Anyone know of any threads with a step-by-step guide to making your own companions?
or can anyone explain it clearly?
Thank you in advance.
or can anyone explain it clearly?
Thank you in advance.
Somebody said:What? No. {reg3} is a placeholder that displays the value of slot_troop_payment_request. You assign a value to it. Similarly, {s#} is a string that is stored. In the case of s21 it's an action that the npc objects against. s11 is the name of another npc that he/she dislikes. These values are filled in module_dialogs in the preconditions of various event_triggered conversations.
No. Do the steps as iggorbb said. The Native code will take care of the rest (it pulls the correct value from those slots). Note that the strings have to be arranged in group like "npc1_intro" throu "npc#_intro" before going to the next group of strings. The script will base on that offset (number of companions) to pick the right conversation string for the right companion.unknown3056 said:Somebody said:What? No. {reg3} is a placeholder that displays the value of slot_troop_payment_request. You assign a value to it. Similarly, {s#} is a string that is stored. In the case of s21 it's an action that the npc objects against. s11 is the name of another npc that he/she dislikes. These values are filled in module_dialogs in the preconditions of various event_triggered conversations.
Do you have to add those? x)
dubaiboy said:i have an easy way but you want be able to do everyhing you want get troop editor change name starts gender and items dialogs and othet stuff is done with either python or the files that come with MAB
I don't think anyone will mind - but the code probably won't work.DeoLina said:its fine if i don't edit strings in the module scripts?
Lav said:I don't think anyone will mind - but the code probably won't work.DeoLina said:its fine if i don't edit strings in the module scripts?
There's nothing strange as vanilla module system only has 16 NPC companions, from "trp_npc1" to "trp_npc16".DeoLina said:its strange in my module scripts i can't find code like this "troop_set_slot, "trp_npc17", slot_troop_morality_type, tmt_aristocratic), #balbanes"
or i just paste those codes into the scripts? or there any another modules scripts?
Lav said:There's nothing strange as vanilla module system only has 16 NPC companions, from "trp_npc1" to "trp_npc16".DeoLina said:its strange in my module scripts i can't find code like this "troop_set_slot, "trp_npc17", slot_troop_morality_type, tmt_aristocratic), #balbanes"
or i just paste those codes into the scripts? or there any another modules scripts?
Also, the way you're phrasing your questions makes me think you simply don't understand what you're doing. My recommendation is to follow some basic scripting tutorials - there's an entire sub-forum here dedicated to them. Try doing some simple stuff until you get a "feeling" for the Warband's Module System, and then you'll be able to proceed to companions.