font.dds
file had an oddly empty/barebones header, which I don't think it's totally standard, and it's definitely missing some flags. The DXT5 format was okay. Some picky programs may struggle with it, I recommend saving the lossless PNG file from whatever image editor you use and try converting/compressing it with a more standards-compliant one, like NVIDIA Texture Tools or AMD Compressonator. Adding DDSCAPS_TEXTURE
makes it work. Sent you the fixed file.font.dds
and font_data.xml
files and see if that works, that would mean that the DDS file has been saved in a weird (uncompressed?) format that the SOIL texture-loading library doesn't understand. If you can drop your DDS file here or send it via PM I can take a quick look in a hex editor. Hope that helps.I'm going to need a bit of background info. Does this happen in a vanilla cartographer folder without changing anything? i.e. it comes with a self-contained Native demo map bundled; so that should always run.
Hopefully fixed, please check the latest version. Surprisingly easy to find and fix, at least compared to the double-click bug above, just had to tweak a single line.
Just managed to "fix" this using a funky workaround after a very long and arduous debugging and testing session, didn't manage to find the root cause. So hopefully isn't any worse than any of the official versions, no more drawbacks! Please re-download from here.
Darn, sounds a bit messy, but added it to my to-do list anyway. Thanks for the suggestion!
skins.txt
and the other text files, added the map tree meshes to the hardcoded list, and made it use the mod's core_*.brf
files in the resource usage finder if they exist, so custom shaders don't cause errors anymore.ModuleSystem/module_troops.py
and double-click ModuleSystem/build_module_wb.bat
to get your modded .txt
files under the _wb
folder. Way easier.item_kinds1.txt
list which is what you are asking for. You need to count itm_
lines, with the first item starting at zero. I think. module_info.py
) to direct it to your mod folder. It's using the default one.C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\mb_warband_module_system_1171\Module_system 1.171\..\WOTS\Modules\Native
, which after collapsing the relative path (..\WOTS\
) ends up being C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\mb_warband_module_system_1171\Module_system 1.171\Modules\Native
, which doesn't exist...\..\MyCoolModFolder
, make a copy of Native
and there you go.build_module.bat
to compile your mod right now it won't work either. Check the beginner's guide by Lumos or the others, it should explain what to do.,
) at the end of each config item, that's why it's throwing that syntax error. Make sure you only edit cartographer.conf.ini
, leaving everything else as normal. I'm guessing it launched fine with the default configuration.module_parties.py
. That thingie doesn't look like a valid module system file, and the parties.txt
you see in the mod folder won't work. The .txt
files get generated from the .py
files, usually stored in a different folder. Without Native's or a mod's module system you won't be able to edit the settlements.map.txt
under the bundled res/mod/
folder with anything else and reopen the program. That way you don't need to create a dummy or new mod to edit that part. Works without .py
files or "source code".