Mhaedros, you're a hero. *brofist*
Mhaedros, you're a hero. *brofist*
I converted the .text to a DDS using DXT, but my Milkshape still instantly crashes : /
And by DDS I mean .tga.
Okay I found a format that works. Now I'm having trouble moving the selection matrix where I need it because I can't seem to scroll down in the texture editor.
Last edited by Jmonstra; January 05, 2014 at 07:35 PM.
It works! Behold!
http://cloud-2.steampowered.com/ugc/...C4CEFBF371A81/
Now I just have to figure out how to get the scabbard to stop floating around.
Sorry it took so long to get back to you on this. Literally all I've done so far is replaced Thengel's name with Eomers, I haven't changed any traits or anything else. As far as the actual file goes, I've deleted it and am using the clean copy I made so I can actually play the game.
So I'm having a new issue with a new unit.
When I test the textures in Milkshape it looks like this:
http://imgur.com/m6HnAWt
However, when I test them in game they are clearly not assigned properly. Any idea what could be causing this?
Also I'm having an issue with the cloak being stiff. I can't figure out how to get it to hug and conform to the model's body as do all the others. I've tried assigning it to multiple different places (torso, pelvis) and I've had no luck. Do capes need to have some kind of animation assigned to them?
Last edited by Jmonstra; January 05, 2014 at 10:42 PM.
I am attempted to limit recruitment of my heaviest troops by creating counter that only allows recruitment when moria is held by my faction. Here is what I have come up with... for some reason my counter limits recruitment but does not allow recruitment when I conquer moria in campaign...
monitor_conditions I_SettlementOwner Misty-Mountains = turks
and I_EventCounter holds_misty-mountains == 0
add_events
event counter holds_misty_mountains
date 0
end_add_events
end_monitor
monitor_conditions not I_SettlementOwner Misty-Mountains = turks
and I_EventCounter holds_misty-mountains == 1
and I_NumberOfSettlements turks > 0
set_event_counter holds_misty-mountains 0
end_monitor
then this goes in the edb
recruit_pool "Arnor Pikemen" 1 0.1 1 1 requires factions { byzantium, turks, } and region_religion numenorian 50 and hidden_resource dunedain and event_counter holds_misty-mountains 1
Again the goal is to have the pikeman available to recruit in my homeland when the mines of moria are under my control... lore wise they are heavily armoured and there is little ore in middle earth but a lot in moria.
I have tested this in many different ways and doesn't seem to fire the counter when I siege and take the settlement... help would be greatly appreciated
Not sure what is wrong here,maybe you are in 12 TPY? for some reason the add_events line does not work with that.
Anyway, you can try this (you are turks, right?):
It must pass 1 turn before the EDB conditions are parsed tought (this has nothing to do with the script itself).Code:monitor_event FactionTurnEnd FactionType turks ; Less lagging than monitor_conditions, same result for our purposes if I_SettlementOwner Misty-Mountains = turks set_event_counter holds_misty-mountains 1 end_if if not I_SettlementOwner Misty-Mountains = turks and I_NumberOfSettlements turks > 0 ;are you sure you need this condition too? set_event_counter holds_misty-mountains 0 end_if end_monitor
I'm going to kiss you, it worked... I am obviously a noob scriptor... I actually built this script first but then I saw a thread with some experts like Gigantus in it where they were creating power centers which is exactly what I wanted so I took their script even though it seemed quite "robust" for my needs... didn't know about the 12 turns bug though... without you I probably never would have figured it out but would have spent another 5 hours on it at least. Thanks and rep
http://www.twcenter.net/forums/showt...ot-not-working
Not just 12tpy. Some don't have this problem, e.g. 4tpy (TATW).
This was unnecessary...
...and I suspect that the 12tpy bug was a problem there. Doing it this way instead...Code:add_events event counter holds_misty_mountains date 0 end_add_events
(EDIT: oops. I meant this...)Code:event counter holds_misty_mountains 1
... is exactly the same thing, is much simpler and avoids the bug.Code:set_event_counter holds_misty_mountains 1
The issue might also have been that setting an event counter does not have an effect on EDB conditions until next turn. (Not 100% sure about that.) Either way Kilic's solution avoids that too because it is setting the counter during turn end instead of immediately.
And yes: avoid monitor_conditions! It slows down the game in a way that monitor_event does not. Too many people still use it which is just bad for everybody.
Last edited by Withwnar; January 08, 2014 at 04:05 AM.
A quick question unrelated to unit creation:
How does one make custom settlements that that aren't already available in custom battles able to be played in custom battles?
Could someone describe the process of how I would add units from the High Elves to the roster of the Silvan elves so that they are recruitable and usable in battle by the Silvan Elves? I figured out how to add ownership of the unit but this must not be sufficient as the unit lacks a unit card, is not recruitable and is just a silver surfer in the battles. So how would I copy some High Elf units so that I can recruit them as the Silvan Elves?
heres a tutorial on how to give them texture: http://www.twcenter.net/forums/showt...nother-faction
And what images concern, go into data/ui/unit_info and open mongols-folder
Copy the unitcard in question, then go back and open the egypt-folder instead and paste it in
Same thing for the unit cards in data/ui/units
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
That's a start! Thanks!
I've been playing Divide and Conquer mod and while I enjoy it, I didn't like the way Bree is represented - but I liked the additional units (the 3 Bree Watchmen regiments).
Now, I've been wondering how to move those units to a different mod (say MOS) - does someone know a tutorial which would help me get started?
Last edited by Magas of Cyrene; January 08, 2014 at 01:02 PM.
Figured out my issue. Here's the result :
http://steamcommunity.com/sharedfile.../?id=214385995
Now I've got another issue
http://cloud-2.steampowered.com/ugc/...C4CEFBF371A81/
As you can see, the scabbard is floating around out in space. Likely because the sword and scabbard belong to the same group, both of which are assigned to the right hand bone.
Is there any way to fix this?
In MilkShape select all of the scabbard's vertices and regroup them, that will give you another group that you can assign anywhere you want.
P.S. Make a backup of your model first, in case something gets messed up. I hope this helps.
Can someone point me to how to switch bodyguards for specific generals in Vanilla (I have computer problems with MOS so right now I play Vanilla)? For example if I want Aragorn to use Battle Dunedain. Also is there an infantry model for Aragorn himself?