[Bcw]Btm_Earendil said:I found your first message irritating but with your edit I understood it nowBeefBacon said:[Bcw]Btm_Earendil said:I remember that sometimes I have had to add the extra line for the text colour but I also haven't made bug changes there, most of my changes have been in the positions. So even with the line base_text_color it doesn't change the colour for the respective text?
No it changes the colour for that text, there just doesn't seem to be the option to change the colour for other lines of text. It never occurred to me to add the line in myself. I might give that a go.
Hoooly **** that actually worked. I did a thing and it didn't break. I am Hackerman. Now I just need to do that to all the text that doesn't seem to want to change, though actually finding and identifying might be a bit tricky.
At game_variables, some few lines can be added without breaking anything. It works for sure if you see one text block with a line which the others don't have. You can then simply apply it to the others there as well. Have fun
[Bcw]Btm_Earendil said:I remember that sometimes I have had to add the extra line for the text colour but I also haven't made bug changes there, most of my changes have been in the positions. So even with the line base_text_color it doesn't change the colour for the respective text?
[Bcw]Btm_Earendil said:Which one are you trying to change? And give us also the snippet of the lines which you have put in (together with the ones from the whole block of the respective UI which you want to change)
char_b_attribs_base_position_x = 0 char_b_attribs_base_position_y = 0.17 char_b_attribs_base_size_x = 0.15 char_b_attribs_base_size_y = 0.03 char_b_attribs_base_text_color = 0xFFFFFFFF char_b_attribs_base_highlight_text_color = 0xFFD3E2E8 char_b_attribs_base_text_flags = 0x4 char_b_attribs_base_text_size_x = 0.02 char_b_attribs_base_text_size_y = 0.02
kalarhan said:module.ini has variables to hide some buttons like
has_tutorial = 1
you can edit the hardcoded UI like main game menu on the file game_variables.txt. The coordinates, etc, are there. Rest is hardcoded. A example is to move the buttons around, either to use a new background or to hide them (move them to the corner and use a small font... no more buttons lol).
Dj_FRedy said:I feel that my answer was taken as an offense, I hope it is not so, do not stop asking when you do not know something. Also check all the information there is for modsys, and always have at hand header_operations, is the dictionary of wb code.
kalarhan said:BeefBacon said:What I was confused by is the fact that module_parties assigns what I assume is an unlooted map model, and that module_scripts also assigns an unlooted map model as well as the appropriate looted and abandoned models
entities have a zero-time definition, or the moment when the campaign is created. After that is up to the dynamic rules in the module system to adapt them, so the initial definitions are no longer valid. Entities are things like troops, static parties, items, ...
think of the player troop. In module_troops.py you are level 1, no items, etc. That state changes at the moment you answer the questions on character creation. And dont change back. You can even choose between the inventory of a soldier-troop: use the default values, or be dynamic (module.ini).
or how the faction of a static center changes right in the "game_start" script and keep changing as events happen in the game.
so use the entities file for nominal values that make sense, but dont worry so much about them. The game is dynamic by nature.
[Bcw]Btm_Earendil said:Most probably the code snippet inside the module_parties is handling all the icons on the world map and thus also the icons of villages. The part which you have here assigns to these 'parties' an icon depending on their status (normal, looted, etc.) which also depends on their position of the map. Not every village has an unique icon, some are in a winter region, sand region, etc.. If you see the same in a Native module system it is with a very high probability not redundant, modders would have already removed it otherwise
Village 85 is included, it starts counting there until village 87 which isn't included anymore. I recommend to read Lav's expanded header_operations (http://forums.taleworlds.com/index.php/topic,213060.0.html) and the introduction to the MS Syntax (https://forums.taleworlds.com/index.php/topic,142422.0.html).
And I partially agree with DJ_FRedy, it is not the best idea to start in the middle of everything how to do it^^
Dj_FRedy said:BeefBacon said:I'm in the process of removing unwanted towns and villages and bumped into a lot of this sort of thing:
# Input: none
# Output: none
# called from triggers every two hours
I don't think you know very well what you're doing, you should try to learn a little more about coding and how things work before deleting something...
kalarhan said:use OpenBRF and check those icon models. As the variables and names suggests they have unique models to represent normal village, destroyed (after raid), etc.
that is for Native, you can do whatever you want with your mod.
(try_begin), (this_or_next|is_between, ":village_no", "p_village_16", "p_village_23"), #Shapeshte through Shulus (up to Ilvia) (this_or_next|is_between, ":village_no", "p_village_49", "p_village_51"), #Tismirr and Karindi (this_or_next|eq, ":village_no", "p_village_75"), #Bhulaban (is_between, ":village_no", "p_village_85", "p_village_87"), #Ismirala and Slezkh (assign, ":normal_village_icon", "icon_village_snow_a"), (assign, ":burnt_village_icon", "icon_village_snow_burnt_a"), (assign, ":deserted_village_icon", "icon_village_snow_deserted_a"), (else_try), (is_between, ":village_no", "p_village_57", "p_salt_mine"), #Ayn Assuadi through Rushdigh (assign, ":normal_village_icon", "icon_village_c"), (assign, ":burnt_village_icon", "icon_village_burnt_c"), (assign, ":deserted_village_icon", "icon_village_deserted_c"), (else_try), (assign, ":normal_village_icon", "icon_village_a"), (assign, ":burnt_village_icon", "icon_village_burnt_a"), (assign, ":deserted_village_icon", "icon_village_deserted_a"), (try_end),
("village_40","Fallowstone", icon_village_a|pf_village, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-12, -53),, 170),