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  1. crazyshadowdami

    Editing mods (for personal use)

    Alrighty, thank you everyone.
  2. crazyshadowdami

    Editing mods (for personal use)

    I was going to make a long reply about distribution, personal use, and laws, but Duh said it. This is for personal enjoyment only, the mod will in no way be distributed to any existing being,  dead or alive, inside the 3-dimensional world we live in.
  3. crazyshadowdami

    Editing mods (for personal use)

    I wish to edit a mod FOR PERSONAL USE ONLY. But is that bad idea, in the way that you can only edit the mod's existing text files, which I heard is a bad idea if the mod is created by a module system (and a mod this complex probably is); I'm guessing because saving it like a text file like that...
  4. crazyshadowdami

    Main Topic

    I apologize if this has been asked and/or answered before, and if it is stupid, but will the mod feature gunpowder weapons?
  5. crazyshadowdami

    Modding Q&A [For Quick Questions and Answers]

    I'm guessing that it's not possible to "import" already existing files into a module system?

    And I copied the precise trigger that Jacob showed earlier.
  6. crazyshadowdami

    Modding Q&A [For Quick Questions and Answers]

    I have a problem. For testing purposes, I decided, using Morgh's tool, to add a new crossbow through the Siege Crossbow template and then use it as a base for a musket by adding the gun sound trigger to it and then later edit it as a text file to add all the other muskety stuff (or is that a horribly wrong thing to do?). Anyway, here's what I got while creating the module:


    Initializing...
    Compiling all global variables...
    Exporting strings...
    Exporting skills...
    Exporting tracks...
    Exporting animations...
    Exporting meshes...
    Exporting sounds...
    Exporting skins...
    Exporting map icons...
    Creating new tag_uses.txt file...
    Creating new quick_strings.txt file...
    Exporting faction data...
    Exporting item data...
    Traceback (most recent call last):
      File "process_items.py", line 72, in <module>
        write_items(variables,variable_uses,tag_uses,quick_strings)
      File "process_items.py", line 55, in write_items
        save_simple_triggers(ofile,trigger_list, variable_list,variable_uses,tag_use
    s,quick_strings)
      File "C:\Users\Damjan\Documents\mb_warband_module_system_1158\Module_system 1.
    158\process_operations.py", line 471, in save_simple_triggers
        save_statement_block(ofile,0,1,trigger[1]  , variable_list, variable_uses,ta
    g_uses,quick_strings)
      File "C:\Users\Damjan\Documents\mb_warband_module_system_1158\Module_system 1.
    158\process_operations.py", line 449, in save_statement_block
        save_statement(ofile,opcode,no_variables,statement,variable_list,variable_us
    es,local_vars, local_var_uses,tag_uses,quick_strings)
      File "C:\Users\Damjan\Documents\mb_warband_module_system_1158\Module_system 1.
    158\process_operations.py", line 398, in save_statement
        ofile.write("%d %d "%(opcode, lenstatement))
    TypeError: %d format: a number is required, not str
    Exporting scene data...
    Exporting troops data
    Exporting particle data...
    Exporting scene props...
    Exporting tableau materials data...
    Exporting presentations...
    Exporting party_template data...
    Exporting parties
    Exporting quest data...
    Exporting info_page data...
    Exporting scripts...
    Exporting mission_template data...
    Exporting game menus data...
    exporting simple triggers...
    exporting triggers...
    exporting dialogs...
    Checking global variable usages...
    Exporting postfx_params...

    ______________________________

    Script processing has ended.
    Press any key to exit. . .
  7. crazyshadowdami

    Modding Q&A [For Quick Questions and Answers]

    So I just get some other sound to be used with them?
  8. crazyshadowdami

    Modding Q&A [For Quick Questions and Answers]

    Dusk Voyager 说:
    Because it will play alongside the actual custom sound in the trigger unless deleted.

    I thought so, but wouldn't it make more sense to rename it then use it for the sound trigger for crossbows?
  9. crazyshadowdami

    Custom texture not working

    I just did, everything is in minor characters.


    edit: nvm, problem fixed
  10. crazyshadowdami

    Modding Q&A [For Quick Questions and Answers]

    Although that suggestion might help me, where do I put these triggers? And why would deleting the crossbow sound be necessary?
  11. crazyshadowdami

    Custom texture not working

    I made a new item, both the brf and the dds files are in their places, but it just doesn't work. When I go in-game, the item is just completely white. The meshes seem to work completely fine.
  12. crazyshadowdami

    Mount & Blade II: Bannerlord Old Discussion Thread

    Assault beer, tactical ale, battlefield liquor, whatever you wanna call it.

    Also notice on the top of the picture, there are buttons for tabs. One of those tabs seems to be for, well, barrel stuff.
  13. crazyshadowdami

    I would love to change my name

    I'd like to change my name, it doesn't seem to be possible in the options, and I can't create a new account without a new e-mail address.
  14. crazyshadowdami

    Mount & Blade II: Bannerlord Old Discussion Thread

    hirovard 说:
    crazyshadowdami 说:
    One thing that I hope to see is a heavy expansion of being a mercenary, bounty hunter, and the whole deal of being on sort of secret missions, such as spying, secret imprisonment (instead of assassinating since lords can't be killed), general kidnapping for various purposes, etc.

    Maybe even have a thing of advancing ages, for example the game starts Native-ly, then goes towards something that looks like WFAS, and eventually, NW. Of course, these options can be configured and disabled, for example maybe you wanna start in WFAS-ish era, and maybe stay there, or maybe be capable of skipping WFAS era and going straight from Native to NW.

    I really hope that the dev team is actually looking at and considering all these suggestions, taking looks at mods and consider having improvements that they add, etc. That's one thing that makes a great dev company.

    I don't think your going to be in game for over 700 years  :lol:


    It doesn't have to be. What if


    Aliens.
  15. crazyshadowdami

    Mount & Blade II: Bannerlord Old Discussion Thread

    One thing that I hope to see is a heavy expansion of being a mercenary, bounty hunter, and the whole deal of being on sort of secret missions, such as spying, secret imprisonment (instead of assassinating since lords can't be killed), general kidnapping for various purposes, etc.

    Maybe even have a thing of advancing ages, for example the game starts Native-ly, then goes towards something that looks like WFAS, and eventually, NW. Of course, these options can be configured and disabled, for example maybe you wanna start in WFAS-ish era, and maybe stay there, or maybe be capable of skipping WFAS era and going straight from Native to NW.

    I really hope that the dev team is actually looking at and considering all these suggestions, taking looks at mods and consider having improvements that they add, etc. That's one thing that makes a great dev company.
  16. crazyshadowdami

    Is it possible to make armies start more distant from eachother in battles

    I know that mod already, but still, by the time I do with my troops everything I want to, the cavalry is already here. Maybe my spearmen are capable of making it but I still am not capable of using my archers to their full potential.
  17. crazyshadowdami

    Is it possible to make armies start more distant from eachother in battles

    I wanna use formations and stuff, but it's difficult when the enemy cavalry is already slaughtering my troops as they autistically try follow my commands. I already know how to make the actual battle map bigger, but I don't think that affects the troop's starting positions.
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