And many thanks for these replies. I have now successfully modded the M&B soundtrack to my liking, thanks to you guys and the suggestions posted above. I really appreciate the help!
Hi There,
Please forgive a basic question relating to modding the module_music file. I've already had some help on this, so I feel bad about asking again! But I'm still in need of guidance (my fault as I'm new to this stuff).
Basically, I'd like to take out the original game music and add my...
Hi There and thanks for the info. I've been into the Menu, Strings and Dialogue files and made the necessary changes. Now I'll start up the game and see if everythnig has worked out OK. Hope so! But, yes, you're right - 'denars' crops up a million times in direct speech.
Hi There,
I got a simple question: is it possible to change the name of the currency used in the game? I'd like to change 'Denari' into something esle (maybe 'Crowns' or 'Sovereigns' or 'Shillings' or something) but do not know if this is possible. Which file would I need to edit to achieve...
Changes to module_items require the build_module to be run twice. The first run will give errors, the second run none.
I think it has to do with ID-ing items.
At least this is true when adding items.
Thanks for this. OK, I tried again and this time it worked - I must have made errors before, but this time I just removed the "merchandise" tag as you suggested and it worked fine. Thanks again for your help - much appreciated.
I'm new to M&B and the forum and have just seen this thread. Hope you don't mind my making a request? Here goes:
Would it be possible to do a Viking weapons pack - perhaps just swords, based on real designs? It would be good to make them really elite weapons with authentic Viking nicknames like:
Axes might also be included, with authentic names like:
Himintelgja (Heaven-Scraper)
Hlokk (name of a Valkyrie)
Svethya (Glancer)
Perhaps these weapons could be expensive, requiring high skill to use?
Well, it's just a thought and something I'd like to include in my game.
If you don't fancy creating these weapons, perhaps you could tell me how to edit existing weapons in order to create them? Apologies for a noob-type question!
The simpliest and only one way is to delete item's tag "merchandise", but it's weird that you have some errors. Could you post code of item, please? And what messages did you get?
Many thanks for this reply - much appreciated. I tried deleting the "merchandise" tag from module_items but when I updated the module I got error messages relating to 'unexpected indent' - or something like that - and so I'm assuming that I made some mistake while deleting. I wonder, could you possibly post an example of what it should look like when you delete the "merchandise" tag? Then I could learn from your example and edit the file correctly. Many thanks for your help!
3. Music: I'd liie to add my own music. I tried already, using a very clear tutorial by Archonsod, but without success. I'm guessing that I must have done something wrong. I'm wondering if the problem has something to do with editing music.txt? This file contains lots of numerical values and I do not know what they mean. I simply want to indicate which mp3 files to play on the strat map, and which to play during battles.
5. Change the two names in the second line (red) to the name of your track.. Example below using "ramund_hin_unge". (remember to edit the type of file if needed {original= ".ogg" and mine's ".wma"})
7. Edit/add/replace the description so that the track is played when you want it to play.. Here i have an example to make it play at the very start of Mount&Blade..
8. You can mess around with the MS to play the track when you want it to play by editing the description, or the "mtf's". Just look at how the other tracks are arranged..
9. Add the file of the song to Mount&Blade/Modules/(you mod)/Music
10. Open Mount&Blade and you'll hear the changes..
Thymo
PS: Sry about the tediousness of the post, wanned to make it detailed to impress!
That's absolutely fantastic - I'm really grateful. Gonna get to work now and get some good sounds into M&B. Thanks again for a brilliant reply and all the best. Very Helpful!
Code name (another name is "troop ID") is used for referencing troops in other .py files.
For example - if you want to add Sea Raider to your party, you use code name: "sea_raider", but not singular or plural name.
Hi There,
Please forgive a basic question from a new boy. Basically, I'd like to ask: what's the best way of removing items from the marketplaces? I'd like to remove plate armour and stuff like that. I tried remving the 'merchandise' tag in module_items but only got loads of error messages...
sea_raider - is a code name of troop. You use it ony in module_system, it doesn't appear in game.
Sea Raider - is a singular name of troop.
Sea Raiders- is a plural name of troop.
To answer your question: change second and third entry if you want to change troops' names.
do I also need to update other files, for example, module_parties
Many thanks for the speedy reply - much appreciated.
OK, I understand what you say. Sounds as though I need only change the last two names for my purposes. But - just out of curiosity - is there any benefit of changing the code name? I mean, for what would I need to change the code name? Sorry to ask, but just curious. Thanks again for your time - I'm really grateful.
Hi There,
Please forgive a basic question about modding names, but I just need some clarification.
If I want to change the names of troops, bandits and mercenaries etc., I edit the troops module_troops file. But each name has 3 entries. For example, "sea_raider", "Sea Raider", "Sea Raiders"...
OK so you've got the module system and the first time to try to do anything you get "python not recognized as internalexternal command, operable program or batch file.".
Here's how you getting working for Windows 2000 and XP.
Right click on "My Computer" and select "Properties". Next select the "Advanced" tab and click on "Environmental Variables".
screenshot1
In the top window, user variables, select "New". In the pop up window that comes up give the variable a name and enter the path where Python is installed preceded by a semicolon. Then click "OK".
For this example the variable is given the name "Python" and Python is installed in C:\Python25.
screenshot2
When you're done it should look like this. Then click on "OK" to close all windows.
screenshot3
If you're using an older version of Windows or can't follow these instructions go to http://www.python.org/doc/faq/windows/#how-do-i-run-a-python-program-under-windows
Instructions for Vista.
http://www.neuralwiki.org/index.php?title=Guide_to_installing_Python_in_Windows_Vista
I've tried everything but cannot get windows to recognise Python. I've read this thread and tried the various things suggested. I've spent 2 hours on this and am still failing. I just wondered if anyone had come up with any other fixes? Sorry to ask, but cannot get this working. MY OS is Windows XP. Thanks in advance and apologies again . . .
EDIT: Apologies - now I got it working. Although I'm using XP, I had to use the Vista option for Python. Thanks again.
People, the module system for v1.01 is out. Get it. Read it. Python is probably one of the easiest language to read. No one is expecting you to become a l33t Python h4x0r. Editing the txt files directly is folly at best.
Many thanks for this advice. I'm completely new to M&B as well as editing Python files. I downloaded the module system for v1.01 but could not see any instructions as to how to edit the files. I also downloaded your Python editor, which looks great, but again, I saw no instructions on how to use it. I'm keen to learn how to mod M&B correctly and efficiently, but need some basic (very basic!) advice on how to take the first steps. Your Python editing tool looks impressive - should I start here? If you could tell me where to find the instructions, I'd be happy to make a start. Again, many thanks and apologies for noobie-type questions!
Go to the modding link in my sig, and scroll down until you find a link underneath the title: "Module system documentation". Read through there, and you should be able to easily grasp the concept on editing python files.
Many thanks for taking the time to answer this query. I've now successfully located the relevant tutorials and shall study them before jumping in and changing stuff. Once again, many thanks for your time - much appreciated.
That's great - many thanks indeed. I've now located the relevant tutorials and printed them out. I'll study them before diving in. I'm indebted to you - thanks again.
I assume you have the module system installed and are using it? If so:
1: Search for assign, ":cur_year", 1257 in Module Scripts.
2: Module_party_templates to rename the parties, and Module troops to rename the individual troops. Search for Steppe Bandits in each case to locate them.
3: Module_factions
4: Try searching for Culture in module_scripts
5: If you aren't changing the actual map with the map editor, than the module system is.
Many thanks for this reply - it all sounds straightforward enough.
I've downloaded and installed the current module system, but do not know how to use it. I've looked for a simple tutorial on the forum but not found one. I'm assuming that the Python files are editable - but what then? How would I get the changes to show up ingame?
Apologies for such a basic question. I've never used such a system before and had been thinking of editing the text files directly. However, I'd prefer to learn how to use the module system, it's just that I'm not sure how to begin. Thanks again for your help.