What autosell are you talking about? What mod?autosell is broken on wse2 with most recent version when it did not used to be, it just fizzles and does nothing
This mod was created for a very old version of wse and cannot work correctly with wse2 without updating the modHey, My game just crashes after the character creation, im playing on Steam btw, any ideas?
Here's the crash Log
Perisno and 1257 ED both are busted for meWhat autosell are you talking about? What mod?
What exactly doesn't work?Perisno and 1257 ED both are busted for me
The autosell feature doesnt sell things but theres nothing I can really show you in logs or screenshots, It just fizzles and does nothing when you click "sell", Im not positive but I swear in prior versions of wse2 this did not happenWhat exactly doesn't work?
Oh ok, Im using floris evolved from the steam workshop, does it has something to do with the error?This mod was created for a very old version of wse and cannot work correctly with wse2 without updating the mod
Mods with the old WSE are developed for Warband version 1.153. In new versions of Warband, many new operations have been added and the WSE's operations ID have all shifted, so completely incorrect operations are called in the scripts, which causes the game to crash. Only the mod developer can fix this.Oh ok, Im using floris evolved from the steam workshop, does it has something to do with the error?
Heres the Screenshot
void mbAgent::updateKicking()
{
rglVector4 kickVec = rglVector4(-m_movementDir.x, m_movementDir.y, m_movementDir.z) * 0.1f + m_movementDir * 0.6f;
rglVector4 kickPosition = m_position + kickVec;
rglVector4 srcPos = m_position + rglVector4(0.0f, 0.0f, 0.5f);
rglVector4 dstPos = srcPos + kickVec;
rglBodyPart *hitBodyPart = NULL;
rglEntity *hitEntity = NULL;
float hitDistance = g_mission->getObstructingObject(srcPos, dstPos, &hitBodyPart, &hitEntity);
bool hitBody = hitEntity || hitBodyPart;
mbMissionGridIterator it;
if (g_mission->m_grid.startIterating(kickPosition, 0.4f, it))
{
do
{
mbAgent *agent = it.m_node->m_agent;
if (agent != this && agent->isAlive() && agent->isHuman() && agent->m_isOnGround && !agent->hasMount())
{
if (g_mission->m_isMultiplayer && g_networkManager.m_meleeFriendlyFire && !g_mission->m_inDuelMode || isEnemyWith(agent))
{
rglVector4 distance = agent->m_position - kickPosition;
float area = distance.vec2().lengthSquared();
if (rglMax(1.0f / m_groundQuad->getNormal().z, 2.0f) * 0.25f + 0.55f > distance.z)
{
if (distance.z > -1.3f && area < rglConfig::Battle::fKickRange)
{
if (hitBody && (area < 0.05f || hitDistance - 0.75f > area))
hitBody = false;
if (!hitBody)
{
mbBlow blow;
blow.m_boneNo = hb_abdomen;
blow.m_direction = m_movementDir;
blow.m_rawDamage = (getTroop()->getAttribute(atr_str) + 10) * 0.35f * m_modifiers[am_damage];
blow.m_rotation = m_movementDir;
blow.m_agentNo = m_no;
blow.m_damageType = dt_blunt;
blow.m_weaponClass = bwc_unarmed;
blow.m_type = blt_kick;
blow.m_position = m_position + m_movementDir * 0.2f;
blow.setFlags(blf_interrupt|blf_stagger|blf_no_knockdown);
g_mission->deliverBlow(m_no, agent->m_no, blow);
m_kickState = 0;
break;
}
}
}
}
}
}
while (g_mission->m_grid.iterate(it));
}
}