adding others btw?
I found Scaedumar because I was looking for an enhanced native experience and it was simply the best/most impressive without overdoing it, but I did come across some small mods that would complement Scaedumar well (and some others of which I am not sure if they fit the theme and/or are compatible).

EDIT: Woohoo the update is up...downloading...! Nightnight
 
Got it working! In between all the updates and fixed it seems that simply forgot to check my module.ini. A few early update provide a module.ini but I thought they would be obsolete because of all the newer ones, hehe. Solved!

You guys indeed did a good job!

Now let's see how this actually plays ^^
 
Robis 说:
So Abhuva has a full/playable version to put on first page. I think we all made a good job :mrgreen:

will you upload the newest full version?

i already changed the ammo back to native in my game.
 
I updated the link at the frontpage. Just a short question : can i delete the link to your first version (changed troop stats) cause it seems that was the base and this is now the end-result. I didnt delete it for now cause i am simple not sure.
 
i think it would be the best if we could upload one final version without any patches. unfortunatly i already changed some parts of the mod for myself.
 
I reverted ammo back too, I don't know if in MrEx version they are still that high. Apart this, I think MrExp 's last upload is the final one. Wait for him to be 100% sure.
 
Robis 说:
I reverted ammo back too, I don't know if in MrEx version they are still that high. Apart this, I think MrExp 's last upload is the final one. Wait for him to be 100% sure.
They're still the same amount in my latest version. And this will be my last full upload if everything turns out to be fixed. I can make a seperate file which reverts the ammo ammount back to it's original amounts though.

Abhuva 说:
I updated the link at the frontpage. Just a short question : can i delete the link to your first version (changed troop stats) cause it seems that was the base and this is now the end-result. I didnt delete it for now cause i am simple not sure.
I don't think that it would be wise because the final full version also fixes alot of errors present in the first version.
 
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