Mount & Blade: Warband

Mount & Blade: Warband

Star Wars Conquest
Unable to use Morgh's Editor.
I'm trying to edit the Companions, to set all of their skills to zero. I prefer them this way, in every mod, to allow for complete customization. Even though it does make them seriously-weak, it's a small price to pay.

The path to the mod, where troops.txt is located, is correct.

C:\Program Files (x86)\Steam\steamapps\workshop\content\48700\742671195

But Morgh's will freeze upon loading the list. Any idea why this is happening?

Just to clarify, this isn't my first time using Morgh's. I have done some quite extensive editing of mods in the past.
Showing 1-6 of 6 comments
Kevin Flemming Nov 22, 2016 @ 7:02am 
Copied the 742671195 folder from the Workshop to the standard Warband modules, renamed it to "Star Wars - Conquest" and the same thing happens. Module loads up fine, so it's not a location or naming issue.

The other editors within Morgh's (parties, party templates, factions) work as well. It's just the troops and items that don't and cause the crash. No idea why.
Last edited by Kevin Flemming; Nov 22, 2016 @ 7:08am
Swyter  [developer] Nov 22, 2016 @ 9:00am 
It's because Warband *still* has some degree of compatibility with older M&B versions. When I hacked together an improved Module System that could generate simultaneously a Warband-compatible mod while still working with vanilla M&B I took advantage of some of the older 1.011 aspects, making the engine port a bit simpler.

The Warband versions of SWC and TLD aren't your run of the mill --Native-based-- mods, but complex multi-targeted Frankensteins that break some parsers.

With some extra work the third party editors could gain in robustness and detect mixed M&B text files. There's nothing preventing that in principle, no de-obfuscation needed.
Kevin Flemming Nov 22, 2016 @ 9:22am 
Originally posted by Swyter:
It's because Warband...
...de-obfuscation needed.
Ah, so it's Morgh's incompatibility with SWC. That's okay, I can deal with that. Suppose I could look into editing them manually but to be honest, that can be a hassle and it's fine without the changes. Can't always have everything your own way, right?

Happy to see SWC come to Warband anyhow and looking forward to taking over the galaxy!
Kevin Flemming Nov 22, 2016 @ 5:12pm 
Just out of pure curiosity, do you have anything else planned for this mod? I don't know, perhaps Mercenaries or something. Those are just examples, I mean in terms of expanding gameplay or adding to what you already have. No idea of what is possible due to the port. Bound to be some conflicts, one would imagine. As I said, I'm merely curious and always nosey interested about what modders are up to. =)

Thought I might as well ask here, rather than create a new thread.
Last edited by Kevin Flemming; Nov 22, 2016 @ 5:13pm
Swyter  [developer] Nov 23, 2016 @ 8:08am 
Vector had an idea for an end-of-game mechanic where hordes of Yuuzhan Vong attempt an invasion of your reunited galaxy, once the main factions have all been beaten. But it never got implemented.

We did add neutral asteroid miners in the map that do their thing until you attack them. Vector modeled the map icon and we had a bunch of troop items that could fit the bill, so it's all there since the latest version, adding a new way of scavenging supplies.

We also added many new original music tracks composed by our friend Vladan Zivanovic. Some of them planet-specific. I particularly like the new main menu music.
Last edited by Swyter; Nov 23, 2016 @ 8:09am
Kevin Flemming Nov 23, 2016 @ 8:53am 
Whoa, they are an imposing sight. Never seen those before. If an invasion force happened to turn up when you think everything is over, it would be quite scary. Did you have any models knocked-up in preparation? Guessing it would be tricky to keep the poly count low with some of their armours, looking at various pictures. Complicated, organic and spiky.

Oh, I think I've seen some groups mining. That's cool. Might have to take advantage of that at some point. Ahem. I mean not kill them for their belongings.

Agreed. The music is great! It fits the game perfectly. Sometimes you notice it and there are other times you don't. Which is exactly what you want. A nice blend. Some mods have overly-epic music constantly and God, it's annoying. The balance is just right here.

EDIT: One thing I've noticed, is some of the armours are very shiny which obscures the detail. Is that normal, or perhaps settings-related? I'm using DX9 and maximum settings (HDR, etc).

EDIT2: Also, I was wondering if there is a global projectile speed modifier in any of the .inis? I know you can edit the speed of individual weapons, using editors. I've altered these before, using Morgh's, but as I've said, I can't access the items.txt with it.
Last edited by Kevin Flemming; Nov 23, 2016 @ 11:41am
Showing 1-6 of 6 comments
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