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Topics - Moose

#1
v2.0 / [2.5] Thenn Valley prop problems
December 02, 2017, 09:50:10 AM
Strolling through scenes because I forgot the name of one prop, I found a few props misaligned in Thenn Valley village.

Screens:
[spoiler]
[/spoiler]
I may have moved them at the last moment before release, as I was in a hurry before 2.0? I can't remember. Anyway, one house was incorrectly replaced with it's smaller analogue, causing in-house furniture to stick out of it and fly.  2 houses were also misaligned and looked bad. I fixed all this, also added a few of those nice z_ props with live animals and villagers.

Here is the fixed version:
https://www.dropbox.com/s/qvtq534nv5to8wx/scn_village_43.sco?dl=0

Best regards, ye northerne Moose.
#2
Greetings, goodfolk of AWOIAF forums!

The 'sceners guild' section is almost empty and forums are half-asleep. So, I thought I could liven up them with my plans and bragging.

I am currently working on the scenes for the player's settlement - a quite handy feature, that allows you to have our own fort, even in the middle of your enemies' lands. The settlement has 4,5 levels of it's construction, every one of which adds new advantages for the player. I am going to remind/explain how each of them are different, because why not. I originally created this for myself, which made scening much easier, as opposed to drawing plans on paper or making scenes with no plans at all, but then decided to tease you with it. The maps are very rough demonstration of the planned buildings, some aspects may change.



Level 1. The first level of the settlement is merely a glorified fortified camp. It gives the player ability to garrison 50 soldiers, rest with them. Building takes 6 hours and a few thousands of stags. The only staff member is your loyal captain. Defence advantages are very minor, but better than an open field. Which is a significant advantage against a dothraki horde.
Commander's tent is built upon a small hill, while most soldiers camp on lower ground.


Level 2. The fortified structure that is the second level is provided with a palisade. The palisade isn't truly a wall (which troops can't stand upon), but it helps you narrow enemy forces and gives protection against archers. A moat is dug around the palisade. Hosts 50 soldiers

The player gets his very own house built atop of the hill, where he can rest and store loot. A priest of chosen faith can give you advice in religious matters. The tavern is built in the settlement, where soldiers go to relax.


Level 3. The palisade turns into a wall, which now can be properly stood upon. This allows you to rain arrows on enemy soldiers, while infantry holds the gates. The additional space allows you to garrison 120 soldiers. Man at arms, an old soldier, can now be hired to train your recruits. A prostitute can be hired in the tavern to diminish the awareness of your troops. A bard to entertain you and a healer can be hired for your house.

All this good stuff can be built for 5 items of timber, 5 packs of tools and 5000 of silver stags.


Level 4. Now this is a real fortress! The wooden gatehouse and a bridge over a moat narrows attackers even further, while rotation of walls allows archers to shoot at enemies much easier. Towers support the corners of the walls. Soldiers now have proper barracks and training site for them which allows you to garrison 250 units. Armourer and a weapon smith are hired to help you sell and buy equipment.

Player's house gets extended with a tower. Food supply of the fortress gets improved, which allows you to hire a cook and hold feasts at your residence! This is the final stage, so defender advantages are maximized. 

All this costs 5 more batches of timber, 5 packs of tools and 10k of silver stags. Construction takes 2 weeks. There is also a transition scene between lvl 3 and lvl 4, where you can see how the improvements are being built.


Most of these features were already there, my job is to make them look good in the scene. This design was inspired by amazing quest of Kingdom of Amalur, where player gets to rebuild a ruined castle.
Thank you for reading all of this! If you have critique or suggestions to include something in the scenes, I will be happy to hear your opinion and answer the questions you have.

Best regards, Moose.
#3
v2.0 / [2.5] Minor bug: wrong timing for a log note.
October 18, 2017, 08:36:30 AM
Whenever I click "Start new game", a note about Kingsguard in the log appears.

Screenshot:
[spoiler][/spoiler]

I'm pretty sure that it's not supposed to be there.
#4
Sadly, it seems that new fixes to the grass have quite the opposite effect for me. If earlier, grass was white only on non-full "plant shadows", now it is white all the time.

If full shadows, blobs resemble shape of the grass more. If quick/none, they're flat white rectangles.

Screenshots:
[spoiler]

[/spoiler]

My computer specs:
Pentium Dual-core CPU E5500 @ 2.80 GHz
8 GB of DDR3 RAM
Videocard Nvidia GTS 250 512mb

M&B 1.168, mod freshly-downloaded 2.5. Which is weird, as 2.2 worked perfectly in this aspect.

I am not seeing any report, which seems strange too.
#5
Accidentally found this, while was checking this quest for other thread here.

This happened while I was using a save, where I cheated a lot, had cheatmenu on most of the time etc. I originally used this save for scene testing. Reach owns Arbour in this save. My char had 24 strength.

I took a quest from Rory and went to Dagmer right away, without leaving the tavern. When he offered me to fight him, I saw new option "Intimidate with strength", so I clicked that.

Right away, without leaving the tavern, I spoke with him again. He started talking like if we were old friends. But I chose option "I am going to test out my skills on you" (or something similar, lower option). And every time I clicked it, I got -3 to relationship with Reach. I'm pretty sure that was not supposed to happen, as it was enough for Reach to declare war on me.

Can anyone else confirm this on normal savegames?
#6
v2.0 / [2.2] Clansman Chainmail has missing textures.
October 09, 2017, 05:42:57 PM
Casually checking in on Winterfell's armourer, I found this weird chainmail. It's quite rare, never saw it before. It has missing textures for its cloak and weird glow on the skirt-padded-armour-thing. It also appears entirely white in scene-edit mode. I haven't got any errors, like one does with bugged items (i.e. Bone of Nagga/throne.)

Screens.
[spoiler][/spoiler]

Can anyone confirm this or is my game bugged?

Mod version 2.2. WB v1.168.
#7
Helped some lords fighting in Dornish deserts. Enemy army spawned at the corner of the map, behind allied army. Starting map screen.
[spoiler][/spoiler]

Map is flat, no vegetations, very minor hills.
#8
v2.0 / [2.2] Arbor and Lys siege issues
October 07, 2017, 10:47:04 AM
Arbor and Lys have issues with AI mesh, as reported by a right proper lad Walscott on Moddb.

I fixed Arbor - added missing mesh (Mostly where archers spawn), corrected existing one and sealed off some areas where AI can get stuck and is not supposed to go there.
Here is the file.
https://www.dropbox.com/s/p8go5b6lp8skhdx/scn_town_21_walls.sco?dl=0

God help the man, who will try to fix Lys - my computer simply couldn't handle that scene.
#9
Oldtown walls file has a destructible drawbridge. The troops tend to bunch up on it, and some of them have throwing weapons, which destroy the bridge. Missing bridge causes troops to drown, making assault impossible. Originally reported by Wascott on Moddb.

Screenshot.
[spoiler][/spoiler]

Here is a fix, where drawbridge was replaced by it's non-destructible analogue.

https://www.dropbox.com/s/eglje24m9gybr9e/scn_town_22_walls.sco?dl=0
#10
1) Go to the Citadel in Oldtown.
2) Do not be injured.
3) Ask "could you look at my injuries"
4) "Actually, I changed my mind"

If you change your mind, your character asks "could you look at my injuries" again. So, you get stuck in the dialogue until you pay that guy money.
#11
v2.0 / [2.2] Ship capture menu glitch
October 04, 2017, 07:12:17 PM
Version 2.2. Cheats were used once and turned off shortly after, only thing done is Ctrl+x-ing some money for roleplay purposes. The save was created in 2.2.

After winning a ship battle, and getting the menu about a free ship, a white cross appears in the lower left corner. First time, it was after fighting random looters.

Second time, it was after fighting letter quest poachers, after an error appeared in the log: "get_object failed for mesh: hacerbarco"

Screens:
https://imgur.com/a/jNH11
#12
The save was started in 2.0. No cheats, no edits. Kings Landing was taken by Vale in that save.

Tywin Lannister constantly tries to kick Joffrey out, but that bastard, like a loyal dog, constantly finds a way back into the Westerlands. Twice. Same with Kevan Lannister.

I think I saw a similar issue in way earlier versions, where lords of a destroyed faction couldn't join anything else, staling the game.

Error message screens.
https://imgur.com/a/1J0sn
#13
v2.0 / [2.1] Taelon border incident
October 01, 2017, 10:57:37 AM
No cheats. No edit mode in that save.

Taelon, IIRC, is a village for Qarthigar Ilyn Payne quest. Even when it's hidden, border accidents happen with it. In the message Taelon's faction is "No Faction"

Images:
https://imgur.com/a/WF2Yt

It is also shown in Stormlands (Center of the map?), when hidden.
#14
v2.0 / [2.1] Script error spam at Banefort siege
October 01, 2017, 10:51:58 AM
I've noticed this twice, while aiding allies in besieging Banefort. Other castles seem fine. No cheats/edits in that playthrough.

At the start of a fight, a massive amount of script errors is spammed into the event log, causing the log to not display at all. The fight works fine, and after relaunching the game no bugs encountered.

Images:
https://imgur.com/a/LkSEJ
#15
This was Riverrun guildmaster, seems like he had no quests. But at the end, he sounds like I declined a job.

- Do you happen to have a job for me?
- Sorry, but you should be back another day.
- OK, farewell.
- Well, the job will be available for few more days I guess. Tell me if you decide to take it.

Screens were taken after asking again, but aside from first line, dialogue is identical.
https://imgur.com/a/rZmTx
#16
v2.0 / Kettle Helmet hides beards [2.1]
September 29, 2017, 08:27:29 PM
2.1, haven't dled new patch yet, but I haven't seen anything in changelog.

Screens.
https://imgur.com/a/70rX8

It hides beards, but similar helmets don't, which I consider a bug.
#17
v2.0 / Sea Dragon Neck incomplete AI mesh
September 28, 2017, 03:03:14 PM
Northern village, Sea Dragon Neck, has incomplete AI mesh, causing bots to get stuck.

https://imgur.com/a/ZCT7H

On a sidenote, this is one of the most beautiful scenes I've ever seen. Skyrim and Kingdom of Amalur cry from envy when they look at it. Too bad it's located in such a deep forest no one ever goes there.
#18
v2.0 / Casterly Rock pathfinding broken [2.1]
September 26, 2017, 06:50:32 PM
Version 2.1.

Attempted breaking out 2 lords, AI mesh seems broken. The screens were taken right near the prison entry. Wandering peasants also seem to be stuck in the cave-gateway.

https://imgur.com/a/NoXpY

There's also a flying chicken in the room, be careful.
#19
v2.0 / Regular parties contain wights [2.0, publ]
September 25, 2017, 08:33:39 PM
Public release of 2.0. No cheats used. Only modification made is Krag's armour fix.

Freefolk party had a few wights and a wight giant in it. Sadly, I couldn't screenshot it in a heat of battle. They must've recruited them from prisoners, as I've seen some wight giants in the dungeons.

This may not be a severe bug, but breaks the lore and is weird.
#20
Public 2.0 release. No cheats or anything.

This happened after I joined the fight (100v200) near The Wall. Retreating troops didn't disappear at the edge of the map, jumped back as if something was pushing them. The map was snowy, had no trees and medium hills.

Screens.
https://imgur.com/a/dwA0u
#21
v2.0 / AI positioning doesn't consider bow range
September 25, 2017, 03:15:57 PM
Hello!

Enlisted as a freelancer in a Stormlander lord army. Seen ~8 major battles against Westerlands, and every time armies line up and stand watching each other.

I'd assume that's for archers to shoot each other, but the problem is, westerlander crossbowmen have enough range to shoot us, but stormlander bowmen don't. They just stand and look at their enemy. It makes the battle look silly, as the soldier just stand waiting to be murdered. After some time infantry does charge, but they suffer heavy casualties before that.

Is there any way to fix it?
#22
A World of Ice and Fire / Castle income
February 25, 2017, 08:25:55 AM
So, how does it works? Some weird numbers utterly confused me.

I was a vassal of Riverlands, that was at war with Vale. I had only village River's Edge, which generated 270-400 income, unless raided. Then the liege grants me castle Redfort. Income from the castle alone for the first week was 10 300 silver stags. For the second week there was no income from it. The third week was 1000 stags.

I found that castle income depends on it's village (For Redfort it's Crescent). If that is, 1st week no one owned Crescent. Second week it was looted, then granted to some lord. Third week nothing happened with village.

Why was the first week's income so big? Is it something like a "grant bonus"? Does village not being owned by anyone had anything to do with it?