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  1. M&B Source Analyzer -- Help needed!

    Hello everybody, I have noticed that there is a huge demand for merging mods but comparing the source py files easily is almost an impossible task.  In light of this, I have started work on a source analyzer for M&B mods.  The feature set I am targetting is as follows: 1)  Source Analyzer    ...
  2. 34 pack - hireable npcs (companions).

    Hey everyone, this will be ported to 1.03 - but I don't cherish the thought of it - the dialog scripts, oh the painful evil dialog scripts.
    Its giving me nightmares just thinking about it.

    Sinc,

    Steve A.
  3. SP Native A simple tax collector mod...

    Yeah, no worries.  Its actually a pretty simple script when you get your mind around the mod system.  Just 2 different approaches to doing the same thing.  MageLord's script is a bit more adaptable... mine is a nice for roleplaying purposes.  I plan on forging it all into a content enhancement mod down the road.  That is, whenever we see the 1.03 mod system pop up.

    Sinc,

    Steve A.
  4. SP Native A simple tax collector mod...

    Balrog 说:
    Great idea! I have been looking for something like this as well. Is there a way to add the tax collector to the Hegemony MOD? Or create one that resides in the training centers that will port across all mods?

    I am not a modder so I am not sure how this works, but I am pretty sure that the tax collector being in those other cities will not work for other mods.

    Thanks!

    ++ Depending on the mod, probably not very difficult at all.  I might extract the relevant code and post snippets if people want to merge it.

    Sinc,

    Steve A.
  5. 34 pack - hireable npcs (companions).

    vako 说:
    Grand, been looking for some more companions, am downloading this as I type.

    I like that you've got them all level 1, I like to build my own.

    Will give it a try this evening.

    And what's the problem with Marnid?  I usually think of Marnid as my Lieutenant.  Sure, you've got to give him some decent armour and a horse, but build his stats up right, lots of ironskin, powerstrike and a few in shield, and he's soon lasting out most fights and making a few kills.  I also build him up in engineering, as I don't use Artimmer - he's too argumentative and always scampers at first opportunity, so I just use Marnid instead.  In one game he's about level 14 and I kept running out of his usual skill spots, so gave him a few in wound management and first aid so when Jeremus and Ymira both got their brains squished in a battle they weren't meant to be in, I had someone to help the lads heal up.

    Just my two cents worth in defence of my favourite companion  :wink:

    +++ Yeah, thats why I made it.  The pregens are to much of a pain to progress comfortably. As for Marnid, he just seems to be the whipping boy of companions. I had to plug someone in as the bad guy and my exhaustive search of the forums had him pegged as least popular.  Its trivial to change the source and rebuild if you would prefer a different npc as persona non grata.  I guess I should provide an alternative.  Anyone have any thoughts on an alternative?  Any complaints with Artimener (or whatever his name is)?

    Sinc,

    Steve A.

    NOTE:  Just noticed another small bug with this mod... it appears that after you recruit one of the new NPCs that they still like to hang around the village... just ignore them.  Unfortunately, the scripting system won't allow me to randomly place the NPCs without this bug. 
  6. 34 pack - hireable npcs (companions).

    Oh yeah, in order to merge these you will need the source .py files from the dionisia mod as well. You will have to contact its mod maker for those. 

    Sinc,

    Steve A.
  7. 34 pack - hireable npcs (companions).

    Great Warrior 说:
    How can I add this to an existing mod? Which files would I need to add to the current mod I'm playing?


    Whew, excellent question - tough response.  Unfortunately, making sure the dialog strings are correct makes this a tricky matter.  If you just want the NPCs (no tax collector) you will need to update:
    ID_Troops - trivial
    ID_Strings - trivial
    module_troops - lots of changes all over it (probably would be easier to merge backwards)
    module_strings - a hefty cut n' paste
    module_constants - add 1 constant
    module_scripts - replace 1 script & small adjustment to another

    Adding NPCs is a huge pain (assuming you respect the dialog layout).  I would be happy to post the relevant sources if you want to give it a try though. You *will* need to rebuild the module from source, just replacing the final module text files is almost guaranteed to mess up the current mod you are playing.

    Someone really needs to make a tool for comparing mods against Native and showing changes... this would make merging mods a *million* times easier.

    Sinc,

    Steve A.
  8. SP Native A simple tax collector mod...

    Bialaska 说:
    Any way you could add a taxman in one city of each of the factions? It's kinda problematic visiting the taxman if you have joined another faction who are at war with the Swadian.

    ++ Yeah, I'm kind of a Swadian prostitute I just added him to Praven for simplicity, but this would be a far more functional idea for everyone else.  I'll try to get a new version up this weekend.

    Servitor 说:
    Bialaska 说:
    Any way you could add a taxman in one city of each of the factions? It's kinda problematic visiting the taxman if you have joined another faction who are at war with the Swadian.
    What about adding the tax collectors option to the guild masters?

    ++ I want to use my own NPC so I can spawn some quest related stuff later.  Otherwise, this wouldn't be a bad idea.

    Thanks for the suggestions!

    Sinc,

    Steve A.


    [EDIT:  Was a bit easier than I thought. I just uploaded a new version (to MBX and my website) with a tax collector in 1 town for every faction. Praven, Veluca, Tihr, Reyveidin, Halmar.]
  9. 34 pack - hireable npcs (companions).

    Hello again,

    Thanks for the save file.

    This is kind of a weird bug.  The assertion error cites agents.cpp so my ten cents are on a internal hiccup. Regardless, I went to Sargoth and just hung out there for a couple days (until the Tavern NPCs cycled again) and everything seems cool again.  Maybe I'll set it up to automatically call a recycle after you get you're butt handed to ya in battle.  This would make tracking you're original companions down a bit tougher though...

    Somewhere in the code I thought I saw a mention of a limit of 20 companions - but your impressive stack of 24 Marnid hating goons tells a different story.  Marnid must feel so loved in that company.  How many original companions did you have?

    Anyways, let me know if it happens again.

    Thanks!

    Steve A.
  10. 34 pack - hireable npcs (companions).

    tommyboy 说:
    I'm enjoying this Mod.
    The Marnid complaints made me laugh.
    One problem I'm having is I got beaten up by Sea raiders and half my troops abandoned me (in disgust probably). Turns out many of the original npcs who had been in my party are holed up in Tihr. But now whenever I go to the tihr tavern, the game crashes. If I were forced to guess why, it would be too many npcs and not enough spawning points (I think Tihr has 3 spawns downstairs and two upstairs). I dunno if this is a 'native' bug, I suspect it must be as the new henchguys go back to their home villages, not into taverns.

    Hmm odd. Could you send me your save game file? I want to see if I can track this down.

    ssallen-at-gmail-dot-com

    Thanks!

    Steve A.
  11. 34 pack - hireable npcs (companions).

    Jeeves 说:
    Do they all have the big sob stories that so many of them have?
    And have you made most of them not arseholes? (so many of the current companions are either rich snobs or barbrian twats - so much so I almost don't use companions anymore) Sounds good though, would be nice to be able to field a massive army of NPCs

    Well good news!  They all are just peasants.  They practically worship you... and they have no moral identifiers.  I had to add
    disliked companions however, they all just really dislike Marnid... thats it, just Marnid. They have some interesting things to say about Marnid if he is in your company.  No real back stories just a simple "hello" and "please let me come with you." I am thinking about fleshing them out with unique stories later, maybe some quests, but that is a bit down the road as I am still feeling out the module system.

    AvaRice 说:
    Sounds impressive. If you want more downloads I'd suggest uploading to http://www.mbrepository.com/modules/PDdownloads/

    Thanks for the heads up.  I will upload it to that sight a bit later.

    Thanks for the input everyone!

    Sinc,

    Steve A.



  12. 34 pack - hireable npcs (companions).

    Thanks!  :grin:

    I am considering randomly assigning equipment to them next (though mostly just cheap weapons and different clothes.) 


    Sinc,

    Steve A.
  13. 34 pack - hireable npcs (companions).

    Hello again, In my next installment of 'mods you don't care about' I have added 34 (for a total of 50) NPCs.  Don't get too excited though, not only are you at the mercy of your computers rand() functions (more on that later) but all of the NPCs are level 1!  Thats right, we are talking...
  14. Are we able to start with a village/town/castle?

    Yes, you need the module system to do that.  You will have to edit the python files and rebuild the module.


    Sinc,

    Steve A.
  15. dialog strings messed up - is there a constant for # of companions? (RESOLVED)

    Arggh, hell.  I found the problem.  Apparently my searching skills suck.

    This problem is resolved.

    Resolution here:

    http://forums.taleworlds.com/index.php/topic,40245.msg1042209.html#msg1042209




    Thanks,

    Steve A.
  16. dialog strings messed up - is there a constant for # of companions? (RESOLVED)

    Hello everyone, To continue working on my modding skills I decided to add a couple new npcs.  Unfortunately, I added them and now my npc dialog strings are all messed up! I added the following records to ID_Troops immediately following the other npcs. trp_npc17 = 178 trp_npc18 = 179 trp_npc19...
  17. SP Native A simple tax collector mod...

    Hello everyone, I just completed my first mod.  It adds a tax collector in Praven that will automagically collect all the taxes from your fiefs. I just wanted to get everyone's input on the best way to package it.  I compiled and zipped the mod and its 16mb!!!  This seems to be a bit excessive...
  18. checking tithes available in owned fiefs

    Thanks for the help!

    As kind of a learning example could you take a look at the following (try to avoid spewing a beverage out your nose during the ensuing laughing fit) and tell me where I went wrong?  I'm not entirely sure if I should be abusing the registers like this but, well, yeah... :smile:

    插入代码块:
    (troop_slot_eq, "$g_talk_troop", slot_troop_met_previously, 2),
    ], "Good day to you, {your immenseness/your girthiness}.", "pillbus_collect_1",[
    	(call_script, "script_get_number_of_hero_centers", "trp_player"),
    	(assign, ":no_centers", reg0),
    	(assign, reg10, 0),
    	(assign, reg11, 0),	
    	(try_begin),
    		(gt, ":no_centers", 0),
    		(try_for_range, ":i_center", 0, ":no_centers"),
    			(assign, ":total_tax", 0),
    			(call_script, "script_troop_get_leaded_center_with_index", "trp_player", ":i_center"),
    			(assign, ":cur_center", reg0),
    			(str_store_party_name, s12, ":cur_center"),			
    			(assign, s66, s12),		
    			(str_clear, s3),
    			(try_begin),
    				(party_slot_eq, s66, slot_town_lord, "trp_player"),
    				(party_get_slot, ":accumulated_rents", s66, slot_center_accumulated_rents),
    				(party_get_slot, ":accumulated_tariffs", s66, slot_center_accumulated_tariffs),
    				(store_add, ":total_tax", ":accumulated_rents", ":accumulated_tariffs"),
    				(assign, reg1, ":total_tax"),
    				(val_mul, reg13, reg1, .2),
    				(try_begin),
    					(gt, reg13, 50),
    #####				(val_add, reg11, round(reg13, 0)), 
    #####				(val_sub, ":total_tax", round(reg13, 0)),
    					(val_add, reg11, reg13), 
    					(val_sub, ":total_tax", reg13),
    					(party_set_slot, s66, slot_center_accumulated_rents, 0),
    					(party_set_slot, s66, slot_center_accumulated_tariffs, 0),					
    				(else_try),
    					(lt, reg1, 50),	
    					
    				(else_try),
    					(val_sub, ":total_tax", 50),
    					(val_add, reg11, 50), 
    					(party_set_slot, s66, slot_center_accumulated_rents, 0),
    					(party_set_slot, s66, slot_center_accumulated_tariffs, 0),					
    				(try_end),
    
    			(try_end),	
    			(val_add, reg10, ":total_tax"),			
    			(str_store_string, s9, reg10),
    			(try_begin),
    				(eq, ":i_center", 0),
    				(str_store_party_name, s8, ":cur_center"),
    			(else_try),
    				(eq, ":i_center", 1),
    				(str_store_party_name, s7, ":cur_center"),
    				(str_store_string, s8, "@{s7} and {s8}"),
    			(else_try),
    				(str_store_party_name, s7, ":cur_center"),
    				(str_store_string, s8, "@{s7}, {s8}"),
    			(try_end),
    		(try_end),
    		(add_gold_to_party, "trp_player", reg10),
    	(try_end), ]],

    Some of it is completely inane because I got the idea that it wasn't converting to strings properly.  The rest is inane because I'm an idiot apparently. :smile:

    Friggin Python...

    Thanks again!  Seriously.
  19. Merging elements from minor mods together - some help needed as to how

    Well your range is pretty accurate... it could be very easy all the way to nearly impossible.  :smile:

    The not so short method would be going through every file and comparing the source code.  Unfortunately you
    would have to bounce everything off of native to recognize the changes.  This would be pretty time consuming.  Without some coding knowledge methinks your frustrations would be many...

    For your particular idea, it might be easier to take the musket troops mod and add the peasent hordes from scratch.
    Adding a couple roving hordes of peasants is surprisingly easy to do.  Just take a look at the troops tutorial.
  20. checking tithes available in owned fiefs

    Hello everyone, I read a message a couple weeks ago about creating a "tax collector" of sorts for collecting your tithes.  I haven't mod'd M&B before so I thought this might be a small starter project to get my feet wet.  I have successfully added the new NPC in the game and have built his...
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