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  1. help with scenes

    What mission template are you using?
  2. Modding Q&A [For Quick Questions and Answers]

    Hrrm, don't mean to be pounding on you guys, but I do need the answer on this one since it's rather important to what I'm intending to make.

    smiling_cataphract 说:
    Suppose an NPC agreed to make/find an item for the player. This would take some randomly determined time. Which operations should I use a) to set the length of time necessary for retrieving the item and b) for checking if the item is ready (in the conditions block)?

    Thanks... for your... patience!
  3. Modding Q&A [For Quick Questions and Answers]

    Is there any way around it then? Hell, guess I'll just have to wait... Thanks Winter.

    And one more question: how do operations store_mission_timer_a and str_store_date_from_hours work?

    Suppose an NPC agreed to make/find an item for the player. This would take some randomly determined time. Which operations should I use a) to set the length of time necessary for retrieving the item and b) for checking if the item is ready (in the conditions block)?
  4. Modding Q&A [For Quick Questions and Answers]

    Now I'm stuck with another bit of code. I'm trying to create a slave-trader NPC who would be able to sell slaves via conversation options. AFAIK there is no way to do it via usual slave-trade screens, or at least I haven't found any.

    My conversation code compiles, but it doesn't *work* as far as adding prisoners to the party is concerned. As this is my first attempt at using operations, I suppose I misused them. What's wrong here:

      [trp_mrash_the_slaver|plyr,"mrash_talk", [], "I want to buy some slaves.", "mrash_slaves",[]],
      [trp_mrash_the_slaver,"mrash_slaves", [], "Right. How many?", "mrash_slaves2", [(store_num_free_prisoner_stacks, reg(1), "p_main_party"), (store_troop_gold, reg(2), "trp_player"), (val_mul, reg(1), 10), (store_num_free_prisoner_stacks, reg(3), "p_main_party")]],
      [trp_mrash_the_slaver|plyr,"mrash_slaves2", [], "Stock me up full.", "mrash_slaves3",[]],
      [trp_mrash_the_slaver,"mrash_slaves3", [(ge,reg(2),reg(1))], "That's what I want to hear.", "mrash_pretalk", [
      (troop_remove_gold, "trp_player", reg(1)),
      (party_add_prisoners, "p_main_party", "trp_refugee", reg(3)),
      ]],
      [trp_mrash_the_slaver,"mrash_slaves3", [], "You don't have that much money on you.", "mrash_pretalk", []],
     
      [trp_mrash_the_slaver|plyr,"mrash_slaves2", [], "Five of them.", "mrash_slaves4",[]],
      [trp_mrash_the_slaver,"mrash_slaves4", [(ge,reg(1),5), (ge,reg(2),50)], "Good.", "mrash_slaves", [
      (troop_remove_gold, "trp_player", 50),
      (party_add_prisoners, "p_main_party", "trp_refugee", 5),
    ]],
      [trp_mrash_the_slaver,"mrash_slaves4", [(ge,reg(1),5)], "You don't have that much money on you.", "mrash_pretalk", []],
      [trp_mrash_the_slaver,"mrash_slaves4", [], "You can't lead that many prisoners.", "mrash_pretalk", []],

      [trp_mrash_the_slaver|plyr,"mrash_slaves2", [], "Another slave.", "mrash_slaves5",[]],
      [trp_mrash_the_slaver,"mrash_slaves5", [(ge,reg(1),1), (ge,reg(2),10)], "As you wish.", "mrash_slaves", [
      (troop_remove_gold, "trp_player", 10),
      (party_add_prisoners, "p_main_party", "trp_refugee", 1),
    ]],
      [trp_mrash_the_slaver,"mrash_slaves5", [(ge,reg(1),1)], "You don't have that much money on you.", "mrash_pretalk", []],
      [trp_mrash_the_slaver,"mrash_slaves5", [], "You can't lead that many prisoners.", "mrash_pretalk", []],

      [trp_mrash_the_slaver|plyr,"mrash_slaves2", [], "Never mind.", "mrash_pretalk",[]],

    I hope the options are pretty self-explanatory.
    Thanks in advance,
    SC.
  5. Modding Q&A [For Quick Questions and Answers]

    Strange as it may seem, I believe Caravan is closer to the truth. I haven't altered any strings but one of the NPCs I added was rather high-level. I downgraded him and the mod started succesfully (so maybe it was Strength or some another attribute, I do not know. Thank you Caravan! Sorry fisheye...  :wink:)
  6. Modding Q&A [For Quick Questions and Answers]

    Strange things are going on...
    After I have edited my four-winds-inn, adding a new scene and a couple of NPCs, the first build_module run showed a bunch of mistakes in about every single file. I didn't know what to make of it, went off to look for Winter's error reference and ran the .bat for the second time; however, it only showed two mistakes this time, both about my new scene being not defined. I examined all files, but all references and spelling were correct. So I closed Notepad without making any changes, and ran build_module for the third time. IT COMPILED. However when I tried to start a new game, I got this error message:

    Assertion failed!
    Program: (...)
    File: \Develop\Mb\rgl\rglString.cpp
    Line: 270
    Expression: (cursor+len)<=str_length

    For Module System, I'm using Ahadharan's Darkmod source, and my M&B is .751 .
  7. problem with new towns?

    Thanks Yoshi, but... I meant something a little different.

    As to the triggers, I meant the duplicate simple_triggers section in triggers file. I found fisheye's post where he said you can ignore it.

    In the case with copied four-ways-inn, my problem was that I (foolishly) forgot to copy the .sco file in SceneObjects, and thus, though the menu showed me the correct scene, it was empty because M&B couldn't read the scene data.

    For a change, I used the renamed zendar tavern scene, copied the respective .sco, and got another bug: when I entered my modified four-winds-inn, I saw the six Swadian knights who were supposed to be garrisoning it! However this is the first time I saw the defenders showing up not in battle. Weird, imagine six unarmed and dismounted Swadian knights lined up against a wall in zendar tavern (two were standing on a table)! I even could talk to them! However it was only the default "Tell me about yourself" conversation.
  8. Other World Map Thorgrim's Example Map

    Didn't work for me. At first I just overwrote the module_info and map_icons files in Native with the ones from your zip. M&B crashed. Then I restored my backup and went by the route of adding the lines you specified to already existing files. M&B started, but neither the textures nor the icons showed up. Then I added the map and menus files from the link in your front post. M&B started, but rather funnily: in the new game I creared, my male squire character appeared wearing a dress :grin: ... rather becoming with those rusty mittens, really; perhaps the menus file is outdated. I saw the "bridge" and "waterfall" in the original texture interpretation, but nothing like what I'd seen on some screenshots - the bridge was just a patch of land across the river. Now I'm rather out of options. Weird because it means that for some reason the scan_module_textures = 1 line doesn't work.
  9. problem with new towns?

    Yoshiboy 说:
    You need to look in the triggers file where the town slots are set and set some more slots for your town.

    What about other locations? I copied the four ways inn, copied the respective scene, added a proper menu, but the scene is empty (though smaller than the usual random scene, about the size of the four winds inn location). Do I have to add a slot for it in the triggers after all towns and castles?

    BTW, could you explain why there are two sets of simple triggers - in simple_triggers and simply triggers  :smile: files. Which one do I have to change, or both?
  10. [Outdated] Unofficial Mount & Blade Editor (0.403b - for 0.750)

    Thorgrim 说:
    Well there is this project:

    http://forums.taleworlds.com/index.php/topic,13244.0.html

    And you can always copy and paste from the txt files.  However as has been said before, it is advised that you do not use the UE for any large projects.  There is no guarantee that the UE will work after the next M&B update.

    Thanx Thorgrim, this must help  :grin: :grin: !
  11. Props, weapons, armor: make a request

    I'm surprised no one has come up with a yataghan so far, especially considering that this is a Turkish game after all. I would request yataghans on behalf of two mods at once, the Darkmod and ASLOW.

    EDIT: would anyone be interested to make some golems as well?
  12. A Shield Lying on the Water -- Moved to MBX

    Oldtimer 说:
    Hi Smiling Cataphract,

    and thanks. Abt. taking money from treasury, yes it would be nice but there is no money there now. Should I just take it on day one?
    Kinda strange behaviour in an economic mod...

    And I think that unpaid troops should disobey, mutiny or desert with time.

    Regards, Oldtimer

    Don't worry, after some time there will be more money but not so much as on day one. As far as I know, ex_ottoyuhr tried to keep his economy as simple as possible - view the mod as an alpha. I hope it will become more elaborate in future.

    Yours, SC
  13. [Outdated] Unofficial Mount & Blade Editor (0.403b - for 0.750)

    jeansberg 说:
    'Add copied' would be the correct one. :smile:

    Yeah but it adds the entry to the end of the list, and you wouldn't want to mix your towns, mercs and sps into one jumble, right? Besides, I suspect that Effidan had a certain idea in mind when he put there this "Insert" option. I just can't figure out what this idea was...

    EDIT: the Move Up / Down options don't work either.

    And another question: is there a way to "reversely translate" or "decompile" the mod txt files into python source code files? Effidan's editor currently does this but in a slightly different way. Could there be an option to make it write python files from txt ones?

    EDIT: Presently, the only way of sharing code changes you have made in UE with someone else is by manually retyping everything. A cut/copy/paste code function in the Edit script window would IMHO greatly enhance the UE's usefulness.
  14. A Shield Lying on the Water -- Moved to MBX

    Oldtimer 说:
    Hi all,

    just tried this one out and as usual with M&B mods, it`s awesome work. A noble effort, destined for greatness, or so I think.

    I need some help, actually I think a little manual would not be amiss...

    First:

    - the alarm level, is it economical(too little money for the regular disbursements) as I believe, or political(invasion probability)?

    - are cities supposed to earn their keep after tax collectors are out and even generate a surplus for the lord(Arcos) or is Arcos supposed to subsidize them? After Baheisir is fully garrisoned, the treasury was almost empty. Or are there economical improvements Arcos can order(not raising taxes) to make cities more profitable?

    - I took Tutovo(?), left a low level small garrison and again Steward collects taxes but the treasure chest is empty. I suppose that if soldiers are unpaid they will desert or maybe mutiny and take over the city, right?

    - after taking Tutovo, ajarine field units turned hostile, but I can enter their cities as a valued ally, how come?

    Shortly, how to make money early on? And enemy tax collectors are too fast to catch and if caught by some fluke, very unprofitable.

    BTW, I think I`m abt. 7 days in to game.

    Regards, Oldtimer

    I could answer some of this. The question of hostile ajarine units is most likely a bug. Try declaring war via dialog with one of Ajarine rulers, to straighten things out. Then you could sue for peace I suppose.

    The best way to earn money is to draw from your treasury as much as you can. The unpaid units will neither mutiny nor desert, or at least they never did this to me. Tax collectors are the primary source of cities' income: kill as many enemy taxmen as possible and defend yours.

    Also, don't worry about garrisoning your cities. The AI will do so on its own. Enemy AI never attacked my cities anyway, though ex_ottoyuhr wrote that it is possible.

    A small tip, if you haven't discovered this on your own yet: the best (and strangely cheap) units are Generals (auxiliary troops). Their salary will cost you a fortune though. Hire these at your own cities and fire them off before payday,I believe it's cheaper this way. Keep a couple of Monks also, they have high skills (although I am not sure if the game counts the skill level of non-Hero troops). In short, have fun!
  15. A Shield Lying on the Water -- Moved to MBX

    ex_ottoyuhr 说:
    Additionally (though I don't blame you for not knowing this, of course :smile: ), I envision the Honseli as having originated from a sea-raiding culture, materially like Polynesia (with technology, however, and much less permissive sexual ethics) though economically like the Vikings; even the Teorines, very far removed ineed from this initial culture, have the same sort of values -- a distaste for treachery and underhandedness, a readiness to obey the law and to follow orders that coexists with an equal readiness to throw an incompetent or iniquitous leader metaphorically overboard.

    Mafias and the like, thus, don't really exist. Honseli criminals tend to have their eye on 'society proper', valuing social status and legitimacy and seeing crime as a path to that -- more like Morgan or arguably Drake than like Capone. Those who don't tend to go off on their own, to form their own 'societies' just near enough to main civilizations to be able to prey off them. (So, if they're not Western pirates, they're Indonesian ones.)

    Then, too, there's the atmosphere of the mod as distinct from that of Honseli culture. ASLOW started out as a Fire Emblem 4 adaptation, and I'm intentionally keeping a little of the Fire Emblem atmosphere -- criminal organizations just wouldn't fit.

    Nonetheless, I apprecate your suggestions -- one more thing to remember for a possible subsequent mod...

    Fire Emblem? What's this?

    About the culture... I'm beginning to feel our discussion is more like a quest in itself  :grin: , where gradually you get helpful tips that lead you to the correct answer in the end. Meaning, that I have to take a guess on everything I suggest, not knowing whether it will fit in with the gerneral atmosphere. But it is more interesting this way  :cool: !

    As a possibility, you may remember the role of Jews in medieval Europe - despised by all high-handed nobles as aliens who meddled with dirty usury, they nevertheless played an important part in international politics at the time. You might wish to add a similar alien group, distrusted by most nations, albeit having powerful connections, not necessarily criminal, but maybe financial and political. I.e., if some King is angry with you, you may go to this faction and, in exchange for doing a favor (quest) for them, they would straighten out your relations; maybe quarrel other neutral factions among themselves according to your request, to weaken these, etc. Perhaps?
  16. [Outdated] Unofficial Mount & Blade Editor (0.403b - for 0.750)

    This is probably not the smartest question on the thread, but how do I get the "Insert Copied" to work? I choose Edit -> Copy, but the Insert Copied option does not activate, only the Add Copied.
  17. Modopedia: Categorized Advice - For those too *LAZY* to use search

    Thorgrim 说:
    maybe the sub forum title should be changed.  BTW, most tutorials are in the Mod Discussion forum too.

    Changing the name would be good I think. Mod Discussion forum is generally used... well... for discussing mods already in existence. Besides, it's huge, and finding something in it may be a rather challenging task.

    I looked for the tutorials there and found a couple (most are outdated). Yoshiboy has already mentioned some, the rest I included in the edited front post.
  18. A Shield Lying on the Water -- Moved to MBX

    Speaking of plot and of a possibility to add thieves' guilds... Actually a TG is an old analog of modern mafia. You can deal with it, I suppose... It can give you quests... You may sponsor TGs in enemy cities, paying for info and assassinations. At the same time, you have to strive to control this niche in your own city as a must. This may bring us into the world of espionage, which I'm not sure this mod is about. But a couple of options, without getting too far into it, could suffice. What do you think?
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