Author Topic: [HELP - MS] How use "Floris Dev Suite 2.53"?  (Read 2797 times)

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SovereignReaper

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #30 on: August 02, 2012, 11:45:36 PM »
nnnnNNNO! Super secrety original items do not steal!

Code: [Select]
["tpe_enhanced_throwing_daggers", "Tournament Daggers", [("practice_dagger",0)], itp_type_thrown |itp_primary|itp_next_item_as_melee ,itcf_throw_knife, 0 , weight(3.5)|difficulty(0)|spd_rtng(110) | shoot_speed(25) | thrust_damage(22 , blunt)|max_ammo(25)|weapon_length(0),imodbits_missile,missile_distance_trigger],
["tpe_enhanced_throwing_daggers_melee","Practice Dagger", [("practice_dagger",0)], itp_type_one_handed_wpn|itp_primary|itp_secondary|itp_no_parry|itp_wooden_attack, itc_dagger|itcf_carry_dagger_front_left, 2,weight(0.5)|spd_rtng(115)|weapon_length(47)|swing_damage(20, blunt)|thrust_damage(20, blunt),imodbits_none],

####

["we_nor_spear_gugnir"], "Gugnir", [("we_nor_spear_reinforced",0)], itp_couchable|itp_type_polearm|itp_offset_lance|itp_merchandise| itp_primary|itp_wooden_parry, itc_staff|itcf_carry_spear,2400,weight(2)|abundance(40)|difficulty(9)|spd_rtng(95)|weapon_length(200)|swing_damage(38,blunt)|thrust_damage(64,pierce),imodbits_polearm,[],[fac_kingdom_4,fac_player_faction],
["sh_nor_huscarl"], "Huscarl Shield", [("tableau_shield_round_4",0)], itp_merchandise|itp_type_shield, itcf_carry_round_shield,550,weight(4)|abundance(40)|hit_points(460)|body_armor(21)|spd_rtng(84)|shield_width(52)|difficulty(0),imodbits_shield,[(ti_on_init_item, [(store_trigger_param_1, ":agent_no"),(store_trigger_param_2, ":troop_no"),(call_script, "script_shield_item_set_banner", "tableau_round_shield_4", ":agent_no", ":troop_no")])],[fac_kingdom_4],
["sh_svalin"], "Svalin", [("tableau_shield_heater_1",0)], itp_merchandise|itp_type_shield, itcf_carry_round_shield,2000,weight(2.5)|abundance(40)|hit_points(580)|body_armor(28)|spd_rtng(90)|shield_width(36)|shield_height(70)|difficulty(0),imodbits_shield,[(ti_on_init_item, [(store_trigger_param_1, ":agent_no"),(store_trigger_param_2, ":troop_no"),(call_script, "script_shield_item_set_banner", "tableau_shield_heater_1", ":agent_no", ":troop_no")])],[fac_kingdom_4,fac_player_faction],

####
["items_end", "Items End", [("practice_shield",0)], 0, 0, 1, 0, 0],

I'd hope it isn't some kind of stupid muck-up on my part like a missing paren, mostly because I've already been through the new items about a half-dozen times looking for just such an issue. Maybe I'm just blind, though.

Caba`drin

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #31 on: August 02, 2012, 11:49:08 PM »
You have a closed bracket ] after each of your item IDs...it shouldn't be there. (It tells the compiler the item definition is over, which it isn't)
["we_nor_spear_gugnir" ], "Gugnir", [ ....

and you also are missing the item's closing bracket and comma

....[],[fac_kingdom_4,fac_player_faction], ],

Use Notepad++ (or similar) bracket-pairing feature (CTRL-B) to be sure all your brackets are open/closed in pairs. (And refer to other item definitions to be sure you are matching things exactly)



SovereignReaper

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #32 on: August 03, 2012, 12:06:59 AM »
...Oh, gods above, that fixed it.  :oops:

I'm sorry for wasting your time on this, guys, and thank you so much for pointing that out. Now, if you'll excuse me, I've got some very hard to explain holes to put in my walls.

ccllnply

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #33 on: August 06, 2012, 07:40:39 PM »
I'm making my first plunge in to the M&B module system and I'm rather confused at the moment. I've got Expanded and the Dev Suite installed, the Dev Suite is split into two different folders. One is called Dev Suite 2.53 and the other is Dev Suite 2.533 which has in the "compile" files which .

I've no problem modding the files but I'm not exactly sure how you're supposed to apply your changes to the game. I was trying to add a new unit to replace the Swadian peasants, just as a test. I modded it in module_troops and then opened "compile_floris_expanded_source_to_custom_directory" because that's how I thought you put it in to the game. But when I started to game, there was no change.

I'm usually pretty good at modding most games and can even mod the M&B text files a decent amount but this module system has me totally stumped. Can anyone tell me what I'm doing wrong?

Duh

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #34 on: August 06, 2012, 07:54:41 PM »
Heya ccllnply and welcome to the realms of modding :P.

The warband module system can be a bit intimidating at first and floris custom variation doesnt really make things any better for new folks, but its power is worth the effort of getting into it. Now to adress your points:

- the 2.533 is likely an error of the installer. Good thing you pointed it out as we can now include a fix for that in the upcoming patch. You should use 2.53.
- Make sure that you modded the module_troops.py file that is located in the expanded source folder, if you are compiling the expanded version of the mod. You will also have to test this with a new game - not a savegame. If you just want to test whether expanded compiles correctly - make a small change to one of the menus (game_menus). Simply changing one word of the most common menu (search the text and it should prompt you to the right spot) and you will know right away whether things are good to go or whether you need to have another look at module_info.
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ccllnply

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #35 on: August 06, 2012, 08:05:21 PM »
Heya ccllnply and welcome to the realms of modding :P.

The warband module system can be a bit intimidating at first and floris custom variation doesnt really make things any better for new folks, but its power is worth the effort of getting into it. Now to adress your points:

- the 2.533 is likely an error of the installer. Good thing you pointed it out as we can now include a fix for that in the upcoming patch. You should use 2.53.

Thanks so much for the response and very quick at that!

The 2.53 has all the module files in it and no batch compile (not really sure what to call them) files. The 2.533 folder has all the batch compile files. So should I move all the compile files to the 2.53 folder?

Quote
- Make sure that you modded the module_troops.py file that is located in the expanded source folder, if you are compiling the expanded version of the mod. You will also have to test this with a new game - not a savegame. If you just want to test whether expanded compiles correctly - make a small change to one of the menus (game_menus). Simply changing one word of the most common menu (search the text and it should prompt you to the right spot) and you will know right away whether things are good to go or whether you need to have another look at module_info.

Makes more sense than what I was doing, thanks for that tip!

Edit: Just tried to change the opening message, "You hear about Calradia.....", using your tips. Once again, the change didn't show up in game
« Last Edit: August 06, 2012, 08:10:39 PM by ccllnply »

Duh

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #36 on: August 06, 2012, 08:31:00 PM »
But the compiler compiled fine?
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ccllnply

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #37 on: August 06, 2012, 11:40:06 PM »
But the compiler compiled fine?

I don't really know. I just double click on it and this comes up



That's all that happens
« Last Edit: August 06, 2012, 11:42:09 PM by ccllnply »

Duh

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #38 on: August 06, 2012, 11:45:45 PM »
No, that is a rather bugged compile report. First of all you will need to install python 2.6 or 2.7 and add it to your system environment variables (as described in the getting started part of the module system documentation in the forge). After that place the compilers in the 2.53 folder with the rest of the files as i believe thats whats causing the files not being found.
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ccllnply

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #39 on: August 07, 2012, 12:25:10 AM »
No, that is a rather bugged compile report. First of all you will need to install python 2.6 or 2.7 and add it to your system environment variables (as described in the getting started part of the module system documentation in the forge). After that place the compilers in the 2.53 folder with the rest of the files as i believe thats whats causing the files not being found.

I did all that but it still doesn't make any changes in-game. All it seems to do now is creating new files in the folder of the compile files and this comes up now instead


Windyplains

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #40 on: August 07, 2012, 01:22:12 AM »
No, that is a rather bugged compile report. First of all you will need to install python 2.6 or 2.7 and add it to your system environment variables (as described in the getting started part of the module system documentation in the forge). After that place the compilers in the 2.53 folder with the rest of the files as i believe thats whats causing the files not being found.
(click to show/hide)
This is what Duh is trying to tell you.  You may have gone through the steps, but you need to check it again as this is why you're getting the 'python' is not recognized response.

ccllnply

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #41 on: August 07, 2012, 12:31:59 PM »
I did check it again and then I checked it once more after I saw you're post and I realise that I had typed it as Python26 in the enviroment variable instead of Python27. I changed that and a few others things and it finally seems to be working. Thanks so much for all your help guys, especially Duh.

Only problem now is that the files compile in the Dev Suite folder, not the Expanded folder. So I have to copy and paste them over to get the results. I have info.py edit, infact it was the first thing I did. Here's what I have written

Quote
export_dir_main_guest               = "C:/Program Files/Mount&Blade Warband/"
export_dir_custom_guest               = "./Floris Expanded Mod Pack 2.53/"

So I'm not sure why that's wrong

Windyplains

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #42 on: August 07, 2012, 12:57:37 PM »
The files should compile in the dev suite folder.  The resulting text folders are then sent to the expanded mod pack folder and the compiled folders should be deleted.  Is this not happening?

ccllnply

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #43 on: August 07, 2012, 01:41:13 PM »
The files should compile in the dev suite folder.  The resulting text folders are then sent to the expanded mod pack folder and the compiled folders should be deleted.  Is this not happening?

No, the text files are staying in the Dev Suite folder and I'm having to copy and paste them over to the Expanded folder

Duh

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Re: [HELP - MS] How use "Floris Dev Suite 2.53"?
« Reply #44 on: August 08, 2012, 12:06:25 AM »
What does your compiler say? Do you happen to have Win7?
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