Warband Script Enhancer 2 (v1.1.2.7)

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Does WSE2 use TexturesHD? It doesn't look like it on the loading screen/menus.
Also maybe add a 'restore defaults' for each settings page.

Some things I noticed in Napoleonic Wars multiplayer:
When firing, guns appear to fire twice rapidly.
The icon for muskets is a cartridge rather than the musket itself (when in firing mode).
When crouching, the camera does not move down with the player.
Sound pitch variation affects in-game music instruments.
If you play the same music as someone else, their instrument bugs and goes silent, and only yours is audible in your game.
 
I'm using version 1.0.1.5 and it's still not possible to open the statistics page on the character screen. I thought this was fixed in 1.0.0.1?

Edit: Also, with the arrays, is there no operation to get the size of an array? That would be really good to have.
 
I am noob but i am interested in having this.

Does it affect performance only if i use it to play Native or does it help using it for mods as well ?

Does it work for multiplayer and singleplayer ?
 
Just trying to play Native with WSE2, I met a strange problem:

If I try to start the game by executing the mb_warband_wse2.exe, a critical error always pops up says:

ERROR: Shader must have a non skin technique

However if I run Native_WSE2.bat it looks OK, the only problem is that I have no idea how to switch the language to Chinese.

And here is the log file for the crash (sorry I cannot figure out how to upload a file in this forum)

[22:39:53] Loading post effect shaders (HDR: 0, DoF: 0, FXAA: 0, PP: 0)...
[22:39:53] WARNING: Unable to find technique simple_shading_with_skin
[22:39:53] WARNING: Unable to find technique simple_shading_multitex
[22:39:53] WARNING: Unable to find technique simple_shading_no_filter_with_skin
[22:39:53] WARNING: Unable to find technique diffuse_multitex
[22:39:53] WARNING: Unable to find technique faceshader_skin_high_specular
[22:39:53] WARNING: Unable to find technique face_shader_skin_high
[22:39:53] WARNING: Unable to find technique faceshader_skin_simple
[22:39:53] WARNING: Unable to find shader clear_floating_point_buffer_shader
[22:39:55] Resizing window...
[22:39:55] Adapter: X8R8G8B8 1920x1080 60Hz
[22:39:55] Back buffer: X8R8G8B8 1920x1017 0X
[22:39:55] Depth stencil: D24X8 1920x1017 0X
[22:39:55] Loading settings...
[22:39:56] Loading module resource La_Grandmasters_Shaders
[22:39:56] ERROR: Shader  must have a non skin technique
[22:39:56] Dumping call stack...
[22:39:56] - 0x75B43572 KERNELBASE.dll+0x113572 (RaiseException+0x62)
[22:39:56] - 0x006682EE mb_warband_wse2.exe+0x5F82EE (??+0x0)
[22:39:56] - 0x006D0919 mb_warband_wse2.exe+0x660919 (??+0x0)
[22:39:56] - 0x006AB5A1 mb_warband_wse2.exe+0x63B5A1 (??+0x0)
[22:39:56] - 0x0069D2C8 mb_warband_wse2.exe+0x62D2C8 (??+0x0)
[22:39:56] - 0x0069C827 mb_warband_wse2.exe+0x62C827 (??+0x0)
[22:39:56] - 0x004D44D8 mb_warband_wse2.exe+0x4644D8 (??+0x0)
[22:39:56] - 0x004D417F mb_warband_wse2.exe+0x46417F (??+0x0)
[22:39:56] - 0x005FC319 mb_warband_wse2.exe+0x58C319 (??+0x0)
[22:39:56] - 0x005FC0C9 mb_warband_wse2.exe+0x58C0C9 (??+0x0)
[22:39:56] - 0x004D35FE mb_warband_wse2.exe+0x4635FE (??+0x0)
[22:39:56] - 0x004DB25E mb_warband_wse2.exe+0x46B25E (??+0x0)
[22:39:56] - 0x004DBCDC mb_warband_wse2.exe+0x46BCDC (??+0x0)
[22:39:56] - 0x00657249 mb_warband_wse2.exe+0x5E7249 (??+0x0)
[22:39:56] - 0x007F6212 mb_warband_wse2.exe+0x786212 (??+0x0)
[22:39:56] - 0x760D6359 KERNEL32.DLL+0x16359 (BaseThreadInitThunk+0x19)
[22:39:56] - 0x77D87B74 ntdll.dll+0x67B74 (RtlGetAppContainerNamedObjectPath+0xE4)
[22:39:56] - 0x77D87B44 ntdll.dll+0x67B44 (RtlGetAppContainerNamedObjectPath+0xB4)
[22:39:56] - 0x77D87B44 ntdll.dll+0x67B44 (RtlGetAppContainerNamedObjectPath+0xB4)
 
Also, when trying to run a different module I got the following error message in a critical error:

ERROR: Number of alternatives exceeds 3 for shader corprus_faceshader_high_specular

I guess this indicates the resource in that module must be modified to be compatible with WSE2?
 
WSE2 uses its own rendering and shader brf format, so if mod uses its own shaders, then author of mod should edit and recompile fx and package resource_shaders to brf. Check WSESDK for more info.

Could you please give us a more detailed instruction on how to solve the shader issue?  I'm not familiar with shader brf but I guess I can learn how to do the work with some more help.
 
1.0.1.6
-Rewrited sound system for full sf_stream_from_hd support.
-Disabled frequency variation for sf_stream_from_hd sound flag.
-Fixed store_last_sound_channel operation.
-Removed cap for number of music tracks.
-Fixed weapon hud for bUseCrossbowAsFirearm config option.
-Fixed camera height while crouching.
 
1.0.1.7
-Added agent_body_meta_mesh_deform_in_range, agent_body_meta_mesh_deform_in_cycle_loop, agent_body_meta_mesh_get_current_deform_progress, agent_body_meta_mesh_get_current_deform_frame operations.

Thanks Sir John Hawkwood for sponsorship
 
Has anyone managed to get this working with Persistent Kingdoms? I've attempted to insert a module_config.ini but the mod's shaders cause a problem, and removing the shaders make the module work, but some props fail to render in-game, such as bushes and rocks.
 
K700 said:
try files from https://www.dropbox.com/s/8o9psdukysfyvfn/PW_4.5.rar?dl=0

I have, I get an error that states that there are more than 3 alternatives for new shaders. The only fix is to remove the module's cm_shaders.brf file, but it leads to the render issues I've stated earlier.

Think it's up to the modmaker to recompile the shaders?
 
Flavberg said:
K700 said:
try files from https://www.dropbox.com/s/8o9psdukysfyvfn/PW_4.5.rar?dl=0

I have, I get an error that states that there are more than 3 alternatives for new shaders. The only fix is to remove the module's cm_shaders.brf file, but it leads to the render issues I've stated earlier.

Think it's up to the modmaker to recompile the shaders?

You can safely delete cm_shaders file and remove it from module.ini. It's not used by the module at all and will be removed in 1.3.

Additionally, taking the PW shaders that were linked by K700 and using them works.
 
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