Page 3 of 9 FirstFirst 1 2 3 4 5 ... LastLast
Results 41 to 60 of 167

Thread: [MOD] YaK's SSLTBS1 Fixpack (Spare Some Love To Banner Saga 1)

  1. #41
    Hmm something else you may look into (or not) is in the last half of Ch6 Rook got suck with a "required in party" flag that I think someone forgot to uncheck after some battle.
    Not really sure where either
    Faith is the Darkness to Reason's Light

  2. #42
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    Thanks, i'll check that in a couple days.
    Last edited by YaK; 06-11-2016 at 11:44 AM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  3. #43
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    I noticed an oddity: after Onef's betray, if you previously decided to keep Ekkill and his men as prisoners, you could unbind Ekkills.

    Shouldn't be the case to umbind also his men?

    Following the same criteria, the were 45, but some could be died from hunger (they're also prisoners!), so there could be, let's say, 37? 38?


    I've just found another two bugs:


    -- In "cnv_rdm_missingsup1.json.z"
    There is a:
    Code:
    "flagName": "num_supplies-5"
    and it should be just "supplies".
    Adding this to the
    Code:
    "num_population"
    of missingsup3, i believe that this event was a really old one and at that point of development the devs used different variables.

    --In "cnv_rdm_abandoned.json.z" there is
    Code:
    "num_peasant"
    , that prevent the clansmen loss for a missing "s" in peasants.


    It's totally INSANE i've missed theese until now! The two events popped up a million times in my several playthroughts and i've just noticed them :/
    Last edited by YaK; 06-11-2016 at 02:37 PM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  4. #44
    Skald Aleonymous's Avatar
    Join Date
    Mar 2013
    Location
    Greece
    Posts
    2,442
    LOL! You guys are getting paranoid over population/supplies/morale perturbations, lost in the game-files by typos etc
    Together we stand, divided we fall.

  5. #45
    Again, great catches!
    For Ekkill's men though since they are never added to the roster it is impossible for any of them to die to starvation, from an RP stand point you could say that Rook believes in humane treatment of prisoners.
    Plus, in my games I NEVER let anyone die to hunger :P

    OR! Alternatively you could have his men added as peasants if taken as prisoners and leave the unbinding event unchanged... I kinda like this idea, since as we learn in TBS2 fighters without weapons are considered peasants

    As for the abandoned village event how about this as a compromise; restore the "leave them with supplies" option and change the send them back to strand without warriors to NOT cost supplies, and maybe restore the just leaving them there to decrease morale? It is never mentioned you give them supplies to get to Strand and it seems to me they just bundled in the unused option consequence there. I kinda just want a way to clear the event with a clear(ish) conscience without losing stuff :P

    PS. At this point you might consider re-naming the mod to Yak's Unofficial Patch, or the like
    Last edited by Drake713; 06-11-2016 at 07:35 PM.
    Faith is the Darkness to Reason's Light

  6. #46
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    Quote Originally Posted by Aleonymous View Post
    LOL! You guys are getting paranoid over population/supplies/morale perturbations, lost in the game-files by typos etc
    This or trees.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  7. #47
    Skald Aleonymous's Avatar
    Join Date
    Mar 2013
    Location
    Greece
    Posts
    2,442
    Once you're done with the "objective" bugs/issues (i.e. those that actually evaded the devs' attention), I would suggest attempting a more thorough "lifting" of the game, events and all.

    My #1 wish is to make all (or most) events balanced w.r.t. their outcomes. Some examples:
    1. Losing Egil in Skogr (smote down by a Dredge to protect Alette) means just minus hero; his death could be "fixed" by giving the player a strong item crafted from Egil's beloved shield or a bonus ability/stat to Alette.
    2. Same goes for Gunnulf & the wagon: If he does fall down to his death, you can re-write the event so that the wagon's content is actually recovered thanks to his sacrifice and so you gain a Renown bonus; in case he survives (but the wagon is lost), you get a Renown penalty for losing the Varl King's taxes.
    3. In the case of the Onef betrayal, I'd add a couple of intermediate events/dialogues, where Rook can actually "sniff" the danger of betrayal, much like how Saga2 [spoiler]handles Rugga[/spoiler]. Maybe Rook can even confront Onef before he springs his mutiny, or actually convince him to lay off. Ekkill (and Alette) should of course play a major part in these event.



    That's just some example of how I (i.e. subjectively speaking) would re-write these events so that their outcome is somewhat more balanced and there's no "best answer".
    Together we stand, divided we fall.

  8. #48
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    Quote Originally Posted by Drake713 View Post
    Again, great catches!
    For Ekkill's men though [...CUT...]
    I've decided to sort out the issue, altering a bit the conversation with Ekkil to "We could use good fighters (Unbind Ekkill and his men)" from "We could use a good fighter (Unbind Ekkill) and adding 39 fighters, so in this case the ratio remain constant of base game. You lose 29 fighters loyal to Onef and Gain 39 loyal to Ekkill. So, if you chose to take them as prisoners:
    Pros: You could save something on supplies, since you burn less.
    Cons: You gain 6 fighters less and don't have Ekkill from the beginning of Chapter 4.

    Anyway, i found another bug: In that counversation, you could just chose "I need to get going" from the beginning, ignoring the fact that Ekkill is still a prisoner and all the stuff, but having it in the roster. I fixed that, forcing you to chose to unbind Ekkil or cast him away, before you could go for "I need to get going", but i don't like the way the whole event works.

    it's a skippable conversation and it add Ekkill to the roster to initialize the talk, it should be a fixed scene, like the one in which Alette kills Onef, for example.

    Speaking o which, i found another bug there.

    After the fight with Onef's men, Oddleif is removed from the roster, but Egil is also set dead "egildead=1), this prevent two lines from Alette from beeing showed, in which she mour's for Gil. I think i could easily fix this too.

    Quote Originally Posted by Drake713 View Post
    As for the abandoned village event how about this as a compromise; restore the "leave them with supplies" option and change the send them back to strand without warriors to NOT cost supplies, and maybe restore the just leaving them there to decrease morale? It is never mentioned you give them supplies to get to Strand and it seems to me they just bundled in the unused option consequence there. I kinda just want a way to clear the event with a clear(ish) conscience without losing stuff :P
    For now i will leave it as it is, but i'd like to add it in full, when i have a bit more time and if i'll figure how. I will (possibily) be something like this:

    1 You'll have all the current option plus the option of taking them all along with you, to Gorfheim;
    2) When you'll meet Fasolt, you'll have the option to send them with Ludin to Gorfheim, forcefully;
    IF NOT
    3) At Ridgehorn, they could depart with Ludin, and die.

    In case 1 and 2, they'll go with Hakon to Einartof and depart to Aberrang with him, but will end in Boersgard, so at that point of the game, as Rook, you'll receiv not only 280 varl but a bunch of clansmen.


    Quote Originally Posted by Drake713
    Hmm something else you may look into (or not) is in the last half of Ch6 Rook got suck with a "required in party" flag that I think someone forgot to uncheck after some battle.
    Not really sure where either.
    I think i have found the problem, it should be a leftover for an Einartoft battle. That said, i think i could fix that, but i'll need to at him as "required in party" at leas for Onef's ambus battle and the one's in summer path. It should also make sense to have Nid "required in party" in the battle where se joins you.


    Quote Originally Posted by Aleonymous View Post
    Once you're done with the "objective" bugs/issues (i.e. those that actually evaded the devs' attention), I would suggest attempting a more thorough "lifting" of the game, events and all.
    Honestly, i like the way game's choiche are "unbalanced", it really crash me, emotionally speaking, the first time i played it. The sense of loss or the guilty feeling after a really poor choiche was overwhelming.

    Maybe it could be sound strange since i'm so obsessed with numbers and, for example, i really liked the fact that in leaving Skogr, you could have five or six combination of Clansmen/Fighters depending on you choiches while talking to the chieftain.

    The idea of having an option to avoid Onef's ambush, ending the game with both Egil and Ekkill alive it was the FIRST thought that came to my mind when i noticed the game could be modded , i know it's one of the most criticised aspect of the game, but, in time, i liked it the way it is:
    you could not have all, you have to chose and keep up with your choices.

    For a moment or two i thought of adding a couple of starting items, since there are unused icons, but this will open up to a new problem now:

    They would generate problems when importing in BS2 :/ and i don't wanna mod BS2 yet.

    I will be more interested in your old mod, the one in which you made the tutorial a real battle and give a name to the shieldbanger.

    Maybe him could be a real char, a "coward" varl, more interested in staying out of trouble and out of dredge, that will join Rook at Einartoft 'case he won't die on that faen bridge :/

    He could also die heroically and ironically in a battle near the end (so the importing is safe!)

    Another cool idea would be to add a REAL battle at the dock, in Boersgard, maybe using Faction/Strand dock assets, in you'll use Rook a level 5 Bolverk (backported from Bs2) and Sigbjorn.

    Anyway, that's just ideasm cause i think i have not the time and the skills to purse them, unfortunately :/


    For now the priority list is this:

    1) Address the remaining bugs, hopefully without new ones arousing.

    2a) Adding the aforementioned "abandoned town" events.
    2b) Find a way to implement the morale increased/declined as in BS2, hoping that John and the other devs could do a last patch, saving me from goind mad at this, or at least give a couple of hints, since at the moment i have no idea of how it work.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  9. #49
    Skald Aleonymous's Avatar
    Join Date
    Mar 2013
    Location
    Greece
    Posts
    2,442
    I will try to dig-out the modded files for that tutorial battle from my old computer. The main problem is that the game's engine changed quite a bit form the time I made those mods, so I fear that most edits won't be compatible with current engine. Especially the localization update changed the structure significantly.

    1) Modding that tutorial fight was actually quite easy: There was a "tag" in the battle-JSON (near the end I think), that said something like "tutorial"; deleting this tag, made the battle a regular one. I then changed the enemy spawners, edited their stats, added fire-pit damage (there was a tile-trigger thing, leftover from Factions most likely - I looked into Factions files to see how to handle that). Modifying that generic Shieldbanger was a little more complicated, as you had to "declare" him in the overall characters/units file (replacing the previous one, or adding a new hero/entry), then tweaking his stats a bit, and adding/removing him from Roster before/after the battle (just like the game does with Valgard).

    2) I had also made a more complete mod where I added:
    • a new hero character: Stoicmom, as the orange Siege-Archer, pulled from existing assets (sprite, portrait and all)
    • a new battle: After Rook&Alette meet the Starving Dredge near Skogr. In case they choose to gather the supplies, more Dredge jump up to them. Stoicmom shows up for the rescue!
    • a new enemy sprite: a recolored Dredge Grunt, serving as a mini-boss in the previously mentioned fight
    • a few dialogue lines: After the end of the battle, Stoicmom talks to Rook&Alette to calm them and escorts them to Skogr, where she bids them farewell

    I also had a twitch recording of that entire mod, but unfortunately it got deleted when twitch changed their policy

    EDIT -- Here's the post I made about that same mod: https://stoicstudio.com/forum/showthr...ll=1#post29547
    Last edited by Aleonymous; 06-14-2016 at 02:26 PM.
    Together we stand, divided we fall.

  10. #50
    I know it would be more work for you, but if you do make more than just fixes/restorations.
    I would prefer they be kept in a separate mod.
    The morale pop up is fine, but new characters, new battles, new conversations etc... for me it is a bridge too far, like having Egil & Ekkill together at the end of the game.
    Faith is the Darkness to Reason's Light

  11. #51
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    Quote Originally Posted by Drake713 View Post
    I know it would be more work for you, but if you do make more than just fixes/restorations.
    I would prefer they be kept in a separate mod.
    The morale pop up is fine, but new characters, new battles, new conversations etc... for me it is a bridge too far, like having Egil & Ekkill together at the end of the game.
    Yeah, that's what i was thinking, i will (if i will ever do) keep separate mods for everything not just a fix/restoration.

    I already have something for personal use similar to what you do, i plan to expand it further using your approach for "normalizing" battles and also will add more "random events" in a fixed order, practically, i wanna see them all (the good and the bad ones) in a single playthrough

    Quote Originally Posted by Aleonymous View Post
    I will try to dig-out the modded files for that tutorial battle from my old computer. The main problem is that the game's engine changed quite a bit form the time I made those mods, so I fear that most edits won't be compatible with current engine. Especially the localization update changed the structure significantly. [...CUT...]
    Yeah, i remember them! I read the topic back then and also watched one of the video (the tutorial one) before was removed (not the others, unfortunately)!
    Last edited by YaK; 06-15-2016 at 04:18 AM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  12. #52
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255

    What will be new in 1.31 - Mostly a personal reminder

    Right now i've fixed and (mostly) tested the following bugs/inconsistencies:


    • FIXED a typo in an Oddleif's conversation;
    • FIXED a typo in an Ekkill's conversation;
    • FIXED the fight to protect Skogr's storehouse cart not awarding any supplies - Now it give +16 supplies;
    • FIXED If you attack or ambush Onef's in Chapter 2, "ekkilldied" flag is never set, so in some conversations people will act like he is traveling in the caravan when he is not, this also could potentially cause unobvious bug while importing savegame to BS2;
    • FIXED the dialogue option "We're going to wait them out" in Hakon's caravan, Chapter 3, not correctly advancing of 1 day if selected first;
    • FIXED At the beginning of Chapter 4, if you stayed outside, when avoiding the third fight with dredge, chosing "Nobody could be alive under there...", text says they hopeless join you regardless, but nothing happens. Now the join (+39 clansmen) but you lose 15 morale;
    • FIXED If you stayed inside, losing the battle in which you steal Ekkill's supplies with Onef's help, will not set the aforementioned "ekkilldied" flag, with the same issues;
    • FIXED When Oddleif train more archers, if you go for "Stand by the women becoming fighters" you will lose 35 clansmen and gain 25 fighters, it should be -25/+25;
    • FIXED When leaving Sigrholm, if you go for "Caulk the wagons and float across", you will go back in time (-2 days) ;
    • FIXED In the abandoned giant hall random event, an error prevent you from actually lose 11 clansmen;
    • FIXED In the wildfruit random event, if you "Offer a piece to one of the animals in the caravan" and take the option "Gather as much as you can", you get a wrong one resulte, the same of discouraging them;
    • FIXED In the first part of the missing supplies random event, there is an error preventing you to REALLY lose 5 supplies;
    • FIXED In the third part of the missing supplies rando event, there is an error preventing you to lose 1 clansmen (the poor boy);
    • FIXED When Onef ambush you, text says his fighter from Frostvellr betray you (and kill some clansmen), but you don't lose any fighter st all! Now you will lose 29 fighters, since i considered that due to wars/events/potential starvation a few of the initial 32-35 that joined you should have died;
    • FIXED In the dialogue following the fight, there was a bug that, in case Egil was still alive and killed by Onef, prevented some lines of conversation between Rook, Alette and Eyving from showing;
    • FIXED After Alette kills Onef, if you have taken Ekkill and his men as prisoner, you have, in a conversation, the option to unbind him (and supposedly them) but no fighters are added! Now, following the same criteria of Onef's ambus, 39 of the initial 45 fighters joins you;
    • FIXED In the same conversation there was a logical fault that give you the possibility to just go away "I need to get going", not unbinding Ekkill nor casting him away, but nevertheless he joins your roster. I have reworked the conversation forcing you to chose between unbinding him (and his men) OR casting them away, and only after you could walk away.


    TO DO:

    Rook wrongly "required in party" for quite all the battles of Chapter 6.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  13. #53
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    Quote Originally Posted by YaK View Post
    TO DO:

    Rook wrongly "required in party" for quite all the battles of Chapter 6.
    I am a bit unsure on how to proceed here, since i've not figure out how theese works in detail, yet.

    It seem to me that there are a couple of "required" that didn't work in the game, but i need to check in game, in addition, it will simply work setting "rook.party_required=0/1" at key points but it's not the way the devs implemented it, so i am still a bit dubious.

    Just to inform you, aside from saga1.json.z, where the vars are declared, *entity*.party_required is used in 15 occasion in theese files:

    cin_einartoft.json.z

    cls_einartoft.json.z

    wld_boersgard.json.z

    vlg_boersgard.json.z
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  14. #54
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    FIXED the "party_required" issue. I was misleaded by lots of leftover in the gamefiles, i twas way easier than i tought at first.

    Now, during Chapter 6 Rook is required only in Onef's ambush battle and Nid is required in the battle against dredge when she joins the party.

    YaK's SSLTBS1 Mod v131 will be upload in a few minutes, just the time to update the first post
    Last edited by YaK; 06-16-2016 at 10:21 PM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  15. #55
    Woot, release version!
    I'm including a link to this in my TBS1 Guide

    "All of the bugs mentioned above are fixed in Yak's Unofficial Patch, which you can download here:"
    Faith is the Darkness to Reason's Light

  16. #56
    Skald Aleonymous's Avatar
    Join Date
    Mar 2013
    Location
    Greece
    Posts
    2,442
    Congrats on the release version of SSLTBS1! I am sure more little things will keep popping up --they always do, don't they?-- but you'll get them.
    Together we stand, divided we fall.

  17. #57
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    Let's hope they will be just typos (or trees!) and not broken option's option that have inconsistent options!
    Last edited by YaK; 06-18-2016 at 02:12 PM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  18. #58
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    I've created a new "Banner Saga" mod repository on Nexusmods, just in case anyone would upload his personal modification for other players to enjoy
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  19. #59
    Skald Aleonymous's Avatar
    Join Date
    Mar 2013
    Location
    Greece
    Posts
    2,442
    Quote Originally Posted by YaK View Post
    I've created a new "Banner Saga" mod repository on Nexusmods, just in case anyone would upload his personal modification for other players to enjoy
    Nice! Do you have link/website or something?
    Together we stand, divided we fall.

  20. #60
    Senior Modder YaK's Avatar
    Join Date
    Mar 2014
    Location
    Italy
    Posts
    255
    Quote Originally Posted by Aleonymous View Post
    Nice! Do you have link/website or something?

    Here you are :


    https://www.nexusmods.com/thebannersaga/
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

Page 3 of 9 FirstFirst 1 2 3 4 5 ... LastLast

Posting Permissions

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