搜索结果: *

  • 用户:Mort
  • 按日期排序
  1. How do I edit the loading screens ?

    copy paste loadscreen.dds, loadscreen.dds and main_menu_nord.dss from your M&B Textures folder to your mod Textures (except you want to change the pic for every module) and open them with gimp, powerpoint or paint.net, then you can edit them.
    If you already have a ready picture you can simply export it instead of opening the files.

    To open .dds files with gimp, you need the following plugin:
    https://code.google.com/p/gimp-dds/#Downloads
  2. Modding Q&A [For Quick Questions and Answers]

    Oh, okay, somebody, thank you very much. I got confused about this animation thing due to a tutorial where i woas told thiese were the animations of the item but well nobody is perfect.
  3. Modding Q&A [For Quick Questions and Answers]

    Thanks, jacobhinds for your help, since i randomly decided to learn modding before 2 days my questions may be a bit noobish. Atm i am trying some kind of the Find and replace (that was what i was asking for), at all i just do it like making a new item, but i just use the original, well, say description, instead of copy pasting it, i think that should work. I am working with mackies weapon pack from the OSP subforum to get some practic before my textures are ready, and the only problem ist that the weapon model stays on your back all the time so you are fighting with a invisible weapon. might be because i use the false animation, im gonna change that imodbits_sword_high and try out other stuff because i strive to not aask dumb questions, but stil it would be nice if someone had an idea why this happens, code ist the following (im just use the same item ID, might be confusin but like this i dont have to change it in other files, too - or does this cause any errors?)
    ["great_sword",        "Handmade Basehuitl", [("mackie_basehuitl",0)], itp_type_two_handed_wpn|itp_merchandise| itp_two_handed|itp_primary, itc_greatsword|itcf_carry_sword_back|itcf_show_holster_when_drawn,
    423 , weight(2.75)|difficulty(10)|spd_rtng(95) | weapon_length(125)|swing_damage(39 , cut) | thrust_damage(31 ,  pierce),imodbits_sword_high ],

    best regards, mort
  4. Modding Q&A [For Quick Questions and Answers]

    jacobhinds 说:
    don't delete items unless you're absolutely sure they're nowhere in the module system -- they appear in too many files to mention. and don't touch ID_ files, they don't affect anything. the reason you're getting the same stuff as before is that the compiler won't replace the .txt file if there's an error.

    revert to the original module_items to stop all the errors, and edit items rather than deleting them.

    Mort 说:
    Btw: i can simply change the txture of a existing weapon if i have found a better alternative, cant i?

    Yup -- as long as it's just an edit and not a texture with a different mapping.

    Okay, good thing i love making backups. Can i sorta "deactivate" some items (i want to do like 12 weapons and then do troops and add mroe detail later rather than doing hundreds of weapons before any other thing of the mod works) like doing a # before?

    And say i want to totally replace a weapon, because i dont really have use for more than one or two swords, the rest should become more futuristic, tentative melee weapons like sharp metal sticks and other stuff, would that be too complicated? Also i downloaded 2 weaponpacks from the OSP forum, can i replace old weapons with them rather than to simply add them?
  5. Modding Q&A [For Quick Questions and Answers]

    Btw: i can simply change the txture of a existing weapon if i have found a better alternative, cant i?
  6. Modding Q&A [For Quick Questions and Answers]

    Ive got a question on how to mod, i didnt mod anything until now so it might be a quite dumb one. I am using the module system and wanted, first of all, delete some items. (The mod is set up in a post-apocalyptic scene so we are gonna delete some weapons, change the others, same with armor, everything out of metal should be deleted for the alpha). So i opened ID_items.py and deleted the items i dont want to have, opened module_items.py and deleted the items i dont want to have and opened module_troops.py and gave every unit a cleaver and nothing else so i cn change them later when the items are ready, deleted the items of the lords and knights (in fact i left the clothing of citizens etc because they were clothing we will let in for the alpha). So in fact, there should be no reference to those items, but after i excelled  the build_module.bat ( a few synthax errors occured but it didnt ancel or something) i started a new game to test out if there is any effect but no, there isnt. Merchants still have all the plate armour n stuff, lords wear what they were used to wear, troops have their old items. What did i do wrong? Id be glad if anyone could help me out with this, and btw if anyone wants to be kind of a patron for this mod, help out if we have problems or help us with the details like every single village scene when the basic stuff is done or something message me.

    best Regards
    Mort
后退
顶部 底部