LSP Animations Tavern Animation Pack

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Redleg said:
Mellicifious said:
Redleg said:
Mellicifious said:
Question: Can you install this for diplomacy mod because I don't know how to do that and never got the instructions.

I have installed this with both diplomacy 4.2 and 4.3.  You just open up the py files that say something like "to module_game_menus.py and read the instructions within the file.  It's not too difficult or time consuming.
Sorry, but I am not used to the ModuleSystem nor Python because this is my first time on this forum. I was hoping for just using documents like copy and paste.
I don't think you're going to be able to do it with the text files.  You can do it using the module system with just a bit of effort.
Sorry I don't know that.
 
I'm having a problem adding the lines at the end of the tavern menu. Keeps giving error (mostly indentation errors).
Can someone tell me what exactly is meant by "at the end of the tavern menu add this lines :" ?
I'm confused about where the end of the tavern menu is
 
VidaFrezz said:
I'm having a problem adding the lines at the end of the tavern menu. Keeps giving error (mostly indentation errors).
Can someone tell me what exactly is meant by "at the end of the tavern menu add this lines :" ?
I'm confused about where the end of the tavern menu is

The tavern menu starts with "visit the tavern" and ends with "Door to the tavern,"

This is what my module_game_menus looks like for that entry.  The tavern animation entries start and end with the note # dedal.

              (set_visitor, ":cur_entry", ":troop_of_merchant"),
              (val_add, ":cur_entry", 1),
            (try_end),

            (change_screen_mission),
          (try_end),
  #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_musicans_end"),
(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),
#dedal end
            (change_screen_mission),
          (try_end),
        ],"Door to the tavern."),
 
I am getting errors while i did in the instructions, is there any video/guide to install this? im using module system already...
 
Lucas said:
I am getting errors while i did in the instructions, is there any video/guide to install this? im using module system already...

Do you mean errors in compiling the module?  If so, what do the errors say?
 
jacobhinds said:
Say how you fixed it. If other people come to this thread with the same issue it would save them a lot of time.

i added .dds resources and textures after opened .bat yes im newbie :razz:
 
Hi
So everything is working and stuff, but the people that is suposed to be sitting at the tables is sitting on some very random places.
How to fix?

nvm fixed it :grin:

btw, what a masterpiece
thx
 
mauromagno said:
excellent job, I'll put in my mod, but I need one thing:
all very well, but
- would be possible to classify people visiting the tavern, by culture? (I have two types of town_waker, one for the five factions and the other for only one)

thnaks  :grin:
I would DEFINITELY appreciate if someone did this, It is so awkward seeing townspeople of the wrong culture in a city they don't belong in. People have mentioned asking for it to be fixed in this thread, but I don't think anyone with real coding experience seems to care.

 
Giggityninja said:
mauromagno said:
excellent job, I'll put in my mod, but I need one thing:
all very well, but
- would be possible to classify people visiting the tavern, by culture? (I have two types of town_waker, one for the five factions and the other for only one)

thnaks  :grin:
I would DEFINITELY appreciate if someone did this, It is so awkward seeing townspeople of the wrong culture in a city they don't belong in. People have mentioned asking for it to be fixed in this thread, but I don't think anyone with real coding experience seems to care.

just add your special case to the game_menu, in the "set_visitor" operations.

You could have a set of walker for each culture, faction, etc, it is up to you

If you have trouble with the code itself (as you are doing a mod, I will assume you know how to code) post here with your snippets and what is not working

 
kalarhan said:
Giggityninja said:
mauromagno said:
excellent job, I'll put in my mod, but I need one thing:
all very well, but
- would be possible to classify people visiting the tavern, by culture? (I have two types of town_waker, one for the five factions and the other for only one)

thnaks  :grin:
I would DEFINITELY appreciate if someone did this, It is so awkward seeing townspeople of the wrong culture in a city they don't belong in. People have mentioned asking for it to be fixed in this thread, but I don't think anyone with real coding experience seems to care.

just add your special case to the game_menu, in the "set_visitor" operations.

You could have a set of walker for each culture, faction, etc, it is up to you

If you have trouble with the code itself (as you are doing a mod, I will assume you know how to code) post here with your snippets and what is not working

I have no idea how to code... through many headaches I have managed to learn how to install about 5 osp's by now, and I can sometimes recognize which areas of code do what (I found the code which randomizes which walkers spawn) but actually writing in my own script is way beyond me. I tried blundering around and imitating other spawn scripts, but I don't really know what I'm doing. I'm still at it though.
 
Giggityninja said:
I have no idea how to code... through many headaches I have managed to learn how to install about 5 osp's by now, and I can sometimes recognize which areas of code do what (I found the code which randomizes which walkers spawn) but actually writing in my own script is way beyond me. I tried blundering around and imitating other spawn scripts, but I don't really know what I'm doing. I'm still at it though.

well everyone starts from somewhere, right? Having a little project like this (add unique walkers based on faction) is a good place to learn some basic coding for WB. If you want to, check this and go from there

:arrow:http://forums.taleworlds.com/index.php/topic,240255.0.html

good luck!
 
kalarhan said:
Giggityninja said:
I have no idea how to code... through many headaches I have managed to learn how to install about 5 osp's by now, and I can sometimes recognize which areas of code do what (I found the code which randomizes which walkers spawn) but actually writing in my own script is way beyond me. I tried blundering around and imitating other spawn scripts, but I don't really know what I'm doing. I'm still at it though.

well everyone starts from somewhere, right? Having a little project like this (add unique walkers based on faction) is a good place to learn some basic coding for WB. If you want to, check this and go from there

:arrow:http://forums.taleworlds.com/index.php/topic,240255.0.html

good luck!
Thanks! I'll need it...

Now, after doing some studying, here's my problem: I tried to insert the line shown below as a way of replacing the randomizing script with the one that refers to what the vanilla game uses to spawn town walkers.

I changed this:

(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_musicans_end"),
(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),

to this:

(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_musicans_end"),
(set_visitor,":entry",":troop",":dna"),
(assign,":bard",1),
(else_try),
(call_script, "script_init_town_walkers"
(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),

And this is the error I get:

File "C:\*File path*\process_operations.py", line 20, in <module>
        from module_scripts import *
File "C:\*File path*\process_operations.py", line 1038, in <module>
        <try_end>,
TypeError: unsupported operand type<s> for +: 'NoneType' and 'list'
Exporting postfx_params
 
Giggityninja said:
Now, after doing some studying, here's my problem: I tried to insert the line shown below as a way of replacing the randomizing script with the one that refers to what the vanilla game uses to spawn town walkers.

I changed this:
(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_musicans_end"),
(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),

to this:

(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_musicans_end"),
(set_visitor,":entry",":troop",":dna"),
(assign,":bard",1),
(else_try),
(call_script, "script_init_town_walkers"
(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),

And this is the error I get:

File "C:\*File path*\process_operations.py", line 20, in <module>
        from module_scripts import *
File "C:\*File path*\process_operations.py", line 1038, in <module>
        <try_end>,
TypeError: unsupported operand type<s> for +: 'NoneType' and 'list'
Exporting postfx_params

your syntax is wrong (that is the error warning). You need to read this http://forums.taleworlds.com/index.php/topic,142422.0.html

Then visit the tutorial section http://forums.taleworlds.com/index.php/board,12.0.html. You need to read 1, 2 and 6 at least (all of them eventually).

The reason is that besides a syntax error (easy to fix), your solution also makes no sense (logic) and it won't work regardless. So you need to understand how things work (variables, loops, constants, ...)

Once you have that done you can ask questions in the Q&A thread
http://forums.taleworlds.com/index.php/topic,6575.0.html
 
First: Great OSP! Gonna use it in my mod and ofcourse give credit for it. Thank you for sharing.

Second: For those who have the problem with the naked man in the taverns (a.k.a. musicans_end):

1. Paste the troops (only the troops without musicans_end) "musican_male" and "musican_female" below:
Code:
  ["tavern_minstrel_5","Wandering Troubadour","Minstrel",tf_hero|tf_randomize_face|tf_guarantee_shield|tf_guarantee_armor|tf_guarantee_boots, 0, reserved, fac_commoners,[itm_short_tunic, itm_hide_boots, itm_lute],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2], #Lute or Byzantine/Occitan lyra

and above:
Code:
  ["kingdom_heroes_including_player_begin",  "kingdom_heroes_including_player_begin",  "kingdom_heroes_including_player_begin",  tf_hero, 0,reserved,  fac_kingdom_1,[],          lord_attrib,wp(220),knows_lord_1, 0x000000000010918a01f248377289467d],

2. Then change the lines in game menus from this:
(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_musicans_end"),
(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),

to this:
(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),

3. In mission templates change this:
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"),
                                .
                                  .
                                    .

to this:
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_kingdom_heroes_including_player_begin"),
(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"),
                                .
                                  .
                                    .

4. Lastly in dialogs change the same:
  [anyone|plyr,"start",[(eq,"$talk_context",tc_tavern_talk),(is_between,"$g_talk_troop","trp_musican_male","trp_musicans_end")],
  "This person looks quite busy. I think I shouldn't interrupt...","close_window",[]],

with:
  [anyone|plyr,"start",[(eq,"$talk_context",tc_tavern_talk),(is_between,"$g_talk_troop","trp_musican_male","trp_kingdom_heroes_including_player_begin")],
  "This person looks quite busy. I think I shouldn't interrupt...","close_window",[]],

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.
 
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