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Messages - Woeski

Pages: 1 2 3 ... 16
1
Regiments / Re: 52e RĂ©giment {Francophone}
« on: July 05, 2021, 08:03:10 pm »
It is good to see 52e continue,

good luck my friend !

2
Modifications / Re: Have a question about Modding? Ask Here!
« on: June 19, 2021, 10:40:58 pm »
Hello friends! I'm working on a project where I'm merging NW with PW (Persistent World). Because of the complexity, I'm migrating NW to the PW source code. I don't wanna players, without the NW bought, playing this mod, because it's illegal (I'm using all the resources, sounds, musics, etc, of NW). My question is: Is there some mechanism on the NW where it checks if the player own the mod? I saw that there's a installer maker with the source files. Does this installer maker generate this key validation?

Many thanks, for the attention!

Yes you have to use the official installer files and they check the key, however I can't really find them at the moment.

Hello! I wanted to ask why it isn't / how it could be possible to add new factions to Napoleonic Wars.
I tried adding one but it calls it "kingdoms_end" instead of my given string yet it still adds the units to the rooster.

Thanks in advance for pointing me towards an answer or helping me understand :)

This might be helpful.
http://forums.taleworlds.com/index.php/topic,116286.0.html

3
Events / Re: **New** Wednesday Iron Europe Event [NA]
« on: May 02, 2021, 08:05:00 pm »
Did the event already happen ? How did it go ?

4
Modifications / Re: Hi baes! modder angel here to help x
« on: February 19, 2021, 10:22:27 am »
How could you make a horse driven cart like in The Deluge ?
Yes seriously i did script a lot of stuff back in the day

You could attach a prop to a horse, and keep them moving together, similar to the cannon script, youd then need to create a walk in mesh where they can jump in, but create a boundary below so they dont fall out of it
then you would need to keep the constants permanent, so they stay attached together the whole time, until destroyed or respawn

Then theres also the problems that neo gk mod had, with their air baloons, where when you get out of boundarys or collide, it explodes killing everybody.

But yes it can be done, but its just a lot of work to put in for a game thats 8 years old :)

How can you make such a "walk in mesh" , or boundary ? I tried to look how it was done for the boat but I could not find something right away...

5
In Development / Re: Resistance at Nenjiang Bridge
« on: December 18, 2020, 05:19:00 pm »


Hello everyone,
https://www.moddb.com/mods/resistance-at-nenjiang-bridge/downloads
We released a new version (uniforms update and new music added), but soon there will be another version in which we will add

  • Grenades
  • Bleeding mechanic
If anyone here has new ideas that could work within the mod, we invite you to share them.

This mod is still being developed.

6
Events / Re: Weekly Saturday NA event *Active*
« on: October 24, 2020, 02:34:04 pm »
I find it strange how to opening post dates from 2017 and someone signed up in 2020 ? I think it's a necropost.

7
News & Announcements / Re: Developer Blog 45 - Progress Update
« on: September 25, 2020, 09:37:08 pm »
Yes, you will be able to choose those ranks.

Wonderful. Thank you for the response!

Olafson would do anything to keep him away from working on BCOF.

8
Modifications / Re: Hi baes! modder angel here to help x
« on: September 10, 2020, 05:33:15 pm »
So is this a serious thread or not ?

9
Events: EU / Re: [16te] Saturday Siege Event
« on: August 29, 2020, 12:30:16 pm »
Regiment Name: 2Ch
Wanted Role: Line Infantry
Leaders or Representative's steam(link): https://steamcommunity.com/id/woeskithehusky/
Expected Attendance: 5+
Do you agree to abide by all the rules: Yes
Would you like to sign up weekly: Yes

10
Events / Re: Thursday Iron Europe Event
« on: August 22, 2020, 07:27:36 pm »
60 players is great man.

I will try to come too when I can :D

11
Modifications / Re: Hi baes! modder angel here to help x
« on: August 07, 2020, 02:17:55 pm »
How could you make a horse driven cart like in The Deluge ?

12
Modifications / Re: Have a question about Modding? Ask Here!
« on: July 27, 2020, 09:48:40 pm »
       (agent_unequip_item,":cur_agent","itm_bullets"),

This line is used by the script that removes your cartridges while underwater, so I guess you could use a similair mechanism.

Admeditly I did not put too much effort in researching this answer but hope it helps.

13
Great opportunity to try out this mod.

14
Community / Re: Bannerlord: Napoleonic Wars
« on: June 28, 2020, 07:28:55 pm »

15
Best to use the module system files.

Pretty simple to find the key variables. Just seach key_.

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