VainWarlord的最近内容

  1. Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    modsys file module_parties.py and compiled file parties.txt have the coordinates for towns, castles, etc. It is not part of the map.txt file. So check if you moved the correct parties.txt file to your module folder.

    Oh my god, thank you!
    like a week of this not doing what I want, and FINALLY it works. great!
  2. Modding Q&A [For Quick Questions and Answers]

    TheCaitularity 说:
    Are you exporting your .obj map from Blender? Make sure it’s not exporting the map upside-down. It likes to do that.
    The way I usually fix it is asking it to do it again. Failing that, change the -Z to Z or vice-versa. I think. It’s been a while since I’ve had to do it.

    Yeah, I tried that and it just appears completely gray in cartographer.
    I followed the directions here and in the official documentation, but it just wont work for whatever reason.
    Some days ago I got the error message that main party could not be found at coordinates, but now every time I test it lets me into the game with the towns in their native position (as shown in my first image).
  3. Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    see my post above. First step in a new game is to move the player party to a random position. If that position is bugged (invalid), it will not work, right? See the code, check if you still have those reference points (training grounds), modify the code to what you need, and test it again.

    Yeah, I guess the problem is that you keep telling me to refer to the code - and I would love to do that, but I don't quite know where to look.
    I'm new to modding and programming as a whole, which means that "code" tells me nothing. Is there a txt file I need to read? is there a python script?
    I guess this is basics, but it's not obvious to someone like me.
  4. Modding Q&A [For Quick Questions and Answers]

    Thanks for replying so fast!

    kalarhan 说:
    1) always copy the exact message of a error. Enable EDIT MODE to get it on your rgl_log.txt as well.

    I'm sorry, but how do I enter Edit mode? Is this done in the main menu at game launch or in-world. I'm still very new to this.
    Opened the rlg_log.txt and had a look, not sure what to make of it.

    kalarhan 说:
    main party = player party
    unable to place = trying to move it to some coordinate
    at coordinates = the position on the world map it was trying to pick

    Yeah, I mean what the terminology means here, but I don't understand why the game would shut down.
    Here's the process that confuses me:
    1. I move the parties (including the main party) in such a way that they are all placed on valid, passeable terrain on the map in the editor.
    2. I save map.txt and save edited parties. Then I export the .obj. I run the build.module.bat and then run the game.
    3. When I open the game, i get the random placement or the error message which seems to indicate that main party (or something else?) is placed on unaccessable terrain - despite the fact that everything SHOULD work fine.

    What am I missing here, am I making some obvious mistake?

    And I would love to take a look at the code to backtrack, but where can i find it? I get that these are all frustrating noob questions, but I've been beating my head against this issue for hours and really want to learn whats up.
  5. Modding Q&A [For Quick Questions and Answers]

    Hey y'all, new here and new to modding warband as well.
    Would love some pointers from you veterans (or just from people who are more tech-savvy than me).
    I've been using Swyter's Cartographer to get my world map into my mod, but no matter the changes done to the parties' placement in the editor - the game either crashes when starting a new game (message says something akin to "unable to place main party at *coordinates*) or just places the parties in the vanilla "pattern" but on top of my geography.
    Here's what it looks like in cartographer vs in-game:


    Any and all help would be greatly apreciated
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