The Original Sands of Faith Thread

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thx , ill not use the automatic upgrade

another doubt
Hospitaler sargeant have power drow 2, but the veteran crossbow have 0
its suposed to be like that?
 
NunoMFC said:
thx , ill not use the automatic upgrade

another doubt
Hospitaler sargeant have power drow 2, but the veteran crossbow have 0
its suposed to be like that?

It's irrelevant because they don't have a bow, power draw is related to bows not crossbows, but I guess I can remove it from them.
 
Hi!
First of all, great job with the mods' scripts, factions and overall look.
I just have a small question. I started as the King of Jerusalem but can't seem to find a way to grant my vassals a fief. I have captured a castle and I would like to give it to one of my vassals but I don't know how. I remember when I captured the castle one of my companions asked me what it'd want to do with it and selected the option, (something along the lines of) I'll decide after taking council of my vassals. But now I don't know how to grant it it to anyone. I can't find the option anywhere. I've tried talking to my vassals, minister, chancellor, constable, treasurer,and even my companions.
What am I missing here?
 
This is actually pretty good.

I wish there were parties of pilgrims travelling from the edge of map to jerusalem.

on interaction you could of course kill them.  Or escort them either for free or a fee.

Depending the religion (muslim or christian) you earn browny points with christian/muslim states depending on how you treat said pilgrims.

Pilgrims loot would involve usually crap, really only good to be sold as slaves if you choose that route, and very rarely get one of those encrypted documents that is actually worth a decent amount, and have a companion or yourself decode it over several days and forge it in your name and collect the amount.

If you have a persuasion skill and pass a low faction relation threshold with any christian/muslim state (20 for example) you could recruit the pilgrims of your faith.

Just thinking out loud.  Honestly haven't experienced any bugs, though I do find it wierd you lose relation with factions/gain in others arbitrarily when rescuing lords.

If I'm breaking them out after sneaking in, and I'm successful, how does everyone know I did it?  Wish there was a choice to ask the guy you saved to keep his mouth shut about it if he's blabbing.
 
Insurrector said:
Hi!
First of all, great job with the mods' scripts, factions and overall look.
I just have a small question. I started as the King of Jerusalem but can't seem to find a way to grant my vassals a fief. I have captured a castle and I would like to give it to one of my vassals but I don't know how. I remember when I captured the castle one of my companions asked me what it'd want to do with it and selected the option, (something along the lines of) I'll decide after taking council of my vassals. But now I don't know how to grant it it to anyone. I can't find the option anywhere. I've tried talking to my vassals, minister, chancellor, constable, treasurer,and even my companions.
What am I missing here?

I'm pretty sure you just need to talk to them, it's no different than vanilla. At best you have more ways to do it but just talking to them is enough, just look at all options, also you can do that talking to one of your advisors, I believe it's the minister did you replace the minister with a companion? You get much more options in the dialog with your advisors once you replace the minister with a companion.
 
MickDick said:
This is actually pretty good.

I wish there were parties of pilgrims travelling from the edge of map to jerusalem.

on interaction you could of course kill them.  Or escort them either for free or a fee.

Depending the religion (muslim or christian) you earn browny points with christian/muslim states depending on how you treat said pilgrims.

Pilgrims loot would involve usually crap, really only good to be sold as slaves if you choose that route, and very rarely get one of those encrypted documents that is actually worth a decent amount, and have a companion or yourself decode it over several days and forge it in your name and collect the amount.

If you have a persuasion skill and pass a low faction relation threshold with any christian/muslim state (20 for example) you could recruit the pilgrims of your faith.

Just thinking out loud.  Honestly haven't experienced any bugs, though I do find it wierd you lose relation with factions/gain in others arbitrarily when rescuing lords.

If I'm breaking them out after sneaking in, and I'm successful, how does everyone know I did it?  Wish there was a choice to ask the guy you saved to keep his mouth shut about it if he's blabbing.

The pilgrims thing you're talking about kinda of happens in events, I recall at least one. I want to add more events and events that makes you enter a scene been it a battle or a unique location but didn't really had the time to do so, I've been working on overall graphic and technical stuff, it's only me doing everything, it's hard to do everything I want alone. The idea it's first build all the base of the mod and only when everything is how I want then I can look into more specific things. For example would like to add quest line game mode, but it's impossible at this moment since I can't really find any help on this mod.
 
Guys I need feedback on this version since I'll look into fix stuff that might need fix in v1.5 Need feedback on flora especially and if that aren't towns or castles messed up since it was a big overhaul. I already figured out what's up with few flora while not in edit mode, anyway I'll remove one kind of flower that can be seen near lakes and rivers that look bad, I'm only aware of a kind of grass too that doesn't look the same with edit mode turned off but it doesn't look bad so I'll keep it. Anyway report flora stuff you find that doesn't look good so that I take a look at it. Also if someone is good at drawing and would like to do backgrounds for encounters, towns, etc menus pm me. Also any kind of help is welcome, thanks.
 
Bad looking flora fixed. If you guys find stuff messed up let me know because I don't know if there will be another version after v1.5 so I want to have everything fixed for it.
 
Advice: I recommend for plausibility to increase the size of camels ( as we did in the CWE Mod), so they were not as small as it is now.
In module Items horse_scale parameter.

I can also offer you the font that was used in the CWE, it is not as big as in your mod and more accurate on my opinion.
https://mega.nz/#!p5YDAKTB!D1bA71wnMc5xd3WpXx8dIjrhPjdS-N_fC1VUvR_SYNw
 
Mark7 said:
Advice: I recommend for plausibility to increase the size of camels ( as we did in the CWE Mod), so they were not as small as it is now.
In module Items horse_scale parameter.

I can also offer you the font that was used in the CWE, it is not as big as in your mod and more accurate on my opinion.
https://mega.nz/#!p5YDAKTB!D1bA71wnMc5xd3WpXx8dIjrhPjdS-N_fC1VUvR_SYNw

Thanks a lot man, I'll take a look at camels scale in CWE troops.py and font :smile:
 
Fixed a bug introduced with the patch where instead of the kill counts it would display F4 etc (also got report that pre battle orders were messed), it was just an overlook by me with the added code for auxiliary player in battle debrief, I had it enabled when it should be disabled (that's why the code for battle debrief where still running even with the feature disabled). Now it will only enable automatically if you have auxiliary player enabled and if you die and "possess" another body. The bug will still happen if this happens but only really in that situation, even if you have it enabled if you don't die it will display properly. Anyway "auxiliary player" is disabled by default so only use it who wants. Now all scripts shall be completely disabled if the feature is not enabled by player. Also finally got CWE water to work properly now with waves included in campaign map (can't really show in a screenshot but it's noticeable in game). However textures need to be in higher detail for it to work properly.
 
Mark7 said:
Advice: I recommend for plausibility to increase the size of camels ( as we did in the CWE Mod), so they were not as small as it is now.
In module Items horse_scale parameter.

I can also offer you the font that was used in the CWE, it is not as big as in your mod and more accurate on my opinion.
https://mega.nz/#!p5YDAKTB!D1bA71wnMc5xd3WpXx8dIjrhPjdS-N_fC1VUvR_SYNw

I've rescaled all mounts using CWE as template, differences look more realistic ^^ and you're right I tested that font it goes really well with the mod and it's easy to read, there was always players complaining about the font I was using, that it was nice but hard to read
 
Replaced font, also added some scene props missing for environment and rescaled all mounts (for example camels will look bigger). ENB by MB.ElPadrino being tweaked and optimized for Sands of Faith ^^ It will be optional for anyone with a good computer and that want ENB.
 
Sands of Faith v1.5 RELEASED

Changelog:

- Fixed issues introduced with patch
- Fixed quick battles
- Corrected helmets stats and cost
- Improved environment
- New reinforcements presentation and sounds
- New presentations
- Reworked audio
- Many overall fixes, tweaks and replacements
- Optional ENB optimized for SoF
- Source code included
 
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