[S] Scaedumar Mod - Beta version released

正在查看此主题的用户

What the hell is this?  :smile:
Anyway. The only bug is 'tooked' should be 'took'.
 
:grin: i guess the most confusing thing may be my broken english, its actually part of the random event system - if you find the boxes too annoying you can also change the message to just appear as note (display_message) in the lower left screen (and in the notes menu too)... Its a while ago i fiddled with the random event system and never got someone who could help translating my original ideas into proper english =P
Thx for pointing out the grammar mistake - will add it to my growing bug list...
 
Scene of Reyvadin is completely screwed up. Some more villages need fixing. And that's about it for bugs. The game is smooth otherwise, and what's your native language?
 
:oops: totally forgot to take out the Reyvadin scene (i am working on this scene but it isnt complete and wasnt meant to be in the release).
When its possible could you post the names of the villages who needs more tweaking? I already spend weeks with going through the village scenes - but it seems i still missed to fix some stuff.

Oh and my native language is german, i am trying my best with english but i guess sometimes my grammar is messed up a bit =)
 
Abhuva 说:
Oh and my native language is german, i am trying my best with english but i guess sometimes my grammar is messed up a bit =)

German is nice me too :wink:
 
I will fix Reyvadin and Tulga and release a mini-patch the next days - thx for reporting this stuff - the patch will be save-game compatible.
 
I've been thinking over the pronunciation of this mod's name and it's so frustrating that I've beat a guy up just because I was mad about the "Scae" part.
 
Is this compatible with other mods, let's say like new troops?
it would be awesome if there are new troops included.
 
Great job, Abhuva!

If only for the creation of LODs for Polished Landscapes and Buildings this mod deserves major kudos (and I can't stress that enough). Overall, I really dig your aesthetic sense, be it from the paintings used as loading screens, the minimalistic HUD or the spiffy new menus. Or the mods you decided to pick and merge.

The buts: mainly lag for me, and I don't know exactly the reason why. Battles and scenes in general work great FPS-wise for the most part, but once the battle begins and a cluster**** is created (more than 5 people facehugging each other) I suffer from a massive FPS drop (resulting in 5 FPS average). Once they die or disperse everything goes back to normal (about 20 FPS average for me). I guess PL is the one to blame here but I recall using it before and not having this particular issue. Maybe it's Narf's armors? Or simply the combination of both. But that single thing makes this mod unplayable for me. Oh well.

Also, I don't particularly like the new "hardcore" rules (exhaustion, wounds, proficiency loss), but I greatly appreciate that those ones (and every single other feature) can be toggled off. Thanks a lot for that. I finally had to turn off the wounds, after Deshavi and Kelthi shatered my arm like a crystal vase while sparring! A month with -3 STR was just too much. On this particular issue, I noticed that when you're injured and you turn wounding off you don't get your stats back to normal. So I had to wait a month after all.

Oh, and superb documentation. That's not only helpful for this mod, but for any Warband player, as it compiles in a clear and polished fashion the documentation of the most used mods out there.

So, great job again and thanks for sharing it!

EDIT: I forgot to mention that I found a couple of crashes caused by PL. One while entering the tavern in Tulga and the other while entering the goods shop in Suno through the door in the town scene. The latter didn't worry me but the former did, as it's a tavern. I fixed it with the corrected sco file for that tavern from Captain Octavius fix compilation in the PL thread. Anyway, for anyone that wants a quick solution without having to download that package and hunting down the correct scene file just download this, decompress it and copy it over the SceneObj foder of this mod.
 
Great to see this still in works! Downloading new version, will report any major bugs/flaws, that are not previously mentioned.  :cool:
 
rrdrl12 说:
How can I use the polished landscape  LODS for another mod?
Basicly you just need to copy the brf´s needed for PL (all LODs are in the respective BRFs and dont need further coding to work).
So 1) installing original PL, 2) locating the BRFs and copy/paste them...
 
Now I get a crash about bo_bushes07_a
what's that? and exactly what BRFs do I have to copy? I think I may have copied the wrong ones..
 
Running 0.4 beta maybe a week now and like what I see very much. I can get into all the taverns with no crash!

The special places... I get the one with bridge/road/ruins by the stream so often it is starting to bother. Any way to turn that off?

Really nice what you did with the trees.

Also I read some posts here and looked for Rangers in the manual pdf -- what Rangers?

 
@Toredain: About the unique battlefields - i could implement a toggle for this too, and turn down the percentage chance for getting a specific battlefield. Till then the only real option for you is to just instantly leave the battlefield and enter again - you should have a good chance then to get another / random battlefield.
Rangers was a nice skirmish/spy class in the mod-version for original M&B, unfortunately they got lost during the porting process to M&B Warband. Maybe in future versions they will find their way back (i hope so)...

At the moment i am busy with the developing of a web-based game (will take some weeks) but after i finished this i will try to get a next version for this mod ready.
 
I downloaded this mod to make my game look slightly better, and because it seemed big and good. And I am enjoying it.
Theres just a few things related to the battle/city landscapes that bother me;

-I seem to be getting the same maps all the time
-There's friggin tree's EVERYWHERE. And I do mean everywhere, on roads I am pretty sure they dont belong, and even in the middle of cities, where im also pretty sure they arent suppost to be.

Am I doing something wrong or do other people have this aswell?

Regards
 
@Frostje: Regarding same battlemaps, see 2 posts above - basicly all you can do atm is either leave the battlescene and go back to it again, there is a big chance you will get another scene or wait for the next version where i will allow to turn the feature off, decrease the probability to get those maps and hopefully add some more battlescenes so they dont repeat too often.

About the trees in city,villages etc... i did my best to clean up the scenes, atm there is defintly one town (Reyvadin) who is messed up and as far as i know this is it... if you can post more details (name of city/village - maybe even with screenshot) its defintly way more easier for me to hunt these scenes down and correct them - after all its like 300+ outdoor scenes in total and its hard to tell where exactly are misplaced tree´s and where not.

If you get crash on the Tulga Tavern use the link provided in one earlier post at this side (from kenoxite) to fix this.

But keep in mind that dense forest are supposed to be here (in opposition to native game) to make the use of cavalry less overpowered and add a kind of realism.
 
后退
顶部 底部