Author Topic: Modders Lore thread: An informative guide on tips and limits to modding.  (Read 3891 times)

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ealabor

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This isnt a guide to modding, as there are already those, but rather an information thread on the tips to successful ease of modding.

I would like to build a catalog of what modders do to ensure a smooth modding experience, and to list limits of mod potential. Such limits would include item number capacity, faction number capacity etc. I'll update this as information is posted, and the game changes versions should that happen.

The 3 categories to focus on are:

Python
BRF
TXT - (for those modders whom don't use python, as there seems to be many of them)

Remember the target information to gather on the categories are limits, bugs, and general tips.If we find ways or fixes for the limits or bugs, I will add a link to fix under said limit/bug if you supply it.

Python

Tips:

1. When you make changes in Python do not close them. This way if the mod fails to compile, or there is an unforseen error in the game you can simple backtrack by ctrl+z (undo) until a point where the mod works and you can then retrace going forward to find the error.

2. When concerning item balance in your mod, remember it may not be necessary to change each individual item's property, but rather you can change the properties wholesale in the module.ini file.

3. You should make no less than two backups of your python files in the event of mass error.

4. It sometimes takes 2 tries for Python to compile. A good example of this adding items or adding to games_menu. If the compile gives errors the first time, run it again to make sure this isnt the case.

5. When adding to python, such as factions or map icons, as well as many other functions - if the mod is not compiling where you feel it should, check to make sure that your ID_ and Header_  sections have these new functions included.

Limits/bugs:

1. Known item limit of 915 before game will crash

2. No known limit to factions lords per faction. Banners per lord must be resolved however to eliminate red text. Fix here..
http://forums.taleworlds.net/index.php/topic,49473.0.html

3. In 0.960 and possibly 1.X  there is 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 create a skills.csv language file and do not make many changes in module_skills.py itself. Fix here ... http://forums.taleworlds.net/index.php/topic,52642.15.html





BRF

Tips:


Limits/bugs:

1. Does not support custom horse skeletons (anyone confirm this and if there is a way around this?)

2. Item stacking bug - Items with near identical entries can often stack polygons. An example is name entries xsword1  and xsword10. In this case xsword1 would recieve a double polygon count from xsword10, but xsword10 would remain at a normal poly count. This has the potential to stack limitless times and can result in a crash, so make sure to check the poly count on your items often.

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.


TXT

Tips:

1. If you are a .txt modder, and are foraying into the world of Python, remember that compiling Python script will overwrite custom work done to your .txt changes. Make backups.

2. Map editing. If you edit a map with Thor's MapEditor, the next time you compile with Python it will overwrite the changes you made. Always remember to make a copy of Parties.txt before you compile, that you can then copy back. You can transfer the data to your python.  All you need to transfer is the (x,y), the z is automatic. and the name if you set it with the editor, of course. There is a tool made to copy party coordinates from party.txt into module_parties and can be found here http://forums.taleworlds.net/index.php/topic,45772.0.html


Limits/bugs:


Misc:

1. Map Editor - Traversable water crossing tiles need to be higher than sea level or else this can result in parties getting stuck and transferred to water tiles.

2. Scene editing - When editing AI grid (AI mesh) in scenes, make sure and move town walkers off of AI grid that you are editing, otherwise editing the grid with walkers active on them will cause the game to crash.

« Last Edit: June 16, 2009, 11:19:35 PM by ealabor »

Coledash

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #1 on: December 12, 2008, 05:17:36 PM »
Great topic, theres really a huge need for these as most of the tips/guides are outdated.

There seems to be a limit on the lords - fiefs ratio: game starts to crash and strange things happen when theres
lots of lords in a kingdom with only a few fiefs.

ealabor

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #2 on: December 12, 2008, 06:11:02 PM »
Great topic, theres really a huge need for these as most of the tips/guides are outdated.

There seems to be a limit on the lords - fiefs ratio: game starts to crash and strange things happen when theres
lots of lords in a kingdom with only a few fiefs.

Be more specific?

Perhaps you are thinking of the lords number exceeding the banner number resulting in red text?

Llew

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #3 on: December 12, 2008, 07:00:31 PM »
Also: Map editing. If you edit a map with Thor's MapEditor, the next time you compile with Python it will overwrite the changes you made. Always remember to make a copy of Map.txt and Parties.txt before you compile, that you can then copy back.

Ruthven

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #4 on: December 14, 2008, 01:18:44 AM »
I know where this is going.

Madawg

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #5 on: December 14, 2008, 02:44:18 AM »
Can we 'sticky' that thread?

Ruthven

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #6 on: December 14, 2008, 02:58:40 AM »
Can we 'sticky' that thread?
This one or mine?

Cuz if you mean mine, I sent RLL a PM for a sticky.

bobsters34

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #7 on: December 14, 2008, 04:13:19 AM »
Maybe both? ;)

Alenmare

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #8 on: December 14, 2008, 04:54:15 AM »
Also: Map editing. If you edit a map with Thor's MapEditor, the next time you compile with Python it will overwrite the changes you made. Always remember to make a copy of Map.txt and Parties.txt before you compile, that you can then copy back.

Hmm, I seem to recall it only overwrites your party file. You're fine leaving the map.txt file in, as the module system never touches it.
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HokieBT

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #9 on: December 14, 2008, 05:15:54 AM »
Also: Map editing. If you edit a map with Thor's MapEditor, the next time you compile with Python it will overwrite the changes you made. Always remember to make a copy of Map.txt and Parties.txt before you compile, that you can then copy back.
Or patiently transfer the data in your python. Once the map is done. You still need to backup the map if you changed more than the parties locations of course. All you need to transfer is the (x,y), the z is automatic. and the name if you set it with the editor, of course.

Or you can use my program to copy the party coordinates from parties.txt into module_parties.py so this doesn't happen.  :)   I'm working on another version to copy the party names and maybe some other info into module_parties.py, so post in this thread if you have any other suggestions.
http://forums.taleworlds.net/index.php/topic,45772.0.html
« Last Edit: December 14, 2008, 05:19:16 AM by HokieBT »
 

Alenmare

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #10 on: December 14, 2008, 06:33:23 AM »
Yep, I recommend Hokie's system. Works like a charm.

(click to show/hide)
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ealabor

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #11 on: December 14, 2008, 06:47:31 AM »
added a link for it as fix

bobsters34

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #12 on: December 14, 2008, 07:21:10 AM »
For a limit I think this might be useful for all the blood threads popping up lately
You can do pretty much nothing about blood. You can change the magnitude, and how the particle looks, but nothing else.

Alenmare

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #13 on: December 14, 2008, 02:26:02 PM »
Heh, I've done the same with all my mods. He made it after I put in the work :).
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HokieBT

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Re: Modders Lore thread: An informative guide on tips and limits to modding.
« Reply #14 on: December 14, 2008, 03:20:50 PM »
That would have saved me a day !!! 444 fiefs !
ouch!   You are a programmer and doing manual work like this, you know better.  ;)    I think I had this thing created a day or so after I spoke to Elenmmare, I'm way too lazy efficient for that.  :)

FYI - The module system should not overwrite map.txt
« Last Edit: December 14, 2008, 03:31:53 PM by HokieBT »