Did you using the sounds with a mod? is this happening in Warband or the original? The wooden shield sounds play fine for me in the arena. There is a big difference between the sounds of blunt impacts on wooden and metal shields.
As for the error, no idea. Are you using the latest patch?
Yes I used it with a mod for warband, but I'm positive that it was an error in my trigger file as a lot of things started going wrong in my game (arena fighters running around on the world map and no one was attacking them/could not be attacked and there was literally of hundreds of them only 1 in each party). I'm using the latest patch. Don't worry about figuring it out, I'll figure it out.
comment last edited by Artifex on Jun 29, 2010, 09:42:54 am
The mod is good, but some of the sounds just do not sound 'right'. Yes metal sounds like metal and all that, but when I'm hitting wooden shields in the arena it sounds like I'm hitting a metal shield.
Overall, the mod is well done, but the sounds could be even BETTER imo. Regardless, it's your mod so don't mind me
Also, I ran into an error when I started fights in tournaments.
Code:
SCRIPT WARNING ON OPCODE 600: Invalid Sound ID: 170; LINE NO: 1:
At Mission Template mst_arena_melee_fight trigger no: 5 consequences
At Mission Template mst_arena_melee_fight trigger no: 5 consequences
It didn't do this when I fought in tournaments until I installed the sound files, although the error following the "Invalid Sound ID" does not look like something that should be interacting with a sound id, specifically triggers. But what do I know, I'm just a novice at modding.
I try to add load_mod_resource = MoreHorse to the module text file but it says to check the filename when i try to save it. What am I doing wrong?
The ReadMe provides the wrong text that you're supposed to add to the module text file. You're supposed to put "load_module_resource = MoreHorse" not "load_mod_resource = MoreHorse".
If you're still having problems, make sure that the .bfr is in the resource folder, .dds files are in the texture folder, and the item_kinds1.txt file has all the item codes and the number of items at the top very top has been adjusted.