There are two 'Morgai Orc' instances in the same troop tree.
There are two 'Morgai Orc' instances in the same troop tree.
As long as that mod does not add any new spawn points (NPCs) in its towns, it should work without any issue.
I hope one time you will regain the time and motivation to push with this project. The mod has some great potential.
Hello. Late reply here. Yes, I also get this issue, but in Ahmerrad. I guess I should also think about upgrading. ;)
Try this:
Ufile.io
Make sure to create a backup for the original file, just in case.
Are you coding the whole thing in lua by chance?
The mod is really great. I especially enjoy looking how my scenes look like with the new graphics. :P
After playing for a while, I can point out the following details that they need to be addressed:
- even though the game is generally stable, I have encountered cases when it crashed. It happened twice when I encountered the guard at Durquba, just immediately as the dialogue window popped up.
- 4 miles south (or west) of Suno, the game crashes with a RGL error. It says that the mesh „grass” is 66000 vertices, and recommends to split them. So far, I have not found any mesh that is 66000 vertices. It would be work looking into it though.
- As a matter of curiosity, I was wondering whether you are using the newest version of my scene pack. The three most recent iterations have focused around overhauling three Swadian towns, two Vaegir towns and all the Nord ones. I have also overhauled absolutely all the interiors and associated scenes for all the towns. For example, when you look through the window of a tavern/teep/prison/shop interior, you will always see a mock-up of the town itself, as to keep the consistence. Dhirim lord's hall is awesome too. ;)
Sadly, the Rhodok towns will not come any soon.
- The riverside towns still lack a terrain border that extends the river itself. I guess it is a known issue.
- As a future idea, it would be good if there were actual roads between the towns and maybe some villages. The parties that travel along it would follow a set of waypoints, kind of like siege towers work right now.
- I would love to see the bandit activity and interactions expand. I have always wanted to recruit steppe bandits, raid caravans and interact with a hideout that would act as a recruiting pool and a safe haven. I was also thinking that you could make it easier to persuade piligrims (pesky beggars) to join a bandit group.
This is strange. Such problems occur when you don't correctly modify the scenes.txt file. Did you try it on a copy of the Native module?
Not too soon. I have decided to find the time to finish Bariyye because I wanted to complete the Sarranid towns. As for the rest, I cannot really give an answer.
The download link can be found in the 'addons' section, then select the town pack.
Yes, the scenes don't use third-party resources, so they are highly compatible with any mod that still keeps the Native resources.
I have contacted the support team. I hope this will be fixed, as some other mods have been affected as well.
This should be a temporary issue. The pack was on Nexus some time ago, but I withdrew because it isn't a practical platform.
You just need to open the file and find the code which begins with town_1_center and ends with town_22_alley. After that, copy the code provided by me and replace the existing one. Make sure to create a backup of the scenes.txt file before doing any modifications.
Yeah, it might be hard for those who do not have enough experience. At some point I'll just pack everything into a mod that everyone will be able to download.
Sadly, you will need to work either with the Module System or the text files in your module folder.
It's kind of late for an answer, but you do not need permission to use this. If you still plan on adding these, I may suggest manually moving the spawn points a little bit away from the map borders for each scene individually (you can't do that by copy-pasting an already edited scene, because each one had AI meshes). I would like to do that myself, but I do not have the time as of now.
Thank you. :)
Added Ahmerrad.
Yes, you need to replace them. Please make a copy of the Native module though.
Can we expect the next version to be a beta?
Thanks. They technically are there, with a max. of 10/scene, but since the towns are so big, you don't get to see them too often.
Make a copy of the Native module. There, you will have to open the SceneObj folder and paste the .sco files provided by me. After that, download this file File-upload.com. It contains scenes.txt. Copy it and paste it into that module folder. It will replace the original one.
Hello everyone,
I have finally fixed the issue of low performance in forests for the Improved Battle Scenes pack. Now, the battles run very smooth with o problem whatsoever. Also, the strange behavior of troops going uphill on some maps has been fixed too. If you have already installed the battles pack, just re-download and replace the old .sco files with the new ones.
News: The forest battles run very smooth now, and the stuttering issue is gome completely. Also, I have fixed the strange behavior of troops while climbing uphill on some maps. If you have already installed this, just replace the old .sco files with new ones (no need to mess with scripts once more).
Here: File-upload.com
For towns only. You need to take in account that the RGL error was fixed though and the manual installation shouldn't cause problems anymore.
A hotfix for the RGL error after installation via the .txt method has been released. For those who encountered this problem and couldn't start the game, please re-download. If you never had this problem, ignore this.
The_Bowman_TW
Arcadie joined
Hello, I'm a scene maker in the Mount&Blade; community, and since level design is my primary strength, I'm glad to share my work with everyone. I hope you enjoy it!