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Thread: Permanent projectiles minimod for TATW 3.2 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

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  1. #1

    Default Re: Permanent projectiles minimod ! Diffrent versions available. Axe ground texture fix added

    Hey zax,

    Can you update your mod to work with the lastest version of MOS (6.3)?

    Thanks
    AtheistDane

  2. #2
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Permanent projectiles minimod ! Diffrent versions available. Axe ground texture fix added

    Quote Originally Posted by AtheistDane View Post
    Hey zax,

    Can you update your mod to work with the lastest version of MOS (6.3)?

    Thanks
    AtheistDane
    It's already included in MOS

  3. #3

    Default Re: Permanent projectiles minimod ! Diffrent versions available. Axe ground texture fix added

    Quote Originally Posted by killersmurf View Post
    It's already included in MOS
    Wooops.. Nice surprise

  4. #4

    Default Re: Permanent projectiles minimod ! Diffrent versions available. Axe ground texture fix added

    Quote Originally Posted by killersmurf View Post
    It's already included in MOS
    What version are you using?

    Just played a battle with version 6.31, and the arrows etc. are not permanent

  5. #5
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Permanent projectiles minimod ! Diffrent versions available. Axe ground texture fix added

    Oh wait, I merged it myself in my last version (I believe it was 6.22), but I don't have MOS anymore. My bad!

  6. #6

    Default Re: Permanent projectiles minimod ! Diffrent versions available. Axe ground texture fix added

    Then I would like to humbly request to zax that he updates his mod to work with 6.31.

  7. #7
    Aipe's Avatar Civis
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    Default Re: Permanent projectiles minimod ! Diffrent versions available. Axe ground texture fix added

    ..... i have an idea what about update all to tatw 3.0 and new versions of mods like Baron Samedi mod compilation V4.0

  8. #8
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Permanent projectiles minimod for Vanilla TATW 3.0

    compatible with baron samedi's?
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod


  9. #9

    Default Re: Permanent projectiles minimod for Vanilla TATW 3.1

    Quote Originally Posted by Swagger View Post
    compatible with baron samedi's?
    Now it is

    Updated version reupped
    Last edited by zax; December 23, 2011 at 07:46 AM.

  10. #10
    Christianus's Avatar Miles
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    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    Compatible with 3.1?

    Edit: Sorry, I didnt read the first post where it says it is.
    Ὦ ξεῖν', ἀγγέλλειν Λακεδαιμονίοις ὅτι τῇδε
    κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.
    - Σιμωνίδης ὁ Κεῖος

  11. #11

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    could sombody make some animation changes making a couple of arrows appear in the ranged death animations, is it possible?

  12. #12

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    Hi zax, nice sub-mod
    I got a problem (I think it is) : my arrows don't get stuck on walls, wood or iron whatever, it just creates an animation of a broken arrow, and it's the same on the ennemies (if the ennemy is already dead it produces a dead arrow animation).

    I didn't change my descr_projectiles.txt, cause I'm using one of my own, but I checked yours, and it found it funny that you added the file, but changed nothing in it ? I checked everything, you just added some

    ///////////////////////////////////////////////////////////////////////////////////////

    everywhere to change the size maybe ?
    anyway, any idea why it doesn't work ?

  13. #13

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    Quote Originally Posted by Anorfwael View Post
    Hi zax, nice sub-mod
    I got a problem (I think it is) : my arrows don't get stuck on walls, wood or iron whatever, it just creates an animation of a broken arrow, and it's the same on the ennemies (if the ennemy is already dead it produces a dead arrow animation).

    I didn't change my descr_projectiles.txt, cause I'm using one of my own, but I checked yours, and it found it funny that you added the file, but changed nothing in it ? I checked everything, you just added some

    ///////////////////////////////////////////////////////////////////////////////////////

    everywhere to change the size maybe ?
    anyway, any idea why it doesn't work ?
    and u won't see a squat in descr_projectiles.txt, it is file to make sure all effects of javelins and axes are read by game (but not displayed)

    To see any effects u need proper entry in descr_effect_impacts.txt . Try one in the attachement.



    Quote Originally Posted by Dalkar View Post
    I have the most recent version of TATW and BS, but my game won't even start after installing this mod. No error message or nothing, the Kingdoms windows pops up but when I select Third Age it crashes.
    Any idea what is wrong?
    u did something wrong, make sure u can launch game prior installing this mod.
    Otherwise post me log.

  14. #14

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    I have the most recent version of TATW and BS, but my game won't even start after installing this mod. No error message or nothing, the Kingdoms windows pops up but when I select Third Age it crashes.
    Any idea what is wrong?

  15. #15

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    I installed it following the instructions and I'm certain it was working beforehand. Nothing appears in the systemlog.

  16. #16

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    Quote Originally Posted by Dalkar View Post
    I installed it following the instructions and I'm certain it was working beforehand. Nothing appears in the systemlog.
    Do you have any other mods installed, beside BS?

  17. #17

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    What about permanent projectiles on hit dying soldiers? I think when the arrow hit the soldier and he gets killed, he has the arrow in body. Maybe just a hundreds on dead bodies (because of hardcore to compute so many objectives for computer). Anyway it would looks cool to see battleground with dead soldiers with arrows. I little miss it. It looks weird when arrow hit the soldier and arrow just disappear with some splashing of blood

  18. #18

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    i dont know how to change my post, so sry for double post ... Can i use only the torchligh effect? What files do i need? thanks

  19. #19

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    I'm not sure it's possible, otherwise they would have make a mod for it ^^

    With this mod when it hits a soldier there is a broken arrow, I would prefer if it stayed on the body too, but maybe zax knows more about doing that

  20. #20

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    Quote Originally Posted by Anorfwael View Post
    I'm not sure it's possible, otherwise they would have make a mod for it ^^

    With this mod when it hits a soldier there is a broken arrow, I would prefer if it stayed on the body too, but maybe zax knows more about doing that
    Not likely to be done. Do you know how the arrow model is displayed? You got first model that flies through the air. Yes, that's separate model (and it's just visual, accuracy is calculated during string-pull sequence).
    Then, when projectile reach its target, vanishes and is replaced by another model (heck, it's not even the consequent model, as u look carefully u will notice that some arrows just dissappear when hitting the ground, with other grounded arrows just poping out of nowhere), that shows arrow sticking out of the wall or ground.
    The trick is, this second model is diplayed on the place that was hit and can no longer move.
    EG: gates that got hit by archery fire, crush them with ram and u will see lotsa arrow hovering in the air. Or just watch castle walls (bring them down with catapults)

    Same goes with arrows hitting soldiers. Arrow does not hit the actual model of soldier but hits invisible HIT-BOX that is described by height and radius, and moves with the soldier. When soldier is calculated to be dead, his model will collapse but the permanent arrow will stay in the place where it met this HIT-BOX. It will hover in the air. (when soldier dies, his hit-box is removed from the battle).
    So IMHO it's better to let some projectiles to vanish, than letting them to hover.
    Last edited by zax; May 08, 2012 at 03:32 PM.

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