Scening

PK Scening

Outer Terrain

In order to change outer terrain, you have to go into your ‘Persistent Kingdoms’ folder (located in M&B:Warband/modules) and find the scenes.txt file.
Find the scene for the desired scene, for example:

scn_scene_5 scene_5 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000330000500000fffff000077d7000002a200007ab4
0
0
outer_terrain_snow

As you can see, the final line says ‘outer_terrain_snow’ , this line defines what outer terrain the map will use. Replace this line with one of the following to change outer terrain:

PW Vanilla borders

outer_terrain_snow
outer_terrain_town_thir_1
outer_terrain_castle_9
outer_terrain_desert
outer_terrain_desert_b
outer_terrain_plain_2
outer_terrain_snow_2
outer_terrain_steppe_2
sea_outer_terrain_1
sea_outer_terrain_2
outer_terrain_pw_1

PK borders

outer_terrain_beach
outer_terrain_steppe
outer_terrain_steppeV
outer_terrain_steppeB
outer_terrain_steppeC
outer_terrain_steppeD
outer_terrain_plain
outer_terrain_plainB
outer_terrain_plainC
outer_terrain_plainD
outer_terrain_plainbosc
outer_terrain_plainsnow
outer_terrain_plainmont
outer_terrain_thir_new
outer_terrain_rio
outer_terrain_rio2

If you want to preview the terrain borders, you’ll have to open ”cm_terrain_borders.brf” in your PK resources folder, using OpenBRF!

Skyboxes

In order to change skyboxes you have to place down item ‘pw_scene_skybox’ and edit variable 1. Fill in a number between 1 and 71 to get the desired skybox.

sky_sky_day_0a = 0
sky_sky_day_0a = 1
sky_sky_day_0b = 2
sky_sky_day_0b = 3
sky_sky_day_0c = 4
sky_sky_day_0c = 5
sky_sky_day_1a = 6
sky_sky_day_1a = 7
sky_sky_day_1b = 8
sky_sky_day_1b = 9
sky_sky_day_1c = 10
sky_sky_day_1c = 11
sky_sky_day_1d = 12
sky_sky_day_1d = 13
sky_sky_day_2a = 14
sky_sky_day_2a = 15
sky_sky_day_2b = 16
sky_sky_day_2b = 17
sky_sky_day_2c = 18
sky_sky_day_2c = 19
sky_sky_day_2d = 20
sky_sky_day_2d = 21
sky_sky_day_3a = 22
sky_sky_day_3a = 23
sky_sky_day_3b = 24
sky_sky_day_3b = 25
sky_sky_day_3c = 26
sky_sky_day_3c = 27
sky_sky_day_3d = 28
sky_sky_day_3d = 29
sky_sky_night_0a = 30
sky_sky_night_0a = 31
sky_sky_night_1a = 32
sky_sky_night_1a = 33
sky_sky_night_2a = 34
sky_sky_night_2a = 35

sky_sky_night_3a = 36
sky_sky_night_3a = 37
sky_sky_night_3b = 38
sky_sky_night_3b = 39
sky_sky_dawn_0a = 40
sky_sky_dawn_0a = 41
sky_sky_dawn_0b = 42
sky_sky_dawn_0b = 43
sky_sky_dawn_1a = 44
sky_sky_dawn_1a = 45
sky_sky_dawn_1b = 46
sky_sky_dawn_1b = 47
sky_sky_dawn_2a = 48
sky_sky_dawn_2a = 49
sky_sky_dawn_3a = 50
sky_sky_dawn_3a = 51
sky_sky_dawn_3b = 52
sky_sky_dawn_3b = 53
sky_cwe_sky_cloud_1 = 54
sky_cwe_sky_cloud_1 = 55
sky_cwe_sky_cloud_2 = 56
sky_cwe_sky_cloud_2 = 57
sky_skybox_cloud_1 = 58
sky_skybox_cloud_1 = 59
sky_skybox_night_1 = 60
sky_skybox_night_1 = 61
sky_skybox_night_2 = 62
sky_skybox_night_2 = 63
sky_skybox_sunset_1 = 64
sky_skybox_sunset_1 = 65
sky_skybox_cloud_2 = 66
sky_skybox_cloud_2 = 67
sky_skybox_cloud_2 = 68
sky_skybox_cloud_2 = 69
sky_skybox_clearday = 70
sky_skybox_clearday = 71

Scening Checklist

This list exists so that mappers have a checklist they can put their map against to make sure that it is functional and will meet some basic community requirements.

Serfing facilities (What each castle will somehow need access to)

  • Iron Mines
  • Salt Mines
  • Enclosure for cows/boars
  • Flax
  • Wheat fields
  • Water well
  • Mill/horsemill
  • Cuttable trees
  • Brewery
  • Vineyard
  • Grape Presser

Items required for serfing in every castle/farm

  • Woodcutter’s Axe
  • Mining Pick
  • Scythe
  • Butchering Knife
  • Bucket
  • Wheat Sack (Import)

Tavern

  • Bed
  • Item chest
  • Oven
  • Preserve table
  • Serving table
  • Stockpiles for salt, salted meat, salted fish (only if you have fishing enabled), beer/wine

Armoury

  • Workbench (for processing wood)
  • Forge
  • Anvil (optional)
  • Spinning wheel
  • Loom
  • Leather tanning
  • Leather/Linen cutter
  • Item chest
  • Stockpiles for leather roll, linen cloth, wood branch, wood block, iron ore

Armours

  • Strength 10 armours for Doctors & Healers
  • Strength 12 armours for Smiths
  • Strength 14 armours for Archers & Crossbowmen
  • Strength 15 armours for other combat classes

Weapons

  • Bows/Xbows
  • Arrow/Bolt stocks
  • Standard One-handers, e.g Spiked Mace, Military Hammer,…
  • Shields for infantry and cavalry
  • Surgeon’s Scalpel
  • Repair Hammer
  • Banner

Horses

  • Cart Horse
  • Sumpter
  • Saddle Horse (or equivalent)
  • Courser/Hunter
  • Heavy Horses
  • Stockpile for wheat
  • Saddles, horse armor
  • Place to rest the horses

Misc

  • Training
  • Arrow holders on strategic positions
  • Carts (several per faction)
  • War carts (one or two per faction)
  • Chairs that you can sit on

Useful External Guides

If you’re new to scene development feel free to check these existing guides from the Taleworlds forum:

Scene creating and server hosting guides by Vornne

Mapper tutorial by Eskalior