Author Topic: Modding VC: basic tutorials and Q&A thread  (Read 59188 times)

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kalarhan

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Modding VC: basic tutorials and Q&A thread
« on: March 11, 2016, 04:48:02 PM »
Hey guys,

post your questions on how to Mod VC: game coding (modules), graphics, scenes, etc.

--> Miniguide: how to start

--> FAQ: coding

--> FAQ: change the world
« Last Edit: September 14, 2017, 03:54:31 PM by kalarhan »

kalarhan

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Re: Q&A : modding VC
« Reply #1 on: March 11, 2016, 04:49:08 PM »
Miniguide: how to start and where to find information

Modding permissions:
(click to show/hide)

Create your own mod folder:
(click to show/hide)

Coder:
(click to show/hide)

Download the game source:
(click to show/hide)

Game source with Tweaks applied:
(click to show/hide)
« Last Edit: April 20, 2016, 01:38:35 AM by kalarhan »

kalarhan

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Re: Q&A : modding VC
« Reply #2 on: March 11, 2016, 04:49:56 PM »
FAQ: code your features

this will include sample cases on how to do code changes


Menus:
Morale after battle if you claim the loot: link
Skip character creation: link

Mission templates:
Gore: link

Scripts:
Dynamic lord titles: link
XP curve for troops: link

Presentations:
Game version for your mod: link
Companions Screen: link

Dialogs:
Marriage proposal to a lady: link

RGL_LOG.TXT and debugging the game:
Logging custom messages: link
« Last Edit: April 20, 2016, 01:30:57 AM by kalarhan »

kalarhan

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Re: Q&A : modding VC
« Reply #3 on: March 11, 2016, 04:51:05 PM »
FAQ: change the world

this FAQ will be for non code changes (graphics, textures, etc) that are exclusive to VC, or it will link guides from the Forge

Scenes (creating a village, town, etc): scene making in Warband (and VC) is done by a special editor ingame. To know more about it visit the Forge, scenes thread. The OP has links to guides, samples, video guides (Youtube) and many many pages of community created content. You can also post your work there to get feedback!
Link: https://forums.taleworlds.com/index.php/topic,163368.0.html
Quote
The Guild's aims:
Compiling fine tutorials and hints
Having constantly updated FAQ
Providing tech support and mentoring for sceners
Collecting OSP scenes
Allowing anyone to post scenes for feedback and discussion
Letting mod devs to post scene requests and hire sceners for their teams
Inspiring!

Armor tutorial by @kraggrim: http://forums.taleworlds.com/index.php/topic,335027.0.html
Quote
This tutorial is not about creating your own from scratch, it's about mixing up the
existing armour parts and accessories to create something unique.

Banners: see https://forums.taleworlds.com/index.php/topic,347990.msg8348333.html#msg8348333
« Last Edit: March 25, 2016, 12:05:54 AM by kalarhan »

kalarhan

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Re: Q&A : modding VC
« Reply #4 on: March 11, 2016, 04:54:15 PM »
Question 1: How to change morale for loot after battle?

(click to show/hide)
« Last Edit: March 11, 2016, 05:15:24 PM by kalarhan »

kalarhan

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Re: Q&A : modding VC
« Reply #5 on: March 11, 2016, 05:20:44 PM »
Question 2: how do I change decapitation (gore) chance? I want more heads flying!

(click to show/hide)
« Last Edit: March 11, 2016, 05:40:09 PM by kalarhan »

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Re: Q&A : modding VC
« Reply #6 on: March 12, 2016, 12:54:51 AM »
There's part of a particular trigger in simple_triggers.py that's giving me some problems:
(click to show/hide)
I'm setting the target spawns to 0 for certain spawn points, and this is resetting it. Am I OK to disable this? It seems to be a trigger for updating old save-games or something, and anyone using my mod will be starting a new game, but I don't want to remove something important.

kalarhan

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Re: Q&A : modding VC
« Reply #7 on: March 12, 2016, 02:55:11 AM »
There's part of a particular trigger in simple_triggers.py that's giving me some problems:
(click to show/hide)
I'm setting the target spawns to 0 for certain spawn points, and this is resetting it. Am I OK to disable this? It seems to be a trigger for updating old save-games or something, and anyone using my mod will be starting a new game, but I don't want to remove something important.

In scripts, game_start, you have the same code that works as a "database" that defines how the bandit spawn works. This trigger duplicates the code to update old saves (as you said), and in case of any unexpected change (should not happen).

But note that the block has a test, that only executes it if
Code: [Select]
(neg|party_slot_eq, "p_mierce_spawn_point", slot_party_spawn_target_spawns, 12),
As any new save, and a already updated one will have it as 12, then the code will be ignored. So for your case it should be already disabled.

Keep in mind that this is duplicate code, so you should have the same values on scripts and on triggers (copy and paste), or put the database on a new script and call it from both places (best solution).

That will let you update your mod settings and keep it compatible with your users saves.

Example: say that 2 months from now you want to decrease the bandits around a town (balance issue)
« Last Edit: March 12, 2016, 02:59:03 AM by kalarhan »

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Re: Q&A : modding VC
« Reply #8 on: March 12, 2016, 04:43:53 AM »
Oops, didn't notice that neg|, cheers. I must have messed up somewhere else...

kalarhan

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Re: Q&A : modding VC
« Reply #9 on: March 13, 2016, 03:40:38 PM »
Question 3: How do I change the dynamic lord titles?

(click to show/hide)

kalarhan

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Re: Q&A : modding VC
« Reply #10 on: March 13, 2016, 03:53:39 PM »
Question 4: how do I change the version displayed ingame?

(click to show/hide)
« Last Edit: March 13, 2016, 03:56:46 PM by kalarhan »

kalarhan

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Re: Q&A : modding VC
« Reply #11 on: March 14, 2016, 01:17:04 PM »
Question 5: How to make marriage simpler?

Nurse explains the base of the mechanic:
(click to show/hide)

(click to show/hide)

kalarhan

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Re: Q&A : modding VC
« Reply #12 on: March 14, 2016, 02:02:03 PM »
Question 6: How can I show all companions on the UI report?

(click to show/hide)

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Re: Q&A : modding VC
« Reply #13 on: March 14, 2016, 02:22:03 PM »
Question 7: How can I change the XP curve for troops?

(click to show/hide)


kalarhan

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Re: Q&A : modding VC
« Reply #14 on: March 14, 2016, 02:52:34 PM »
Question 8: How to use rgl_log to debug the game?

(click to show/hide)

You must enable "edit mode" for this to work. Its a option on the game launcher, that among other things, allows you to edit scenes, and prints all these extra messages on rgl_log.txt



« Last Edit: February 05, 2018, 06:16:48 PM by kalarhan »