It didn't work. Maybe I put the code in the wrong place?
Also, the marketplace within the town is bugging out... the weapon window is always empty, the armour window has weapons and the horse window is empty too. The goods window is the only one that works properly.
EDIT: After reinstalling the game and doing a sh*tload of tinkering, I stopped the crashes and the errors. But there's another problem.
I created a town, a castle and three villages for my new faction, but one of the villages doesn't belong to anybody (it belongs to the faction, but neither the faction leader of the lord I created own it), and another village belongs to the Sarranids.
So you overwrote the text files from your mod with the ones in Native? Thats like playing Native with a different name, as basically everything is stored in those files...
Perhaps the problem lies with the custom items... Since from what you said, they are the only thing that remains.
No, I kept a few other bits of code. I originally thought the problem might have been SceneObj (as I'd originally duplicated .sco files to make a new town), but replacing that folder didn't work.
I just don't know how to narrow down the possible causes of the problem, other than systematically replacing every file in my module one-by-one with Native text files.
Yoshiboy said:
what is the error? It's probably caused by your custom items.
I've been using the same items for months, and I've never had this trouble. If the game loads marketplace items when the player enters a city though, this could be the problem...
I followed the tutorial though. Created a faction leader, created a lord, created a town, castle and three villages, and added the code to module_scripts. The mod compiled without any problems.
Hi guys.
I've recently been having problems with my own custom mod in the form of consistent crashes every time I try to enter a town.
Earlier today I tried to mod in a new faction, but was unsuccessful. I then reverted to my backup copy of the module, which was when the crashes started...
I followed the tutorial, but I'm now getting these errors whenever I launch a new game.
Code:
SCRIPT ERROR ON OPCODE 1677: Invalid Map Icon ID: -166; Line No: 70:
At script: give_center_to_lord.
At script: give_center_to_lord.
At script: give_center_to_lord.
At script: give_center_to_lord.
SCRIPT ERROR ON OPCODE 1677: Invalid Map Icon ID: -166; Line No: 20:
At script: create_kingdom_hero_party.
At script: create_kingdom_hero_party.
At script: create_kingdom_hero_party.
At script: create_kingdom_hero_party.
How do I fix the map icons?
EDIT: The also game CTD's whenever I try to enter a town. I have no idea why, but has anyone else experienced this problem?
Are there any tutorials explaining how to "tweak" the game via the module system? Otherwise all my modifications are overwritten the moment I re-compile a tweaked module.
Ok, checked ID_items.py, and it was completely empty. Copy-pasted the contents of my backup file, and everything seems to be fine now, except for a few random errors and warnings when building the module. The warnings have always been there, but the errors are completely new.
They're something to do with "illegal identifiers"; ie, the new Sarranid and Steppe warhorses. Before all this, I was getting a wierd glitch where those two horses weren't showing up during battles or within the marketplace, because the game couldn't find their meshes, so I just removed them from everybody's inventories and removed them from module_items.py. I never had errors like this show up until now.
Initializing...
variables.txt not found. Creating new variables.txt file
Compiling all global variables...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
Error: Unable to find object:itm_warhorse_steppe
ERROR: Illegal Identifier:itm_warhorse_steppe
Error: Unable to find object:itm_warhorse_sarranid
ERROR: Illegal Identifier:itm_warhorse_sarranid
Error: Unable to find object:itm_warhorse_steppe
ERROR: Illegal Identifier:itm_warhorse_steppe
Error: Unable to find object:itm_warhorse_steppe
ERROR: Illegal Identifier:itm_warhorse_steppe
Error: Unable to find object:itm_warhorse_sarranid
ERROR: Illegal Identifier:itm_warhorse_sarranid
Error: Unable to find object:itm_warhorse_sarranid
ERROR: Illegal Identifier:itm_warhorse_sarranid
Error: Unable to find object:itm_warhorse_steppe
ERROR: Illegal Identifier:itm_warhorse_steppe
Error: Unable to find object:itm_warhorse_sarranid
ERROR: Illegal Identifier:itm_warhorse_sarranid
Error: Unable to find object:itm_warhorse_steppe
ERROR: Illegal Identifier:itm_warhorse_steppe
Exporting mission_template data...
Error: Unable to find object:itm_warhorse_sarranid
ERROR: Illegal Identifier:itm_warhorse_sarranid
Error: Unable to find object:itm_warhorse_steppe
ERROR: Illegal Identifier:itm_warhorse_steppe
Exporting game menus data...
WARNING: Usage of unassigned global variable: $g_presentation_marshall_selection
_max_renown_3
WARNING: Usage of unassigned global variable: $g_presentation_marshall_selection
_max_renown_3_troop
WARNING: Usage of unassigned global variable: $g_presentation_marshall_selection
_max_renown_3
WARNING: Usage of unassigned global variable: $g_presentation_marshall_selection
_max_renown_3_troop
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...
WARNING: Global variable never used: tutorial_1_finished
WARNING: Global variable never used: tutorial_2_finished
WARNING: Global variable never used: tutorial_3_finished
WARNING: Global variable never used: tutorial_4_finished
WARNING: Global variable never used: tutorial_5_finished
WARNING: Global variable never used: g_election_date
WARNING: Global variable never used: g_presentation_lines_to_display_begin
WARNING: Global variable never used: g_presentation_lines_to_display_end
WARNING: Global variable never used: $g_presentation_marshall_selection_max_reno
wn_3
WARNING: Global variable never used: $g_presentation_marshall_selection_max_reno
wn_3_troop
WARNING: Global variable never used: $g_presentation_marshall_selection_max_reno
wn_3
WARNING: Global variable never used: $g_presentation_marshall_selection_max_reno
wn_3_troop
Exporting postfx_params...
______________________________
Script processing has ended.
Press any key to exit. . .
Thanks for spotting that, but I fixed it, and I'm still getting errors like "itm_siege_supply is not defined" and "itm_leather_jerkin is not defined".
I haven't touched anything to do with siege supplies or leather jerkins, so I'm totally stumped.
sphere said:
If you aren't sure which lines causing problem, try something like commenting/removing out half of all the items. Then try running "module_items.py" directly (don't build the whole module).
Hi guys.
I'm pretty new to all this stuff, and I keep getting the following errors when I try to compile my mod using the "build_module.bat" app.
I can't figure out why line 1248 of module_items.py is invalid, and I don't understand why the coding regarding spices is messed up.
Thanks in...
How about clicking the right mouse button while the left mouse button is being held down?
You still ready the attack as normal, but trigger it by pressing the right mouse button instead of releasing the left.
Alternatively, the secondary attack could replace the kick attack. Why kick when you can do more damage (and still send the enemy reeling) with a pommel or shield strike?
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