Page 2 sur 4
Re: Guerre civile ouverte 2.5 SSE
Posté : 23 janv. 2018, 21:57
par Velvian
Petite nouvelle:
En sélectionnant d’abord un drapeau allier puis en sélectionnant "manuel" dans la fenêtre et ensuite en sélectionnant un drapeau ennemi et choisir de nouveau "manuel", des troupes se déplace et un combat s'engage.
Voila encore un truc, mais j'avoue que un tutoriel de la table de commandement serait le bienvenus.
Ah, oui, j'ai pas mal de problème de dialogue avec les adjoins des tentes de commandement, parfois ils ne propose pas d'option et souvent, je doit attendre que la table soie générée, c'est long et sa bug je croit, ah, je joue avec la version sse si jamais.
Je vais encore testé 2-3 truc.
PS: j'ai toujours pas donner le camp que j'ai choisi lors de mes messages dans ce topique, sans le vouloir

Re: Guerre civile ouverte 2.5 SSE
Posté : 24 janv. 2018, 08:17
par Yoplala
Je vérifierai à nouveau, mais j'ai toujours eu les options avec les PNJs. Sauf trop rapidement après un échec de bataille ou quand Ulfric ou son homologue impérial se déplacent par exemple.
Pour le temps "d'attente" près des cartes c'est tout à fait possible et normal (en fonction de ton installation), c'est un mod avec pas mal de scripts.
Et si t'es quelqu'un de bien, tu es dans le camp des Sombrages bien sûr...

Re: Guerre civile ouverte 2.5 SSE
Posté : 27 janv. 2018, 13:31
par Yoplala
Mise à jour de la version SSE en cours d'upload (passage de la 2.5 à la 2.5.1).
► Afficher le texte
Version 2.5.1
* Fixed an issue with Galmar not giving the orders to attack Solitude in the final campaign, if the quest CWAttackCity from a previous siege was not reset. Also fixed retroactively. Console command to workaround the missing dialogue: "setstage cwsiege 1".
* Added a fix for the janky Markarth gate after defenses - the gate will be opened if it's closed (after meeting the soldiers, i.e. defense battle gets to stage 10), for example if you fast travel to Markarth stables and skip the vanilla trigger that opens the gate. (If the fix does not work, then the next time attacking Markarth you may found the gate opened, but still need to pull the gate lever to progress the battle quest)
* Added a fixed version of vanilla script CWMissionGeneratorTriggerScript (see issue 23284 in Unofficial Patch tracker for details).
Re: Guerre civile ouverte 2.5.1 SSE
Posté : 28 janv. 2018, 20:48
par A .
C'est à jour

Re: Guerre civile ouverte 2.5.1 SSE
Posté : 18 févr. 2018, 23:55
par Yoplala
Passage à la 2.5.3. La mise à jour est chez les intendants.
Changelogs vers la 2.5.2 :
► Afficher le texte
* Fix for the imperial defense in Morthal having "[...]" for Jarl Idgrod name (the CWScript property with alias for Hjaalmarch imperial commander points to Haafingar alias, clearly by a mistake)
* Corrected the display color for the Winterhold hold defense flag on the war map (it used to display the invasion of the Rift hold instead)
* Fixed "I want Rikke/Galmar here in this camp" dialogue to be available from after first battle of Whiterun until the end of civil war (it used to be started by dialogue lines when player chose the next hold to conquer, but not by the vanilla lines where the faction leader chose the next hold to conquer)
* Suppressed the "(Defense) I want to help... " dialogue option in military field camps - never useful there, since camps are supposed to be enabled only in enemy-owned holds...
* In Markarth and Riften defenses, when defenders run out of reinforcements, attackers will get unlimited respawn (no longer having to flee from a single remaining essential Rikke/Galmar enemy)
* After fleeing major siege defense, quest CWSiegeObj should stop correctly now (it used to display as completed, but stay running, and that interfered with the journal objectives in a next major siege battle)
* The civil war friend (Ralof or Hadvar) will be in the battles in Markarth and Riften in the city exterior, and he may now "friendly follow" the attacking player inside the city and jarls palace.
* In Markarth siege battles, the exterior portcullis gate will close when the first barricades are broken through, if not closed already (it can start as open or closed when attacking Markarth after losing it in a live defense battle).
* In minor holds city battles, after losing the attack you don't have to report to Rikke/Galmar in the camp (it used to be glitchy to forego it and start a defense battle, but now you can report that lost attack battle to pretty much anyone in your faction).
Changelogs vers la 2.5.3 :
► Afficher le texte
* Restored CWSiege-owned AI packages in Markarth and Riften sieges as well (sandbox packages for some civilians, and fleeing / entering gate packages for soldiers)
* In minor sieges, fleeing attackers scene lasts full 30 seconds before the CWFortSiegeCapital stops through stage 2000. Fleeing soldiers who will do a "touchdown" within this time will disappear, those who don't are still given no quarter. (If you are attacking, it might be your last chance to beat the jarl, but it's difficult once regular city guards show up)
* Surrendering jarl in minor sieges will look at an attacker instead at player - doesn't make during defenses.
* When starting minor siege defenses, the quest doesn't fully start until you head out of jarls longhouse. That is to prevent seeing NPCs "teleporting" in and out of the longhouse.
* Added setstage ocwspecial 4210 and 4220 for debugging Battle of Whiterun failing aliases (it starts the battle using OCWSiegeDUP quest which is like CWSiege but with all aliases flagged optional)
* Added setstage ocwspecial 73 to debug and toggle the Markarth portcullis iron gate. And a button hidden in the room above the gate that does the same. (Oddly, I have a savegame where the gate is glitched in such a way that regular levers don't open it, but Papyrus script works. You still need to toggle levers to get the objective "force jarl to surrender", though).
* Fleeing a fort battle no longer counts as successful mission and is not rewarded with money. (The mission failure dialogue line is still unvoiced for Rikke and Galmar, though).
* Restored salary cut content (dialogue option with Tullius/Ulfric). In standard mode only. Recurring 100-300 septims. First time after first Battle of Whiterun; accrued every 4 standard auto-play turns; after final campaign hold starts, it gets less and less frequent. After the civil war is over, there are no auto-play turns on the war map, but the salary counter still works.
* Defense minor sieges pass a per-hold CWCampaignMarker instead of a FieldCO object reference to the starting event (CWCampaignMarker-s are unused and less likely to be reserved by some radiant quest - more robust than changing the campaign marker alias to be flagged as "allow reserved").
* The open civil war is no longer blocked if Whiterun is owned by enemy faction. You still have to retake it before the final hold campaign, though.
* In CWArrowVolleyParent script, moved the WAIT call outside the IF in a WHILE loop. This is to counter a potential white-lock starvation by an unfair threading scheduler. Inspected code of all other loops in the CWSomethingSomething scripts, they look good. Impacts the shutdown glitch of major siege battles, vanilla and cut content alike.
Re: Guerre civile ouverte 2.5.3 SSE
Posté : 12 mars 2018, 12:27
par Yoplala
Passage à la 2.5.5. La mise à jour est chez les intendants.
Changelogs en anglais pour la 2.5.4 :
► Afficher le texte
- Added a spliced voice line for Rikke and Galmar if player fails a mission (the vanilla line was good only for generic field commanders). For Rikke: "First of all, what you're doing. Not impressed. Think about it!", for Galmar: "First off, you're definitely screw-up unlike-Stormcloak material. I misjudged you... friend."
- Added a warning message box if changes to the vanilla civil war map script were reverted by another mod, or not installed at all
- Changed quest aliases in OCWSiegeRelief to avoid Cretion Kit making Kynesgrove and Dragonbridge flagged persitent (no longer a load order obstacle for mods such as ETAC)
- In OCW capital relief battles, the city map marker should be disabled now (like it is during an attack siege battle)
- After capital relief battles, you can now report to your faction leader (as the objective says). The lines they respond with were used for peace/truce time in a very early version of civil war. For Ulfric, "The gods have granted us peace for the moment. But that won't last long. I'm sure trouble will be stirred up soon enough.", for Tullius, "Things are quiet for the moment. That won't last long. As soon as a new campaign starts, I want you there. Stay close. See me tomorrow." - but you don't have to wait until the next day.
- Reduced chance of winning the fort If you flee from a fort battle, down from 100% (always win) to something between 10% and 90%, depending on the % number of defenders left.
- Restored Ulfric lines during battle of Solitude finale scene "The Empire is weak, obsolete. Look at how far we've come and with so little." "When we're done rooting out Imperial influence here at home, then we will take our war to the Aldmeri Dominion.", they were disabled by devs, but I see no red flags there (and a lot of blue flags...)
- The fort battle will be cancelled (completed, failed objectives, no $$$ reward) after taking over the hold, like the other civil war vanilla missions are. Either fort location or the hold location ownership status change will trigger that.
- Fixed an issue in civil war mission cancelling script that made it possible to cancel at most one mission per playthrough.
- Added blocking dialogue lines when minor battles are running (if you travel away from a battle, only the major hold battles resolve and stop) to everyone important: Ulfric/Tullius, Rikke/Galmar, field commanders and regular soldiers with fitting voice types. This should prevent breaking civil war by traveling away from a defense minor battle and e.g. getting into the final hold campaign.
- Decreased the amount of Papyrus log warnings. There are still annoying warning messages coming from the vanilla CWPrepareCity quest.
- More robust code when cancelling or fleeing a minor hold attack battle. We've been running 2.3.x code there all along...
- Fixed a loophole in minor hold attack battles, where you could fast-travel back to camp after joining the soldiers but before losing any casualty, and claim a free "enemy withdrew" scenario, even if the enemy was there. Now you have to wait until the objective "Report back to camp" is displayed.
Changelogs en anglais pour la 2.5.5 :
► Afficher le texte
Improved "enemy withdrew" feature in minor siege attacks:
- no longer required to wait until the ambush or not is revealed, going to the jarl's longhouse front door will force resolve it
- fixed bug in 2.5.4 that made ambushes stuck; if not updating to 2.5.5, a workaround is that you can force enemy soldiers to reveal with "setstage ocwspecial 286"
- the ambush or enemy withdraw decision is now based mostly on wargame strategic situation, rather than random chance (it's still is 50% chances for a normal battle, but previously the remaining split was 35% ambush and 15% withdraw, now it's 12.5% ambush, 37.5% ambush-or-withdraw-let-me-take-a-look)
- in enemy withdraw scenario, the invaded hold will no longer be random, but rather the most vulnerable hold (as it happens already for the regular enemy invasions).
- enemy will no longer withdraw from a predictably won battle for a predictably lost invasion; in win-win and lose-lose situations, enemy will withdraw only if there is a predicted improvement in battle odds (large in win-win, medium in lose-lose).
- when withdraw to a major hold is considered, a bonus to defender strength is added that makes it less worthy as a withdraw target
- after the mission "Rescue from Fort ..." is completed (which makes the hold conquered), a forced enemy withdraw is made. This change is retroactive, if you've done that mission, expect an extra enemy invasion to happen (unless you don't own any more holds possible to invade, in that case it will be skipped).
Re: Guerre civile ouverte 2.5.5 SSE
Posté : 16 mars 2018, 19:47
par Koala
Mise à jour en 2.5.5 disponible sur le site !

Re: Guerre civile ouverte 2.5.5 SSE
Posté : 29 mars 2018, 16:15
par Sylom
Yop,
En ouvrant le mod pour le préparer à un up sur consoles, j'ai remarqué un petit détail intéressant.
Du coup je vous pose 2 questions :
- est-ce que vous êtes au courant que c'est une vostfr ? (y a un doublage anglais)
- avez-vous l'intention de bosser sur le doublage fr ? (apparemment, ce ne sont que des lignes vanilla et y a 78 fichiers à refaire)
Re: Guerre civile ouverte 2.5.5 SSE
Posté : 29 mars 2018, 16:33
par G'k
Sylom a écrit : 29 mars 2018, 16:15
Yop,
En ouvrant le mod pour le préparer à un up sur consoles, j'ai remarqué un petit détail intéressant.
Du coup je vous pose 2 questions :
- est-ce que vous êtes au courant que c'est une vostfr ? (y a un doublage anglais)
- avez-vous l'intention de bosser sur le doublage fr ? (apparemment, ce ne sont que des lignes vanilla et y a 78 fichiers à refaire)
Salut,
Pour ma part, je suis totalement incapable de travailler sur les doublages, donc ça devrait rester comme ça.
Attends quand même une réponse de Yoplala, mais il est probable que nous ne nous chargions pas des doublages.
Re: Guerre civile ouverte 2.5.6 SSE
Posté : 14 mai 2018, 18:59
par A .
Mise à jour du mod en version 2.5.6 !