Warband Script Enhancer 2 (v1.1.2.0)

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Hello, K700,

I found that when using WSE2 1.0.9.7, the language text corresponding to "ui_number_value_left_the_party" will be printed when recruiting prisoners from the "camp" menu and returning to the world map. However, in reality, the soldiers converted from the prisoners did not leave the party, and the simple trigger for the newly recruited soldiers to leave the team has not been called yet. When playing with Warband 1.174, this prompt is not displayed. Please confirm if this issue exists.Thanks。
 
Hello, K700,

I found that when using WSE2 1.0.9.7, the language text corresponding to "ui_number_value_left_the_party" will be printed when recruiting prisoners from the "camp" menu and returning to the world map. However, in reality, the soldiers converted from the prisoners did not leave the party, and the simple trigger for the newly recruited soldiers to leave the team has not been called yet. When playing with Warband 1.174, this prompt is not displayed. Please confirm if this issue exists.Thanks。
Hello, send your save and a link to download the mod
 
Hello, I noticed a bug.

In the mod Sayazn pikemen spawn without weapons, this does not occur when running in normal engine. To see, download mod and run custom battle, don't need to select different faction, set melee troop percentage to 100%

Mod page: https://www.moddb.com/mods/sayazn

I have version 2.0 and 3.0, bug is present in both.
this is mod error
["pike", "Pike", [("spear_a_3m",0)], itp_type_polearm|itp_merchandise|itp_wooden_parry|itp_two_handed|itp_primary|itp_penalty_with_shield|itp_cant_use_on_horseback|abundance(100), itc_infantry_pike|itcf_thrust_polearm|itcf_overswing_polearm|itcf_carry_spear, 125, weight(3.0)|difficulty(0)|spd_rtng(81)|weapon_length(245)|swing_damage(21,pierce)|thrust_damage(21,pierce), imodbits_polearm ],

abundance is in the wrong place and writes a huge incorrect value to the flags, the engine does not read incorrect values
write to the mod developer
 
Please add coding to remove report casualties and targeting reticle
Remove the stun of the kick and make it a blockable knockback
i need the option to do it with the existing viewing angle
Edit mode does not activate in pw
 
Last edited:
Please add coding to remove report casualties and targeting reticle
Remove the stun of the kick and make it a blockable knockback
i need the option to do it with the existing viewing angle
Edit mode does not activate in pw
Edit mode is not implemented yet. I didn't understand the rest of the questions.
 
Man, it's not that easy. I wouldn't bother asking if it was.
With pipette you won't get the correct color, just very rough approximation.
Swyter has shared the correct hex codes and a shader workaround to change them
 
Hi. I encountered a strange bug.
Version 1097
All lvalue operation failed , same situation appeared in my teammate computer.

a2.png

for example
a3.png

Code:
for curAgent in game.agentsI() do    local is_alive = game.agent_is_alive(curAgent)
local is_human = game.agent_is_human(curAgent)
local is_ai = game.agent_is_non_player(curAgent)
if is_alive and is_human and is_ai then
game.remove_agent(curAgent)
end
end
will remove all player and non-player agent

and
agent_get_position = 1710 # (agent_get_position, <position>, <agent_id>),

a5.png
a6.jpg

a7-operation-not-defined.jpg

and this problem we never meet until today
If you need total code and more detailed, I will pm you github url
 
Last edited:
Hi. I encountered a strange bug.
Version 1097
All lvalue operation failed , same situation appeared in my teammate computer.

a2.png

for example
a3.png

Code:
for curAgent in game.agentsI() do    local is_alive = game.agent_is_alive(curAgent)
local is_human = game.agent_is_human(curAgent)
local is_ai = game.agent_is_non_player(curAgent)
if is_alive and is_human and is_ai then
game.remove_agent(curAgent)
end
end
will remove all player and non-player agent

and
agent_get_position = 1710 # (agent_get_position, <position>, <agent_id>),

a5.png
a6.jpg

a7-operation-not-defined.jpg

and this problem we never meet until today
If you need total code and more detailed, I will pm you github url
I worked with him on this project
It used to work without any problems, but recently it has been running into problems
Attempts to backtrack on ms code, backtrack on lua code, and lower wse2 versions all appear
code:
game.scene _prop_get_num_instances(0,spr_pw_item_chest_a)
WSE2 Version 1.0.9.6
ERROR:
SCRIPT ERROR: Illegal lvalue in statement lua
WSE2 Version released around 2023/4/26
ERROR:
Lua error: Modules\PW_4.5.5S\lua\main.lua:1: undefined module system operation: 'scene_prop_get_num_instances'
 
Swyter has shared the correct hex codes and a shader workaround to change them
Thanks, but that's just 4 hex codes, out of like at least 20-50 that are hardcoded in the engine. It's a start though.
 
if Edit mode is implemented,
Is it possible to optimize an existing map?
and
I want to know the principle of map optimization. I would like to know if it is a problem with the number of objects or capacity, but the graphics card is not a problem and I want to know the factors that affect cpu performance.
 
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