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BadgerBrownCoat

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Everything posted by BadgerBrownCoat

  1. perhaps unrelated, but w/ festering skies I was so pleased we finally got an "attack on Titan" level Haven assault... (gift) and was disappointed that was a one time thing. I'd Wondered if I could mod haven attacks - spawn points shrouded in mist, broken walls, tunnels up, etc.. that mish was as close I guess as we're getting. the idea havens are turned into nests ( thanks humans for concentrating all that biomass resource in one convenient location! ) ...I thought was inherent to the game concept, that taken havens aren't a new nest spawning new critters, a huge disappointment... except the F S dlc... Wondering if I can mod that to trigger on Haven attacks as I misunderstood it to early on. certainly more creatures types, 4? dlcs in, would be...welcome? I'm perplexed air combat is carried out by *transports* of all things... in any case, back to your question, I perused the 'make a mod' post/ mod shell and quite a few requests seemed to regard your concern, you might try checking there to see if there's been any?
  2. title says it all, and yes I should bring it up on GitHub, but I'd hoped to start by asking if it was just me, or if that tool is outdated. .. or if I'm just doing something wrong. in any case, the .dll mods I ve tried seem to still be working in current version. I'm simply not used to having to compile dlls to mod , effective ly, data files. a bit of an old game to come back to modding now, but Halloween got me. In any case, phone has net, PC doesn't, so be a bit before another crack at vis studio and dll's... any info or pointers appreciated.
  3. we have this so far- put aside temporarily b/c of some patches; but you could either collaborate or contact the included mods' creators if you wish a head start doing it on your own. cheers. https://forums.nexusmods.com/index.php?/topic/8664498-mod-project-3-kingdoms-empire-sub-culture-faction-wip/
  4. While I'm sure plenty will be willing to help, there's also some very very good tutorials already up and posted- some written, some videos you can post. Perhaps if you give us a better idea of what you had in mind to mod? Generally speaking the tutorials are a bit more specific. ANother option perhaps, you could look at one of the mod teams and ask to join, great way to get in to starting-level , help, learn, get a firm idea of what yu're wanting to mod and how it's most "do able".
  5. Right- that functionality is what I was saying I REALLY see a use for. So "simple" and obvious in retrospect- but until now over looked. I'm ona my own project right now ( scroll a few down if curious ); but I do think this is a great idea- it's just not the part of the files I've looked into so far- and I'm already bad about distractions, having the attention span of caffinated ferret ... However< if i stumble acrooss anything I'll send my findings here, so tha you- or anyone else who picks up this idea - will have whatever I dig up. I have a feeling it wouldn't be diffcult, but- again, haven't looked at how it's compiling the localization/text strings. Good luck!
  6. It was pointed out that in-game Empire architecture actually displays it's sub-culture: ( north, west, south) differently. I had noticed, and completely forgot, thinking only the "hippodrome" at the South Capital was different ... Because of the project I'm working on: https://forums.nexusmods.com/index.php?/topic/8664498-mod-project-3-kingdoms-empire-sub-culture-faction-wip/ - Which splits the empire into 3 sub-cultures for recruitment purposes ( like the Byzantine thema ) - to represent local recruitment pools, etc - and showcase the 3 included "troop" mods; I had an eye on culture both for that and for the next project which is a little more ambitious. However, it implies there's already some sub-culture references for the "3 kingdoms" of the Empire I was overlooking- buildings and architecture is interesting, but unrelated- I thought - to our project- Anyone aware of other less obvious culture divergant references I'm missing? I do believe- who knows if this was patched out- ( I'll check again when it comes to that ) there were some seemingly unused "placeholder" cultures that one suspects will be used in later iterations of the "conspiracy to over throw the empire quest" - but it's likely there's others I hadn't caught--- any leads or scooby snacks for us?
  7. to be clear; this is a request not a in-progress project? BUt- i think this is quite an interesting idea; just the full title alone- and their family affiliation- would, I agree - be a huge help. on a totally "who cares" side point, my understanding is that in both the game- and it's historical inspiration , the Kievan Rus - the Slavic boyars remained local chieftains- and yes the game doesn't handle this - by this i mean "ranks or levels of vassals in a hierarchy - well at all - you're either king or vassal- and i think this is what "clan tier" *Should * be doing; that- is another can of worms ( and looking into it, as I am prone to- distracted me from my current mod project ); but from a flavor point of view; I'd not dis-honor the Boyars! They still matter ( I'd have to double-check but that's how i remember it - i think the hierarchy included rather than completely displacing them ? )
  8. I want to 2 cents in: I understand your point and request- I did a Rome 2 mod that, while small, made it's way into some larger mods- and what i was modding- into a DLC ( not because I think, they took it- or even notied my quiet little mod, but because- they were obvious changes that would become official ) Anyway, aside from patches that break mods, and the difficulty there, and w/e is going on with 1.4; From MY POV, there "is" no main game. There is stable build, and the beta- experimental. And it's up to the modders if they want people to be able to play on the 'stable' or experiental branch or both- but my EXPERIENCE is, generally people who were going to play with a mod anyway- are probably playing the beta. The stable branch isn't a 'main game' or a finished state - it's just..stable. I see modders who only release for that- which is fine. But, again, I find -mostly- people who want mods, are generally the same ones who want to try the new patch.
  9. post-script: themeatically; I'm taking alot of inspiration from Dan Carlin ( hardcore history:decline of the western roman empire ) - and I'm trying to set that to fit with vanilla game's "lore " setting- " the empire was destroyed by tribes" - which I think, not just in "3 kingdoms' as a name ( a sthey calle dthe 3 empire factions )- but in some of the 'hint'; they were inspired by the Han dynasty's fall into the 3 kingdoms - these are vaguely similar anyway , and both cultures are I think still shaped by "the great empire that was" and a 'dark age' or not s dark age. On that note; I found this- neat little summary of stuff i keep looking up and 1/2 remember this or that detail- but this sums up what i think is an ideal "comparison" for the in-game "era" despite it's many anachronisms ( historical fantasy, def not history game ) If you're interested, this might get afeel for how I'm trying to make the included mods "communicate" - and as you see; there's definitely room in this for "hold outs" and- again to use the Han example- already we have regions acting like local warlords. (fits both TW's in-game story *and* where i was going with sub-factions / minor factions ) https://www.youtube.com/watch?v=mT5Cv2uZgd8
  10. Blub; those are just- damn fine. I love the feel. i've come to realize that wokring on the sub-culture aspect of this - for this it's pretty stright-forward; but the implications - and some of the unused assets and placeholders; made me realize ... I think there's more about to hit the "official" in-game fan - which only makes sense, so much placeholder in game- I'm puzzled - i want to use them because it's beautiful work - very "theme" - but I'm not ure as one of the " 3 kingdoms" ( even calling it that hints at what I think TW was plannin g- but i digress ) unless you have a strong feeling of they should be an empire faction; how does placing them as a "minor faction" - a holdout if you will; an un-fallen, un-absorbed Polis / city-state perhaps? not a huge hcnage and i'm already compiling lists o their unused, perhaps placeholder sub-cultures that are making me think I've guessed where this is all going. I just don't want to "spit in your face" by calling it a minor faction in this context- on other hand I'm not sure th empire sub-factions "fit" . Thoughts?
  11. hey luke; it *may* be that you didn't tell it to "look" for the troops? take a look at this and see if we skipped a step: https://www.nexusmods.com/mountandblade2bannerlord/articles/135 ( you don't have to download the example template, but you can double-check you included "pointers" to make up jargon) but both spawning and the encyclopedia will look for links you may not have specified?
  12. heres a great tutorial - you don't have to download his mod ' template' example to follow the tutorial but it could help : https://www.nexusmods.com/mountandblade2bannerlord/mods/286/?tab=articles&topic_id=8649918 another way to skin that cat: https://www.nexusmods.com/mountandblade2bannerlord/mods/712
  13. Comrade - well-named then, aren't you? Very well- and also, excellent. I suppose the real Eastern Roman tradition was so heavily influenced by battles with the Sassanids and the Eastern peoples; that they perhaps would best serve as "South Empire"- facing the Aserai and Khuzait. Empress Rhagaea seems like she might already be heavily inspired by Theodora. So: Unless you have a preference; your excellent " Eastern Roman Troop Tree " units will be well placed there, I suspect.
  14. Greetings from the "Throw your DAMN Pila" modder: https://steamcommunity.com/sharedfiles/filedetails/?id=2078854672 Working on project to represent the 3 Empire sub-factions as "sub-cultures" based on Eastern Roman (byzantine if you like ) "themes" or recruitment areas ( strategos ) This is to represent the tendency to regional differences in recruitment based on changing experience and local traditions, and allows representing each having taken or created an administrative 'section' as happened several times in Roman history. So far, "West" is being represented by Bullero's Late Roman Army (IV-V centuries) Troop Tree redesigns. ( https://www.nexusmods.com/mountandblade2bannerlord/mods/563 ) . And I'm hoping to expand to other Imperial "Kingdom" mods that might represent the remaining two "kingdoms", or minor vassal / mercenary factions associated with the Empire- client states for example, or The Lost Legion. I'd like to look at this as "their" mod, I am simply here to facilitate and make a smooth combination. Contact me if you're interested.
  15. I'm looking into something similar: Trying to tie an ( extra? ) weapon slot to *only* unlock if there's a saddle equipped- while not much help to you sir- sorry- I wanted to follow this in case there was an easier way that I am overlooking.
  16. rgr that - i can link you to mine & Traenol's "discovery" of how oddly that was handled - http://forums.nexusmods.com/index.php?/topic/3838055-grenade-slotgrenadier-test-grenade-slot-unexpected-behavior/ the game doesn't see it as a weapon with a 'magazine' - it sees it as linked to the 'launch grenade' ability which opens the third grenade-only slot - this caused a bunch of animation issues for the " flamethrower" grenadier armory mod. my current workaround is i give them also ' heavy ordnance' w for playtesting - at squaddie level - but it's a workaround. https://en.wikipedia.org/wiki/List_of_grenade_launchers#/media/File:M-32_Grenade_Launcher.jpg it's some... odd coding. i had a bit of a rant about grenades in general, , but that's another story. And, thanks!
  17. Good point - and it makes sense this would be deployed only -dark event style - if they were expecting you - or perhaps at facilities. My concern would be them getting placed willy-nilly in civilian areas. As to detection, I believe as-is scanning beacons and gremlin scans both can spot Chryssies- then again, on second thought, I'm not sure - but ideally that would be the way to spot them, minus the game having an perception skill - the 'obvious' solution would be to make demolitions experts able to see them, but now this is starting to sound like Silent Storm or such games, and would be a good bit of messin' about. I think the idea that you know they *MIGHT* exist is terror enough - ah, miss those brainsucker pods!
  18. WELL so much for my melee attack theory - it's to hit is..stasis lance? Yeah, I would've missed that too - good find, sir - and bound to be handy where I'm headed. Git, I expect your theories are right. ( Traenol, i noticed elsewhere you were using IE for the code, may i ask why not notepad++ or such? I had to tell my comp to quit trying tyo use monodevelop, LOL)... Hey, they were late getting this out, you can't expect them to clean up all that too XD @ Perraine - I wouldn't mind if you' d be kind enough to share your grenade findings, we had a bit of a fight with it ove rthe launcg grenades/ heavy ordnance numbers previously ( I'm currently play-testinga work around, grenadiers starting with hvy ord- in effect two grenades in the grenade-only slot ). ( This is for a grenadier and autocannon are two separate classes mod ).. Oh, and glad your intel problems are solved!
  19. seems only reasonable they'd have this- for feasibility; the can't move ability is there ( turrets ) the hidden until strike ability is there (chryssalids) and x-com already has a mine ability of sorts - ...other than map placement/mission types( perhaps this could only be added by a dark event )- I'm wondering if anyone else had tried this or is seeing any ... erm, 'land mines' I'm over-looking.
  20. I rather thought the new drones were going to be shadowrun style "rigger's" drones - a little disappointed they are in effect just a range extender and immune to enemy fire. I rather expect "shen's gift" will be something like a shiv - an AI class mech
  21. I think I'll just pop in and listen in, myself, if you don't mind - curious where I went wrong. I tried to do something vaguely similar for my X_COMmando mod - where the technician's class-defining secondary weapon isn't a drone no one can see or shoot down, but rather, a "cyberjack" that replaces the protocols (so that in effect ' mining' is still just a hack of their network) - let's put aside the ' isn't this a transmission network' question ... I had some related shenanigans with trying to mod the default for nanovest 'armor' ( utility item )... I got a bit frustrated, took an 'other games' break, SO i suspect I've some reading to catch up on. ps: as far as I know, the skulljack ' to hit' is a melee attack roll base, just the results of jacking in, so to speak, are based on hack. Even if I'm right I wouldn't know how to reclassify it's attack type- but the protocols (drone abilities) might the go-to.
  22. concur - even with cut and paste, I've had it be... very odd - hit or miss inw hat it chooses to recognize- what's more, I've found changea that I cannot get it to accept with 'modbuddy' ( - line, plus line ) but work fine if I do them by hand - which s fine until i try to publish it ( for example, telling grenadiers they cannot use the cannon, rather the rifle ) done through modbuddy, could NOT get it to recognize it - by hand? bang - like a charm. Might I add, turned out some of the modbuddy *.uc files were WRITE-only - don't want to wonder what kind of issues that gave me originally - i can only assume that the copy made into the mod's src folder isn't. I'm gathering there's a preference for making entirely new classes as changing the default classes seems fraught with unexpected behaviors.
  23. thanks, again, Execator- yessir, confirmed that - i have two of the 'new' classes up ( pushed two classes into 'emergent' for my mod ) - and yes, Gatecrasher promoted them , properly. I haven't tried to eyeball the code, ( ok i did briefly )- but several trial runs have shown that to so far be the case ( don't get me started on when i only had 3 available classes- got some weird stuff ) - I did get the 'emergent' classes to not promote from rookie , foun dthere isn't enough skills as yet to support the extra classes ( lol ) - and got some ... very interesting behavior on trying to overwrite default classes - I've found you can do it by directly editting the *ini files, but that doing it in modbuddy - line, + line, seems to be at best hit or miss.
  24. This isn't really what was asked for, but what I was striving for in my mod may be a good workaround - in short, several classes are 'emergent' - aren't supposed to promote from rookie without training - each has its own training area, rather than the GTS, - just as psi operatives or LW's leaders. ...I'd also planned on using the GTS to train one of them, suddenly sounds like a horrible idea . Perhaps consider a similar workaround, the special classes being 'emergent' ( earned or researched to train into ) - with the caveat that this was discussed in a "extending the game long war style" thread, and might be too slow for the base game. Impressed. Not there yet - haven't coded in years - but - I have a feeling the more advanced will find this very useful - most of my early attempts at modding xcom2 have been foiled by defaults with attributes I was unaware of or couldn't find or modify.
  25. I'm not there yet - but bookmarked. Hmmmn... needs an upvote/like button.
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