Page 13 of 33 FirstFirst ... 34567891011121314151617181920212223 ... LastLast
Results 241 to 260 of 654

Thread: General discussion (use of already implemented functions, etc.)

  1. #241

    Default Re: General discussion (use of already implemented functions, etc.)

    Unbelievable and very impressive work, youneuoy!!! Damn talentful... I know nothing of how M2TW engine works, but this is probably the most promising, inspiring and game changing mod, and what many were dreaming for more than a decade...

    Thank you very much for sharing this and the open approach to seek open collaborativeness among talenful modders. Good luck!

  2. #242

    Default Re: General discussion (use of already implemented functions, etc.)

    I tested the fix of crash due to a change of labels, everything works as it should. Now I did it only for the Steam version, in the evening I will add this change for the disk version and there will be a hotfix.


    Quote Originally Posted by jdofo View Post
    Unbelievable and very impressive work, youneuoy!!! Damn talentful... I know nothing of how M2TW engine works, but this is probably the most promising, inspiring and game changing mod, and what many were dreaming for more than a decade...

    Thank you very much for sharing this and the open approach to seek open collaborativeness among talenful modders. Good luck!
    Thanks!
    Last edited by youneuoy; May 14, 2020 at 02:02 AM.

  3. #243

    Default Re: General discussion (use of already implemented functions, etc.)

    Hotfix:
    fixed crash caused by removing labels.


    finally fixed the killing of generals with the help of the second part of the program.


    The link to the archive with the program has been updated.

  4. #244

    Default Re: Download links, important information and instructions for the program, in pictures

    Hotfix:
    fixed crash caused by removing labels.


    finally fixed the killing of generals with the help of the second part of the program.


    The link to the archive with the program has been updated.

  5. #245
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    Fixed the 4_coords description

  6. #246
    franky317's Avatar Libertus
    Join Date
    Jul 2011
    Location
    Rieti, (Ita)
    Posts
    99

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    Hi! congratulations for the work.

    but I can't understand how to make a character assign a label.
    I tried but the game crashes.
    how can I assign the label to a faction heir?
    I tried it like this:

    label:
    My New Precious label
    my_new_precious_label
    1
    trait
    1
    Factionheir


    where am i wrong?

    ok , I tried it like this:


    label:
    TES label 1
    my_new_precious_label
    0
    2
    passed_Turns
    1
    1
    trait
    1
    FactionHeir
    the game starts but at the passage of the crash turn.
    in the campaign_script there is only this script:



    monitor_event CharacterSelected CharacterIsLocal


    and I_CharacterExists my_new_precious_label


    kill_character my_new_precious_label


    end_monitor
    Last edited by franky317; May 19, 2020 at 03:26 AM.

  7. #247

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    franky317, send me log files after crash(in folder of mtw2/log). Do you have latest version of program? Try redownload it and try again.

  8. #248
    franky317's Avatar Libertus
    Join Date
    Jul 2011
    Location
    Rieti, (Ita)
    Posts
    99

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    yes latest version .
    in the log it seems to me that it says nothingin the log it seems to me that it says nothing

    system.log.txt.7z

    sorry this log :

    logs.7z

    label:
    test label heir
    label_heir1
    1
    1
    trait
    1
    Factionheir



    I tried it like this.
    but always at the passage of the turn the game crashes.


    the tool works because I set up multiple religions.


    but this of the label is not
    I tried it like this.but always at the passage of the turn the game crashes.the tool works because I set up multiple religions.but this of the label is not
    Last edited by franky317; May 19, 2020 at 02:10 PM.

  9. #249
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    Hm, there was a crash before that sounds like this, but youneuoy fixed the link. The link is the same afaik he only updated it (didnt call it a new version) so perhaps you didnt notice? Could you just try to redownload it so we are sure (unless you have today/yesterday, wasnt quite sure based on what you said)

    Otherwise it indeed doesnt look bad, the script should be doing something only when you click on a character (tho, the clicking part could be taken away I suppose, but no big deal), so it surely cant be a cause of the crash between turns...

  10. #250

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    franky317, try redownloading the program and try again.
    Also write, does this come in one specific modification or in any of them?

    In a couple of days I will transfer these messages to another topic, if no one is against.

  11. #251
    franky317's Avatar Libertus
    Join Date
    Jul 2011
    Location
    Rieti, (Ita)
    Posts
    99

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    downloaded this morning and copied exactly the codes, but I continue to crash.


    Did I write the code well? I would like to insert the label to each heir.

  12. #252

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    With the condition code, everything seems to be fine.
    Have you tried this feature with just one mod? Try another one. Perhaps the problem is in the modification (some character is incorrectly registered) or something similar. In this case, I would like to download this modification myself and check the correct operation of the program with it.

  13. #253
    franky317's Avatar Libertus
    Join Date
    Jul 2011
    Location
    Rieti, (Ita)
    Posts
    99

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    so far I have tried with BellumCrucis7, trying with another basic retrofit mod, it works!


    But haven't you tested with BC7?

  14. #254

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    Quote Originally Posted by franky317 View Post
    so far I have tried with BellumCrucis7, trying with another basic retrofit mod, it works!


    But haven't you tested with BC7?
    I have a version of the BC7 specially adapted for the hotseat campaign. Can you give a link to your version? I'll see what's so unusual there.

  15. #255
    franky317's Avatar Libertus
    Join Date
    Jul 2011
    Location
    Rieti, (Ita)
    Posts
    99

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    mine is version 7 + bugfixer + sub mod that you find at this address :

    https://www.twcenter.net/forums/show...-Full-Campaign

  16. #256

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    Well, it would be great, of course, if you provided all the links at once, but I already found it myself and set it to download. In the evening I’ll check what is wrong there.

  17. #257
    franky317's Avatar Libertus
    Join Date
    Jul 2011
    Location
    Rieti, (Ita)
    Posts
    99

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    thank you very much.


    In the meantime I have already created a nice way to assassinate the heir! and I'm sure I can use this tool for crusades too!

  18. #258

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    franky317
    ,
    I checked the program with BellumCrucis7, BellumCrucis7 + fix, BellumCrucis7 + fix + your submod.
    Problem only in BellumCrucis7 + fix + your submod, and only in the full campaign.

    There is a problem due to the name Giordano_Orsini in the descr_strat.txt file(faction papal_states). If you change his name to Giordano Orsini, then everything works fine.
    The character does not have name(the program tries to read it and receives an error due to its absence).
    Giordano_Orsini(crash):
    Spoiler Alert, click show to read: 

    Giordano Orsini(all ok):
    Spoiler Alert, click show to read: 

    A question:
    the game processes these names(more precisely their absence) completely correctly in any cases, right?
    If so, then I will fix this crash. (I will correct it in any case, but the decision will depend on the answer to the previous question).
    Last edited by youneuoy; May 20, 2020 at 08:47 AM.

  19. #259
    Jadli's Avatar The Fallen God
    Gaming Emeritus

    Join Date
    Dec 2013
    Location
    Czech Republic
    Posts
    8,528

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    What do you mean by that question?

  20. #260

    Default Re: Characters Labels Overhaul (scripting capabilities improvement)

    Quote Originally Posted by Jadli View Post
    What do you mean by that question?
    The probable presence of problems (crashes, violation of game logic, etc.) in the game with characters without a name(absence due to incorrect assignment, as it seems to me, although it may not).

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •