Warband Script Enhancer 2 (v1.1.2.8)

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Hey, I've been trying to figure out why the quivers on my Player Char overlaps, rather than just one being visible. Has this occurred to anyone else and if so, what's the solution?

Thanks in advance.
 
1.1.2.5
-Multiplayer campaign mode - added player_get_party_id, player_set_party_id, party_get_player_id, party_is_non_player operations.
-Extended set_camera_follow_party operation.
-Lua update - global var access, scene prop triggers, few new features, more improvements to luaGuide.
-Fixed possible crash with spawn operations without active mission scene.
-Fixed bug with props.


Thanks AgentSmith for work on WSE - lua update.
 
The issue I have is simple: I can't get Lua to work at all. I CAN get WSE 4.6.8 to work, although I did not really
plan to use much from WSE. For WSE2 I can run 1.1.2.5 only if I rename Lua directory.

I would be thrilled to even get 5 lines of Lua working and be able to load WSE, start Warband, open my mod, and I can add a few more lua lines at a time until I either have what I really wanted working or fix the dumb mistakes I made.

I would appreciate if I could have a working 5 lines of Lua that does not hang my mod; I can go from there.

I mainly can't get even a trivial Lua operation working. It's embarrassing, but I need help.
Thank you in advance for your time

edit: WSE2 has much improved error reporting, thanks. I get this message now:
The procedure entry point luaL_loadbufferx could not be located in the dynamic link library G:\Mount&Blade Warband\mb_warband_wse2.exe

rgl_log complains
07:43:02 - Initializing lua...
07:43:03 - EXCEPTION_CPP (0xE06D7363, 0x19930520, 0x015C06FC, 0x00D91B24)
07:43:03 - Dumping call stack...
07:43:03 - - 0x77CA0B82 KERNELBASE.dll+0x140B82 (RaiseException+0x62)
07:43:03 - - 0x00BDD5EC mb_warband_wse2.exe+0x7CD5EC (_CxxThrowException+0x57)

crash log and 2 screen captures only:
 
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Please check the below op, seems they don't work~

(mission_cam_set_screen_color,0xFFFF0000),
(mission_cam_animate_to_screen_color,0xFFFF0000,200),
 
Have you tried running on WSE2? This topic applies to WSE2
You are correct. Original post updated for WSE2 and shortened.

I was concerned there was some issue with paths as I have Warband installed in 4 locations, but the message WSE2 gave was more specific.
It complains
procedure entry point luaL_loadbufferx could not be located in the dynamic link library G:\Mount&Blade Warband\mb_warband_wse2.exe

I know your time is valuable. I offered a day of my time for each hour of yours I waste, but maybe my time is worth little as you have more skill.

I'll try adding Lua + WSE2 to Native to check if there is some path issue or problem from loading textures on demand. Does Lua work for you, outside multiplayer? Is there even one single player mod using Lua that can show their working lua folder?
 
You are correct. Original post updated for WSE2 and shortened.

about regex error
remove all "lhs_operations = [..." string, regex can't handle such a big string
also delete module_scripts.py from lua\msfiles folder

about dll error
put lua51.dll in same folder as mb_warband_wse2.exe
 
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about regex error
remove all "lhs_operations = [..." string, regex can't handle such a big string
also delete module_scripts.py from lua\msfiles folder

about dll error
put lua51.dll in same folder as mb_warband_wse2.exe
This has it working.
Now that I have a base that works I can hopefully solve each further issue myself. I had not guessed the lhs_operations would be an issue.

WSE2 loads considerably faster as well. It has a poor reputation in the user community but FIRST I need something to work, THEN I can work on letting users decide for themselves whether they want to install it based on what they get vs leaving it uninstalled. Phantasy Calradia runs with or without WSE2 right now, just tried each, but in 10,000 loads across 10 years I've never seen it load as fast as it did for WSE2. My thanks for the new user interface options, I have control like never before under WSE2, which I can use to performance tune larger battles.

Does WSE2 still update from Fiona.ru? This is probably the sticking point for the user base; no one except God can be 100% certain of anything anymore, and there are many problems on the internet. For now I am 100% certain WSE2 is superior for development; for production I may use WSE instead, in that I am more cautious than most.

Thanks for getting this working.
 
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Tested it, it works. Check your scripts.
After trying many times, I still didn't see they work, until I accidentally checked on this option : "use_depth_effects" ...

That's to say, in WSE2, if "use_depth_effects" is on, then they work very well, but if turned off, they would be buried badly.

No problem, just a little excited, found this 3min ago and post it now.
 
(VC) I'm trying to introduce a strength requirement for shields, but it doesn't work. It simply shows Requires : 16 on a shield, for example, and doesn't turn green if my char has enough strength.
I have it set to
iSkillShield=-1
iAttributeShield=0
However, changing iSkillShield or, say, iAttributeOneHanded to something else does work and displays fine in game.
 
(VC) I'm trying to introduce a strength requirement for shields, but it doesn't work. It simply shows Requires : 16 on a shield, for example, and doesn't turn green if my char has enough strength.
I have it set to
iSkillShield=-1
iAttributeShield=0
However, changing iSkillShield or, say, iAttributeOneHanded to something else does work and displays fine in game.
Thanks for report, will be fixed in the next update.
 
Issue with "cur_item_mesh_set_color", when the item is 'lod switching', it becomes invisible (except for lod 0).

Sorry, my previous statement may be confusing...

If think there is a bug with the operation "cur_item_mesh_set_color".
When a color is set, for instance :
Python:
(cur_item_mesh_set_color, 0, 0x000000), #colorize the entire itm in black
At first, it seems like it's working fine.

I'm using the "man_body" mesh wich contains 1 level of detail "man_body.2"

When the colorized itm is 'far' away and switch from lod.0 to lod.2, the itm becomes invisible.
But if the itm is close enough and get back to lod.0, the colorized itm is properly rendered.

The suspected bug is the following :
When a colorized itm switch from lod.0 to lod.X, it becames invisible.

In case if it's useful:
Tested in multiplayer
Tested
on an armor itm
Tested on a single material mesh


It is in fact a bug or this is intended for optimization purposes ?

Thanks for your help
 
Hi, K700
to report a minor bug.
when an arrow spawns in the floor or wall by shooting, it will show name with prefix when you try to pick it up, such as "a large bag arrow". Actually it is only one arrow. Hope you will fix it, thanks.
 
Sorry, my previous statement may be confusing...

If think there is a bug with the operation "cur_item_mesh_set_color".
When a color is set, for instance :
Python:
(cur_item_mesh_set_color, 0, 0x000000), #colorize the entire itm in black
At first, it seems like it's working fine.

I'm using the "man_body" mesh wich contains 1 level of detail "man_body.2"

When the colorized itm is 'far' away and switch from lod.0 to lod.2, the itm becomes invisible.
But if the itm is close enough and get back to lod.0, the colorized itm is properly rendered.

The suspected bug is the following :
When a colorized itm switch from lod.0 to lod.X, it becames invisible.

In case if it's useful:
Tested in multiplayer
Tested
on an armor itm
Tested on a single material mesh


It is in fact a bug or this is intended for optimization purposes ?

Thanks for your help
I did some more test, the bug cames from the alpha byte.

My initial color was:
Python:
(cur_item_mesh_set_color, 0, 0x000000),  #implied alpha byte '0x00', fully transparent
My new one is the following:
Python:
(cur_item_mesh_set_color, 0, 0xff000000),  #alpha byte '0xff', fully opaque
Now, when my colorized armor is switching from lod.0 to lod.2, it's correctly rendered.
But, with my initial color, the lod.0 should also be transparent.


I tested the same process with a shield itm using the mesh "tableau_shield_heater_1" and I got a different result

My color is:
Python:
(cur_item_mesh_set_color, 0, 0x000000),  #implied alpha byte '0x00', fully transparent
And it was working like intended because the shield was transparent at lod.0
When I changed the alpha byte to '0xff', the shield was opaque at lod.0 and others too.

I only tested the above process for two itm types (armor and shield) and I don't want to go further into (a bit selfish maybe but I don't need transparency for my script).

Maybe it's not because of the itm's type, it could be because the armor is rigged and the shield isn't, idk...

Anyway, I want to thank you K700 for WSE2, keep it up (y)
 
1.1.2.6
-Multiplayer campaign mode - player's party control.
-Lua update - header_operations: Fix crash when reading very long lists, allow operation references (used for alias names).
-Fixed item requirement config options.
-Fixed saving for fMessagesScale config options.
-Dislay item name without modifier for ammo when picking up items from the ground. Display messages about picking up and dropping items for multiplayer.




Thanks AgentSmith for work on WSE - lua update.
 
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1.1.2.6
-Multiplayer campaign mode - player's party control.
-Lua update - header_operations: Fix crash when reading very long lists, allow operation references (used for alias names).
-Fixed item requirement config options.
-Fixed saving for fMessagesScale config options.
-Dislay item name without modifier for ammo when picking up items from the ground. Display messages about picking up and dropping items for multiplayer.




Thanks AgentSmith for work on WSE - lua update.

Great! Super quick fix!
 
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