SP Native The Magnificent Seven v.31 (for .704) *updated* 11/2

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Hmm, I think I discovered a bug. I started a squire, and had all the knights join me. Now, whenever I fight, it gives me negative gold. So if I were normally going to get 81 I get -81. I've lost over 1000 denars because of it.
 
Thats an issue with version .630. You need make sure youve got .632. I didnt change anything associated with gold reward so I doubt its the mod. If you did put .632 on though... ack.
 
I started a squire also and have all except the prisoner knight and dont have the gold problem......and i have the 632 version.
 
Anonymous 说:
Thats an issue with version .630. You need make sure youve got .632. I didnt change anything associated with gold reward so I doubt its the mod. If you did put .632 on though... ack.
I didn't have the problem in either .630 or .632 until I installed the mod :p I have .632.
 
Well, I had it with .630 and so did quite a few others, its one of the reasons for a .632. Im not saying the mod hasnt reintroduced the problem somehow but it was an issue before the mod existed.

Why dont you reinstall .632 in a seperate directory, put the mod on and see what happens. Then we'll know for sure.
 
Hmm, false alarm. It seems I saw the forum post about 0.632 being released, but had downloaded 0.630. Which is why I thought I was running the latest. Upgraded and everything's okay now.
 
I was pretty sure, thanks for the bug report though..even if a false alarm.
 
Great mod but i noticed an odd issue...

I sent the 6 original knights to the four ways inn, and then went and recruited them back, and I suddenly noticed that though I only had 7 members in my party including me, the game listed me as having a party of 9, with 9 companions...

Not really done any fiddling to see why exactly, and it's not really a major problem, but it is odd... admitedly it is somewhat useful when accepting merchants quests which require you to have a larger number of men...
 
Yeah, thats one ive noticed. I think its a matter of asking someone to join your party who already just agreed. It tallies it twice. The total corrects itself at some point. I think. I havent looked at it too much yet.

Im doing an update right now so Ill look into it. Obviously some more script is required somewhere.
 
A most excellent mod, AW. :bows:

With a crew of berserkers I've been playing M&B without the 'mount' and still enjoying it very much. Here's my approach so far.

With Leadership at 2 I've recruited all but the polearm specialist. I've given each specialist a subspeciality, creating the following pairs of each:

- Thrower/single-hand blade.
- Crossbowman/double-hand blade.
- As the only archer, lovely Freya gets to pair up with me. :grin:
- Freya subs with double-handing and I sub with throwing.

This effectively provides 3 double handers, 3 throwers, 2 single handers, 2 archers and 2 crossbowmen all on the same small team. And with no horses to spend riding/horse archery skill points on, everyone is becoming an ironfleshed, Olympic athlete.

At only level 13 or 14 the six of us have already dispatched a team of 12 Dark Knights - something I was never able to do before, even at level 30 with a few dozen sword sisters.

Your mod allows players to choose finesse over the the cannon fodder approach of the native gameplay. Many thanks for that. :smile:
 
I've just tried separating off one of the party members and then rejoining. The same bug occurs as when separating from Xerina using Lost-Lamb's "recruit" mod as I've described here:

http://taleworlds.com/v-web/bulletin/bb/viewtopic.php?t=1438&start=30
 
Yeah, its a known issue. Its in the readme.

I need to add some script somewhere to solve it. You shouldnt ask anyone to wait for you anywhere except the four-ways-inn. Otherwise they will leave a duplicate when you pick them up. Its not critical but you dont want to clutter the map.
 
I gotta start reading those readme files. :wink:

One more question. Does your mod replace (effectively remove) any of the existing armour or weapon types? I ask because I've now made over 200 visits to smithies with refreshed stock and I've yet to find a balanced Sword of War, large bag of bodkin arrows or reinforced helmet with neckguard. Or is it just bad luck? :???:
 
No, it doesnt touch the regular weapons or the modifiers. I only add a few on to the end of the file and increased the file size. I know ive seen the usual range of modifiers appearing but I cant say that ive been looking for one specific type. Its always possible that something has happened on that front but its more likely bad luck.

Then again at this point I wouldnt be surprised if fiddling with this script caused the columbia disaster. Not that theres anything wrong with the script. I know I made one idiotic mistake that nobody has caught yet and hopefully nobody will before the new version is out later today. Nothing critical just silly.
 
hmm. So is this mod _installed_ or just put into the mods folder? I don't have the time to test this now (unfortunately :sad: ), but I was just thinking that if it's just put into the mods folder then I can switch to the original whenever I want to play with my older characters?
 
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