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    Re: [HELP REQUEST] Mod crash on start

    building_junctions_upgrade_tables has not been renamed, still reads data__core. That'll be the first thing to fix :D
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    Yet another diplomacy question

    So my objective is to make it a bit easier for the VC's to confederate with...the VC's. (Damn those acronyms...).

    Now I know that the standard 'crack a nut with a sledgehammer' solution has been...
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    Re: Halberd/Spear Splash Damage

    Yes on both counts. I can't think of any spear wielding heroes off the top of my head, but hammers and axes both have animations for two handers (I suspect they may be the same one, even, in effect)....
  4. Re: Disallowing AI from building a certain unit

    I've had success by making the unit require an additional building the faction cannot produce. For example, adding a requirement to demigryph knights for a greenskin building in the settlement. Since...
  5. Re: Definitive projectile accuracy formula?

    Is it possible for the missed shot to still hit the same target - lets say for argument's sake that the calibration area is 0? Does this mean a miss is always a true miss, or does this mean the shot...
  6. Re: Is it possible to add a ranged weapon to a melee unit?

    Nope. You might be able to use a bow animation from a wolf or spider rider but it will cause considerable clipping as the animation set includes a point of reference for placement (so Franz will be...
  7. Re: Is it possible to add a ranged weapon to a melee unit?

    Yes, you can give him a gun. Simply assign him one in the secondary weapon field in the same way that missile troops have them. The problems come in with animation sets and variant meshes. If you...
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    Agent action proportion modifiers

    Within agent_actions you've got proportion modifiers for success, failure and critical success and failure (e.g. you kill rather than wound a target, or you injure yourself in the attempt) where...
  9. Re: Modding Bonus vs Large as Armor piercing. Possible?

    BvL isn't AP afaik, its basic damage.
  10. Re: Possible to only over-write one column from a table?

    Yeah, database tables are read by line the 'columns' are essentially registers - the code goes:

    Line #0 (because computers count 0 as a number) Register 0, Register 1, Register 2, Register 3,...
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    Re: Multiple Weapon Types in a Unit

    Just add the weapons you want to their weapon entry, the game engine strives for a roughly even mix so two weapons yields a roughly 50/50 distribution, three has roughly a third of them so armed etc.
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    Re: what figure First_Strike is?

    Likely something they've inserted in anticipation of adding elves to the game (indicator that Wood Elves will be joining soon? Perhaps Bretonnia are going to get their allies back?). Whether it has...
  13. Re: First time and learning modding... Grail Demigryphs

    The glow is part of the grail knight animation, you can use the one for grail knights but it won't be wide-legged enough for the demigryph creating clipping problems.
  14. Re: First time and learning modding... Grail Demigryphs

    A pack file would be more useful than an image of the file structure truthfully. We need to see the contents of the tables.
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    Re: Blood DLC mod compatability

    That may not have made sense...

    Say you've created a new unit called Mango Men, and you've used the man_entity from empire swordsmen for them. Unless you've also included the man_entity from the...
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    Re: Blood DLC mod compatability

    The new units have entirely replaced the old ones, so you'll need to update any calls to them in your mods appropriately. You don't need the Blood and Gore DLC to use mods however, the actual DLC...
  17. Re: Has anyone been able to work out definitively what the melee hit chance normalization coefficient does?

    Its a math (well, statistics) thing. The short version is that it ensures probabilities fit the correct curve and reduces the anomalies that can crop up if one set of variables is large than another...
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    Re: Need help for my SHIELD Mod!

    Well looking in variants_dds.pack we can see the same file structure in use, so id say that's unlikely to be your problem. Any other mod that amounts to the reskinning (by altering the tex .dds...
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    Re: Need help for my SHIELD Mod!

    You shouldn't need to download anything. Just upload the mod from the game launcher. Once you've put your mod into the data folder it'll appear in the game launcher under 'mods' and can be uploaded...
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    Re: Need help for my SHIELD Mod!

    Few things. First of all the mod will claim to be out of date until you upload a copy to the workshop since the last patch. You don't need to make it visible to anyone but you. That'll fix the...
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    Re: interesting thread about magic

    I honestly don't know why I didn't put 2+2 together before - being knocked down (and damage over time magic spells almost always come with a knockdown) does make a unit largely immune to damage. What...
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    Unpacking animpacks?

    So we can view the contents of the animation_tables (actually quite a few tables bundled together in a single animpack) in Tweak and even make changes there - unfortunately trying to export one of...
  23. man_animation choice results in paperdoll

    You know the pose I mean - the feet together arms out position used by the variant editor so you can see what you're doing.

    I'm modding in demigryph mounts for some of the Empire heroes and the...
  24. Re: Definitive projectile accuracy formula?

    Melee Attack? Pretty sure its a straight +% chance to hit, and counted together with the target's melee defense.

    So the formula goes: base (40% by vanilla kv_rules) + melee attack - melee defense...
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    Re: Overwriting of vanilla tables

    I've got nothing in terms of helping with the table-crash problem. It appears that ANY modification to the base tables without renaming causes this. Although you can just copy the entire table over...
  26. Re: Definitive projectile accuracy formula?

    Are we sure those're the only numbers used in the calculation? For example with melee there's a base probability - now admittedly you're adding AND subtracting there (we assume...it'd be...odd, if it...
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    Re: Debug me: New Unit problems

    Yeah nothing in the pack files is case sensitive, I usually put things in proper capitalisation because its easier to read that way but its an ease of use thing.

    Hmm, I never noticed that checkbox...
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    Re: Debug me: New Unit problems

    I came back to it with bloody-mindedness this morning and after three hours of searching for game-breakers (I know its messy, I tidy before I publish usually...if i'm not dead from exhaustion from...
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    Re: Debug me: New Unit problems

    Okay I concede defeat. I had this working perfectly an hour and half ago. Units appear correctly, had their own tooltips, short text, long text, unit cards etc etc etc. Recruitable in campaign and...
  30. [Tool] Re: PFM 4.1 - Warhammer support

    Have you done something with the schema in the past hour or two again? A mod that was working perfectly prior to that has suddenly started crashing to desktop on game launch (only mod enabled, no...
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    Re: Debug me: New Unit problems

    You're right. And it fixed the invisibility issue too.

    I have run out of cookies, will cake be acceptable?
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    Re: Debug me: New Unit problems

    Now to figure out why the new variant mount is invisible.
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    Re: Debug me: New Unit problems

    Yep, that squashed it! Got ahead of myself with that element of the mod and forgot about it. Thank you!

    (Your cookie, as promised)...
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    Re: Debug me: New Unit problems

    I have a feeling you're correct. That should be calling the demigryph rider variants. Let me see if that fixes that.
  35. [Tool] Re: PFM 4.1 - Warhammer support

    Ah hah. Thanks!
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    Debug me: New Unit problems

    I can no longer see the wood for the trees and would appreciate fresh eyes on the problem. I've got a cookie for whoever can tell me what im doing wrong.

    The mod essentially adds two new units to...
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    Re: PFM throwing tantrums

    Apparently caused by a schema update, and resolved by another one :P Nothing to see here.
  38. [Tool] Re: PFM 4.1 - Warhammer support

    Schema's fixed my problem (table is now in yellow though...why is that? Can edit it just fine)
  39. [Tool] Re: PFM 4.1 - Warhammer support

    Having an issue with PFM. Late stages of working on a mod i've added battle_entities. So far, so good. Can rename it to avoid conflicts with other mods no trouble.

    The instant I edit any data...
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    PFM throwing tantrums

    I'm having an issue with PFM 4.1

    I've added battle_entities_tables>data__core to the mod im working on and deleted the lines I don't want to alter. As soon as I save (even having changed...
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