Author Topic: Mount & Blade Mod Makers Q&A Thread  (Read 722360 times)

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Lumos

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10425 on: April 12, 2012, 10:21:14 AM »
@Runea: Glad it's ok now.

any help on the cursor cause i edited the cursor.dds but when ingame it still has that arrow shape while its completly diffrent
Are you sure you edited the proper cursor.dds, and not the Warband's one, or another mod's? I've personally experienced editing the game's warrider_logo.dds instead of my own and wondering why nothing changed, so it may have been something similar with you too.

Gergin Adam

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10426 on: April 12, 2012, 11:19:32 AM »

any help on the cursor cause i edited the cursor.dds but when ingame it still has that arrow shape while its completly diffrent
Are you sure you edited the proper cursor.dds, and not the Warband's one, or another mod's? I've personally experienced editing the game's warrider_logo.dds instead of my own and wondering why nothing changed, so it may have been something similar with you too.

That would be easier to understand his problem if he put a screenshot. If I am not wrong, he did not change the alfa of the cursor. Just placing a new interface does not work alone. Once I changed some multiplayer icons and at first without alfa they did not appear ingame.
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xPearse

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10427 on: April 12, 2012, 04:11:10 PM »
Hey guys I tried editing the terrain of the koban scene I am working on a while ago and when I made changes the next time I entered the area it went back to the way it was before and then I just choose to life the entire scene a mile up in the air so the  terrain wouldnt end up coming through a building or street and suff.

I am now starting a new scene which is a bridge like scene and I was wondering how I could get the terrain to keep it's changes as I want it to end up kinda like it is in this image. Just look at the terrain in the background and you'll notice what im talking about.



Lumos

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10428 on: April 12, 2012, 06:15:18 PM »
Help! I tried adding a skeleton race to the game, using Barf's skeletons from xeno's pack. The calves weren't cut at the proper places, so the skeleton couldn't bend its knees, but I fixed it manually. Then I did everything that I know had to be done - uncommented the native "undead" race, replaced the body parts fields with the skeleton's parts, the index in header_troops is correct. I added a skeleton troop to the player's starting party in order to check it out, but when I try to enter a battle, I get a CTD with no error messages. rgl_log also does't show any errors. Anyone have an idea? I tried doing everything I could think of, to no avail.

EDIT: I fixed the problem. It was in my badly edited module_skins file. If you're getting the same error, try copying over the "man" race and carefully replacing stuff line by line.

BetaKnight

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10429 on: April 12, 2012, 06:37:44 PM »
Thanks Guys it seems that my alpha channel went corrupt and thought it was fine at first but thanks for the help
and p.s. i cant take screenshot of my cursor xD

gaham1

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10430 on: April 14, 2012, 12:00:24 AM »
How do I move a person to sit somewhere else. Such as like a car? To make them sit in the carseat when I have them get in it.
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MaHuD

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10431 on: April 14, 2012, 12:13:15 AM »
Teleport him (agent_set_position,blabla), force sitting animation(agent_set_animation,blabla) and omit movement keys so that he cant move away?

Belendor

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10432 on: April 14, 2012, 08:29:17 AM »
Help! I tried adding a skeleton race to the game, using Barf's skeletons from xeno's pack. The calves weren't cut at the proper places, so the skeleton couldn't bend its knees, but I fixed it manually. Then I did everything that I know had to be done - uncommented the native "undead" race, replaced the body parts fields with the skeleton's parts, the index in header_troops is correct. I added a skeleton troop to the player's starting party in order to check it out, but when I try to enter a battle, I get a CTD with no error messages. rgl_log also does't show any errors. Anyone have an idea? I tried doing everything I could think of, to no avail.

An answer to this would help a lot.

Teleport him (agent_set_position,blabla), force sitting animation(agent_set_animation,blabla) and omit movement keys so that he cant move away?

Is it that simple? Cool.


DatFrog!

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10433 on: April 14, 2012, 01:34:15 PM »
Why does the colors codes for the skin have 8 letters and numbers and not 6 like the HTML codes?

For example:

Code: [Select]
("manface_asian3",0xffbbb6ae,

So if it is not HTML codes, what is it?

Thanks in advance :)

cmpxchg8b

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10434 on: April 14, 2012, 02:11:01 PM »
AARRGGBB
alpha (transparency)
red
green
blue
Warband Script Enhancer v3.1.5 - additional operations, game scripts and triggers for Warband modders

MaHuD

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10435 on: April 14, 2012, 02:50:54 PM »

Teleport him (agent_set_position,blabla), force sitting animation(agent_set_animation,blabla) and omit movement keys so that he cant move away?

Is it that simple? Cool.

I think so yes, but you might need to move the person with the car as it moves aswell.
But I think I read it a bit wrong, he actually wants the player to move into the car.
I geuss you could make an animation for that and then after it ends start the sitting animation.

DatFrog!

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10436 on: April 14, 2012, 03:33:59 PM »
AARRGGBB
alpha (transparency)
red
green
blue

Thanks, it's really hard to find the good color :s

CutContent

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world map
« Reply #10437 on: April 14, 2012, 06:42:42 PM »
is there a way to remove the world map? And jump right into a scene when I choose "Start Game"?
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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10438 on: April 14, 2012, 06:51:06 PM »
Err... have you ever played singleplayer? :D
That's what happens at the start, you jump into the alley scene, so just look at Native script files and see how they do it.
Warband Script Enhancer v3.1.5 - additional operations, game scripts and triggers for Warband modders

MaHuD

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10439 on: April 14, 2012, 08:21:23 PM »
Maybe he is modding M&B instead of Warband?