LSP Animations Tavern Animation Pack

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Well, the line 16078 in module_mission_templates.py is just a blank, heck it doesn't even exist since the line ends at 16077 which is also a blank line.

It says that I have to add the first code somewhere at the beginning of the file, so I added it below the "af_castle_lord". The "town_default" one was just me overwriting what's underneath it with whatever's added in the other module. I'm probably dumb by doing that, but I just have no idea how or where to put these things exactly.

Code:
####Add this trigger somewhere at te beginning of the file

dedal_tavern_animations = (
	ti_on_agent_spawn,1,0,[
		(eq, "$talk_context", tc_tavern_talk),
		(store_trigger_param_1,":agent"),
		(agent_get_troop_id,":troop",":agent"),
		(try_begin),
			(is_between,":troop","trp_musican_male","trp_musicans_end"),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
				(agent_set_stand_animation, ":agent", "anim_lute_sitting"),
				(agent_set_animation, ":agent", "anim_lute_sitting"),
				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
			(else_try),
				(agent_has_item_equipped,":agent","itm_dedal_lira"),
				(agent_set_stand_animation, ":agent", "anim_lyre_sitting"),
				(agent_set_animation, ":agent", "anim_lyre_sitting"),
				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
			(try_end),
			(store_random_in_range,":r",0,300),
			(agent_set_animation_progress,":agent",":r"),
		(else_try),
			(is_between,":troop",tavern_minstrels_begin,tavern_minstrels_end),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
				(agent_set_stand_animation, ":agent", "anim_lute_standing"),
				(agent_set_animation, ":agent", "anim_lute_standing"),
				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
			(else_try),
				(agent_has_item_equipped,":agent","itm_dedal_lira"),
				(agent_set_stand_animation, ":agent", "anim_lyre_standing"),
				(agent_set_animation, ":agent", "anim_lyre_standing"),
				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
			(try_end),
			(store_random_in_range,":r",0,300),
			(agent_set_animation_progress,":agent",":r"),
		(else_try),
			(is_between,":troop",walkers_begin,walkers_end),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_kufel"),
				(agent_set_stand_animation, ":agent", "anim_sitting_drinking_low"),
				(agent_set_animation, ":agent", "anim_sitting_drinking_low"),
				(store_random_in_range,":r",0,300),
			(else_try),
				(agent_set_stand_animation, ":agent", "anim_sitting_low"),
				(agent_set_animation, ":agent", "anim_sitting_low"),
				(store_random_in_range,":r",0,300),
			(try_end),
			(agent_set_animation_progress,":agent",":r"),
		(try_end),
	],[])
	
	
###Then search for "town_default" mission template and add the new trigger and new entry points for sitting people
	
	("town_default",0,-1,
	 "Default town visit",[
		(0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
		(1,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(3,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(4,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(5,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(6,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(7,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(8,mtef_scene_source,af_override_horse,0,1,[]),
		(9,mtef_scene_source,af_override_horse,0,1,[]),
		(10,mtef_scene_source,af_override_horse,0,1,[]),
		(11,mtef_scene_source,af_override_horse,0,1,[]),
		(12,mtef_scene_source,af_override_horse,0,1,[]),
		(13,mtef_scene_source,0,0,1,[]),
		(14,mtef_scene_source,0,0,1,[]),
		(15,mtef_scene_source,0,0,1,[]),
		(16,mtef_visitor_source,af_override_horse,0,1,[]),
		(17,mtef_visitor_source,af_override_horse,0,1,[]),
		(18,mtef_visitor_source,af_override_horse,0,1,[]),
		(19,mtef_visitor_source,af_override_horse,0,1,[]),
		(20,mtef_visitor_source,af_override_horse,0,1,[]),
		(21,mtef_visitor_source,af_override_horse,0,1,[]),
		(22,mtef_visitor_source,af_override_horse,0,1,[]),
		(23,mtef_visitor_source,af_override_horse,0,1,[]),
		(24,mtef_visitor_source,af_override_horse,0,1,[]),
		(25,mtef_visitor_source,af_override_horse,0,1,[]),
		(26,mtef_visitor_source,af_override_horse,0,1,[]),
		(27,mtef_visitor_source,af_override_horse,0,1,[]),
		(28,mtef_visitor_source,af_override_horse,0,1,[]),
		(29,mtef_visitor_source,af_override_horse,0,1,[]),
		(30,mtef_visitor_source,af_override_horse,0,1,[]),
		(31,mtef_visitor_source,af_override_horse,0,1,[]),
		
		#dedal begin
		(1,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#32
		(2,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#33
		(3,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#34
		(4,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#35
		(5,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#36
		(6,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#37
		(7,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#38
		(8,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#39
		(10,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#40
	 ],[
		dedal_tavern_animations,
		#dedal end
 
Well, now I've pasted it before mission_templates, but now it's saying this.

Code:
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "D:\mb_warband_module_system_1171\Module_system 1.171\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "D:\mb_warband_module_system_1171\Module_system 1.171\module_mission_templates.py", line 1275
    dedal_tavern_animations = (
 
Alright, the unexpected indent's gone, but now it's indicating that there's a Syntax error at line 1591 in which the last line is 1591.
I don't know if it's because when I placed the new trigger and new entry point for sitting people at town_default that it moves some lines and it got the error. But other than that, I didn't really touch this part of the code.
I apologize for asking for too much help, really want to at least make this work.

Code:
 #No shooting in the tavern
      (1, 0, 0, 
      [
	    (neg|conversation_screen_is_active),
		(eq, "$talk_context", tc_tavern_talk),
		(gt, "$g_main_attacker_agent", 0),
		
		(get_player_agent_no, ":player_agent"),
		(agent_is_alive, ":player_agent"),
		
		(agent_get_wielded_item, ":wielded_item", ":player_agent", 0),
		(is_between, ":wielded_item", "itm_darts", "itm_torch"),
		(neq, ":wielded_item", "itm_javelin_melee"),
		(neq, ":wielded_item", "itm_throwing_spear_melee"),
		(neq, ":wielded_item", "itm_jarid_melee"),
		(neq, ":wielded_item", "itm_light_throwing_axes_melee"),
		(neq, ":wielded_item", "itm_throwing_axes_melee"),
		(neq, ":wielded_item", "itm_heavy_throwing_axes_melee"),
      ], 
      [
		(party_get_slot, ":tavernkeeper", "$g_encountered_party", slot_town_tavernkeeper),
		(start_mission_conversation, ":tavernkeeper"),	 
	  ]),
	  	  	  
	  #Check for weapon in hand of attacker, also, everyone gets out of the way
      (1, 0, 0, 
      [
		(gt, "$g_main_attacker_agent", 0),	
      ],
      [
        (agent_get_wielded_item, ":wielded_item", "$g_main_attacker_agent", 0),
        (val_max, "$g_attacker_drawn_weapon", ":wielded_item"),               
        
        (call_script, "script_neutral_behavior_in_fight"),
      ]),	  			
    ],
  ),
 
Master_Anuca said:
Alright, the unexpected indent's gone, but now it's indicating that there's a Syntax error at line 1591 in which the last line is 1591.

when the compiler says line XXX you should check code around it (usually about 10 lines above and below it). You can also delete the code (temporarily) and see which part is broken, that helps track down the mistakes.
 
OHH. It finally worked! So happy right now. Had to backtrack and do the whole module_mission_template again, see what makes it do errors. Then finally, managed to make it work. Thanks a lot for your time, mate.  :lol:
 
Update. I'm not getting any errors when I do the build_module part, and I see people sitting on the benches at chairs inside the taverns, but now I'm experiencing crashes that indicates,"Incorrect skeleton type for anim 553."

What's causing this and how should I fix it?
 
Thanks. Besides that I can't tab inside the tavern and it lags whenever I go out of the tavern, I'm pretty much satisfied.
Hopefully me changing the name "musican" to "musician" would be okay. It was distracting me a bit  :smile:
 
Thank you @ JustStan for the fix to "naked man in taverns (a.k.a. musicans_end)" and cheers mod author for a great mod.
 
I can't understand what I must edit in module_game_menus.py, because the entry as shown in the instruction is missing in the file itself. :neutral:
Never mind, seem to have figured it out.
 
Hey did anybody else run into an issue where the npcs sit at taverns,but have no cups in their hands,aswell as musicians and minstrels not using istruments? And if the musician spawns on a bench he doesn't sit down,just stand there normally

Edit: To anyone else who had this problem,for me the fix was in the item kinds :wink:

Edit2: However after installing the osp the tavern keeper doesn't seem to appear :sad:

Edit3: Well that was a problem with module_troops xD
 
Hello!
I added this to my mod, but I'm having problems!
Bards appear two at once(( how to solve this?
https://i.paste.pics/707174181269cfd7550d6ade724dda46.png
https://i.paste.pics/7fcd2f00f7452405001d1ca02d735f42.png

Game_menus.py
Code:
			#dedal begin
      (try_for_range,":entry",32,41),
          (store_random_in_range,":r",0,100),
          (gt,":r",50),#random chance of spawning 
          (try_begin),
            (eq,":bard",0),
            (store_random_in_range,":r",0,15),
            (gt,":r",13),
            (mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
            (store_random_in_range,":r",0,2),
            (try_begin),
              (eq,":r",0),
              (mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lutnia"),
            (else_try),
              (mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lira"),
            (try_end),
            (store_random_in_range,":dna",0,1000),
            (store_random_in_range,":troop","trp_musican_male","trp_musican_female"), # trp_musicans_end
            (set_visitor,":entry",":troop",":dna"),
            (assign,":bard",1),
					(else_try),
						                  (store_faction_of_party, ":current_town_faction", "$current_town"),
                  (try_begin),
                     (eq, ":current_town_faction", "fac_kingdom_6"),# Sarranid townsfolk in taverns
                     (store_random_in_range, ":town_walker", "trp_sarranid_townsman", "trp_village_walker_1"),
                  (else_try),
                     (eq, ":current_town_faction", "fac_kingdom_3"),# Khergit townsfolk in taverns
                     (store_random_in_range, ":town_walker", "trp_khergit_townsman", "trp_sarranid_townsman"),
                  (else_try),
                     (store_random_in_range,":town_walker", "trp_town_walker_1", "trp_khergit_townsman"),
                  (try_end),
						(store_random_in_range,":dna",0,1000),
						(mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
						(store_random_in_range,":r",0,10),
						(try_begin),
							(gt,":r",2),
							(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_kufel"),
						(try_end),
						(set_visitor,":entry",":town_walker",":dna"),
					(try_end),
			(try_end),
			#dedal end
Module_mission_templates.py

Code:
dedal_tavern_animations = (
	ti_on_agent_spawn,1,0,[
		(eq, "$talk_context", tc_tavern_talk),
		(store_trigger_param_1,":agent"),
		(agent_get_troop_id,":troop",":agent"),
		(try_begin),
			(is_between,":troop","trp_musican_male","trp_musican_female"),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
				(agent_set_stand_animation, ":agent", "anim_lute_sitting"),
				(agent_set_animation, ":agent", "anim_lute_sitting"),
				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
			(else_try),
				(agent_has_item_equipped,":agent","itm_dedal_lira"),
				(agent_set_stand_animation, ":agent", "anim_lyre_sitting"),
				(agent_set_animation, ":agent", "anim_lyre_sitting"),
				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
			(try_end),
			(store_random_in_range,":r",0,300),
			(agent_set_animation_progress,":agent",":r"),
		(else_try),
			(is_between,":troop",tavern_minstrels_begin,tavern_minstrels_end),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
				(agent_set_stand_animation, ":agent", "anim_lute_standing"),
				(agent_set_animation, ":agent", "anim_lute_standing"),
				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
			(else_try),
				(agent_has_item_equipped,":agent","itm_dedal_lira"),
				(agent_set_stand_animation, ":agent", "anim_lyre_standing"),
				(agent_set_animation, ":agent", "anim_lyre_standing"),
				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
			(try_end),
			(store_random_in_range,":r",0,300),
			(agent_set_animation_progress,":agent",":r"),
		(else_try),
			(is_between,":troop",walkers_begin,walkers_end),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_kufel"),
				(agent_set_stand_animation, ":agent", "anim_sitting_drinking_low"),
				(agent_set_animation, ":agent", "anim_sitting_drinking_low"),
				(store_random_in_range,":r",0,300),
			(else_try),
				(agent_set_stand_animation, ":agent", "anim_sitting_low"),
				(agent_set_animation, ":agent", "anim_sitting_low"),
				(store_random_in_range,":r",0,300),
			(try_end),
			(agent_set_animation_progress,":agent",":r"),
		(try_end),
	],[])
and
Code:
		#dedal begin
		(1,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#32
		(2,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#33
		(3,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#34
		(4,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#35
		(5,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#36
		(6,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#37
		(7,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#38
		(8,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#39
	 (10,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#40
	 ],[
		dedal_tavern_animations,
		#dedal end
      (1, 0, ti_once, [],
      [
        (store_current_scene, ":cur_scene"),
        (scene_set_slot, ":cur_scene", slot_sc

 
Very nice project, thanks a lot for sharing it with us. Even now couple years after release, it is one of the best additions for Warband (at least in my humble opinion).

JustStan said:
Third: If you want to have townsfolk equal to the cultures of the factions in the taverns (I saw sarranid town people in swadian town  :lol:):

Simply replace in game menus this line:
(try_for_range,":entry",32,41),
(store_random_in_range,":r",0,100),
(gt,":r",50),#random chance of spawning
(try_begin),
(eq,":bard",0),
(store_random_in_range,":r",0,15),
(gt,":r",13),
(mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
(store_random_in_range,":r",0,2),
(try_begin),
(eq,":r",0),
(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lutnia"),
(else_try),
(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lira"),
(try_end),
(store_random_in_range,":dna",0,1000),
(store_random_in_range,":troop","trp_musican_male","trp_kingdom_heroes_including_player_begin"),
(set_visitor,":entry",":troop",":dna"),
(assign,":bard",1),
(else_try),
(store_random_in_range,":town_walker",town_walkers_begin,town_walkers_end),
(store_random_in_range,":dna",0,1000),
(mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
(store_random_in_range,":r",0,10),
(try_begin),
(gt,":r",2),
(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_kufel"),
(try_end),
(set_visitor,":entry",":town_walker",":dna"),
(try_end),
(try_end),

with this:
####Slawomir code changes begin
(try_for_range,":entry",32,41),
(store_random_in_range,":r",0,100),
(gt,":r",50),#random chance of spawning
(try_begin),
(eq,":bard",0),
(store_random_in_range,":r",0,15),
(gt,":r",13),
(mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
(store_random_in_range,":r",0,2),
(try_begin),
(eq,":r",0),
(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lutnia"),
(else_try),
(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lira"),
(try_end),
(store_random_in_range,":dna",0,1000),
(store_random_in_range,":troop","trp_musican_male","trp_kingdom_heroes_including_player_begin"),
(set_visitor,":entry",":troop",":dna"),
(assign,":bard",1),
(else_try),
####JustStan changes begin
(store_faction_of_party, ":current_town_faction", "$current_town"),
(try_begin),
(eq, ":current_town_faction", "fac_kingdom_6"),# Sarranid townsfolk in taverns
(store_random_in_range, ":town_walker", "trp_sarranid_townsman", "trp_village_walker_1"),
(else_try),
(eq, ":current_town_faction", "fac_kingdom_3"),# Khergit townsfolk in taverns
(store_random_in_range, ":town_walker", "trp_khergit_townsman", "trp_sarranid_townsman"),
(else_try),
(store_random_in_range,":town_walker", "trp_town_walker_1", "trp_khergit_townsman"),
(try_end),
####JustStan changes end

(store_random_in_range,":dna",0,1000),
(mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
(store_random_in_range,":r",0,10),
(try_begin),
(gt,":r",2),
(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_kufel"),
(try_end),
(set_visitor,":entry",":town_walker",":dna"),
(try_end),
(try_end),
####Slawomir code changes end

Hope this helps someone out there. Also if I've made any mistakes in the code please notify me, although I tested it and it worked for me.

Also this works very well, thanks a lot for your effort as well :smile:!
 
Hello everyone,
I have used this code for a long time in my mod, but I always had a problem that now I would like to help me solve ...
The code includes musicians in the taverns and the problem is that when the sound starts at the same time the tavern music is heard ...
I was trying to replace play_sound, by play_track and put the list of music themes, it works but since the music I added are short themes (so that they are repeated continuously) it doesn't, so the question is ... how could I block the music of Tavern every time there is a musician to be able to listen only to him and not a mixture of both?
thanks
 
Well, that's an easy one to hack. You can replace the tavern music with just an ambient track (plenty of those around) with just generic "medieval tavern" noise.
 
I am having a problem, I already tried backspacing it one at a time and deleting it whole.
Code:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables.py", line 12, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 66, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 4, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_mission_tmps.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_game_menus.py", line 5, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\process_operations.py", line 22, in <module>
    from module_game_menus import *
  File "C:\Users\RJ.Asparagus\Desktop\Knights and Castles\module_game_menus.py", line 11407
    ),
    ^
IndentationError: unexpected indent
Exporting postfx_params...
 
'IndentationError: unexpected indent' is a hint that you put at some place a tab at which there should be none.
Yea I actually was able to figure out what I did wrong after some looking and repasting, I pasted something in the wrong area, but now I have two ministrels everytime I show up at a tavern that has one. Its a small little detail that doesn't bother me much though because I do see the people sitting and eating now. I'm just wondering how do I increase how many NPC actually show up in the taverns because I get like only 3 extra npc sitting at different tables.
 
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