Which version of warband is the new version of The Gathering storm built for?
It's built on 1.143 Module System files, but I believe it works for v1.153 of Warband.Hazzardevil said:Which version of warband is the new version of The Gathering storm built for?
I haven't really spent much time working with the animations. I basically messed around with the different existing weapon types I could assign to a new item and went with the one that let ranged weaves fire close to in a straight line. So, I can't really help you much with your animation questions.NewMan99 said:How hard is it to add a new standing animation?
And also, is it possible to somehow keep the structure of the crossbow animation but still swap out a new animation, or copy the structure of the crossbow animation while adding a new one but keeping its same mechanics?
What I mean by this is, what is keeping your spells tied to this animation specifically, I assume its the way the crossbow calculates the trajectory of its bolt itms. So is it not possible to copy all of that, and then simply switch the actual animation the skeleton of the characters use to say something like pistol? Or is the way you've set it up too intergrated?
I'd also like to add a new kicking animation.
I've also got another question, if I made a mod, based off your mod, but was totally different than your mod. If I released it by giving you credit, and also open source, would I be in trouble?
because I've got ideas.
mat2rivs said:I haven't really spent much time working with the animations. I basically messed around with the different existing weapon types I could assign to a new item and went with the one that let ranged weaves fire close to in a straight line. So, I can't really help you much with your animation questions.NewMan99 said:How hard is it to add a new standing animation?
And also, is it possible to somehow keep the structure of the crossbow animation but still swap out a new animation, or copy the structure of the crossbow animation while adding a new one but keeping its same mechanics?
What I mean by this is, what is keeping your spells tied to this animation specifically, I assume its the way the crossbow calculates the trajectory of its bolt itms. So is it not possible to copy all of that, and then simply switch the actual animation the skeleton of the characters use to say something like pistol? Or is the way you've set it up too intergrated?
I'd also like to add a new kicking animation.
I've also got another question, if I made a mod, based off your mod, but was totally different than your mod. If I released it by giving you credit, and also open source, would I be in trouble?
because I've got ideas.
As far as making a mod based off my mod, but totally different... Well, we could talk, through PMs if you like about what you actually mean. Would it be another Wheel of Time mod? Or a magic mod? Something else? I guess I'd ask for some more details. I'd also need to run any decision past Vaerraent, since a lot of the content is his.
I've put around 2 years of work into this thing, so I'm a little possesive, but at the same time, I don't want stomp on a good idea you may have...
Yep, just tried it out. Give it a try and let me know what you think.Ravi47 said:this mod works with 1.153?
Well, I'd consider myself the lead designer. But... There is a lot of material in this mod that is not all my own. (See the credits for more info...) So, I can't just give a blank 'yes' statement that you can use the files and only credit me. And specifically, another modder, Vaerraent, is helping me with a lot of the coding. Teofish has been making concepts and banners. And many others have helped along the way.NewMan99 said:mat2rivs said:I haven't really spent much time working with the animations. I basically messed around with the different existing weapon types I could assign to a new item and went with the one that let ranged weaves fire close to in a straight line. So, I can't really help you much with your animation questions.NewMan99 said:How hard is it to add a new standing animation?
And also, is it possible to somehow keep the structure of the crossbow animation but still swap out a new animation, or copy the structure of the crossbow animation while adding a new one but keeping its same mechanics?
What I mean by this is, what is keeping your spells tied to this animation specifically, I assume its the way the crossbow calculates the trajectory of its bolt itms. So is it not possible to copy all of that, and then simply switch the actual animation the skeleton of the characters use to say something like pistol? Or is the way you've set it up too intergrated?
I'd also like to add a new kicking animation.
I've also got another question, if I made a mod, based off your mod, but was totally different than your mod. If I released it by giving you credit, and also open source, would I be in trouble?
because I've got ideas.
As far as making a mod based off my mod, but totally different... Well, we could talk, through PMs if you like about what you actually mean. Would it be another Wheel of Time mod? Or a magic mod? Something else? I guess I'd ask for some more details. I'd also need to run any decision past Vaerraent, since a lot of the content is his.
I've put around 2 years of work into this thing, so I'm a little possesive, but at the same time, I don't want stomp on a good idea you may have...
Oh nevermind I thought you made this by yourself, I'll just make my own then.
Hey I have a question, I want to create special options for my mod that need certain items in my inventory before they'll preform a certain function. Which module files handle camp menu triggers and such?
Ravi47 said:Is my game bugged?
when I attack kidnaper's hideout there is carbon copy of my party(including me) which is against me
Can anybody help me?
I wasn't able to make a new entry to the Taleworlds Repository. I could potentially just keep updating the last full mod and patch entries there. It would have to wait until after work though.Disco Ninja said:Is it possible to upload patch V0.2.7d somewhere else? I have some problems with downloading from nexusmods.com.
Ravi47 said:Is my game bugged?
when I attack kidnaper's hideout there is carbon copy of my party(including me) which is against me
Can anybody help me?
Version you're using is bugged. Update your game to latest version (V0.2.7d). If it doesn't work update it first to V0.2.7c, and then to V0.2.7d. Good luck.
Leave it to Vaerraent to make me look slow...Vaerraent said:I've got a mirror up here.
Vaerraent said:I've got a mirror up here.
I know you sent me some concept sketches for how buildings in Tar Valon could look. I'm not sure about town layout though. I think a lot of the major cities have maps in the books. But, anything you come up with would be appreciated.Teofish said:I for one am quite willing to wait a good while if it brings a good Tar Valon/White tower or Stone of Tear. (Did I ever remember to shoot you those blueprints for possible layouts of those?)
Well, on the current map, the Stone of Tear and Tear the town are separate. I could see the scenes being like two separate parts of a larger scene. So, one edge of each scene would show some features of the other scene.bigbuttons said:Just set up a couple of large scenes I guess. What ones do you want me to set up ? I could give Tear a try as a rough guide to what i could be like ? And Tear is coastal so i guess you gotta set the landscape like that...
There'll be a large-ish city with a mountain kind of thing on the side with spires standing out of it, multi tiered ? It has to look as if it is built out of the floor and look "natural" after all. I've seen what the Stone SHOULD look like, but there's no way in hell I could make that with mount and blade ahaa.
Christ, from the sounds of it. You could make the entire scene the stone and have the city outside as a landscape ahaa.