Author Topic: Mount & Blade Mod Makers Q&A Thread  (Read 720620 times)

0 Members and 1 Guest are viewing this topic.

Lumos

  • Grandmaster Knight
  • *
  • Mens sana in corpore sano
    • View Profile
  • Faction: Nord
  • M&BWBWF&SNW
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11055 on: June 28, 2012, 09:36:38 PM »

Tajulek

  • Sergeant
  • *
  • Dogs? Mmm, I love dogs!
    • View Profile
  • Faction: Rhodok
  • MP nick: Khalidov Da Freelancah
  • M&B
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11056 on: June 28, 2012, 10:02:46 PM »
I've done everything in the same way and it doesn't work...
(click to show/hide)

Khalidov? Epic crazy guy

Roemerboy

  • Sergeant
  • *
  • HIHO
    • View Profile
  • Faction: Khergit
  • MP nick: Roemerboy
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11057 on: June 28, 2012, 10:07:04 PM »
Could you post or send me your ERROR-Message?Perhaps I can help.  :mrgreen:
My own python made problems like this too. But I was able to fix it.

Tajulek

  • Sergeant
  • *
  • Dogs? Mmm, I love dogs!
    • View Profile
  • Faction: Rhodok
  • MP nick: Khalidov Da Freelancah
  • M&B
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11058 on: June 28, 2012, 10:32:45 PM »
There are some errors consist of the following text: "Python is not recognized, blah blah blah". In the end of that window is information about some missing file in my module folder. It ends with .pyc or sth like this.
(click to show/hide)

Khalidov? Epic crazy guy

MadVader

  • Grandmaster Knight
  • *
  • Prophesy of Pendor 3.61 released - it's yummy
    • View Profile
    • Prophesy of Pendor
  • Faction: Neutral
  • M&BWB
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11059 on: June 28, 2012, 10:39:06 PM »
I've done everything in the same way and it doesn't work...
"I've done everything" doesn't mean much. What did you do?

Tajulek

  • Sergeant
  • *
  • Dogs? Mmm, I love dogs!
    • View Profile
  • Faction: Rhodok
  • MP nick: Khalidov Da Freelancah
  • M&B
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11060 on: June 28, 2012, 10:53:16 PM »
Installed it in/on/at C:\Python and added it to Environmental Variables. That's it.
(click to show/hide)

Khalidov? Epic crazy guy

MadVader

  • Grandmaster Knight
  • *
  • Prophesy of Pendor 3.61 released - it's yummy
    • View Profile
    • Prophesy of Pendor
  • Faction: Neutral
  • M&BWB
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11061 on: June 28, 2012, 10:55:17 PM »
Installed it in/on/at C:\Python and added it to Environmental Variables. That's it.
Show your environment variables, especially the contents of PATH.

Tajulek

  • Sergeant
  • *
  • Dogs? Mmm, I love dogs!
    • View Profile
  • Faction: Rhodok
  • MP nick: Khalidov Da Freelancah
  • M&B
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11062 on: June 28, 2012, 11:10:57 PM »
All of them? (Anyway, I'm gonna do it tommorow, I'm not sitting by the pc now-sorry) About the paths- I tried ;C:\Python, without the ';'...
(click to show/hide)

Khalidov? Epic crazy guy

MadVader

  • Grandmaster Knight
  • *
  • Prophesy of Pendor 3.61 released - it's yummy
    • View Profile
    • Prophesy of Pendor
  • Faction: Neutral
  • M&BWB
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11063 on: June 28, 2012, 11:28:25 PM »
Just PATH, in a screenshot.

Sir Arvondor

  • Sergeant Knight
  • *
  • **** off.
    • View Profile
  • Faction: Rhodok
  • MP nick: Sir_Arvondor
  • M&BWB
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11064 on: June 28, 2012, 11:44:33 PM »
Tajulek,you need to do as Roemerboy and MadVader ask,we can't help you if you don't help us.
By the way,is this what your build_module.bat looks like?:
(click to show/hide)

You might want to take a look at this.

Gambino

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Bandit
  • MP nick: Oliver_Khan
  • M&BWBWF&SNW
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11065 on: June 29, 2012, 12:37:32 PM »
hello all , got a small tricky question here  :twisted:

when i open my inventory its just squares and items inside them, each square is a black repeating texture, where can i change this black square for item slots in inventory? :P

my best regards.
سبحان الله و بحمده سبحان الله العظيم

Keryyn

  • Squire
  • *
  • Vous n'aurez pas l'Alsace et la Lorraine !
    • View Profile
  • Faction: Neutral
  • M&BWB
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11066 on: June 29, 2012, 01:42:30 PM »
You mean you want to change the texture used for showing player inventory ? if yes it's the file located in Warband/Textures/ and name is "inventory_window.dds"

Roemerboy

  • Sergeant
  • *
  • HIHO
    • View Profile
  • Faction: Khergit
  • MP nick: Roemerboy
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11067 on: June 29, 2012, 03:35:49 PM »
I have a question too. :D
I want add a fireball to my mod(as a throwing waepon), but I have no idea, who I can script, that (for example) the flying stone burns. So it looks like a fireball.  :mrgreen:

That's my itemcode at the moment:

Code: [Select]
["fireball123", "Fireball", [("throwing_stone",0)], itp_type_thrown|itp_merchandise|itp_primary|itp_crush_through|itp_can_knock_down, itcf_throw_stone, 1, weight(4)|difficulty(0)|spd_rtng(97)|shoot_speed(30)|thrust_damage(11,blunt)|max_ammo(18)|weapon_length(8), imodbits_thrown, [(ti_on_init_item,[(set_position_delta,0,0,0),(particle_system_add_new,"psys_torch_fire"),(particle_system_add_new,"psys_torch_smoke"),(set_current_color,150,130,70),(add_point_light,10,30),])] ],

When I hold the stone in my hand, it burns, but when I throw it, it doesn't burn. How can I add that it burns if it is flying?

And how can I change a new kind of damage? Like firedamage which isn't reduce by armor.


Keryyn

  • Squire
  • *
  • Vous n'aurez pas l'Alsace et la Lorraine !
    • View Profile
  • Faction: Neutral
  • M&BWB
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11068 on: June 29, 2012, 04:00:56 PM »
When I hold the stone in my hand, it burns, but when I throw it, it doesn't burn. How can I add that it burns if it is flying?
I'm no expert, but have you defined the flying missile meshe with the same burning stone meshe and fire effects ?

Usually the flying missile meshe is the same as the weapon/arrow/bolt or is a simpler shape, like arrows which change to the meshe flying_missile (a generic stick) back into the correct arrow meshe, a bodkin arrow for example, when hiting the ground or a wall.

Tajulek

  • Sergeant
  • *
  • Dogs? Mmm, I love dogs!
    • View Profile
  • Faction: Rhodok
  • MP nick: Khalidov Da Freelancah
  • M&B
Re: Mount & Blade Mod Makers Q&A Thread
« Reply #11069 on: June 29, 2012, 04:05:04 PM »
Just PATH, in a screenshot.
(click to show/hide)

Tajulek,you need to do as Roemerboy and MadVader ask,we can't help you if you don't help us.
By the way,is this what your build_module.bat looks like?:
(click to show/hide)
It looks exactly as this.

@DOWN: Thanks, it works!
« Last Edit: June 29, 2012, 04:20:55 PM by Tajulek »
(click to show/hide)

Khalidov? Epic crazy guy