[S] Scaedumar Mod - Beta version released

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Okay, it works with non-Steam version. Weird thing, but when I copied mod file from non - Steam to Steam version it works fine. (And yes, I did choose installing path when I tried to install it first time ;P)

Anyway, I have several problems with 0.3 alpha version, that were supposed to be fixed with 0.2 patch. Should I install this patch? I mean, I can't see messages, like "Rofl killed Khergit Elite Badass Dragon Chalvaryman of Doom and Hellfire", or "Count Butch looted Serindiar". Is that how it's supposed to work?

Also, the trader's goods aren't dependent on faction. Merchants in Sargoth, Jelkala, Durquba, Curaw and Praven basically have the same inventory.
 
Glad to hear that it works now for you.
The bug with the invisible messages is a real nasty one, i couldnt find out whats causing this and it happens very rarely (it should show messages, i didnt touched any of this)
Edit: for me it gets solved most of the time when i restarted the game.

The inventory in some towns may be not finally factionized. As i released the alpha version several things was still a work in progress - (one of the most annoying ones is propably the early version of the fatique system, you have to live with it till i am finished with beta).

I guess i can begin to work on the mod again in like 2 weeks - will port then to 1.134 and include some of the stuff i was working on before my system crashed some months ago.
Just keep in mind that this is an alpha - mostly released for testing and to get feedback about several features and balancing.

Oh, and there is no patch. The 0.3 alpha is the latest release available.
 
Thank you then, the mod is really great and I can't wait for the next version :wink:
Anyway, I think many locations, mostly villages should be redesigned. Some models are floating in the air, and trees on the roads are very often. I think I could try to do it myself, if I get any good results I will certainly share them with you :wink:
 
Oh, if you could post the names of the villages (and maybe a real short description where exactly models are floating in the air) this would help me a lot.
Towns for Swadia and Vaegir will be redesigned for sure, problem with castles and villages is just that its like over 100 scenes and i am just one person =P
A lot of time goes to scripting, balancing and bugfinding. If you want to help with scenes this would be much appreciated. Also when you want to join my little modding team feel free to drop me a pm, we have a seperate forum - so i could give you more details (but this doesnt really belongs to this topic then anymore).
 
I remember only birches on the road and in the lake, and some snow covered bushes (which shouldn't be there) in Serindiar, also floating flowers (partially they're inside the hill, and partially in the air). I found more of such things in several villages, but forgot what was in which one :wink: When I'll be playing (today), I'll be writing down such bugs, and post them here :wink:
 
Nice work Abhuva. I have been reading through the history of your MoD, and must say salute :!: for your time and effort. Continued good luck with your project, I'm going to give it a whirl, and will report any bugs/suggestions. Cheers :mrgreen:

quick update: Well so far so good :!:. I was able to download, install (w/ error telling me I had the wrong version of Warband), seems to of worked fine though  :wink:. First impressions on loading tutorial looks fantastic, and running smooth.  :grin:
 
update: Few things. 1. Just confirming the installer worked fine, I have the STEAM version..so good news there.  :grin:

                              2. I had the problem of no messages, but upon trying the suggested re-boot game it worked fine. unfortunately it keeps reverting  :???:

                              3. Unfortunately, on that same battle (the re-boot) my backpack/inventory was nowhere to be found.  :cry: Generally I re-up my ammo for bows or w/e, but I was still able to drive the looters off my lands with a two-handed axe. goodtimes.  :wink: upon further investigation, it appears to only be missing on a specific battle grounds map. :idea: If it helps this map has a small lake, near some of your nicely created scenery.
this is the battleground map first spoiler :!: :!:
http://img715.imageshack.us/i/mbwarband20110221130701.jpg/
http://img18.imageshack.us/i/mbwarband20110221130627.jpg/

     

Some screenshots below
http://img155.imageshack.us/i/mbwarband20110221095829.jpg/
http://img10.imageshack.us/i/mbwarband20110221100554.jpg/
http://img52.imageshack.us/i/mbwarband20110221102124.jpg/
http://img201.imageshack.us/i/mbwarband20110221100759.jpg/
 
I managed to rework some town and village scenes, and also edited item merchandise features, to make them more faction dependent :wink: Soon I'll upload my efforts somwhere, still there's much to be done. (the problem with Sarranid villages was that Polished Landscapes switched the ground texture to be mossy, so it looked a bit crappy with the desert :wink: but I'm working on some new textures as well.
 
:grin: Thx for feedback, I gather these reports and will see what i can resolve once my reallife work project is ended (probably this weekend).

@Dragomir: if you have some upload space drop me a pm with the details, i would be happy to use it (and have more time then for other stuff =P)

I will be back on the project (and forums) at around beginning or mid of next week (for now i have to concentrate on choreographing and playing a damn good pirate show)
 
I don't get any damage messages in-game, because this gets spammed over and over so fast it kills the message system :

 
Such a simple, yet excellent mod... so refreshing :lol:

Just one question: can u tell me which .txt files were modified in this mod other than item_kinds1. I ask because i want to merge kengeki and this mod for personal use  :grin:
 
:grin: First of all, i am quite surprised i got moved to the Caravanserai (its still in alpha stage - and i wasnt really prepared for it =P) but hey, its cool

@Teutonic Archer : A merge through txt files only isnt really possible i guess - cause i modified nearly every single python file available (so every txt file too )
I could imagine putting the source code in the release for the open-beta.

@shades_o_grey : Its actually the first time i see this error, i guess its a problem with the pre order and deployment code -> could you specify the circumstances in which this happened (like types of troops in your party, type of troops of the enemy, maybe number of them too ) so i have some more info to understand whats happened there.

For all of you who are waiting on the beta release - i am atm still not able to give a ETA on this, too much real life work projects going on atm (bad for this project, but good for my reallife =P) but its still very high on my priority list =)
Thx for all the reports and feedbacks so far, its really motivating
 
Im going to download now, it sounds pretty interesting and it already contains all the mods that i would have to manually install on other mods sooo no work for me. You should also explain some upcoming features so we no what mite to come  :grin:
 
Abhuva 说:
@shades_o_grey : Its actually the first time i see this error, i guess its a problem with the pre order and deployment code -> could you specify the circumstances in which this happened (like types of troops in your party, type of troops of the enemy, maybe number of them too ) so i have some more info to understand whats happened there.

It just happens randomly during a battle, I thought maybe I had set some troops to skirmish that weren't able to skirmish, but that's not the case. It even happens with a new game.
 
Graphically, this mod is a bomb. I love the way you've designed Praven. Now that's a way to put PB and PL to good use. The atmosphere is on it's place and the other features are really nice too, although I'd recommend adding more weapons in the later versions. And also, I'd like to have the option to turn on/off in-game text messages and reports at will. Keep up the good work mate! Cheers.
 
Just a quick update on the progress, I finally found the time to work again a bit more on my project. At the moment i am in the progress of porting to 1.134 (using the latest Diplomacy release as base).
Also, thanks to the new OpenBRF feature, i added Ambient Occlusion to Polished Landscapes and Polished Buildings models. So far this look really great, i will post some pictures later.
 
Nice mod just download but ther aren't any Messages like "quick save" oder damge you deal. Was that your intention ?
Another thing is that in some Towns spwan a lot of Trees and that destroy the whole atmosphere :sad:
 
Just be patient with me =)
You downloaded the 3-4 months old (and buggy) alpha version...
Lots of stuff wasn´t ready at the first release (like scenes etc.). I am nearly done now with porting all scripts to the newest version and the next step will be the fix on the scenes.

The alpha version was not meant to be fully playable or bugfree, it was mostly released to get feedback about some gameplay elements and bug-reporting.

For the beta you will get the newest version of Diplomacy (with lots of new shiny features) and mostly all other Kits i used ported to the newest version available, a way more balanced exhaustion system (and toggleable now too) as long with another nice graphic update (Ambient Occlusion for most of the models).

Also, the missing messages wasnt intended, its a bug (and till now i couldnt find whats causing it) but i hope i wont see it in the next version =P
 
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