Author Topic: NW Epic Enhancement [client-side overhaul mod] Version 5.1 Out! (Final Version)  (Read 651552 times)

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Offline usnavy30

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Re: NW Epic Enhancement [client-side overhaul mod] Version 5.1 Out! (Final Version)
« Reply #1140 on: September 30, 2015, 03:00:53 pm »
The skybox is an old nearly forgotten thing, made a long time ago hence the jarring and noticeable spot on it.
How To Run A Mod Installer.exe
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Hello.. I have a problem... It says I don't have Mount&Blade Warband: Napoleonic War and I have to buy it
Try joining a regular Napoleonic Wars server and then re-running the installer.

Offline futafusilier

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Re: NW Epic Enhancement [client-side overhaul mod] Version 5.1 Out! (Final Version)
« Reply #1141 on: September 30, 2015, 11:28:04 pm »
It's a very beautiful skybox though, makes the maps look so much nicer, I never liked the vanilla borders/skybox, these ones are just perfect.

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Edit:

So this is very strange, I've been trying to figure out why I have missing textures ingame when I install the select few files of the mod, I've been very thorough in selecting all relevant resource and texture files and for some reason it's still broken.

If I have two folders, one is Napoleonic Wars vanilla, the other is the modded game, I can use openBRF on the mmfrenchuniforms.brf in the vanilla folder and there the arty_ranker among others will display the proper texture, if I then move the mmfrenchuniforms.brf from vanilla into the modded Napoleonic wars folder, the model loses its texture? But if I go to textures fr_artillerie.dds its still physically there...

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Anyways, strange as this is I've found a fix for it I hope will solve everything, I just use open.brf to find and apply the missing texture since it's mostly all the same name, and the textures are still physically there in their folders

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And it's fixed ingame (forgot to fix the pants yet)

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So for those of you who want the enhancement mods graphical effects without the other stuff and also without these errors I'm removing the link I posted now and will repost it here when I've fixed all the missing textures.
« Last Edit: October 02, 2015, 08:27:06 pm by futafusilier »

Offline Jdc308

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I look forward to it Futa

I was hoping someone would try this out for awhile! Good luck to you, and thanks for putting the effort in for everyone.
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Offline futafusilier

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I look forward to it Futa

I was hoping someone would try this out for awhile! Good luck to you, and thanks for putting the effort in for everyone.

Thanks for the encouragement I hit a few snags and dead ends but overall I've accomplished my main goal, it's all very crude though, a very crude fix for a very crude mod of a mod. The main goal is accomplished, only the graphical texture/terrain parts of Parrots mod are kept, all units, cannons, sounds, UI, etc are vanilla and unchanged.

I found a fix to my units missing textures error after realizing its because the mmmaterials.brf was modified and for the mod it added new names for units the skins replace and broke texture/material file paths for vanilla units, so another crude fix I did was to import the vanilla mmaterials.brf into the modded one, raising the filesize by a bit but not much, that cleared up all the missing textures for vanilla units. But it also meant it left a mess of phantom files inside the .brf that refer to skin files for the mod that I left out because they were unit skins etc, but again, these cause no conflict in the game.

There are still a few things I couldn't figure out

1. The long vertical lines that appear on certain spots in the ground skybox (see in pics), they don't show up on the .dds so I don't know whats up with that, this issue is in the full mod too unfortunately.

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2. Snowy rocks on random maps have snowy trees inside them, if you look in xtree_meshes.brf the collision file shows a bunch of pine/bark and tree shapes and I guess that tells the game to place a tree there, at least its a textured one, I could not fix it though, deleting collision mesh did nothing

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3. I saw a missing texture indicated for a bed of flowers on two maps in Tropical Paradise, I unfortunately couldn't figure out how to fix this, it's not all that noticeable because its such a tiny and small error but it still not ideal (see pics)

The missing texture/mesh
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What it is, in vanilla game
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Also I don't think its a good idea to mod in any skins on top of this mod because of how dependent everything is on one .brf or another (especially mmmaterials.brf) which will get replaced over with a mod, maybe if you do it directly within the relevant .brfs themselves, replacing and adding the textures where needed it should work. I haven't tried yet but I might some other day.

And finally here's the link, instructions are the same, the files are the same as I specified in my earlier post here, it's just the mmmaterials.brf that got a boost in filesize due to my crude fix. I went way beyond the scope of my abilities with this and am amazed I managed to at least get this far, hopefully someone can use this as a springboard to get a better version of the modded mod for the community, at the very least those ground textures and skyboxes deserve a simple mod of their own maybe, I love how crisp they make the game look in certain places.

https://www.dropbox.com/s/vy3965gbttxbu59/Napoleonic%20Wars%20graph%20mods%20only.zip?dl=0

Here's some more screens of what it looks like ingame-

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Also all credit goes to Parrot, I just crudely downsized the mod so to speak, the pony references, eastereggs and new sounds were not my cup of tea.

Offline Jdc308

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Really impressive work here Fusa

I'm going to try it out and see how it looks!

EDIT:
It looks and works great!! haven't run into a single problem at all.
« Last Edit: October 04, 2015, 07:02:31 am by Jdc308 »
It's all in the reflexes

Offline futafusilier

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Glad to hear it Jdc ;D


Offline Slypear

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Heya, I noticed that when I tried to get rid of the horse head and import the original pirate bicorn, everybody literally loses their head when they equip it. Is there some line in the module.ini that's preventing the heads from showing up?

Offline PJ

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Glad to hear it Jdc ;D

Thank you so much futa, this is exactly what I wanted. However, I was too inept to do this haha. Thanks again!
A year of underdogs

Offline Johny_Nawalony

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Hey futa can i ask where i need to place the landscapes ?
Or just how can i get effect like yours :D
« Last Edit: October 14, 2015, 02:51:30 pm by Johny_Nawalony »
I can do paid skin comissions so yeah msg if ya want one

Offline futafusilier

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Hey futa can i ask where i need to place the landscapes ?
Or just how can i get effect like yours :D

You would have to replace your
>pm_textures.brf
>terrain_borders.brf
>pm_terrain_borders.brf
>pm_terrain_borders_b.brf

With the ones from the mod, using openBRF, and also replace the skybox textures in materials.brf with the ones from the mod. But I think the grass and rock textures would still remain vanilla. And you would need to replace the textures in the resource file with the ones from the mod to add the new ground textures. Also this might not work correctly, I don't know. I never tried to get individual changes like that yet because of how interconnected the resources files all are and one relies on textures from another that if not used will just fuck everything up etc. Also it wasn't a total fix, I noticed a few plants with missing textures here and there but I don't know how to fix them at this point.

And I tried to fix the ugly vertical lines on one of the skyboxes (plainlandscapefar.dds and plainmountainsfar.dds) but they just don't show up on the texture file itself, weird.

Heya, I noticed that when I tried to get rid of the horse head and import the original pirate bicorn, everybody literally loses their head when they equip it. Is there some line in the module.ini that's preventing the heads from showing up?

Sorry I really don't have a clue right now. Did this happen after you installed my mod of the mod? If so did you install it on a clean install of the game? I remember that when I was editing the mod I made sure to bring back the original pirate hat texture/model back, and I can confirm it is normal with no errors like that in my game. Not sure what could have gone wrong for you though. Try to verify integrity with Steam, and then reinstall my mod of a mod again and make sure your modules.ini looks like this-

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#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

load_mod_resource = textures_face_gen
load_mod_resource = shaders
load_mod_resource = mm_shaders
load_mod_resource = textures
load_mod_resource = mmtextures
load_mod_resource = materials
load_mod_resource = mmmaterials
load_mod_resource = materials_face_gen

load_mod_resource = meshes_face_gen
load_mod_resource = helpers
load_mod_resource = particle_meshes
load_mod_resource = skeletons
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_mod_resource = body_meshes
load_mod_resource = object_meshes
load_mod_resource = object_bodies

load_mod_resource = goods_meshes

load_mod_resource = arabian_castle

load_mod_resource = food
load_mod_resource = beards

load_mod_resource = village_houses
load_mod_resource = village_houses_a

load_mod_resource = interiors_a
load_mod_resource = interiors_c
load_mod_resource = arena
load_mod_resource = castle_a
load_mod_resource = dungeon
load_mod_resource = snowy_houses

load_mod_resource = square_keep

load_mod_resource = xtree_meshes_b
load_mod_resource = user_interface_b
load_mod_resource = user_interface_c

load_mod_resource = houses1
load_mod_resource = wall_meshes1

load_mod_resource = town_houses
load_mod_resource = doors
load_mod_resource = churches

load_mod_resource = town_houses_b
load_mod_resource = castle_c
load_mod_resource = castle_e
load_mod_resource = castle_f
load_mod_resource = castle_g
load_mod_resource = castle_h

load_mod_resource = gatehouse
load_mod_resource = viking_houses

load_mod_resource = town_houses_c
load_mod_resource = banners

load_mod_resource = mmparticles
load_mod_resource = particles_2
load_mod_resource = prisons

load_mod_resource = skyboxes
load_mod_resource = object_b
load_mod_resource = destroy
load_mod_resource = grass_meshes_b

load_mod_resource = interiors_steppe

load_mod_resource = town_houses_d

load_mod_resource = arabian_props


load_mod_resource = horse_skeleton

#animations
load_mod_resource = ani_horse_mounted

load_mod_resource = ani_man_walk
load_mod_resource = ani_death
load_mod_resource = ani_human_mounted
load_mod_resource = ani_man_cheer
load_mod_resource = ani_stand_onhorse
load_mod_resource = ani_strikes
load_mod_resource = ani_equip_arms
load_mod_resource = ani_run_p
load_mod_resource = uni_strikes3
load_mod_resource = ani_walk_sideways
load_mod_resource = ani_run_sideways
load_mod_resource = ani_stand

load_mod_resource = ani_crouch_down

load_mod_resource = ani_low_walk
load_mod_resource = ani_turn_man
load_mod_resource = ani_lancer
load_mod_resource = ani_attacks
load_mod_resource = ani_kicks
load_mod_resource = ani_walk_backward
load_mod_resource = ani_run_lookingsides
load_mod_resource = ani_defends
load_mod_resource = ani_walk_lookingsides
load_mod_resource = ani_jump

load_mod_resource = uni_jump
load_mod_resource = uni_stances
load_mod_resource = uni_equip
load_mod_resource = uni_strike
load_mod_resource = uni_throws
load_mod_resource = uni_fistswing
load_mod_resource = uni_defence
load_mod_resource = uni_sideways
load_mod_resource = uni_equip_musket

# other stuffs
load_mod_resource = rock
load_mod_resource = raw_materials
load_mod_resource = ui_server_filter
load_mod_resource = ship
load_mod_resource = arabian_houses
load_mod_resource = tree_f
load_mod_resource = arabian_village
load_mod_resource = valleyProps
load_mod_resource = workshops

load_mod_resource = barrier_primitives
load_mod_resource = town_houses_e
load_mod_resource = wb_mp_objects_a


# NW specific resources
load_mod_resource = mmweapons
load_mod_resource = mmuniforms
load_mod_resource = mm_french_uniforms
load_mod_resource = mm_french_hats
load_mod_resource = mm_french_swords
load_mod_resource = mm_french_firearms
load_mod_resource = mm_russian_uniforms
load_mod_resource = mm_russian_hats
load_mod_resource = mm_russian_swords
load_mod_resource = mm_russian_firearms
load_mod_resource = mm_british_swords
load_mod_resource = mm_british_firearms
load_mod_resource = mm_german_firearms
load_mod_resource = mm_german_swords
load_mod_resource = mmprusuniforms
load_mod_resource = mmprushats
load_mod_resource = mmaustrianuniforms
load_mod_resource = mmaustrianhats
load_mod_resource = mmbrituniforms
load_mod_resource = mmbrithats
load_mod_resource = mm_colours
load_mod_resource = mmanimations
load_mod_resource = nw_custom_anim
load_mod_resource = mmsceneprops
load_mod_resource = mm_cannons
load_mod_resource = mm_cannon_items
load_mod_resource = mmhorses
load_mod_resource = mmplants
load_mod_resource = mmspanishbuildings
load_mod_resource = mmczechbuildings
load_mod_resource = mmwallprops
load_mod_resource = mm_waterloo
load_mod_resource = mmfurniture
load_mod_resource = terrain_borders
load_mod_resource = mm_sapperbuildstuff
load_mod_resource = mmmills
load_mod_resource = mm_fortprops
load_mod_resource = mm_spvillagehouse
load_mod_resource = mm_uiobjects
load_mod_resource = mm_oimprops
load_mod_resource = mmwoodenwalls
load_mod_resource = frigate
load_mod_resource = shipcrew

# Enhancement Main Files
load_mod_resource = pm_textures
load_mod_resource = pm_materials
load_mod_resource = pm_terrain_borders
load_mod_resource = pm_terrain_borders_b
load_mod_resource = pm_skyboxes

#load_mod_resource = PB_castle_a
#load_mod_resource = PB_castle_e
#load_mod_resource = PB_gutek_houses
load_mod_resource = PB_gutek_materials
load_mod_resource = PB_gutek_particles
load_mod_resource = PB_gutek_textures
#load_mod_resource = PB_snowy_castle
#load_mod_resource = PB_snowy_houses
#load_mod_resource = PB_town_houses_d

load_mod_resource = pl_map_tree_meshes
load_mod_resource = pl_tree_meshes
load_mod_resource = pl_xtree_meshes
load_mod_resource = pl_grass_meshes
load_mod_resource = pl_plant_meshes
load_mod_resource = pl_xtree_meshes_b
load_mod_resource = pl_xtree_meshes_c
load_mod_resource = pl_grass_meshes_b
load_mod_resource = pl_tree_e_meshes
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However if this happened when you installed the full mod Parrot released then I'm not sure, reinstall on fresh install I guess.  :-\



Offline Kacper.

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Hi, I have one question.
What do I need to do to be able to return old beards and accessories in character creation?
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Offline KweqPL

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Is there any way to get only graphic/sound changed?(not including skins and animations)

Offline Johny_Nawalony

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Yes , there is a way , but it will be hard to do :D
I can do paid skin comissions so yeah msg if ya want one

Offline Miller786

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not rly, just dont copy mmfrenchuniforms and mmbritishuniforms and use the default ones you have
edit: same goes for prussian and russian ones
« Last Edit: November 12, 2015, 07:36:58 am by Miller786 »

Offline Kacper.

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not rly, just dont copy mmfrenchuniforms and mmbritishuniforms and use the default ones you have
edit: same goes for prussian and russian ones
Lol no.
Vid Breitenfeld vi togo Pappenheim i vår famn;
vi skrefvo på Kronenbergs brynja vårt namn;
vi svedde grått skägg för Tilly vid Lech;
vi blödde med kungsblod vid Lützens häck.