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  1. Making Merchants Sell The Flintlock & Cartridges

    [Bcw]Btm_Earendil 说:
    RyanFialcowitz 说:
    [Bcw]Btm_Earendil 说:
    module_triggers most probably

    Yeah, that's what the post I linked to said- I thought you were suggesting that was incorrect.
    I never wrote it was incorrect, it is only from ten years ago in your link and most probably thus outdated.
    The place should have stayed the same, only it might be that it is now handled in module_scripts like Rodrigo is writting. In that case my information is outdated too, happens sometimes  :grin:

    Yeah, I didn't check who replied before replying myself- again I apologize.

    EDIT
    Once I figured out how to get Python working the process was pretty painless. Everything is working now- many thanks, both of you, for your help!
  2. Making Merchants Sell The Flintlock & Cartridges

    Rodrigo Ribaldo 说:
    It's already in module_scripts.py and you need to find it and insert the two lines after the other troop_add_merchandise lines.
    If you are unsure about module system stuff, there is a nice guide here to go through.

    Apologies, I didn't see the previous post wasn't from you. Guess I'll get to work on the scripts- thanks for your help.
  3. Making Merchants Sell The Flintlock & Cartridges

    [Bcw]Btm_Earendil 说:
    module_triggers most probably

    Yeah, that's what the post I linked to said- I thought you were suggesting that was incorrect.
  4. Making Merchants Sell The Flintlock & Cartridges

    Rodrigo Ribaldo 说:
    That's pre-Warband stuff when this script was in the triggers, the code has changed obviously.

    Okay, that's news to me- which file does the script go in?
  5. Making Merchants Sell The Flintlock & Cartridges

    Rodrigo Ribaldo 说:
    It's difficult to add this in the .txt files. But not impossible if you really want to do this.

    Here's the script that adds weapons:
    插入代码块:
      # script_refresh_center_weaponsmiths
      ("refresh_center_weaponsmiths",
      [
        (reset_item_probabilities, 100),
        (set_merchandise_modifier_quality, 150),
        (try_for_range, ":cur_merchant", weapon_merchants_begin, weapon_merchants_end),
    	  (store_sub, ":cur_town", ":cur_merchant", weapon_merchants_begin),
          (val_add, ":cur_town", towns_begin), 
    	  (troop_clear_inventory, ":cur_merchant"),
          (party_get_slot, ":cur_faction", ":cur_town", slot_center_original_faction),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_one_handed_wpn, 5),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_two_handed_wpn, 5),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_polearm, 5),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_shield, 6),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_bow, 4),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_crossbow, 3),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_thrown, 5),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_arrows, 2),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_bolts, 2),
          (troop_ensure_inventory_space, ":cur_merchant", merchant_inventory_space),
          (troop_sort_inventory, ":cur_merchant"), 
          (store_troop_gold, reg6, ":cur_merchant"),
          (lt, reg6, 1000),
          (store_random_in_range, ":new_gold", 250, 500),
          (call_script, "script_troop_add_gold", ":cur_merchant", ":new_gold"),
        (try_end),
      ]),

    You need to insert something like:
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_pistol, 2),
          (troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_bullets, 2),

    How do you do this in .txt?
    Get a clean Native module system, add the changes, compile. Compare the changes in the scripts.txt files to Native and apply them carefully to your modded version.
    You'll need a file comparison program for less pain, I used to use WinDiff.

    I saw this: https://forums.taleworlds.com/index.php?topic=58163.0

    I was hoping someone could give me something more up to date. But it looks like I'll just have to bite the bullet and go the Python route. Thanks for the input though.
  6. Making Merchants Sell The Flintlock & Cartridges

    [Bcw]Btm_Earendil 说:
    1.171 is the current one, version 1.174 is only for steam, it included some multiplayer workshop fix but no changes in the module system :wink:

    1.174 is also the current Good Old Games version and presumably the console versions as well.

    I suppose if I have no other choice I could go the Python route- but I was really hoping to avoid it it. I've seen guides on how to alter the txt files directly but none that are updated to the current version. If anyone knows how to do that I would still really appreciate it.
  7. Making Merchants Sell The Flintlock & Cartridges

    [Bcw]Btm_Earendil 说:
    First, you have to wait a few days (not sure if you even have to start a new save game) before a new item appears in the shops.

    Second, it might be that the merchant script in module_triggers is not checking for guns and bullets, so you would need to add them to his script via module system. Basically it works similar like for the horse merchant in the thread I link to you, the other merchant's script should be above.
    https://forums.taleworlds.com/index.php/topic,72533.msg1882304.html#msg1882304

    For downloading the module system, have a look here:
    https://forums.taleworlds.com/index.php/topic,326973.0.html

    This here is a good guide for how to set it up, I started myself with it too:
    https://forums.taleworlds.com/index.php/topic,240255.0.html

    And here some additional information bits for you:
    https://forums.taleworlds.com/index.php/topic,142422.0.html

    The module system you linked too is three versions out of date. I need to how to alter the txt file directly.
  8. Making Merchants Sell The Flintlock & Cartridges

    I'm trying to make a modification for Mount&Blade: Warband version 1.174 in which the flintlock & cartridges are sold by merchants. I've researched the issue and it appears that despite them being labeled as merchandise the merchants won't stock the items because they are not listed in...
  9. I Broke The Tutorial!

    GetAssista 说:
    Ah, I thought you entered training field. Anyway, seems like you shifted the order of items, inserting(or deleting) 2 new items, w/o reassigning items through module system to chests (and troops, and all other important things). You need to revert this

    Right on the money, I restored a bunch of stuff that was commented out in the background questions during character creation. A couple of the items had old names that had since been given new names, this was giving me errors when converting to text files. So, I went in and restored the old names. I forgot about it because I listed the addition of the new items in my patch notes but not how I went about restoring them. Live and learn, I guess.

    Thanks.

    - Ryan Paul Fialcowitz
  10. I Broke The Tutorial!

    GetAssista 说:
    start new game

    . . . It's the TUTORIAL. . . I'm not sure if you can save the game in the tutorial because I've never tried.

    - Ryan Paul Fialcowitz
  11. I Broke The Tutorial!

    So, I went in and set all items to merchandise. Now, when I play the tutorial where the bow and arrows are supposed to be are The Crown of Flowers and Bride Shoes, which are the two items which precede the Practise Bow and Arrows. Further, while the lance is there if I get to the point in the...
  12. How Do You Add A Banner During Characer Creation

    Figured it out, thanks anyway. In case anyone is interested, here is the code:

    插入代码块:
    (try_begin),
                 (eq, "$background_type", cb_noble),
                 (jump_to_menu, "mnu_auto_return"),
    #normal_banner_begin
                 (start_presentation, "prsnt_banner_selection"),
    #custom_banner_begin
    #             (start_presentation, "prsnt_custom_banner"),
               (else_try),
               (eq, "$background_type", cb_New Background Question Goes Here),
                 (jump_to_menu, "mnu_auto_return"),
    #normal_banner_begin
                 (start_presentation, "prsnt_banner_selection"),
               (else_try),
                 (change_screen_return, 0),
               (try_end),
               (set_show_messages, 1),
            ]),
          ("go_back_dot",[],"Go back.",[
            (jump_to_menu,"mnu_start_character_4"),
            ]),

    - Ryan Paul Fialcowitz
  13. How Do You Add A Banner During Characer Creation

    I'd like to add the option to pick a banner during character creation to a background other then An impoverished noble., is this possible- if so what is the process? - Ryan Paul Fialcowitz
  14. Player Faction Specific Units

    SPD_Phoenix 说:
    Lords still get their main bulk of troops from the auto reinforcement. In order to use the auto reinforcement, you need to create new party templates for your faction. With just 3 troops, I don't know if that will be enough.

    1.) What is auto reinforcement? If I don't mess with the lords recruitment how will their recruitment work?

    2.) I'm now only using two custom troops. What problems could this cause? I can't think of a fast easy way to test whether or not lords/vassals are recruiting the custom units so if problems are likely I'll probably just leave it as is. . .

    Again, thanks for all your help.

    - Ryan Paul Fialcowitz
  15. Player Faction Specific Units

    SPD_Phoenix 说:
    The error won't effect anything. I edit the post and took out that line. It isn't necessary.

    Wait for at least 3 days for the game to refresh the volunteer, then report back.

    NICE! THANK YOU! It is finally working. I think the thing was the three days. I just tested it without waiting and it didn't work but if you wait it does. Not a big deal since without cheating I won't be taking a castle in under three days.

    Laslty, I'm assuming this script doesn't affect Lord/Vassals. How much of pain would it be to add this functunality? If I leave it as how will their recruiting work?

    Many thanks- you really came through.

    - Ryan Paul Fialcowitz
  16. Player Faction Specific Units

    When compiling I get:
    WARNING: Local variable never used: center_owner at update_volunteer_troops_in_village

    I then started a new game and cheated to conquer a castle and the village that I got did not give me the unit I had made.

    Any ideas?

    - Ryan Paul Fialcowitz
  17. Player Faction Specific Units

    SPD_Phoenix 说:
    You will have to supply me with how you get your troop into the game, how you set up player faction, what is the troop name,....

    1.) I have yet to get my troops into the game, kinda the point of the thread. . . I know how to add troops via the background questions during character creation but I would really rather not go that route.

    2.) I have done nothing with regards to the player faction.

    3.) I have now have three troops. The base is trp_caldorianinfantry and the two upgrades are trp_caldorianarcher and trp_caldoriancalvary.

    - Ryan Paul Fialcowitz
  18. Player Faction Specific Units

    SPD_Phoenix 说:
    Does not support player faction custom troops.

    Getting custom troops into the game is what this whole thread is about. I'd prefer that I get them from recuiting in villages, but I'm open to other options. I have made two new troops in Mount & Blade - Warband Mod Tools, a base unit and an upgrade unit. All I need is someway to recruit them from within the game. Do you know how to do this? If so can you please provide detailed instructions as I know NOTHING about coding. I sincerely appreciate your help as well as everyone elses.

    - Ryan Paul Fialcowitz
  19. Player Faction Specific Units

    I've tried to follow the instructions here:
    http://forums.taleworlds.com/index.php/topic,111689.0.html

    There was no error whilst turning them into text files but I saw no effect in game.

    I then tried to follow the instructions here:
    http://forums.taleworlds.com/index.php/topic,117487.msg2833603.html#msg2833603

    But the scripts are scattered and hard to follow and there were many errors during the conversion.

    Obviously people have gotten this to work. Can we get a tutorial on how to do this that is clear or better yet could someone just post the completed files?

    - Ryan Paul Fialcowitz
  20. NameError When Editing Background Questions

    I'm trying to add some new options in the character creation process when you're asked questions about your past. For example: ("peddler",[],"A goods peddler.",[         (assign,"$background_answer_3",cb3_peddler),       (str_store_string,s14,"@{reg3?daughter:man}"),      ...
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