Modding Q&A [For Quick Questions and Answers]

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Lav said:
Lord of Shadows said:
Are there any OSPs which add bows, crossbows and such?
Crossbows are rare. The only two packs I know about are OSP Weapons pack  on MB Repository (contains a single model) and item fantasy-style retexture pack by akosmo on Nexus Mods.

For bows, search members for usernames Havoc, Rath0s, bogmir, scicon and Spak. When you find them, go to profile -> Show Posts -> Show Topics and you'll be able to find their threads easily. Also look for Addonay Elven Weaponry on MB Repository.
Thank you. :smile:



Neodrako said:
Is there a guide to install freelancer?
This? forums.taleworlds.com/index.php/topic,187793.0.html



Now, I have a problem. Something is wrong with these items, but I can't see what:

Code:
["bronze_breastplate", "Bronze Breastplate", [("bronze_plate", 0)], itp_type_body_armor|itp_covers_legs, 0, 10000, weight(26)|head_armor(4)|body_armor(58)|leg_armor(16)|difficulty(13), imodbits_plate],
["bronze_winged_helm", "Bronze Winged Helmet", [("bronze_winged_helm", 0)], itp_type_head_armor, 0, 6000, weight(2.5)|head_armor(40)|body_armor(0)|leg_armor(0)|difficulty(12), imodbits_plate],
["bronze_gauntlets", "Bronze Gauntlets", [("bronze_gauntlet_L", 0), ("bronze_gauntlet_Lx", 0)], itp_type_hand_armor, 0, 2000, weight(0.8)|head_armor(0)|body_armor(10)|leg_armor(0)|difficulty(8), imodbits_armor],
["bronze_greaves", "Bronze Greaves", [("bronze_greaves", 0)], itp_type_foot_armor|itp_attach_armature, 0, 3000, weight(3.5)|head_armor(0)|body_armor(0)|leg_armor(37)|difficulty(12), imodbits_none],
["latticed_flatbow", "Latticed Flatbow", [("latticed_flatbow", 0), ("latticed_flatbow_carry", ixmesh_carry)], itp_type_bow|itp_primary|itp_two_handed|itp_can_penetrate_shield, itcf_shoot_bow|itcf_carry_bow_back, 1500, weight(1.5)|difficulty(6)|spd_rtng(90)|shoot_speed(74)|thrust_damage(38, pierce)|accuracy(108), imodbits_bow],
["bronze_arrows" "Bronze Arrows", [("bronze_arrow", 0), ("bronze_arrow_flying", ixmesh_flying_ammo), ("quiver_bronze", ixmesh_carry)], itp_type_arrows, itcf_carry_quiver_back_right, 1250, weight(3)|weapon_length(95)|thrust_damage(8, pierce)|max_ammo(35), imodbits_missile],
["iron_war_hatchet", "Iron War Hatchet", [("war_hatchet", 0), ("war_hatcher_carry", ixmesh_carry)], itp_type_one_handed_wpn|itp_primary|itp_secondary|itp_bonus_against_shield, itc_scimitar, 1000, weight(3.2)|difficulty(9)|spd_rtng(103)|weapon_length(45)|swing_damage(30, cut)|thrust_damage(0, pierce), imodbits_axe],

When I try to compile my mod, this error appears:

Code:
Getting Header Files
Getting ID Files
Getting Process Files
_____________________
Initializing...
Compiling all global variables...
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...
Traceback (most recent call last):
   File "process_items.py", line 72, in <module>
      write_items(variables,variable_uses,tag_uses,quick_strings)
   File "process_items.py", line 26, in write_items
      ofile.write(" itm_%s %s %s %d "%(convert_to_identifier(item[0]),replace spac
es(item[1]),replace_spaces(item[1]),len(item[2])))
  File "C:\Users\<Username>\Desktop\Module System\Diplomacy\process_comm
on.py", line 30, in replace_spaces
      return.string.replace(string.replace(s0, "\t","_"), " ", "_")
  File "C:\Program Files (x86)\Python27\lib\string.py", line 519, in replace
     return s.replace(old, new, maxreplace)
AttributeError: 'list' object has no attribute 'replace'
Exporting scene data...
Exporting troop 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...
Exporting mission template data...
Exporting game menus data...
Exporting simple triggers...
Exporting triggers...
Exporting dialogs...
Checking global variable usages...
Imported 20 global variables for saved-game compatability that are not used.
Exporting postfx params...
_____________________
Deleting Compiled Python
Deleting Header Files
Deleting ID Files
Deleting Process Files
Deleting Source Kits
_____________________
Script processing has ended.
Press any key to exit.
How can I fix that?

Btw, those items are from Bronze Warrior Model Pack OSP.
 
Lord of Shadows said:
Now, I have a problem. Something is wrong with these items, but I can't see what:
(...)
How can I fix that?
Code:
["bronze_arrows"[SIZE=20px][color=red][b],[/b][/color][/SIZE] "Bronze Arrows", [("bronze_arrow", 0), ("bronze_arrow_flying", ixmesh_flying_ammo), ("quiver_bronze", ixmesh_carry)], itp_type_arrows, itcf_carry_quiver_back_right, 1250, weight(3)|weapon_length(95)|thrust_damage(8, pierce)|max_ammo(35), imodbits_missile],
 
until now,i haven't get like this problem on thorgrims map editor.

When i opened the editor,coming a "making a progress" icon.But,nothing happening at last.Program is not opening.But,i can see editor.exe in "mission management".

Why it happening ?

I tried to uninstall and install again the editor.It didn't work.

what should i do ?
 
Lav said:
Lord of Shadows said:
Now, I have a problem. Something is wrong with these items, but I can't see what:
(...)
How can I fix that?
Code:
["bronze_arrows"[SIZE=20px][color=red][b],[/b][/color][/SIZE] "Bronze Arrows", [("bronze_arrow", 0), ("bronze_arrow_flying", ixmesh_flying_ammo), ("quiver_bronze", ixmesh_carry)], itp_type_arrows, itcf_carry_quiver_back_right, 1250, weight(3)|weapon_length(95)|thrust_damage(8, pierce)|max_ammo(35), imodbits_missile],
Well, didn't expect that. :lol: I should really pay more attention from now on. Thanks again.
 
Ok so i found a problem that was causing people to get a runtime error but i dont understand why this would be causing it..

WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_medium
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_far
WARNING: UNABLE TO MAP SOUND CODE:  snd_bullet_hit_body
WARNING: UNABLE TO MAP SOUND CODE:  snd_player_hit_by_bullet
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_dives_into_water
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_troop_upgrades_button_clicked
 
Hi.
I have a strange problem. I have this script:
Code:
("cf_defenders_lifes_system_updater",#Update defenders lifes (siege/battle)
    [
    (try_begin),
      (this_or_next|eq, "$g_multiplayer_game_type", multiplayer_game_type_battle),
      (this_or_next|eq, "$g_multiplayer_game_type", multiplayer_game_type_destroy),
      (eq, "$g_multiplayer_game_type", multiplayer_game_type_siege),
	  (multiplayer_is_server),
	  (eq,"$m_dlsystem_off",1),
	  (assign,":lifes_value", "$m_dl_value"),
	  (assign,":display_message", 0),
	  (get_max_players, ":players"),
	  (try_for_range, ":player_no", 0, ":players"),
	    (player_is_active, ":player_no"),
	    (store_add,":num_players",1),
	  (try_end),
	  (try_begin),
	    (lt, ":num_players",75),
		(neq, "$g_multiplayer_number_of_respawn_count",0),
		(assign,"$g_multiplayer_number_of_respawn_count", 0),
		(assign,":display_message", 1),
	  (else_try),
	    (is_between, ":num_players",80,105),
		(neq, "$g_multiplayer_number_of_respawn_count",":lifes_value"),
		(assign,"$g_multiplayer_number_of_respawn_count", ":lifes_value"),
		(assign,":display_message", 1),
	  (else_try),
	    (gt, ":num_players",110),
		(store_sub,":lifes_value_less_1",":lifes_value",1),
		(neq, "$g_multiplayer_number_of_respawn_count",":lifes_value_less_1"),
		(assign,"$g_multiplayer_number_of_respawn_count", ":lifes_value_less_1"),
		(assign,":display_message", 1),
	  (try_end),
	  (try_begin),
	  (eq, ":display_message", 1),
        (try_for_range, ":player_no", 0, ":num_players"),
          (player_is_active, ":player_no"),
		  (multiplayer_send_string_to_player, ":player_no", multiplayer_event_show_server_message,"str_life_limit_changed"),
        (try_end),
	  (try_end),
	(try_end),
     ]),

When i try it on a local server (my pc) it works well but when i try on dedicated not! I have a similar script and i'm sure not depends by these lines:
Code:
(this_or_next|eq, "$g_multiplayer_game_type", multiplayer_game_type_battle),
      (this_or_next|eq, "$g_multiplayer_game_type", multiplayer_game_type_destroy),
      (eq, "$g_multiplayer_game_type", multiplayer_game_type_siege),
	  (multiplayer_is_server),

What is wrong ?
Thanks.
 
Somebody said:
None of that stuff will be making people crash, they're all warnings that can be safely ignored.
Well thats the problem everyone who has gotten this error has crashed both in dx7 and dx9... it first says l8 format isnt supported and then it lists that warning and crashes... and its not because of specs as a guy with 2 760's sc and an i7 did a test for me and got the runtime error and almost everyone who has gotten the runtime error with perisno has 8gigs + of ram
 
How do I put a quest reputation as a requirement?


Code:
[trp_antler, "start", [(gt,":renown",200),[eq,"$holy_relic",0]], "Hola, {Aventurero/ Aventurera}! ¿Estás buscando un trabajo o algo así?", "god1",[]],
 
HyperCharge said:
HungKnight said:
I was looking WSE but it only works on 1153,: V lol
can do works on 1158 or 1.160 ?  :mrgreen:  :mrgreen:  :mrgreen:
I wanna that too. :smile:

When i entered to game from my mod,version is looking "V1.143" and,after few seconds,game is giving crash.
do not  have WSE on 1,158 or 1,160 ?  :cry:  :cry:  :cry:
 
Modder223 said:
Well thats the problem everyone who has gotten this error has crashed both in dx7 and dx9... it first says l8 format isnt supported and then it lists that warning and crashes...

Those warnings show to everyone who uses your mod.
Here is an explanation to all of them:
Code:
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_medium 
 WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_far 
 WARNING: UNABLE TO MAP SOUND CODE:  snd_bullet_hit_body 
 WARNING: UNABLE TO MAP SOUND CODE:  snd_player_hit_by_bullet
these stuffs ^^ means that those specific sounds can not be found in the mod.(you can add then in module_sounds, if you want to get rid of them)

Code:
 WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
this stuff ^^ means that you don't have a presentation called "game_escape". Again, you can add it in module_presentations.
Code:
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch 
 WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_dives_into_water 
 WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_troop_upgrades_button_clicked
these stuffs ^^ means that there are no scripts called in that way. Those scripts are hardwired ones. You can add them in module_scripts.
 
The_dragon said:
@K.A. your script looks fine (except those num_players checks). Could you post how are you calling that script?
I call it from mission_template in the trigger for autobalance at end of round. The strange thing is that in same place there's a similar script that runs well.
 
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