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CounterPoint391

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Everything posted by CounterPoint391

  1. Wow, I'm impressed. I know of two mods that would be worth your time. I'll get you in contact with the dev's of 1257AD and Floris mod.
  2. Could you take a screenshot of the problem? Also, you are more likely to get mod support from the Taleworlds thread for Imperium Romanum
  3. Look fantastic. Only quibble is that the Altmeri seem more yellow than normal --- though that may be due to any lighting or ENB stuff you have going on. I love the work on the Wood Elves though -- really gives off a forest people type of vibe :D
  4. Nice -- I'll be keeping an eye on this one
  5. I'm making the mesh and texture from scratch, so feel free to request a unique appearance.
  6. Yeah I can make an alternative appearance for you Silver sunburst bolts. It's really too easy to make something like that. And, no I don't need anything in return. Just pass the favor forward to someone else. Tell me more about how your mod, specifically the Silver Sunburst Bolts, so I can visualize a unique appearance for it, something you won't find in any other mod. As in, what does it do? what is it intended to be used against? any lore you made up to go with the mod. Since it looks like Skyrim handles Bolts as a part of the Bolt Bag, what kinda bolt quiver would you like to go with it? Or just tell me more about the mod and I'll take some artistic license and make it look cool. I doodled this concept for the silver bolt heads, what do you think?
  7. Two things: How many polygons may I use, and how large am I allowed to make the texture sheet? I've done models for another game, M&B, so I have no experience with how Skyrim handles models. I can make you a mesh, and a diffuse, specular, and normalmap. For the Tranq darts, I was thinking something like this? EDIT: Just whipped up this model, something like this for the Silver Bolts? or more fancy? I'm going to read up on using nifscope to import models from the game so I can get something that fits the scale that the game uses
  8. Quick bump incase this comes in handy for someone
  9. Which mod was it? For some of the larger, texture heavy mods this may occur when the game has to load too many textures. Try enabling 'Load textures on demand' from the config menu from the splash screen.
  10. What exactly are you trying to modify with the health bar? If you simply want to change the look, then open up 'user_interface_b.dds' int the main warband textures folder, make your edits, then save the modified copy to whatever module you wish to use it in. Make sure your module.ini has scan_module_textures = 1 If you want to edit the size of the health bar, then you'll need to do some editing using the Module System. The specifics on how to do that are outside my modding expertise though
  11. Try looking for a filepath similar to the one below. I have M&B on Steam as well C:\Program Files\Steam\steamapps\common\mountblade warband\Modules
  12. Honestly, archery and throwing gets way easier the more weapon proficiency you get. Just stick with it, and every time you level up pour all ten WP points into archery/throwing. Or if you don't believe me, put cheats ON, and ctrl+W til you get archery to 160 and up, and then see what you think of the system
  13. No, you need to ask the creator of Clash of Kings for their source, specifically for 'module_game_menus.py' While it is possible to do some code splicing with just text, it's really a rather roundabout way of doing it. Using the Module System Python files, you'll be able to do such a task easier.
  14. You'll need a copy of the Source code for 'Clash of Kings'. Once you get that, come back here and I'll walk you through the rest.
  15. It can be done. It will be a bit of a hassle though. Step 1: Download OpenBRF. this allows you to view the meshes used by the specific module. Step 2: Once you identify the BRF file containing the stuff you want, make a copy of it, and paste it into whatever module's RESOURCE folder you wish to put it into. Then, find all the textures used by the stuff in the BRF, and copy them into the TEXTURE folder of the module you want to import the armors/stuff into. Step 3: open up module.ini, and add the line 'load_mod_resource = [whatevertheebrfisnamed]' under the load_resource lines somewhere. Step 4: Download Morgh's Warband/WFAS editor and edit the itemkinds text. add new armor entries that use the new mesh name. That's the basic gist of it. I probably left out a ton of details and stuff, so if you're really interested in making what you stated in the OP happen, shoot me a PM and I'll walk you through the proccess. Somebody should get around to making a guide for this for the Nexus Forums to help the newbies out.....maybe I'll do it if I find the time
  16. First off, you'll need OpenBRF Open up the BRF with the model you want to extract, and right click on the mesh name -- that'll pull up a bunch of options. Go to 'export static mesh' and save it in your preferred file format. Then import it into whatever modelling program you use. If you have any questions, let me know
  17. Short answer: Yes You'll need OpenBRF to get the OBJ file into the game though
  18. Ok, for starters you'll need a couple of tools. They're fairly intuitive, but if you have questions on using them just let me know, as I've used them quite a bit. To get models into a format that the game engine uses, you need to import the mesh into OpenBRF There you can add meshes, assign materials and textures and do other cool things. This makes you model game-ready. Be sure to add the textures by converting them to .dds file format, and placing them in your Mount and Blade/Modules/ whateveryourmoduleis /Textures folder. Save your new BRF to your module's Resource Folder Next, open up a file called module.ini file, then scroll down to the end of the 'load_resource = ' lines and add another line 'load_mod_resource = yourfilenamehere' To get the item to show up in shops, you can edit the itemkinds.txt directly, but it is easier if you use a tool. My favorite for this is Morgh's Editor. Go to the item section and add a new item, first by selecting a similiar item as a template. Once the editor generates a new entry, you can edit the stats and flags for the weapon. Be sure to check the 'merchandise' flag so it shows up in shops. That's the basics. Let me know if I left anything out. Note that if you add an item and use an existing save, it will take a week or so gametime for it to start showing up in shops
  19. I assume you mean how to make a multiplayer type map, right? Here's a tutorial I found over at Taleworlds that describes the process. I'm familiar with scene making also, so if you have questions, let me know. Here's the Tutorial
  20. I like the combat system. On foot, the melee is intense; on horseback the combat is equally good, and the best implementation and representation of mounted combat from an RPG standpoint that I've played. I love the archery, and I like how you have to compensate for arrow drop, like in real life. From an RP point of view, the game is so open ended you can play however you want to, and there is a lot of replayability.
  21. I usually don't mind the level times up to like lvl 15, but after that it really gets lenghty. It's nice there is no upward limit on level, but for a not combat oriented character levelling can take forever.
  22. That can actually be fairly easy for you to implement, provided you are willing to invest a small amount of time into reading some instructions on the tool I'm about to link you to. In M&B, you can adjust the armor values by either tweaking the values in the itemkinds.txt file, or by modifying the values in the python version of that file (aka, the module system file). Now, on its own, the text file is hard to read, because it's just a bunch of numbers that the game reads and translates. Fortunately for you, there is a tool that makes that extremely simple, which is Morgh's Warband Toolset After you read the documentation (or skim it for the parts you need), and BACKUP your itemkinds.txt file, you can adjust the armor values for whichever armor you want. You're probably wondering, "well great, but how does that help me with invisible head armor like I asked?" The answer is simple -- in warband, armor has three values: leg protection, body protection, and head protection. So, you can change the head protection value of armors from 0 to whatever you want, using that editor I linked you to. Hopefully that helps, but if not, PM me (cause I don't frequent here too often -- I get emails everytime I get a PM though)
  23. There used to be a lot of older mods that sometimes had that feature. Most tried to compensate for that ability with massive relation hits with everyone, and seemed to be pretty unpolished. There is a script for it floating around that I could link you too, but that needs some modding skill for this game and a basic understanding of the module system.
  24. Hey man, The easiest way to tell what game a mod is for on Taleworlds is by what subforum it's in. Some of the larger mods have subforums within the released mod subforum for a certain game, so just read the subforum titles. Now, M&B original, M&B: Warband, and M&B WF&S are all seperate games that don't require the others. My favorite is Warband
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