Author Topic: Mount & Blade Mod Makers Q&A Thread  (Read 722373 times)

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MadVader

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11025 on: June 24, 2012, 11:13:14 PM »
You commented out some party definitions that are used.
# means comment, not "mark".
Commenting out stuff has the same effect as deleting.
Read some tutorials before proceeding further - you won't get far with trial and error.

Roemerboy

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11026 on: June 24, 2012, 11:27:20 PM »
Thanks for the new word (commented).
The problem is, my English is to bad for the most tutorials.And when I try to translate it with a translator,
I only get holy crap.....

Roemerboy

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11027 on: June 25, 2012, 12:14:25 PM »
OK, I've fixed the problem. But now I have once again a new.I've added a faction (as I learned it in a tutorial) and now I get the following ERROR message:

(click to show/hide)

I have checked in the line and there is only one section closed.
But see yourself (if you want):

(click to show/hide)

The colored ] is line 161.

Gergin Adam

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11028 on: June 25, 2012, 02:36:07 PM »
OK, I've fixed the problem. But now I have once again a new.I've added a faction (as I learned it in a tutorial) and now I get the following ERROR message:

(click to show/hide)

I have checked in the line and there is only one section closed.
But see yourself (if you want):

(click to show/hide)

The colored ] is line 161.

I get this error often. It is because you forgot a bracket or another punctuation mark (I always forget a bracket!). Check again your new added lines and compare with the existing ones.
-?suoires os yhw-

Roemerboy

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11029 on: June 25, 2012, 02:40:43 PM »
Thanks for the answer.  :)
I'm going to check it now.

EDIT: I forgot 3 brackets......
Now the party_templates are working, but now I get my first ERROR message again.....
Any body knowes in which .py files I must search? I only know game_menus.py .
Thanks a lot! :D
« Last Edit: June 25, 2012, 02:48:49 PM by Roemerboy »

Lumos

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11030 on: June 25, 2012, 05:26:58 PM »
If by "the first error message" you mean that village_1 is not defined, then go to module_parties.py and remove the # mark before it. All parties (towns, castles, villages - fiefs) are in module_parties.

Roemerboy

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11031 on: June 25, 2012, 05:37:32 PM »
Thanks for the tip, but I got another way. ;)
I want that this village don't exist anymore. I found the parts of the village in module scripts and commented them.
I did this with some other villages etc. too. Now i got a total new report.
This one:

(click to show/hide)

I think, that I forgot anywhere a bracket or anything like this, but I#m not sure. I can't find a mistake....

Here is the part around line 5883 in module_scripts.py :

(click to show/hide)
The marked line is line number 5883. If anyone find a mistake, pls tell it to me!
And sry (again) for my English....


Vivar

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11032 on: June 25, 2012, 08:59:56 PM »
I gotta problem with MP equipement:
I added lots of new armors - too much, now I cant see a few of ´em cuz they out of the frame.
My question is now, how to make two lines of armors like in the mercenaries mod.
Thanks for any help,
Vivar

Somebody

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11033 on: June 26, 2012, 12:06:20 AM »
Look in header_commons for the list of pre-defined constants, and use multi_item_class_type_medium_armor as the slot value assigned in script_game_start instead of multi_item_class_type_light_armor and multi_item_class_type_heavy_armor if you need another row.

Tajulek

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11034 on: June 26, 2012, 09:52:18 AM »
1) Should I edit .py files using notebook?
2) What should I do, when in my module's folder are also .txt files as .py files?
(click to show/hide)

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Vivar

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11035 on: June 26, 2012, 10:47:43 AM »
Thanks, it works. ;)

Jezze

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11036 on: June 26, 2012, 11:11:29 AM »
I was wondering, can you use the operation send_message_to_url also in single-player? Or would this only work when you are in multiplayer?

Never mind, finally got my own networking sending done, tested it from SP and it worked :D.
« Last Edit: June 26, 2012, 11:58:52 AM by Jezze »

Gambino

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11037 on: June 26, 2012, 12:05:50 PM »
Iwas wondering if it is possible to change the year which the campaign starts by editing the .txt files instead of python, and how?  :mrgreen:
سبحان الله و بحمده سبحان الله العظيم

Roemerboy

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11038 on: June 26, 2012, 12:48:24 PM »
1) Should I edit .py files using notebook?
2) What should I do, when in my module's folder are also .txt files as .py files?

1) To edit The MS (the .py files) you should youse Notepad++or IDLE.

2)The .txt files are required to start the module. The .py files (module system) are meant to make major changes in the module. With them, you can create the .txt files.

Roemerboy

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11039 on: June 26, 2012, 01:00:25 PM »
I have again a problem...and now is it realy important.  :lol:
(click to show/hide)

1.ERROR   p_bridge_1 does not exist in the entire module_scripts.py! What can I do so against this ERROR report?

2.ERROR   scn_wedding this entry is definitely there, but I haven't change it, and I deleted nothing in module_scenes.py .Must I simply create a new scn_wedding in module_scenes.py or must I do anything more? And if yes so how must it look (of the schema)?

3.Warning   Here, I have no idea whether I now simply can delete that, or not.Finally, it is a part of a bigger section....

Thanks for all the answer I will get. 8)

wishes
Roemerboy