Author Topic: Adding a new faction  (Read 8912 times)

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Alexandru_cel_Mare

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Re: Adding a new faction
« Reply #60 on: April 15, 2010, 08:47:22 AM »
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(i keep forgetting to mention i'm trying to do mods solely for warband, vanilla is older and more populated with modders) did you add new towns for the new faction, or just reassign current ones?

I will write a thorough guide on this, it is very easy to add a town, but there are still some things i need to figure out how they work. One of them is Trade Routes, and for now, i do not fully understand them.

It is like an entire network spread over Calradia. If anyone can give me some advice on how to insert my custom town (last, with bold) in this spider nest, i will be very grateful. :wink:

   
(click to show/hide)




Also, i keep getting an error with a missing menu about lady visiting... could it be because currently all my ladies are stuck into a single town overcrowded into a single hall ? :D

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thx alexandru its aleady much more straight forward the wa you posted it ( im visual ) ermmm  the best would be someone created a editing tol that would make tese process automatic

Nobody made anything similar for adding new faction in clasical M&B which had anyway, a much more easyer to use module system, so there are really few chances....

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Looks almost exactly like the stuff I changed, the quick battle and multiplayer stuff can be skipped if you want. The Lady relation crap I didn't even touch for my mod as I see that portion of the game as shallow and unfinished.

I agree, it is still very bugged....
But i hope some fixes will come to solve them...
« Last Edit: April 15, 2010, 08:54:37 AM by Alexandru_cel_Mare »


Kohlrabi

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Re: Adding a new faction
« Reply #61 on: June 06, 2010, 09:49:43 PM »
How do you pick a faction symbol for a new faction?
(the image above the faction summary in the in-game 'wiki' - "pic_arms_khergit.dds" to give one example)


SPD_Phoenix

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Re: Adding a new faction
« Reply #62 on: June 07, 2010, 03:11:45 AM »
How do you pick a faction symbol for a new faction?
(the image above the faction summary in the in-game 'wiki' - "pic_arms_khergit.dds" to give one example)
You mean banner? In module_scripts, script "game_start", look for the below code then add the new faction below it

Code: [Select]
#faction banners
      (faction_set_slot, "fac_kingdom_1", slot_faction_banner, "mesh_banner_kingdom_f"),
      (faction_set_slot, "fac_kingdom_2", slot_faction_banner, "mesh_banner_kingdom_b"),
      (faction_set_slot, "fac_kingdom_3", slot_faction_banner, "mesh_banner_kingdom_c"),
      (faction_set_slot, "fac_kingdom_4", slot_faction_banner, "mesh_banner_kingdom_a"),
      (faction_set_slot, "fac_kingdom_5", slot_faction_banner, "mesh_banner_kingdom_d"),
      (faction_set_slot, "fac_kingdom_6", slot_faction_banner, "mesh_banner_kingdom_e"),

Somebody

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Re: Adding a new faction
« Reply #63 on: June 07, 2010, 03:37:52 AM »
He wants the faction emblems, in the faction notes section, like these
To do so, first create some faction arms, put them in a brf, then reference them in module_meshes.py like so
(click to show/hide)

As long as you have the correct number of for each faction, they should show up.
The game notes call module_tableau_materials.py to update each faction's notes, like so

Code: [Select]
      (try_for_range, ":faction_no", kingdoms_begin, kingdoms_end),
        (is_between, ":faction_no", "fac_kingdom_1", kingdoms_end), #Excluding player kingdom
        (add_faction_note_tableau_mesh, ":faction_no", "tableau_faction_note_mesh"),
      (else_try),
        (add_faction_note_tableau_mesh, ":faction_no", "tableau_faction_note_mesh_banner"),
      (try_end),

If you're interested, this is how they're displayed as tableaus
(click to show/hide)

Kohlrabi

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Re: Adding a new faction
« Reply #64 on: June 07, 2010, 10:59:07 AM »
Thanks a lot!
I've been digging around for scripts or lines of code implementing these symbols, but had no luck.
Couldn't guess I just had to add them to the list.

10 searches for an answer didn't give any results either (didn't search for 'emblem').

Thanks once again!


Damjan

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Re: Adding a new faction
« Reply #65 on: August 07, 2011, 06:17:02 PM »
I have done all above that was mentioned but i still get script error give center to lord, and create a hero kingdom party. Also in every town i created there is a copy of my charachter and the there is no prison guard (even though i put sarranid prison guard to the faction i created ( i and that prison guard is copied in the troops py so it dont mess up the already existing prison guard)) And also the guards that are in the castle are always swadians even though i done the same thing like with the prison guard. Can any one help me ?

Somebody

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Re: Adding a new faction
« Reply #66 on: August 07, 2011, 08:03:05 PM »
Look at this updated tutorial instead.

machop

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Re: Adding a new faction
« Reply #67 on: December 31, 2011, 09:42:16 PM »
Sorry for resurrecting this topic, but I've got a question concerning changing, and actually adding faction emblems.

What I did was putting dds and brf files into textures mod folder, for first five factions files had names like in native, and for 4 other I simply gave numbers after pic_arms. Obviously I added those emblems for new factions in module_meshes. For five first factions everything works perfectly, bu for new ones after clicking on faction goes out RGL error: get object failed for pic_arms_6 (or other number). I searched on forum and tried many things, but it only got worse. I suppose it's something I have to add in module system files as it works only for 'old' factions.
I hope you will help a beginnning modder :)