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  1. Moshein_Gunn

    Is Possible to Invoke play_sound from within Strings Module?

    Ashmond, that's a nice little addition to the game, she kinda has the princess leia look when she has her arms crossed. Very nice work, exactly what every tavern is missing, lol.

    As far as the priority goes, if you were to start the first response in a dialog set with a 1 and made the next response priority 2, and so on, shouldn't that solve the problem of overlapping sounds? I really gotta start testing some of this stuff, but I haven't had alot of time.

    Would agent play be more for sounds when your walking through a village or something, to make the sound actually come from who ever is producing it? So you could probably leave it out of dialog right?

    So being new at this, I might have some stupid questions, but whats the point off offset, and I'm not familiar with valu_add either?
  2. Moshein_Gunn

    Is Possible to Invoke play_sound from within Strings Module?

    This will definately help me get me going tin the right direction, much appreciated. I'm suppose to have my PA system back in a day or two, so I can finally start testing stuff. Maybe theres a way to cut the sound short before it's done playing (so theres no overlapping if skipping through too fast). Or maybe I'll just be limited to voicing the first response in the conversation only, to prevent overlapping. I'm not to sure about the function of setting priority, what will giving another sound lower priority do? The dialog with your new character looks hilarious, awesome job, I'd like to see how that turns out. I'm already rockin VLC Player, I hate all other players.
  3. Moshein_Gunn

    Is Possible to Invoke play_sound from within Strings Module?

    But can I do it like that for each option or can you only put the script at the end and use it for all options?
  4. Moshein_Gunn

    Is Possible to Invoke play_sound from within Strings Module?

    So would it just be adding

    [ b](play_sound,"snd_xxx")[/ b]

    to the end of the text, something like this

    [anyone,"bandit_attack", [
          (store_random_in_range, ":rand", 11, 15),
            (str_store_string, s11, "@Another fool come to throw {him/her}self on my weapon, eh? Fine, let's fight!"),
            (str_store_string, s12, "@We're not afraid of you, {sirrah/wench}. Time to bust some heads!"),
            (str_store_string, s13, "@That was a mistake. Now I'm going to have to make your death long and painful."),
            (str_store_string, s14, "@Brave words. Let's see you back them up with deeds, cur!"),
            (str_store_string_reg, s5, ":rand"),
          ], "{s5}", "close_window",[[ b](play_sound,"snd_xxx")[/ b]]],

    or can it be done like this to have a different sound for each option

    [anyone,"bandit_attack", [
          (store_random_in_range, ":rand", 11, 15),
            (str_store_string, s11, "@Another fool come to throw {him/her}self on my weapon, eh? Fine, let's fight!"),[[ b](play_sound,"snd_xxx1")[/ b]]],
            (str_store_string, s12, "@We're not afraid of you, {sirrah/wench}. Time to bust some heads!"),[[ b](play_sound,"snd_xxx2")[/ b]]],
            (str_store_string, s13, "@That was a mistake. Now I'm going to have to make your death long and painful."),[[ b](play_sound,"snd_xxx3")[/ b]]],
            (str_store_string, s14, "@Brave words. Let's see you back them up with deeds, cur!"),[[ b]
    (play_sound,"snd_xxx4")[/ b]]],
            (str_store_string_reg, s5, ":rand"),
          ], "{s5}", "close_window",[]],



    of course without the spaces before the b's
  5. Moshein_Gunn

    [S] 81 New Units

    Awesome work, I really like the variety this mod adds, very nicely done. I wanted to try taking out some of the native weapons, but I was wondering if I would be able to do this for items that are used by the troops in your troop tree (or natives either I guess, I have yet to try this) without it causing errors? Or would I have to go through and see what items are being used and either make sure those ones stay in or get changed to a different item?
  6. Moshein_Gunn

    SP Native Native Mod Compilation - NMC 1.153 beta2 released

    It's in the regular game options, it's campaign AI, right above combat AI, in the general options tab.
  7. Moshein_Gunn

    Is Possible to Invoke play_sound from within Strings Module?

    sphere 说:
    Moshein_Gunn 说:
    Maybe you guys can help me then, I'm not sure if I'm looking to do what you were just explaining, but I know nothing about the module strings or triggers, but I want to try and play a sound file for the text in the dialog screens. Basically a sound file voicing what is written in the dialog text. What exacctly would be the script I would put in before the dialog trigger to have it play the sound file?

    iirc, there should be a way to add it in module_dialogs.py as an optional parameter after the usual elements in a dialog entry.

    I didn't even consider module_dialogs, I thought for sure it would be triggers. I was readin through module_dialogs, and I seen what you were saying, it says a voiceover string can be added at the end of the line, but the game has no voiceovers to begin with and nothing to reference as an example. Does anyone know what the string would have to be to add voiceovers?
  8. Moshein_Gunn

    Is Possible to Invoke play_sound from within Strings Module?

    Maybe you guys can help me then, I'm not sure if I'm looking to do what you were just explaining, but I know nothing about the module strings or triggers, but I want to try and play a sound file for the text in the dialog screens. Basically a sound file voicing what is written in the dialog text. What exacctly would be the script I would put in before the dialog trigger to have it play the sound file?
  9. Moshein_Gunn

    Diplomacy 4.3 + OSP 2.0 (It is ALIVE!)

    dolfanar 说:
    Mentioned this in a couple other places, but this would be even more awesome if also combined with:

    http://forums.taleworlds.com/index.php/topic,129012.0.html

    I completely agree, I have actually been lookin through the text files, but it looks way too difficult without a preset module system. Awesome work thick, this is definately one of my new favorites. I really like how you set up the troop tree and the faction equipment, great job.
  10. Moshein_Gunn

    Increasing the amount of items a shop carries?

    Awesome,

    N0ught 说:
    Moshein_Gunn 说:
    I'm not sure what it is, but ever since I started using a bunch of mods, I feel like the shops carry less items. Does anyone know of any kind of tweak that will increase the amount of items a shop carries?

    Look in module_triggers.py in the section marked "refresh merchants" - the store items are added via certain variables, but the armor, weapon and horse sellers have easily modified values. For instance the lines under the armor section go as follows:

                            (troop_add_merchandise,reg(2),itp_type_body_armor,16),
                            (troop_add_merchandise,reg(2),itp_type_head_armor,16),
                            (troop_add_merchandise,reg(2),itp_type_foot_armor,:cool:,
                            (troop_add_merchandise,reg(2),itp_type_hand_armor,4),

    .... These lines simply add a certain amount of random armors to the armor merchant's inventory. They can be easily increased.

    BTW if anyone is wondering this is also how you get the weapon shops to sell firearms and bullets (only one of each in native). Add these lines in the "refresh weapon sellers" section:

                            (troop_add_merchandise,reg(2),itp_type_pistol,1),
                            (troop_add_merchandise,reg(2),itp_type_bullets,1),

    ... And increase as desired. :grin:

    SPD_Phoenix 说:
    Module_triggers
    merchant_inventory_space = 30
    Merchants have 30 empty slots out of their 96 slots. If they have less empty slots, they will have less room to buy from player.

    For a text file tweak, search triggers.txt for number "1510". There will be a "2" then a long number then number "30" after it. Lower the "30" as you wish. For example:
    1510 2 72057594037927938 30
    Edit: the first occurance is for goods merchant then armor merchant then weapon merchant.

    Horse merchants will have more empty inventory slots (65) than others. If you need to sell your loots, horse merchants can buy lots of cheaps stuffs as they do not have much money. Sell the more expensive stuffs to armor, weapon an goods merchants.

    These 2 tweaks should help out alot, that sucks that theres a permanent cap though. Thanks for all the help everyone, much appreciated.
  11. Moshein_Gunn

    Increasing the amount of items a shop carries?

    I'm not sure what it is, but ever since I started using a bunch of mods, I feel like the shops carry less items. Does anyone know of any kind of tweak that will increase the amount of items a shop carries?
  12. Moshein_Gunn

    Warband annimations compilation

    So is this a dead project then, or can it still be downloaded somewhere?
  13. Moshein_Gunn

    SP Native Native Mod Compilation - NMC 1.153 beta2 released

    I wouldn't necessarily say modding the module system through python is easier, if your just adding items and textures for yourself and you don't plan on uploading it for other people, I'd just stick with modding an already compiled and stable mod through the text files, save yourself from the stress of dealing with error codes.
  14. Moshein_Gunn

    SP Native Native Mod Compilation - NMC 1.153 beta2 released

    Separate, it's a complete mod.
  15. Moshein_Gunn

    OSP 3D Art Eastern items OSP [Updated to v1.5]

    I figured it out, I think, lol. I've been loading a mod up with a bunch of weapons and armors, I keep compiling and loading it every so often to make sure it's stable(I had a hell of a time figuring out what was crashing my system, when it was just a bad brf for some armor), but I haven't actually started a game yet, and checked for all the items(I'm up to about 150 items so far). For sure let me know when you've got the update loaded.
  16. Moshein_Gunn

    SP Native Native Mod Compilation - NMC 1.153 beta2 released

    I figured it out. The problem is that the itm_dplmc_coat_of_plates_red_constable is inserted after the end of the items list, all you have to do is insert it before the last item on the list. Works great now.
  17. Moshein_Gunn

    SP Native Native Mod Compilation - NMC 1.153 beta2 released

    I added the items with morgh's and just put them at the end of the list. It couldn't have to do with using morgh's could it? Did you just edit the module_items.py with IDLE? When I go to compile, it runs smooth until: exporting scene data... :then it goes into: Traceback <most recent call last>
    File "precess_scenes.py", line 15, in <module>
    from process_operations import*

    ect, ect

    NameError: name 'itm_dplmc_coat_of_plates_red_constable' is not defined.


    All I did was add barfs helm to the module_items.py, I didn't even mess with scene_data.py, or any others. I think the error has to do with not being able to find the armor that was assigned for the constable character, because I can't find that coat of plates anywhere, only the other 2.
  18. Moshein_Gunn

    SP Native Native Mod Compilation - NMC 1.153 beta2 released

    Seriously though, nobody else has come across this: itm_dplmc_coat_of_plates_red_constable :error when trying to add items to the module and recompile?
  19. Moshein_Gunn

    OSP 3D Art Eastern items OSP [Updated to v1.5]

    I really like this pack, nice job. I especially like the gauntlets, but I'm not sure how to add them into the module_items.py, I usually use morgh's, but I'm not sure how to do it for an item with more than 1 mesh, would you happen to know how I'd go about doing that?
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