SP Tutorial Module System Creating a faction.

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TheCleverPeasant said:
How does the 'module system' work? I have it downloaded, but can't figure out what to do with it.

This covers the mod system rather well..

http://forums.taleworlds.com/index.php/board,12.0.html

You'll need to get the free programming language called Python installed..

http://www.python.org/download/

I am still using version 2.6 something of Python to compile the games mod it seems to still work well.. 2.7 something is current stable version there is a 3.0 version to out now but unless you run into compile problems just stick with older versions for now..

My personal preference is a script editor program called Notepad++ for use with Python scripts it makes things nice and easy to read in them big scripts. Also free...  :mrgreen:

http://notepad-plus-plus.org/

Also I found a nice site for learning some the basics of Python fast and easy..

http://www.tutorialspoint.com/python/index.htm

Lastly if you plan to go beyond coding your mods.. new custom made models and scenes and textures etc... I suggest checking out Gimp, 3d Wings, and Blender.  :lol:

http://www.gimp.org/
http://www.wings3d.com/
http://www.blender.org/

I'm by no means some hardcore modder. I just like to tweak things in my own custom mod now and then.. Hope my post can save you some time figuring out all the stuff I just posted for you. And good luck.  :grin:
 
Thanks GameDrifter.  I downloaded the module system and made the alterations I wanted to(added heroes), but now what?  How do I take those files and turn them back into something that the computer can understand?
 
For even more unofficial modding tools, visit this page; http://forums.taleworlds.com/index.php/topic,108292.0.html  (under Warband tools:)

I would also recommend downloading WinMerge for an easy way of merging mods.

TheCleverPeasant said:
I downloaded the module system and made the alterations I wanted to(added heroes), but now what?  How do I take those files and turn them back into something that the computer can understand?

If you've not done so already, edit the module_info.py so it shows the destination of your mod. i.e:
Code:
export_dir = "C:/...../Mount&Blade Warband/Modules/MyMod/"

When done, hit the build_module.BAT.
If no errors came up, run the game and see if your changes worked.

Also, this is a nice guide on how to make your own hero by iggorbb: http://forums.taleworlds.com/index.php/topic,128208.msg3092218.html#msg3092218


PS: Cheat Mode is also nice when testing modds!
simply start M&B: Warband -> Configure -> Enable Cheats -> Play Mount&Blade

Ctrl + LMB = Move around the map
Ctrl + X in Inventory = +1000cash
Ctrl + X in Character = +1000XP
Ctrl + X when selected a soldier in Party = Soldiers rank up (still have to pay for the upgrade though)

You could also enable the ingame "huger" cheat mode, by editing the menus.txt file.

Open menus.txt in notepad and search for: --- mno_tutorial_cheat  1 31 2 1 0 --- and change it to --- mno_tutorial_cheat  1 31 2 1 1---
When starting a new game, choose to CHEAT!! instead of "travel to destination".

This can also be done in the module_game_menu.py by changing:
Code:
      ("tutorial_cheat",[(eq,1,0)],"{!}CHEAT!",
       [
         (change_screen_return),
         (assign, "$cheat_mode", 1),
         (set_show_messages, 0),

to

Code:
      ("tutorial_cheat",[(eq,1,1)],"{!}CHEAT!",
       [
         (change_screen_return),
         (assign, "$cheat_mode", 1),
         (set_show_messages, 0),

And then hit build_module.BAT again

 
Natrex said:
You could also enable the ingame "huger" cheat mode, by editing the menus.txt file.
You can also hit Ctrl + ~ and type "cheatmenu" or "nocheatmenu"  :wink:
 
When I do that(If you've not done so already, edit the module_info.py so it shows the destination of your mod. i.e:
Code: [Select]
export_dir = "C:/...../Mount&Blade Warband/Modules/MyMod/"
When done, hit the build_module.BAT.
), it comes up with a window that has a black background with white words that says:

'python' is not recognized as an internal or external command,
operable command or batch file.

it says this several times, then ends with:

Could not find C:\Users\Bakers\Desktop\moddedfiles\*.pyc

This is where the module system folder is, and it containd the files I altered.
I tried moving the file around, but it still says it can not find it.
Really sorry to be causing such a fuss. Thanks for the help
 
Thanks Skrujern. I followed those instructions and now it gets farther than ever, but a few errors called 'syntax error' s appeared in the script. Does this mean that I innappropriatly spaced or misspelled something?
 
The most likely thing is that you have misplaced or forgotten a comma or bracket. The syntax error details will give you a hint. There is a lot of threads with this kind of troubleshooting. If you get an error when compiling, search for the error and odds are someone has run into this and posted about it. But remember, the syntax error may not be caused by the syntax error reported when compiling, the misplaced or forgotten comma or bracket could be way up in your code.
 
Egbert said:
Natrex said:
You could also enable the ingame "huger" cheat mode, by editing the menus.txt file.
You can also hit Ctrl + ~ and type "cheatmenu" or "nocheatmenu"  :wink:

This is true and very helpful if you want to turn the cheat mod off during a game.
But when testing a mod, you'll want to get in-game as fast as possible.  By turning the cheat mod ON before you even start warband, you skip that "travel to...." quest with the Merchant in the beginning :smile:  (by hitting CHEAT! instead of "Travel to...." that is)
 
It worked. Sort of... Still buggy as heck, but that is because I haven't downloaded the latest patch for native, I think. Thanks for your help everyone, if I ever iron out all the wrinkles you can have the files on request.
 
boogie85 said:
I did change everything in module_system but there is no new faction...

You need to go to module_info and select a path first.

Then at the top of the module system file there is a command prompt, you need to run that.
 
Great tutorial. I have a question, though. How do I configure my town to be a bit more than starvingly desolate?

Nevermind. It's random, I guess. I need to remember not to mod and ask questions at 1:41 AM.
 
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