Author Topic: Modders Lore thread: An informative guide on tips and limits to modding.  (Read 3883 times)

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ealabor

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #15 on: December 14, 2008, 03:52:31 PM »
General concensus speaks then.

revised.

HokieBT

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #16 on: December 15, 2008, 03:06:36 AM »

also wanted to mention this Troop Tree Generator that Backe created, its very helpful!
http://forums.taleworlds.net/index.php/topic,50779.0.html
 

ealabor

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #17 on: December 16, 2008, 06:21:32 PM »

also wanted to mention this Troop Tree Generator that Backe created, its very helpful!
http://forums.taleworlds.net/index.php/topic,50779.0.html

Yeah its helpful and a great tool, although may not fit into the topic at hand as it really has nothing to do with a limit or a fix for something.

Updated the OP.  I may open up a section for the map editor, seeing as there are a few issues with it.

HokieBT

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #18 on: December 22, 2008, 04:46:57 PM »

I posted this in another thread so figured I'd mention it here.  I haven't tested this in 1.x, but 0.960 had a problem where if you changed a skill name (not the skill ID) then this caused a problem when importing/exporting a character since the file uses the skill names (not the ID).   As a workaround I always create a skills.csv language file and do not make many changes in module_skills.py itself.

1) create an 'en' folder under the 'languages' folder in your mod
2) create a skills.csv and add text like the following. By putting a blank space for power draw in the example below it basically disables it so it doesn't appear in the list and I don't think you can give points into it.  However, there are a few pixels where if you mouse over or click on it perfectly then you can see the description, so that is why I added that additional text.

Code: [Select]
skl_inventory_management|Cargo Management
skl_inventory_management_desc|Increases ship cargo capacity by +6 per skill level. (Leader skill)
skl_power_draw|
skl_power_draw_desc|Power Draw - this skill is not used
 

ealabor

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made a few refinements and added a bit about scene editing under misc.

Shik

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3. Coloring tool not supported.

4. Item reach not supported.

5. Wireframe not supported.

6. BRF edit can't import/export female deformation data (rigging ?). So your ladies will be flat chested. And the men won't get the new deformation stuff. If your armor is based from a native mesh, you can make a copy of the native file, remove all except what you need, and change the mesh name and texture. if you need multiple variants, clone will work fine.

Not sure about 3 and 5, but you can use the BRFedit .8.3b (old version) to measure item reach on 1.011 meshes. (textures obviously won't show up though)
http://mbx.streetofeyes.com/index.php/topic,995.105.html

As for 6 - it's not rigging, but vertex animation, and BRFedit does indeed support female morphing. But, it's quite difficult to do, since the vertex order of your meshes can get screwed up during the editing process.
http://forums.taleworlds.net/index.php/topic,61859.0.html

prugalo

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I've heard of a city number limit. How many cities can there be in game? Does anyone know? I can't find any topic on this.

GetAssista

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I've heard of a city number limit. How many cities can there be in game? Does anyone know? I can't find any topic on this.
60 cities run fine. Need more than that?

You probably mixed it with a limit on number of different map icons, which is ~255 AFAIR

Slawomir of Aaarrghh

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Strange. I got 448 map icons (and plan to add more), and it seems to work fine...

GetAssista

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Strange. I got 448 map icons (and plan to add more), and it seems to work fine...
1.011 has a 255 cap on different map icon meshes, period.
Yours is either WB (which is not relevant for this old thread :) ) or mistaking map icons and parties

Slawomir of Aaarrghh

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I have 1.011. And 448 map icons, not parties. About 275 of them are map banners, rest is for troops and settlements. Banner flags are last in order and they all show up correctly on map (along with other icons), so it seems the limit you are talking about does not exist, or it's broken somehow in my copy of the game. ;)

Where did you get the note about that limit anyway?

GetAssista

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I have 1.011. And 448 map icons, not parties. About 275 of them are map banners, rest is for troops and settlements.
Are they different meshes? The limit is on meshes. You can have more icons on the map, but they should use a limited number of unique meshes (scaling and turning in map_icons.py can be different).
The limit info is from attempts to cover world map with unique terrain composed of map icons

Slawomir of Aaarrghh

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All have unique meshes.

GetAssista

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Hmm, this is very interesting!
Does the game issue "WARNING: # of icons = XXX>255 - M&B will complain!!" when compiling your source? I would greatly appreciate you sharing your module_map_icons.py. If there is a workaround on icon limit this is pretty sweet

Slawomir of Aaarrghh

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I don't know of any workaround. I just added some new fief and troop icons after Native town icons and some new banner icons after the last Native banner icon. That's all. I never go that warning you mentioned, neither while compiling source, nor in rgl_log. I don't know, maybe it's another Murphy's Law, and I would have failed if I knew that there was such a limit, ;) but have you even tried adding icons beyond 255 number by yourself?