Author Topic: Mount & Blade Mod Makers Q&A Thread  (Read 200477 times)

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Thorgrim

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Mount & Blade Mod Makers Q&A Thread
« Reply #30 on: February 25, 2006, 03:36:35 am »
Thanks Janus (and Fujiwara), added them to the first post.

smaug_the_dragon

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Mount & Blade Mod Makers Q&A Thread
« Reply #31 on: March 07, 2006, 05:37:45 pm »
Ok, I'm a bit further along in my modding skills now, thanks for the help.  

Currently I'm trying to figure out if its possible to have an npc not be in a town if its night and present if its during the day (and vice versa)  Is there a way to tell if its night or day, and then tell mabye the entry point to dissapear if its night.  I'd also like to be able to do that with doors and such, closing them during the night ect.  Is this even possible?

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dagorkan

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Mount & Blade Mod Makers Q&A Thread
« Reply #32 on: March 07, 2006, 08:35:22 pm »
What's the maximum number of parties you can have and is there any way to raise the limit?

Winter

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Mount & Blade Mod Makers Q&A Thread
« Reply #33 on: March 07, 2006, 09:01:55 pm »
Quote from: smaug_the_dragon
Ok, I'm a bit further along in my modding skills now, thanks for the help.  

Currently I'm trying to figure out if its possible to have an npc not be in a town if its night and present if its during the day (and vice versa)  Is there a way to tell if its night or day, and then tell mabye the entry point to dissapear if its night.  I'd also like to be able to do that with doors and such, closing them during the night ect.  Is this even possible?


Remove the troop's scene assignment. Make a set_visitor operation for this troop in a try_begin in the town menu, underneath the normal set_visitor stuff for the towns. In the try_begin, use (eq,"$current_town","p_your_NPC's_town"). Then store_time_of_day, and use is_between to specify the hours you want the NPC to be present.

Voila, it is done. (For a town that uses the v0.731 mechanism, anyway. For custom menus, it's even easier.)

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smaug_the_dragon

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Mount & Blade Mod Makers Q&A Thread
« Reply #34 on: March 07, 2006, 11:11:44 pm »
Thanks for the help winter, Ok so I got it to recognize what time it is (im just putting the operation under where it checks for wheather the scene is nighttime or daytime. and now I got it to recognize what town it is, but i'm sorry im confused about where to go from here, what equation do I use to specify which troop and which entry point?

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smaug_the_dragon

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Mount & Blade Mod Makers Q&A Thread
« Reply #35 on: March 08, 2006, 12:03:05 am »
Never mind I think Ive got it!  Wow this is fun, kinda like treasure hunting, it gives you such a thrill when you figure it out!

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smaug_the_dragon

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Mount & Blade Mod Makers Q&A Thread
« Reply #36 on: March 08, 2006, 02:22:57 am »
Ok no I don't.    My code seemend fine, but I would get errors, and then when I fixed the errors it froze when entering the town.   I think I may have put it into a repeting loop.

I placed this in City center menu right under neath where it said "set_visitor" for 25,26,27 and 28.  

I started a new try_begin statment,  and said that if it was in town 7

then I stored what kind of troops they were in registers.... (do you mabye need to declare the registers somewhere, or can you just use anynumber you want?)

Then I stored what time of day it was in another register,

Then I set if it was between certin times

Then I set the visitor to the entry point, and the registerd number.

Is there an 'endif'?  How does the program know when the 'if' statement is completed?  I'm used to visual basic and every 'if' needs a 'endif' statement. But that doesn't seem to happen here

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Winter

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Mount & Blade Mod Makers Q&A Thread
« Reply #37 on: March 08, 2006, 03:22:02 am »
Quote from: smaug_the_dragon
Ok no I don't.    My code seemend fine, but I would get errors, and then when I fixed the errors it froze when entering the town.   I think I may have put it into a repeting loop.


Show us your code, don't just describe it!

In any case, it sounds like you forgot the end_try. I assumed you'd know you had to put that in, 'cause . . . well, otherwise it won't work.

Hope that helps.

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #38 on: March 16, 2006, 04:07:58 am »
Is there a way to make one scene conditionally use two or more entry points?  For example one castle scene that puts you outside / inside the walls depending on attack / defense conditions.
« Last Edit: March 23, 2006, 08:03:52 am by ironpants »

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #39 on: March 23, 2006, 05:00:10 pm »
Is there a way to make one scene conditionally use two or more entry points?  For example one castle scene that puts you outside / inside the walls depending on attack / defense conditions.


Yes. Use set_visitor, put troop 0 (player) at the appropriate position.

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #40 on: March 25, 2006, 03:39:43 am »
does anyone know how to edit zendar? because normally it would be easy, I would just substitute in another scene, however there are no passages to the merchant and tavern it seems to be built in, so I dont know which passages are needed.
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TheDrunkenMoron

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #41 on: April 04, 2006, 11:42:05 pm »
texturing for dummies, the drunken way!

http://forums.taleworlds.net/index.php/topic,9290.0.html
At least they've got the first expansion for his new game sorted out - Colin McRae's DiRT : Six Feet Under :P


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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #42 on: April 14, 2006, 09:56:40 pm »
Thorgrim, I think this thread about texturing items should be added to Q&A thread, and Janus agrees (in fact, he suggested it)

http://forums.taleworlds.net/index.php/topic,9290.0.html

EDIT. Oh, I just realised that the post above is about it as well.
What is this, some kind of debate arena?

I wonder if they'll make a doll that smacks you about, calls you bitch and forces you to lick her leather knee high boots...

Yes. And they'll call it Skynet :)


Janus

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #43 on: April 14, 2006, 10:07:18 pm »
EDIT. Oh, I just realised that the post above is about it as well.

Hmm, hadn't realized that myself. I'll go ahead and update the first post.
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Tomato

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #44 on: April 15, 2006, 03:18:39 pm »
Could someone elaborate over what changes need to be made to the conversation.txt in the module file? Earlier, i read something about editing the dialogue.txt in the module file but there is none. So what extra lines should i add to the conversation.txt (example) to make my hero/party recruitable? examples? :D thanks.