SP Dark Ages VC Troop Tree UI Extended + NPC Reports OSP (with download link)

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kalarhan

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Hey, in this thread I will present the Troop Tree Extended + NPC Reports OSP for VC. Any feedback/suggestions for it are welcome. Closed development, to be released this week. Released

Short description:
Based on Custom Commander and Brytenwalda Mod.

It adds the option to see a unit details page while visiting the troops tree screen (see pics below).

It also adds Relation Matrix by Windyplains and Characters Report by Jrider.


Code:

Download link: https://drive.google.com/file/d/0B_oc2ReDoxuuSENZVEhVdEdxekk/view?usp=sharing
(it requires WRECK)

Code:
#################################################################
###      INJECT POINTS FOR PLUGINS 							  ###
#################################################################

# PRESENTATIONS (module_presentations.py)

	1) "character_screen_main"
			(overlay_set_position, "$g_presentation_obj_2", 1),
			inject('plugin_prst_world_map_new_button_load'),
			(create_text_overlay, reg1, "@Name:_^{playername}", 16),

	2) "character_screen_main"
			(overlay_set_position, "$g_presentation_obj_11", 1),
			# New button for heroes: vassals, kings, companions....
			inject('plugin_prst_companions_button'),

			(try_begin),
			  (eq, "$temp", 2),

	3) "character_screen_main"

				(call_script, "script_texto_courtship_relation"),
				(start_presentation, "prsnt_character_screen_main"),

				inject('plugin_prst_world_map_new_button_event'),
				inject('plugin_prst_companions_button_event'),

			(try_end),

	4) "troop_tree": trigger -60 (load)

              (overlay_set_position, "$presentation_leave_button", 1),
              inject('plugin_prst_prstn_troop_tree_2'),
          ]),

  5) "troop_tree": after ending of triggers to add mouse_over and mouse_click

	              ]),

	          inject('plugin_prst_prstn_troop_tree_3'),
	      ]),

	6) "troop_tree": start of the presentation to change layout of slider

              (presentation_set_duration, 999999),
              (set_fixed_point_multiplier, 1000),

              (create_text_overlay, reg1, "@Troop_Tree", 16),
              (position_set_x, 1, 500),
              (position_set_y, 1, 685),
              (overlay_set_position, reg1, 1),

              inject('plugin_prst_prstn_troop_tree_1a'), # hides old text

              (create_text_overlay, reg1, "@From_Troop:_", 8),
              (position_set_x, 1, 450),
              (position_set_y, 1, 650),

              inject('plugin_prst_prstn_troop_tree_1b'), # higher Y

              (overlay_set_position, reg1, 1),
              (create_combo_button_overlay, "$g_presentation_obj_sliders_1"),
              (position_set_x, 1, 580),
              (position_set_y, 1, 645),

              inject('plugin_prst_prstn_troop_tree_1b'), # higher Y

              (overlay_set_position, "$g_presentation_obj_sliders_1", 1), 
      


# SCRIPTS (module_scripts.py)

	1) "troop_tree_recurse"

      ("troop_tree_recurse", [
        (store_script_param, ":local_1", 1), # troop_id
        (store_script_param, ":local_2", 2), # center_x
        (store_script_param, ":local_3", 3), # center_y
        (store_script_param, ":local_4", 3), # parameter 4

        # fix max height
        inject('plugin_prst_script_troop_tree_recurse_1'), # after parameters

  2) "troop_tree_recurse"

      (create_mesh_overlay_with_tableau_material, reg1, -1, "tableau_troop_tree_pic", reg2),
      # saves data to array
      inject('plugin_prst_script_troop_tree_recurse_1'),
file: plugin_prst_troop_tree_extended.py
Code:
from compiler import *
register_plugin()

strings = [
	("tte_click_for_details","{!}(Click on a unit for details)"),
	("tte_click_for_details2","{!}Click for details"),
	("tte_done","{!}Done"),
	("tte_name_level","{!}Name: {s1}^Level: {reg1}"),
	("tte_hp","{!}{s1}^HP: {reg0}"),
	("tte_s1","{!}{s1}"),
	("tte_attributes","{!}Attributes:"),
	("tte_str_int_skills","{!}{s3}^STR: {reg1}^INT: {reg2}^^Skills:"),
	("tte_list_skills","{!}{s3}^Power Strike: {reg1}^Power Draw: {reg2}^Power Throw: {reg3}^Horse Archery: {reg4}^^Weapon Proficiencies:"),
	("tte_list_weapons_skills","{!}{s3}^1 Hand Wpns: {reg1}^2 Hand Wpns: {reg2}^Polearms: {reg3}"),
	("tte_s3","{!}{s3}"),
	("tte_agi_cha","{!}{s4}^AGI: {reg1}^CHA: {reg2}^^"),
	("tte_list_skills2","{!}{s4}^Ironflesh: {reg1}^Athletics: {reg2}^Shield: {reg3}^Riding: {reg4}^^"),
	("tte_list_weapons_skills_ranged","{!}{s4}^Archery: {reg1}^Crossbows: {reg2}^Throwing: {reg3}"),
	("tte_s4","{!}{s4}"),
	("tte_equipment","{!}Equipments: "),
]

injection = {
	'plugin_prst_script_troop_tree_recurse_1' : [
	    # Fix height of pic
	    (val_min, "$troop_tree_pic_height", 272), 
	],
	'plugin_prst_script_troop_tree_recurse_2' : [
	    # Plugin CODE START : saves data to array	    
	    (val_add, "$troop_tree_counter", 1),
	    (troop_set_slot, trp.temp_array_a, "$troop_tree_counter", reg1), # overlay id
	    (troop_set_slot, trp.temp_array_b, "$troop_tree_counter", ":local_1"), # troop_id 
	    # Plugin CODE END  
	],
	'plugin_prst_prstn_troop_tree_1a' : [
		(overlay_set_display, reg1, 0),
		(assign, "$troop_tree_counter", -1),
	],
	'plugin_prst_prstn_troop_tree_1b' : [
		(position_set_y, 1, 700),
	],			

	'plugin_prst_prstn_troop_tree_2' : [
		# Alert that click opens detail 
		(create_text_overlay, reg1, s.tte_click_for_details, tf_right_align),
		(position_set_x, 1, 950),
		(position_set_y, 1, 25),
		(overlay_set_position, reg1, 1),
		(position_set_x, pos1, 1750/2),
		(position_set_y, pos1, 1750/2),
		(overlay_set_size, reg1, pos1),  

		(overlay_set_color, reg1, 0x0000FF), 
	],

	'plugin_prst_prstn_troop_tree_3' : [ 
		(-64.000, [ # mouse click
			(store_trigger_param_1, ":object_id"),
			(store_trigger_param_2, ":obj_value"),
			(try_begin),

			(assign, reg50, l.object_id),(assign, reg51, l.obj_value),

			(assign, ":end_loop", 0),                       
			(store_add, ":end_loop", "$troop_tree_counter", 1), 

			(try_for_range, ":slot_no", 0, ":end_loop"),   
				(troop_get_slot, l.aqui, trp.temp_array_a, l.slot_no),
			    (troop_slot_eq, trp.temp_array_a, ":slot_no", ":object_id"),                    
			    (troop_get_slot, ":troop_id", trp.temp_array_b, ":slot_no"),
			    (assign, "$temp_troop", ":troop_id"),
			    (assign, ":end_loop", 0), 
			    (start_presentation, "prsnt_troop_note"),
			(try_end),                    
		(try_end),
		]),
	],
}


scripts = [
	# rubik's CC scripts
	("copy_inventory", 
     [
      (store_script_param_1, ":source"),
      (store_script_param_2, ":target_inv"),
  
      (troop_clear_inventory, ":target_inv"),
      (troop_get_inventory_capacity, ":inv_cap", ":source"),
      (try_for_range, ":i_slot", 0, ":inv_cap"),
        (troop_get_inventory_slot, ":item", ":source", ":i_slot"),
        (troop_set_inventory_slot, ":target_inv", ":i_slot", ":item"),
        (troop_get_inventory_slot_modifier, ":imod", ":source", ":i_slot"),
        (troop_set_inventory_slot_modifier, ":target_inv", ":i_slot", ":imod"),
        (troop_inventory_slot_get_item_amount, ":amount", ":source", ":i_slot"),
        (gt, ":amount", 0),
        (troop_inventory_slot_set_item_amount, ":target_inv", ":i_slot", ":amount"),
      (try_end),
    ]),
	
	("get_troop_max_hp",
     [
	    (store_script_param_1, ":troop"),

	    (store_skill_level, ":skill", skl.ironflesh, ":troop"),
	    (store_attribute_level, ":attrib", ":troop", ca_strength),
	    (val_mul, ":skill", 2),
	    (val_add, ":skill", ":attrib"),
	    (val_add, ":skill", 35),
	    (assign, reg0, ":skill"),
  	]),

  	("prsnt_lines_to", # Drawing lines from (x1,y1) to (x2,y2), the line will be horizontal til half way, vertical and then horizontal again
     [
	    (store_script_param, ":pos_x1", 1),
	    (store_script_param, ":pos_y1", 2),
	    (store_script_param, ":pos_x2", 3),
	    (store_script_param, ":pos_y2", 4),
	    (store_script_param, ":color", 5),
	    (try_begin),
	       (eq, ":pos_x1", ":pos_x2"),
	       (store_sub, ":size", ":pos_y1", ":pos_y2"),
	       (val_abs, ":size"),
	       (val_min, ":pos_y1", ":pos_y2"),
	       (call_script, "script_prsnt_lines", 4, ":size", ":pos_x1", ":pos_y1", ":color"),
	    (else_try),
	       (eq, ":pos_y1", ":pos_y2"),
	       (store_sub, ":size", ":pos_x1", ":pos_x2"),
	       (val_abs, ":size"),
	       (val_min, ":pos_x1", ":pos_x2"),
	       (call_script, "script_prsnt_lines", ":size", 5, ":pos_x1", ":pos_y1", ":color"),
	    (else_try),
	       (store_add, ":pos_x", ":pos_x1", ":pos_x2"), (val_div, ":pos_x", 2), (val_sub, ":pos_x", 6),
	       (call_script, "script_prsnt_lines_to", ":pos_x1", ":pos_y1", ":pos_x",  ":pos_y1", ":color"),
	       (call_script, "script_prsnt_lines_to", ":pos_x",  ":pos_y1", ":pos_x",  ":pos_y2", ":color"),
	       (call_script, "script_prsnt_lines_to", ":pos_x",  ":pos_y2", ":pos_x2", ":pos_y2", ":color"),
	    (try_end), 
	]),

	("prsnt_lines",
     [
	    (store_script_param, ":size_x", 1),
	    (store_script_param, ":size_y", 2),
	    (store_script_param, ":pos_x", 3),
	    (store_script_param, ":pos_y", 4),
	    (store_script_param, ":color", 5),
	    (create_mesh_overlay, reg1, mesh.white_plane),
	    (val_mul, ":size_x", 50),
	    (val_mul, ":size_y", 50),
	    (position_set_x, pos0, ":size_x"),
	    (position_set_y, pos0, ":size_y"),
	    (overlay_set_size, reg1, pos0),
	    (position_set_x, pos0, ":pos_x"),
	    (position_set_y, pos0, ":pos_y"),
	    (overlay_set_position, reg1, pos0),
	    (overlay_set_color, reg1, ":color"),
	]),
]

presentations = [
	#Custom Commander troop detail screen
	("troop_note", 0, mesh.load_window, [
		(ti_on_presentation_load,[
			(presentation_set_duration, 999999),
			(set_fixed_point_multiplier, 1000),

			## init troop items
			(call_script, "script_copy_inventory", "$temp_troop", trp.temp_array_a),
			(try_for_range, ":i_slot", 0, 10),
			  (troop_get_inventory_slot, ":item", trp.temp_array_a, ":i_slot"),
			  (gt, ":item", -1),
			  (troop_add_item,trp.temp_array_a,":item"),
			  (troop_set_inventory_slot, trp.temp_array_a, ":i_slot", -1),
			(try_end),

			## back
			(create_image_button_overlay, "$g_presentation_obj_1", mesh.used_button, mesh.used_button_down),
			(position_set_x, pos1, 832),
			(position_set_y, pos1, 36),
			(overlay_set_position, "$g_presentation_obj_1", pos1),

			## done
			(create_text_overlay, reg1, s.tte_done, tf_center_justify|tf_vertical_align_center),
			(position_set_x, pos1, 900),
			(position_set_y, pos1, 50),
			(overlay_set_position, reg1, pos1),

			################
			(store_mul, ":cur_troop", "$temp_troop", 2), #with weapons
			(create_mesh_overlay_with_tableau_material, reg0, -1, "tableau_game_party_window", ":cur_troop"),
			(position_set_x, pos1, 800),
			(position_set_y, pos1, 800),
			(overlay_set_size, reg0, pos1),
			(position_set_x, pos1, 720+100),
			(position_set_y, pos1, 450+50),
			(overlay_set_position, reg0, pos1),

			(str_store_troop_name, s1, "$temp_troop"),
			(store_character_level, ":troop_level", "$temp_troop"),
			(assign, reg1, ":troop_level"),
			(str_store_string, s1, s.tte_name_level),	#Name: {s1}^Level: {reg1}
			(call_script, "script_get_troop_max_hp", "$temp_troop"),
			(str_store_string, s1, s.tte_hp),	#{s1}^HP: {reg0}

			(create_text_overlay, reg0, s.tte_s1, tf_double_space), #{s1}
			(position_set_x, pos1, 500),
			(position_set_y, pos1, 500),
			(overlay_set_position, reg0, pos1),

			(str_store_string, s3, s.tte_attributes),
			(store_attribute_level, reg1, "$temp_troop", ca_strength),
			(store_attribute_level, reg2, "$temp_troop", ca_intelligence),
			(str_store_string, s3, s.tte_str_int_skills),	# {s3}^STR: {reg1}^INT: {reg2}^^Skills:
			(store_skill_level, reg1, skl.power_strike, "$temp_troop"),
			(store_skill_level, reg2, skl.power_draw, "$temp_troop"),
			(store_skill_level, reg3, skl.power_throw, "$temp_troop"),
			(store_skill_level, reg4, skl.horse_archery, "$temp_troop"),
			(str_store_string, s3, s.tte_list_skills),			
			(store_proficiency_level, reg1, "$temp_troop", wpt_one_handed_weapon),
			(store_proficiency_level, reg2, "$temp_troop", wpt_two_handed_weapon),
			(store_proficiency_level, reg3, "$temp_troop", wpt_polearm),
			(str_store_string, s3, s.tte_list_weapons_skills), 
			(create_text_overlay, reg0, s.tte_s3, tf_double_space),
			(position_set_x, pos1, 500),
			(position_set_y, pos1, 100),
			(overlay_set_position, reg0, pos1),

			(str_store_string, s4, "str_empty_string"),
			(store_attribute_level, reg1, "$temp_troop", ca_agility),
			(store_attribute_level, reg2, "$temp_troop", ca_charisma),
			(str_store_string, s4, s.tte_agi_cha),
			(store_skill_level, reg1, skl.ironflesh, "$temp_troop"),
			(store_skill_level, reg2, skl.athletics, "$temp_troop"),
			(store_skill_level, reg3, skl.shield, "$temp_troop"),
			(store_skill_level, reg4, skl.riding, "$temp_troop"),
			(str_store_string, s4, s.tte_list_skills2),
			(store_proficiency_level, reg1, "$temp_troop", wpt_archery),
			(store_proficiency_level, reg2, "$temp_troop", wpt_crossbow),
			(store_proficiency_level, reg3, "$temp_troop", wpt_throwing),
			(str_store_string, s4, s.tte_list_weapons_skills_ranged),
			(create_text_overlay, reg0, s.tte_s4, tf_double_space),
			(position_set_x, pos1, 710),
			(position_set_y, pos1, 100),
			(overlay_set_position, reg0, pos1),
			################

			(str_clear, s0),
			(create_text_overlay, "$g_presentation_obj_2", s0, tf_scrollable),
			(position_set_x, pos1, 50),
			(position_set_y, pos1, 50),
			(overlay_set_position, "$g_presentation_obj_2", pos1),
			(position_set_x, pos1, 350),
			(position_set_y, pos1, 560),
			(overlay_set_area_size, "$g_presentation_obj_2", pos1),
			(set_container_overlay, "$g_presentation_obj_2"),

			(assign, ":pos_x", 0),
			(assign, ":pos_y", 1840),
			(assign, ":slot_no", 10),
			(try_for_range, ":unused_height", 0, 24),
			  (try_for_range, ":unused_width", 0, 4),
			    (create_mesh_overlay, reg1, mesh.inv_slot),
			    (position_set_x, pos1, 800),
			    (position_set_y, pos1, 800),
			    (overlay_set_size, reg1, pos1),
			    (position_set_x, pos1, ":pos_x"),
			    (position_set_y, pos1, ":pos_y"),
			    (overlay_set_position, reg1, pos1),
			    (create_mesh_overlay, reg1, mesh.mp_inventory_choose),
			    (position_set_x, pos1, 640),
			    (position_set_y, pos1, 640),
			    (overlay_set_size, reg1, pos1),
			    (position_set_x, pos1, ":pos_x"),
			    (position_set_y, pos1, ":pos_y"),
			    (overlay_set_position, reg1, pos1),
			    (troop_set_slot, trp.temp_array_a, ":slot_no", reg1),
			    (troop_get_inventory_slot, ":item_no", trp.temp_array_a, ":slot_no"),
			    (try_begin),
			      (gt, ":item_no", -1),
			      (create_mesh_overlay_with_item_id, reg1, ":item_no"),
			      (position_set_x, pos1, 800),
			      (position_set_y, pos1, 800),
			      (overlay_set_size, reg1, pos1),
			      (store_add, ":item_x", ":pos_x", 40),
			      (store_add, ":item_y", ":pos_y", 40),
			      (position_set_x, pos1, ":item_x"),
			      (position_set_y, pos1, ":item_y"),
			      (overlay_set_position, reg1, pos1),
			      (troop_set_slot, trp.temp_array_b, ":slot_no", reg1),
			    (try_end),
			    (val_add, ":pos_x", 80),
			    (val_add, ":slot_no", 1),
			  (try_end),
			  (assign, ":pos_x", 0),
			  (val_sub, ":pos_y", 80),
			(try_end),

			(set_container_overlay, -1),

			(create_text_overlay, reg1, s.tte_equipment, tf_vertical_align_center),
			(position_set_x, pos1, 60),
			(position_set_y, pos1, 635),
			(overlay_set_position, reg1, pos1),
		]),

		(ti_on_presentation_mouse_enter_leave,
			[
			(store_trigger_param_1, ":object"),
			(store_trigger_param_2, ":enter_leave"),

			(try_begin),
			(eq, ":enter_leave", 0),
			(try_for_range, ":slot_no", 10, 106),
			  (troop_slot_eq, trp.temp_array_a, ":slot_no", ":object"),
			  (troop_get_inventory_slot, ":item_no", trp.temp_array_a, ":slot_no"),
			  (try_begin),
			    (gt, ":item_no", -1),
			    (troop_get_slot, ":target_obj", trp.temp_array_b, ":slot_no"),
			    (overlay_get_position, pos0, ":target_obj"),
			    (show_item_details, ":item_no", pos0, 100),
			    (assign, "$g_current_opened_item_details", ":slot_no"),
			  (try_end),
			(try_end),
			(else_try),
			(try_for_range, ":slot_no", 10, 106),
			  (troop_slot_eq, trp.temp_array_a, ":slot_no", ":object"),
			  (try_begin),
			    (eq, "$g_current_opened_item_details", ":slot_no"),
			    (close_item_details),
			  (try_end),
			(try_end),
			(try_end),
		]),

		(ti_on_presentation_event_state_change,
			[
			(store_trigger_param_1, ":object"),

			(try_begin),
			  (eq, ":object", "$g_presentation_obj_1"),
			  (start_presentation, "prsnt_troop_tree"),
			(try_end),
			]),
		]),	
]



How to install: pack with the presentations (mapnodes, troop tree, companions, ...)

1) Any player installing a mod must agree with the terms:
  a) Player accepts risks with bugs
  b) Player will not ask the dev team (VC) for help/support on mod features

Steps:
1) You must have 1.04 installed
2) Copy your DLC folder: from modules/Viking Conquest to modules/VC_104_mod
3) Download this patch (it requires 7zip or similar): https://drive.google.com/file/d/0B_oc2ReDoxuuaFRuSFJJYy1XSkk/view?usp=sharing
4) Unzip the files inside your modules/VC_104_mod folder. Replace all files as requested.
5) Optional: you can copy your savegames to continue a game: go to your documents folder, find warband savegames, create a new folder VC_104_mod and copy the files to there
6) Start the game. Choose VC_104_mod as your module.
 

kalarhan

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Update:

I finished the integration with a details page, to be improved later. Preview video:


This first try took only 30min. Dev that created the troop tree algorithm did a great job, it was easy to understand and extend.  :party:


Screens:

Character Screen with new buttons (Heroes and MapNodes):


Companions:


Companions (showing one not in the party -> it display the city too):

Companions (3 more portraits side by side):


Companions detail (Jrider Report integrated):


Ladies courtship (Jrider):


Factions selection:

Known Lords (Jrider):


Known Lords filtered by the ones in your faction(Jrider):


Relation Matrix

Matrix by Wyndyplains



Troop Tree extend to show details:


 

kalarhan

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33
Idibil said:
Good work!
@Idibil: I need a official statement from the devs about what we can show from the game source. Until (if ever) we get the MS of course.

Is it OK to show a script, trigger, etc if it is part of the mod/OSP pack for VC?

    For this package example:
      - some changes for the presentation: troop_tree
      - script troop_tree_precurse is the same
      - script troop_tree_recurse: minor change (added a few lines to save data to the arrays)


Or should we only include the new code lines and comment where to include them?

I will show the encoded version (the modded text files snippet) so people can merge, like we do with tweaks. Just wondering about the source code...

@Idibil replied below.
 

Idibil

Grandmaster Knight
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You are free to post your changes for other players. But I guess that you need to add a guide for them, txt files are quite confusing  :mrgreen:
 

kalarhan

Python Saint
Count
WBNWVCWF&S
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Idibil said:
You are free to post your changes for other players. But I guess that you need to add a guide for them, txt files are quite confusing  :mrgreen:
Thanks for the reply Idibil. Including your PM reply about code (Python),  I will use this as a reference for the releases:


Dev quote on showing game code for mods:
Idibil said:
You are free to post your changes for other players. But I guess that you need to add a guide for them, txt files are quite confusing  :mrgreen:
[quote author=Idibil]
(...) from python part, you can show 2-4 lines above or below if you need it.
[/quote]

This is the limit modders will need to follow until the day we get a VC MS release.
 

kalarhan

Python Saint
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Working on presentations to learn WRECK and Warband screen design...

Here is my preview for a new UI that will display your companions, vassals / same faction lords and kings in the world.

Features (planned):
  - For companions: grey color if not in the party; show current town if not in party; display morale and relations to player
  - For vassals / lords : relation to you
  - Kings: relation to you

Got figure out what text would be cool there, otherwise it is going well :XD

(waiting on 1.04 release....)


It is mostly a cool screen to learn the code, but it will be part of the pack in case someone wants to use it too :XD
 

kalarhan

Python Saint
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Should be the final version for this report:

- Companions are now sorted by name
- With display text (morale, relation, religion, current town if not in party, ...)


Next version will be a extension to display the vassal/same faction lords. For that one I will use a similar layout but only showing one column on each side and I will use scrollbars if there are too many to display (base screen would fit 8 as the lords names are simple HUGE lol -> Jarl Sigifrid Angantyrsson ).

Same thingy for kings.

So far it took me about 2 hours to create this UI. I also wrote a personal faq for presentations and learned the tricks of the trade. Anyhow, no feedback so far so nothing to change/add  :razz:
 

Ivan Khan

Knight
WBVC
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0
kalarhan said:
How to install: pack with the presentations (mapnodes, troop tree, companions, ...)

1) Any player installing a mod must agree with the terms:
  a) Player accepts risks with bugs
  b) Player will not ask the dev team (VC) for help/support on mod features

Steps:
1) You must have 1.04 installed
2) Copy your DLC folder: from modules/Viking Conquest to modules/VC_104_mod
3) Download this patch (it requires 7zip or similar): https://drive.google.com/file/d/0B_oc2ReDoxuuaFRuSFJJYy1XSkk/view?usp=sharing
4) Unzip the files inside your modules/VC_104_mod folder. Replace all files as requested.
5) Optional: you can copy your savegames to continue a game: go to your documents folder, find warband savegames, create a new folder VC_104_mod and copy the files to there
6) Start the game. Choose VC_104_mod as your module.


Tired to install this, but HEROS section is not working, just get the blank screen:

http://<iframe src="https://onedrive.live.com/embed?cid=57CFD9B465C5CBE5&resid=57cfd9b465c5cbe5%2168372&authkey=AB3gNQL-Sb8ezjk" width="320" height="166" frameborder="0" scrolling="no"></iframe>
 

kraggrim

Marquis
WBM&BWF&SNWVC
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0
Ivan Khan said:
kalarhan said:
How to install: pack with the presentations (mapnodes, troop tree, companions, ...)

1) Any player installing a mod must agree with the terms:
  a) Player accepts risks with bugs
  b) Player will not ask the dev team (VC) for help/support on mod features

Steps:
1) You must have 1.04 installed
2) Copy your DLC folder: from modules/Viking Conquest to modules/VC_104_mod
3) Download this patch (it requires 7zip or similar): https://drive.google.com/file/d/0B_oc2ReDoxuuaFRuSFJJYy1XSkk/view?usp=sharing
4) Unzip the files inside your modules/VC_104_mod folder. Replace all files as requested.
5) Optional: you can copy your savegames to continue a game: go to your documents folder, find warband savegames, create a new folder VC_104_mod and copy the files to there
6) Start the game. Choose VC_104_mod as your module.


Tired to install this, but HEROS section is not working, just get the blank screen:

http://<iframe src="https://onedrive.live.com/embed?cid=57CFD9B465C5CBE5&resid=57cfd9b465c5cbe5%2168372&authkey=AB3gNQL-Sb8ezjk" width="320" height="166" frameborder="0" scrolling="no"></iframe>
I tried it out on top of a clean 1.04 install (verified game cache through steam), got the same result.
 

Niewitch

Regular
Best answers
0
kraggrim said:
Ivan Khan said:
kalarhan said:
How to install: pack with the presentations (mapnodes, troop tree, companions, ...)

1) Any player installing a mod must agree with the terms:
  a) Player accepts risks with bugs
  b) Player will not ask the dev team (VC) for help/support on mod features

Steps:
1) You must have 1.04 installed
2) Copy your DLC folder: from modules/Viking Conquest to modules/VC_104_mod
3) Download this patch (it requires 7zip or similar): https://drive.google.com/file/d/0B_oc2ReDoxuuaFRuSFJJYy1XSkk/view?usp=sharing
4) Unzip the files inside your modules/VC_104_mod folder. Replace all files as requested.
5) Optional: you can copy your savegames to continue a game: go to your documents folder, find warband savegames, create a new folder VC_104_mod and copy the files to there
6) Start the game. Choose VC_104_mod as your module.


Tired to install this, but HEROS section is not working, just get the blank screen:

http://<iframe src="https://onedrive.live.com/embed?cid=57CFD9B465C5CBE5&resid=57cfd9b465c5cbe5%2168372&authkey=AB3gNQL-Sb8ezjk" width="320" height="166" frameborder="0" scrolling="no"></iframe>
I tried it out on top of a clean 1.04 install (verified game cache through steam), got the same result.
Heroes section blank screen here too . Any fix ?
 

Jesgard Gysson

this is the first mod i've installed, so i'm not sure if the complete VC folder goes into the other folder or only the containments?
 

kalarhan

Python Saint
Count
WBNWVCWF&S
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33
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