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You only need to search (albeit very thoroughly indeed).
ShaneRoach said:
... it piqued my interest in finding the actual map, and to my surprise it apparently is NOT just a .bmp stashed conveniently in one of the available folders.
Yep. Its format is also explained on this page in the wiki.

ShaneRoach said:
Has anyone made the ModSys work on Linux? Is there a tutorial? And is there a tutorial on the files we have available to mod themselves?
I'm sure someone has; probably, but due to the prevalence of Windows it is buried somewhere*; Yes, jik's guide is about the most up-to-date nearly-complete guide we've got (don't let the date worry you, stuff's basically the same); and Caba'drin's got an excellent thread which you can use to get familiar to the basic concepts of MABL** scripting. For everything else, just watch (the Native code) and learn. It's not really too difficult. Also, make sure you start off small. Otherwise, you fail hilariously***.

* I'm certain I've seen a bash version of the build_module.bat posted somewhere; and despite knowing nothing about Linux, it wasn't too different, so porting it should be a piece of cake if you know your OS. Assuming Python is set up on your Linux, calling it through a terminal shouldn't be too hard. :razz:
** Mount And Blade Language [ˈmeɪbəl]. Or M&BScript. Or whatever you want to call it, but it is not, I repeat, it is NOT Python. It only uses Python tuples to parse the code into game-readable numbers.
*** Been there, done that, trust me.

 
After much trial and error, I managed to make a town, "Sigmaringen" (Historical capital of Hohenzollern), I was able to give it to a Rhodok Lord (because it should be located in the Vaegir territory, so going to war with Rhodoks doesn't concern me). I hooked it up to every trade route, copied the scenery, npcs of Khudan...
I ran into and solved some "Syntax Errors" :neutral:  allowing me to at last build the module. It seemed to have built fine to me, added right into my pre-created "Custom Module" folder, a copy of Floris Gameplay's module. the files all originally had "CustomModule" in their title, I let it go, tried to boot up the game, and the Game's module selection box did not have my module in it at all.
I removed "CustomModule" from the files' names and tried again, to no avail.
Upon inspection, all of my mods, and Native have a file just called "Module.ini" my newly assembled Module is missing this obviously vital file:
I have evidently screwed something up, and was wondering if any of the more experienced "modders" could help me get to the bottom of this.

Thanks in advance!
 
Kinglok12 said:
Upon inspection, all of my mods, and Native have a file just called "Module.ini" my newly assembled Module is missing this obviously vital file
Precisely. If you've copied the Floris folder, just copy its module.ini over as well - module.ini governs which .brf asset files will be loaded, as well as some settings, so using it won't overwrite your scripting changes. Of course, if you'd set any additional resource files beforehand (maybe you've added a custom sword or whatever), you'll - naturally - need to add that line again.
 
Thanks to Lumos, I have fixed the problem that prompted me to create this account, and got the game to recognize my module.
Then I got stonewalled again:
I copied the Floris mod as I said before: to create and "faction-ize" my city I edited the "Parties", "Scenes", "Factions", "Troops", "Scripts" folders.
Upon starting Warband under my CustomModule it processes the .ini file (yay, thanks Lumos!), then gets to processing my settings and a dialog box comes forward and reads only: "Unable to find face mesh: Male Head".  :shock:
Awesome, I was like, I'll copy the textures, meshes, resources from Floris again, did nothing.
What's more is that I did not even OPEN the module_meshes folder to the best of my knowledge. And I know for a fact I added nothing that would require additional face meshes. Is there a way to add this one mesh back or do I need to rebuild the module, and copy my customized files back in?
And though I must apologize for once again reviving this thread, and once again calling for help: I'm stumped, maybe this wasn't a good first game to mod, but I am committed to trying until I see this city on the map.
Thanks again, guys, and I hope this is the last time I take time from your day!  :mrgreen:
 
Having to reinstall Python for compiling to work again. Lumos, thank you very much, again for this modding guide & reference to setup Python. Took me only thirty minutes to reinstall again. Thank you!  :grin:
 
Hi I recently downloaded python and downloaded the source code to diplomacy 4.3 and edited the source code to the mod but thats it what do I do with this source code to make it playable? I just have a file called diplomacy src and don't know what to do with it! also when I try to use my bat to compile it all it starts compiing and I see things compile until I start getting errors like can't find verables.txt even though the folder is certainly there.
 
My problem is similar to several others' issues: my ModSys won't compile to any of the folders I specify for it, no matter what directory I put them in. I've even used an external hard drive to try and write to that, but no dice. Here's
IndentationError: unexpected indent
Traceback (most recent call last0:
  File "process_dialogs.py". line 6, in (module)
      from module_dialogs import *
  File "C:\Users\User1\Desktop\NOT EVEN SLIGHTLY PORN\ModSys\Module_system 1.16
5\module_dialogs.py", line 6, in (module)
      (party_set_module, ":eek:ld_marshall_party", 0),
NameError: name 'party_set_marshall' is not defined
Traceback (most recent call last):
  File "process_global_variables_unused.py", 0),
NameError: name 'party_set_marshall' is not defined
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in (modules)
    from process_operations import *
  File "C:\Users\Daniel\Desktop\NOT EVEN SLIGHTLY PORN\ModSys\Module_system 1.16
5\process_operations.py", line 2136
      ["swadian_recruit", "Grunt", "Grunts", tf_guarantee_armor,0,0,fac_kingdom_7,
a snip of my compiler's output. anyone see an obvious error? (I name my computer's folders creatively.  :lol:)
 
anyone see an obvious error?
Yeah. You should be seeing it too.
NameError: name 'party_set_marshall' is not defined
Go to header_operations. Find
Code:
party_set_marshal
. It will be equal to some number. On the line underneath it, for safekeeping (or somewhere else, but I'd put it right beneath), insert
Code:
party_set_marshall = party_set_marshal
This will fix the backwards compatibility issue.

Don't do it because I tell you to, do it because you understand what you're doing. Every operation used by the ModSys corresponds to a number index; if you're a particularly hardcore masochist, you can use these numbers instead of the operation names. That's what the compiler reads, only the numbers. In a recent patch, the Devs changed the misspelt "party_set_marshall" to the proper "party_set_marshal", and some stuff breaks because of that.
What does the line I told you to add do, and why do you add it instead of finding-and-replacing all instances of "marshall" with "marshal"?
 
The command makes the party that's being referenced the marshal of my new faction, and and the difference is that the computer knows to equate "marshal" to the string of numbers it reads, but not to equate "marshall" to "marshal"
... right?
 
Yep, though I wasn't really asking you what the operation does - sorry I was unclear - but pretty much what you said: after the patch that changed "marshall" to "marshal", the compiler doesn't recognise the old version, so adding the line I recommended ("party_set_marshall = party_set_marshal") basically makes you define a "new" operation that is absolutely the same as the real one, without you even caring what its hard-coded engine-side index is. An alias, if you would. :razz:
That should be enough to clear the situation up, unless you've got other problems.
 
I have a LOT of indentation errors, but I have found where Nord Champion said the causes are incorrect spacing or brackets not done correctly, so I'll get to work on those
edit: so most of these indentation errors are referring to the module_troops entry
["newfac_recruit","Grunt","Grunts",tf_guarantee_armor,0,0,fac_kingdom_7,
  [itm_scythe,itm_hatchet,itm_pickaxe,itm_club,itm_stones,itm_tab_shield_heater_a,itm_leather_cap,itm_felt_hat,itm_felt_hat,
  itm_shirt,itm_coarse_tunic,itm_leather_apron,itm_nomad_boots,itm_wrapping_boots],
  def_attrib|level(4),wp(60),knows_common,swadian_face_younger_1, swadian_face_middle_2],

the compiler output looks thusly:
  File "C:\Users\User1\Desktop\NOT EVEN SLIGHTLY PORN\ModSys\Module_system 1.16
5\module_troops.py", line 2136
    ["swadian_recruit","Grunt","Grunts",tf_guarantee_armor,0,0,fac_kingdom_7,
    ^
IndentationError: unexpected indent

The brackets and spaces all look right to me, I've been looking at the surrounding entries and they appear to be formatted identically.
There's an invalid syntax too,
File "C:\Users\User1\Desktop\NOT EVEN SLIGHTLY PORN\ModSys\Module_system 1.16
5\module_party_templates.py", line 159

    ^
SyntaxError: invalid syntax
There is no line 159 present in the poor file.
 
Indentation error is murdered. With an axe. However, when one problem is fixed, another pops up.
  File "C:\Users\Daniel\Desktop\NOT EVEN SLIGHTLY PORN\ModSys\Module_system 1.16
5\module_troops.py", line 2157
    upgrade(troops,"townsman","watchman")
          ^
SyntaxError: invalid syntax
The syntax here is identical to the surrounding, and I didn't even change it.

The problem on line 159 of the templates still bugs the poor compiler too, and it still doesn't exist.
 
Hi guys  :grin:
I just started wanting to get into modding but the build_module.bat doesn't work as a lot of python codes doesn't have brackets on prints.
Any solutions on how I can fix this without having to add those parenthesis on every py file?
 
Lumos said:
MysteriousStranger said:
I can't open the python folder. There's no option to open it with notepad++.
Opening a folder with a text editor sounds most peculiar. Are you sure you're not supposed to open one of the files in that folder?
Sorry, yeah, I meant I couldn't open module_info with notepad++. It was late and I was tired.
 
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