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Topics - thenorthremembers

#1
Hey everyone,

I thought I would start a thread here as I have had a couple of questions recently regarding scene making.

Firstly, you dont need the module system just Warband and the AWOIAF mod.

Best way to make a new scene
1 generate a new terrain (using the ingame editor)
2 delete your multi_scene1 from sceneobj folder
2 copy your personal terrain code over the old multi_scene_1 code in scenes.txt
3 host a new multiplayer scene and you should have a blank scene to edit using the terrain you created
4 start editing your scene and always save regular using CTRL and E keys

All of this is explained here in a great tutorial by Randall Hiner


Produno also made his own tutorial  :)


I am by no means a pro but if anybody needs help post here and I will do my best. If anybody else would like to share any info etc here you think I have missed or is not included in the tutorials please let me know.

If you want to know what scenes need to be replaced produno did mention a few here http://aworldoficeandfire.co.uk/Forums/index.php?topic=34818.0

I myself have been working on the shadow tower scene I have posted some early pics of  :P https://imgur.com/a/fpaILfz
#3
v4.0 / 4.1 Bugs + issues
January 03, 2019, 02:32:39 AM
Bugs

- When first encountering the night kings army his face texture seemed to fail to load in the party dialogue, the game crashed (minimised) I managed to carry on but his face failed to load correctly.

I saved before reloading to take a screenshot (my bad) however I assume it is the Ice/snow texture that makes up his face as it caused a bug with the ground in scenes as seen below.

https://imgur.com/2qlxo6Z

- Visiting eastwatch harbor brings up a dailogue menu strangely when visited.

- Highgarden scene has a fog issue when turning at certain angles I believe caused by a particle issue specifically with the fire you can see in the background of the screenshot below (behind you when spawning, away from the castle).

https://imgur.com/T6L5Cju

- The claimant quest is buggy as reported by other players it seems unable to complete and when convincing vassals to defect to the claimant they all had the title "lady" lol.

- I also experienced the bug with rob stark staying at the twins after being killed as reported by other players.

- The players child is assigned the tyrosh banner when given a fief making them a vassal.

- companions should be given unique banners when given fiefs. (currently use existing house banners + blank banners)

- winter doesn't seem to end after defeating the night king as I thought it would, should this have a time limit? (in terms of the snow on the campaign map etc)

- Lords keep his/her banner when being sent to the watch, these should change if possible.

- Players party still tries to enter oldtown from the east side of the river if entering from that side rather than going around the river.

Suggestions

-I think faction troop banners for example the westerlands should have banners that change to the current lord or rulers banner (on lances/spears/shields etc), for instance if I recruit the westerlands lords or they defect to another faction I believe the red cloak nights and standard bearers will still use the lannister banner on lances etc. (obviously this wouldnt apply to house troops such as lannister of which all horsemen/cavalry/standard bearers should have a lannister banner, same goes for stark troops etc)

- The targaryen faction vassals such as jeor, theon, khals etc might be best with unique fitting banners as its strange if they join another faction or even the players and keep the targaryen banner.

- It might be best if vassals troops convert to the current factions troop tree after defecting so for instance tywin would still recruit lannister troops after being sent to the watch.

- I think the "better wintefell" should be added from the submod section, obviously the bonus chest and content will need adding  ;)

- the rename party option could be added to the camp/more menu as in other mods as a minor bug occurs making it impossible by changing player name.

- an option to make factions make peace with each other would be nice for those of us that dont like to see a faction wiped out

If i find or think of more Ill add to this




#4
v4.0 / 4.0 Oldtown port bug
December 11, 2018, 01:55:50 AM
Only 6 days into my first playthrough and I already have a lord stuck behind oldtown so its pretty game breaking. To be honest I dont think its worth the trouble of having oldtown over that much sea if its just for map accuracy reasons, instead I would just land tile that area under/behind in the map editor and simply have oldtown on the edge of the coast as with other port towns such ass lannisport etc.
#5
v4.0 / Question for Produno - 4.0 bug fixes
December 07, 2018, 04:04:41 PM
Am I right in assuming the major sea travel bugs have not been fixed fully in 4.0?

Just wondering as they dont seem to have been updated in the changelog since before the reports that they are still causing issues in the 4.0 test build (Westerlands lords around pyke/lords getting stuck behind oldtown etc) and I cant see the point starting another playthrough as much as I enjoy the mod while it has such game breaking bugs.

Thanks for the hard work.
#6
Help & Support / Wiki down?
November 06, 2018, 03:35:23 PM
Just wondered if anybody knows why the wiki is down and when it will be back up?
#7
As the title says I couldn't see anywhere if it is? Already started 3.5 so I don't want to restart haha.
#8
So I have finally had time to get to day 700 for the white walker invasion and quite honestly it is impossible or at least next to impossible to defeat end of, I don't want to hear anything otherwise without video proof you've beaten it because I'm a warband veteran and Ive tried believe me with every advantage I could give myself.

Produno says its so hard because he wants it to be an end game type thing which I agree with but if it cant be done whats the point?

To give you an idea of how much i prepared for this invasion I had all companions and a daughter each with as many valyrian steel swords and obsidian weapons as I could find, the rest had obsidian arrows with the best bows i could find. I had hundreds of nights watch archers (fire arrows equipped) and I had strengthened the nights watch so they had all the free folk fiefs and more lords i sent to them so ser jorah alone had 1000 men let alone the rest of the watch.

So the walkers turned up with over 10000 adding up the night kings 6000 or so and a few other parties of 1500 or so I joined battles with the nights watch and all my banners only to get crushed as each wight is literally a god and they cut through your canon foder infantry like butter soon reaching your archers (the only troops who can do damage other than correctly equipped companions) so the only way to chip the numbers is by retreating everytime they make it to your archers (losing renown/rep/relations etc).

We really need infantry troops who can do damage like specific troops equipped with obsidian spears even if they're hard to get because without infantry that can damage them this cant be done in a way that's enjoyable which lets face it is the name of the game.

#9
Help & Support / valyrian steel question
December 18, 2017, 11:07:15 AM
Can longclaw do damage to whitewalkers?

The reason I ask is I added it using morgs editor and it says its valyrian steel in the description about belonging to house mormont etc but it doesn't have the "valyrian steel" line above that like the other valyrian swords do.

#10
Sceners Guild / Scene work
December 12, 2017, 06:03:29 PM
Ive recently been learning to scene and want to contribute to the mod if possible :p I have messaged produno with screens of some work I've made but as we all know he's busy a lot doing great work for us :)

If produno or any of the other scene makers for the mod know of any specific scenes he wants to add or recreate I'd be happy to work on some of them :)

I started a show type winterfell and an ironrath scene recently and was hoping to make a whitehill scene too but I can imagine produno doesn't want the extra work of creating new characters such as the Forrester's etc right now so I'd be happy to work on any he has in mind.

#11
v2.0 / A couple of things in 2.0
September 30, 2017, 08:47:34 PM
I've noticed before that faction notes such as provokations etc don't disappear, even after the amount of days left has long past it just stays the same

Sometimes vassals feasts get stuck where the feast never ends , this can be a problem if you're waiting for another vasall to throw a feast in order for you to marry his daughter.

Factions just won't die! The freefolk and the westerlands have both been wiped out however the vassals won't go over to another faction it usually just takes a long time for the larger factions such as the westerlands but for me anyway its just not happening not a single freefolk vassal has defected and they usually all join the watch pretty quickly.
#12
v2.0 / faction trader
September 27, 2017, 08:33:18 PM
So I picked the vale as my starting culture and I could use the faction trader at gulltown and sisterton however now I've started my own kingdom in the vale and have gulltown I can't use it? I have 94 relation with my own faction and okay relations with the town?
#13
v2.0 / hotfix save game compatibility
September 26, 2017, 04:48:26 PM
I couldn't see anywhere if the hotfix is save compatible?
I don't  really want to start a new game yet at this point lol
#14
Right my first question is where are all the obsidian/dragonglass weapons in 2.0?

I've looked in all traders and travelling merchants and cannot find a single obsidian weapon, no spears, arrows etc so where do we get them?

My second question ( I have already asked in another post but couldn't get an answer ) how are we actually supposed to fight the armies of the dead?

What I mean by that is say you actually find more dragonglass/valyrian weapons for your companions and vassals such as Randal tarly with heartsbane you still only have around 20/30 companions/vassals that can inflict damage on the hundreds of dead, its like walking into a slaughter.

So are we missing something? Does the fire arrows command actually work in battle now for our regular archers? Or is there some way we can better our odds?

I know you want this to be an intense feature but honestly at this point I'm getting tempted to turn the invasion off all together which puts me off the mod completely and I'm sure others feel the same so it kinda defeats the point of what you're trying to achieve.

Sorry if this feels like I'm digging, I'm just trying to figure out how you want us to play it and enjoy it still, thanks for all the hard work regardless.
#15
Help & Support / fire arrows/damaging wights
September 22, 2017, 07:16:56 PM
Does the feature for troops switching to fire arrows actually work now in terms of damaging wights? and if so does it work in normal battles and sieges?

I know produno doesnt want to make it easy by adding obsidian troops or anything but surely we are going to have a way to damage them on the battlefield other than your player, companions and vassals that have valyrian/dragonglass weapons?

If not this means at max your going to have maybe 20 something men that can actually do damage to the wights on the battlefield at one time vs 100s of wights?

I'm all for difficulty but not the impossible ;)
#16
v1.0 / Bugs I've found so far
June 01, 2017, 06:21:06 PM
-The trainer still isn't working in castles (to train garrisoned troops)
-The storms end siege scene is still broken (as of 1.2) I think its worse, all troops divert to the right because of enemy troops coming from that side (outside the castle) they then run in to the walls after killing them
-Karhold has a major issue where troops run into the trees to the left in the castle court yard and then get suck
-Highgarden has a similar issue to what storms end had where troops dont head towards the gate and scatter (not sure if this is in the changelog for v2, I couldnt see it)