The Horde Lands v1.22 released!!

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Howlinator 说:
..Yes NWN is awesome.  I agree. I've made several mods there.

My comp sucks so I never got to play NWN2.  :cry:  I don't think I ever finished any mods in NWN, but I sure had fun making them.  :razz:
 
A new version of the alpha is now available for download (link is in the first post). This new version changes the Levarian Short Sword and Officer Sword to have different meshes, so they no longer have invisible blades. It also updates Necronus' attributes and skills, gives Queen Megumi a unique face (so she is no longer bald), and makes it so that the town walkers in Tombstone are now undead instead of normal peasants.
 
Here's today's progress report on the new map (pic 6). I expanded the valleys, made a second ravine capped by a pair of horn-like mountains that mark the entrance to the orcs' territory. So now, the territories for the Kingdoms of Levar, Morte, Elves, Dark Elves, Goblins, and Orcs are complete but there is still a lot of map left and only one kingdom left. So I'm thinking of adding an eight kingdom which will be comprised of mixed races. I don't have a name for them yet, but they will be an organized horde of bandits and mercenaries. This of course means I will have to add some more towns and villages. As it is now, all kingdoms have 3 towns, 5 castles, and 13 villages (except for the Kingdom of Velor which has only 2 towns, 5 castles, and 12 villages). And there are 5 leftover castles. So when I add the new kingdom, I will have to add 4 towns and 14 villages to balance things out. Or I may reduce the number of villages per kingdom to 12 which means I would only have to add 8 new villages. Hmm. Gonna have to give this some thought.
 
Keedo420 interesting mod you have going on here and I can't wait to see it on a map of its own.

I do have a question though.. how could I go about disabling that "formations" script.  I really find no enjoyment in that and I've already dropped several mods that implemented it but I really don't want to drop this one.  One problem with it, that I notice, is the enemy Calvary will get off of their horses unless you happen to be close to the spawn point but that is just one problem.  As soon as I can I would like to post some screen shots that I've taken also.

Thank you for sharing your work.
 
Gerhart 说:
Keedo420 interesting mod you have going on here and I can't wait to see it on a map of its own.

I do have a question though.. how could I go about disabling that "formations" script.  I really find no enjoyment in that and I've already dropped several mods that implemented it but I really don't want to drop this one.  One problem with it, that I notice, is the enemy Calvary will get off of their horses unless you happen to be close to the spawn point but that is just one problem.  As soon as I can I would like to post some screen shots that I've taken also.

Thank you for sharing your work.

Well, I haven't done any modifications to the formations script, so it should be pretty easy to remove. But it would have to be done in python. I will eventually release the source code for my mod once I get closer to a "final" release. All you would have to do is check the install instructions in the Battlefield Tactics thread to figure out what to remove from where, and then recompile it.
 
Gerhart 说:
As soon as I can I would like to post some screen shots that I've taken also.
I missed that line on my first reply to you. :oops: But that would be great! I've been spending so much time working on the new map that I haven't really allowed myself much time to actually playtest the mod and take new screenshots.


And speaking of the new map...here's my progress report on today's work on the map (pic 7)...The territories of all 7 kingdoms are now complete. I have added a desert area which will be neutral and will eventually contain several quest locations. The remainder of the map (the blank area to the right of the desert) will eventually be the territory of the 8th kingdom which I have not yet added. But I'm thinking of making them a saracen culture. This will give me a reason to include scimitars and possibly some other middle-eastern weapons.
 
Thank you for the information on the formations.  I really need to figure out how to take that out as it is very, very easy to defeat your enemy with it in.  I have yet to have an enemy stay mounted, except for the Orcs, since they take after the Khergits, they seem to do quite well at staying mounted.  So I'll just make a copy of your mod and see if I can take that out in there without having to start over when I screw up  :lol:

That map is looking excellent I can't wait to roam around on it.  Here are a few screen shots that I've taken and I converted them to .jpg from PNG.  I always take them in PNG for better quality but they are too large for where I upload them to so I convert them.  I do have the originals, without the text, if you would like to see those up instead.







I have more but these are the ones I decided to upload for the moment. 
 
Those are some great shots! The second and third will make for good sig banners with a little resizing. Well, since you posted some screenshots, I will post a few of the new map taken ingame. It should be ready for the next alpha version in a couple days. There are still some minor tweaks I need to make (mostly involving the bridges and ownership of various towns and castles), but it is nearly playable.
 
Don Doggy 说:
Why most of the lords are females?

They're not. If you are referring to the dialogue where they are referred to as My Lady, that is because of an issue with the troop flags (tf_male = 0, tf_female = 1, tf_undead = 3, tf_elf = 4, etc...). There is a way to fix this, but I haven't gotten around to it yet.
 
Right. It is related to the troop flags. You'll notice that all of the non-human races are affected by this. There is a way to fix it, I just haven't put too much time into figuring it out since it is a minor issue and there are so many other things that still need to be done. I will probably have to change several things to make it stop referring to the male non-humans as females. There are numerous references both in dialogue and scripts to he/she, sir/madam, and lord/lady without directly referring to the flag that determines gender. In dialogues for instance it will often say something like: "Please do not waste any more of my time today, {sir/madame}." I just have to figure out how it assigns gender to those variables. I do remember seeing a thread about this somewhere on the MBX forums I believe, but that was a while ago before I really got into working on my mod. Once I get all of the issues with the new map worked out, I will bump this gender issue to the top of my priorities list as you are not the first to complain about it.
 
Depends on what you mean.  :razz: You should no longer be seeing anyone with white hair. I did fix that. And the only ones that should have the transparent hair anymore are ghost troops (such as the Poltergeist and certain Morte lords). They are supposed to have it. If you choose Ghost for your race when creating a character, you will also have the transparent hair. Unfortunately, the only way to change the color of the transparent hair is by hitting the random button in the face selection screen (make sure you do this before changing any of the face sliders). The Hair Color slider only changes the shade. The skeletons MUST have at least one hair mesh and beard mesh for them to work right (this is not totally unrealistic depending on the level of decomposition), but I might remove some of the hairier hair and beard meshes from the skeletons. Personally I think some of the hair styles look pretty cool on skeletons.
 
Hi Keedo

I grabbed the new version (1.09) and got an error when loading.

RGL error
Unable to open file Textures\pop_arbalest.dds

I went into the last version (1.0:cool:  and just copied the texture over to the new version.

I signed up and reported this at the other site as well  :wink:
 
I must have forgotten to remove a reference to that when I was removing unused textures earlier. :sad: I am uploading a fixed version of the archive now, but if anyone else has already d/led 1.09, simply remove the following line from the mod's module.ini file:
load_mod_resource = OSP_ranged
 
Will that also get rid of the error when entering a weapons merchant of : Unable to find mesh pop_katzbalger

Just got that error at Dhirim.

 
:mad: Damn. I didn't think any weapons were using that mesh. I'll bet that was the Levarian Short Sword, yes? But no, that won't fix that RGL. I'm already halfway through the upload so I'll just fix this new RGL error tomorrow since it is not a game crasher.
 
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