Search results for query: *

  1. imado552

    Modding Q&A [For Quick Questions and Answers]

    Hello everyone,
    Will Something like this effect performance? rather than just having helmets some kind of NPCs and troops will have something like this:
    WxW3VSb.png
    SiWnMfb.png
    A pre-made head with its own unique face in the mod.
    Will this affect the game performance in scenes/battles?

    PS: And for why I'm using this way, well... I don't want it to be randomized by the engine and This way will allow me to have a good-looking, customizable as I want faces in game
  2. imado552

    Modding Q&A [For Quick Questions and Answers]

    Ivkolya said:
    imado552 said:
    hello everyone, can someone tell me why I'm having this problem? despite getting everything right?
    guIFsFb.png
    And is there any solution to it?

    I look like your skin texture is missing, check if skin texture is in textures.brf and not just in textures folder. Is it happening with all skins or just this one?
    I have them in the texture_brf and it happens with only a few faces. That's what's confusing me, why only those few from the rest? especially when they are the same!
  3. imado552

    Modding Q&A [For Quick Questions and Answers]

    hello everyone, can someone tell me why I'm having this problem? despite getting everything right?
    guIFsFb.png
    And is there any solution to it?
  4. imado552

    Modding Q&A [For Quick Questions and Answers]

    What does this error mean?
    ....I mean I know its syntax problem but what does it mean here?
    Where is the syntax error here?
    and where it is in the code?
    Code:
    *** Warband Refined & Enhanced Compiler Kit (W.R.E.C.K.) version 1.0.0 ***
    Please report errors, problems and suggestions at http://lav.lomskih.net/wreck/
    
    Loading module... DONE.
    Loading plugins... DONE.
    Checking module syntax... FAILED.
    MODULE `skins` ERROR:
    failed to parse element #0
      failed to parse element #0
        illegal string parameter 'a': no matching variable or identifier
    
    
    COMPILATION FAILED.
    
    Displaying W.R.E.C.K. performance information.
    Use show_performance_data = False directive in module_info.py file to disable.
    
        2.390 sec spent to load module data.
        0.001 sec spent to load plugins.
        0.600 sec spent to check module syntax.
    
        >>> 2.992 sec total time spent. <<<
    
    Appuyez sur une touche pour continuer...
    Code:
    from compiler import *
    
    ####################################################################################################################
    #  Each skin record contains the following fields:
    #  1) Skin id: used for referencing skins.
    #  2) Skin flags. Not used yet. Should be 0.
    #  3) Body mesh.
    #  4) Calf mesh (left one).
    #  5) Hand mesh (left one).
    #  6) Head mesh.
    #  7) Face keys (list)
    #  8) List of hair meshes.
    #  9) List of beard meshes.
    # 10) List of hair textures.
    # 11) List of beard textures.
    # 12) List of face textures.
    # 13) List of voices.
    # 14) Skeleton name
    # 15) Scale (doesn't fully work yet)
    # 16) Blood particles 1 (do not add this if you wish to use the default particles)
    # 17) Blood particles 2 (do not add this if you wish to use the default particles)
    # 17) Face key constraints (do not add this if you do not wish to use it)
    ####################################################################################################################
    
    man_face_keys = [
    (240,0,-0.4,0.3, "Chin Size"), 
    (230,0,-0.4,0.8, "Chin Shape"), 
    (250,0,-0.25,0.55, "Chin Forward"), 
    (130,0,-0.5,1.0, "Jaw Width"),
    (210,0,-0.5,1.0, "Jaw Position"),
    #(120,0,-0.5,0.6, "Lower Lip"),
    #(110,0,-0.2,0.6, "Upper Lip"),
    (100,0,0.2,-0.2, "Mouth-Nose Distance"),
    (90,0,0.55,-0.55, "Mouth Width"),
    (20,0,0.6,-0.25, "Cheeks"),
    
    #(30,0,-0.3,0.3, "Nostril Size"),
    (60,0,0.25,-0.25, "Nose Height"),
    (40,0,-0.2,0.3, "Nose Width"),
    (70,0,-0.3,0.4, "Nose Size"),
    (50,0,0.2,-0.3, "Nose Shape"),
    (80,0,-0.3,0.65, "Nose Bridge"),
    
    (260,0,-0.6,0.5, "Cheek Bones"),
    (160,0,-0.2,0.25, "Eye Width"),
    (190,0,-0.25,0.15, "Eye to Eye Dist"),
    (170,0,-0.85,0.85, "Eye Shape"),
    (200,0,-0.3,0.7, "Eye Depth"),
    (180,0,-1.5,1.5, "Eyelids"),
    
    (160,0,1.3,-0.2, "Eyebrow Position"),
    (220,0,0.8,-0.8, "Eyebrow Height"),
    (220,0,-0.1,0.9, "Eyebrow Depth"),
    (210,0,-0.75,0.75, "Eyebrow Shape"),
    (10,0,-0.6,0.5, "Temple Width"),
    
    (270,0,-0.3,1.0, "Face Depth"),
    (150,0,-0.25,0.45, "Face Ratio"),
    (140,0,-0.4,0.5, "Face Width"),
    
    (280,0,1.0,1.0, "Post-Edit"),
    ]
    # Face width-Jaw width Temple width
    woman_face_keys = [
    (230,0,0.8,-1.0, "Chin Size"), 
    (220,0,-1.0,1.0, "Chin Shape"), 
    (10,0,-1.2,1.0, "Chin Forward"),
    (20,0, -0.6, 1.2, "Jaw Width"), 
    (40,0,-0.7,1.0, "Jaw Position"),
    (270,0,0.9,-0.9, "Mouth-Nose Distance"),
    (30,0,-0.5,1.0, "Mouth Width"),
    (50,0, -0.5,1.0, "Cheeks"),
    
    (60,0,-0.5,1.0, "Nose Height"),
    (70,0,-0.6,1.0, "Nose Width"),
    (80,0,1.5,-0.3, "Nose Size"),
    (240,0,-1.0,0.8, "Nose Shape"),
    (90,0, 0.0,1.1, "Nose Bridge"),
    
    (100,0,-0.5,1.5, "Cheek Bones"),
    (150,0,-0.4,1.0, "Eye Width"),
    (110,0,1.0,0.0, "Eye to Eye Dist"),
    (120,0,-0.2,1.0, "Eye Shape"),
    (130,0,-0.1,1.6, "Eye Depth"),
    (140,0,-0.2,1.0, "Eyelids"),
    
    
    (160,0,-0.2,1.2, "Eyebrow Position"),
    (170,0,-0.2,0.7, "Eyebrow Height"),
    (250,0,-0.4,0.9, "Eyebrow Depth"),
    (180,0,-1.5,1.2, "Eyebrow Shape"),
    (260,0,1.0,-0.7, "Temple Width"),
    
    (200,0,-0.5,1.0, "Face Depth"),
    (210,0,-0.5,0.9, "Face Ratio"),
    (190,0,-0.4,0.8, "Face Width"),
    
    (280,0,0.0,1.0, "Post-Edit"),
    ]
    # undead_face_keys = []
    
    
    chin_size = 0
    chin_shape = 1
    chin_forward = 2
    jaw_width = 3
    jaw_position = 4
    mouth_nose_distance = 5
    mouth_width = 6
    cheeks = 7
    nose_height = 8
    nose_width = 9
    nose_size = 10
    nose_shape = 11
    nose_bridge = 12
    cheek_bones = 13
    eye_width = 14
    eye_to_eye_dist = 15
    eye_shape = 16
    eye_depth = 17
    eyelids = 18
    eyebrow_position = 19
    eyebrow_height = 20
    eyebrow_depth = 21
    eyebrow_shape = 22
    temple_width = 23
    face_depth = 24
    face_ratio = 25
    face_width = 26
    
    comp_less_than = -1;
    comp_greater_than = 1;
    
    skins = [
      (
        "man", 0,
        "man_body", "man_calf_l", "m_handL",
        "male_head", man_face_keys,
        ["man_hair_s","man_hair_m","man_hair_n","man_hair_o", "man_hair_y10", "man_hair_y12","man_hair_p","man_hair_r","man_hair_q","man_hair_v","man_hair_t","man_hair_y6","man_hair_y3","man_hair_y7","man_hair_y9","man_hair_y11","man_hair_u","man_hair_y","man_hair_y2","man_hair_y4","man_hair_y5"], #man_hair_meshes
        ["beard_e","beard_d","beard_k","beard_l","beard_i","beard_j","beard_z","beard_m","beard_n","beard_y","beard_p","beard_o",   "beard_v", "beard_f", "beard_b", "beard_c","beard_t","beard_u","beard_r","beard_s","beard_a","beard_h","beard_g","beard_q"], #beard meshes 
        ["hair_blonde"], # hair textures
        ["beard_blonde"],# beard_materials
    	["man_hair_y7","man_hair_y5","man_hair_y8","man_hair_y10","man_hair_y12","man_hair_o","man_hair_y4","man_hair_r","man_hair_p","man_hair_3","man_hair_1","man_hair_2","man_hair_4","man_hair_5","man_hair_6","man_hair_7","man_hair_8","man_hair_9","man_hair_10","man_hair_11","man_hair_12","man_hair_13","man_hair_14","man_hair_15"],
        [("manface_young_2",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19]),
         ("manface_midage",0xffdfefe1,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c]),
         ("manface_young",0xffd0e0e0,["hair_blonde"],[0xff83301a, 0xff502a19, 0xff19100c, 0xff0c0d19]),     
    #     ("manface_old",0xffd0d0d0,["hair_white","hair_brunette","hair_red","hair_blonde"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
         ("manface_young_3",0xffdceded,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
         ("manface_7",0xffc0c8c8,["hair_blonde"],[0xff171313, 0xff007080c]),
         ("manface_midage_2",0xfde4c8d8,["hair_blonde"],[0xff502a19, 0xff19100c, 0xff0c0d19]),
         ("manface_rugged",0xffb0aab5,["hair_blonde"],[0xff171313, 0xff007080c]),
    	 ("manface_asian_1",0xffe0e8e8,["hair_blonde"],[0xff171313, 0xff007080c]),
    	 ("manface_asian_2",0xfde4c8d8,["hair_blonde"],[0xff171313, 0xff007080c]),
         ("manface_asian_3",0xffe3e8e1,["hair_blonde"],[0xff171313, 0xff007080c]),
    #     ("manface_young_4",0xffe0e8e8,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
         ("manface_asian_4",0xffe3e8e1,["hair_blonde"],[0xff171313, 0xff007080c]),
         ("manface_asian_5",0xffe3e8e1,["hair_blonde"],[0xff171313, 0xff007080c]),
    	 ("manface_asian_6",0xffbbb6ae,["hair_blonde"],[0xff171313, 0xff007080c]),
    	 ("manface_mideast1",0xffaeb0a6,["hair_blonde"],[0xff171313, 0xff007080c]),
    	 ("manface_mideast2",0xffd0c8c1,["hair_blonde"],[0xff171313, 0xff007080c]),
    	 ("manface_mideast3",0xffe0e8e8,["hair_blonde"],[0xff171313, 0xff007080c]),
         ("manface_black1",0xff87655c,["hair_blonde"],[0xff171313, 0xff007080c]),
    	 ("manface_black2",0xff5a342d,["hair_blonde"],[0xff171313, 0xff007080c]),
    	 ("manface_black3",0xff634d3e,["hair_blonde"],[0xff171313, 0xff007080c]),
    	 ("manface_white1",0xffe0e8e8,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c]),
    	 ("manface_white2",0xffe0e8e8,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]),
    	 ("manface_white3",0xffe0e8e8,["hair_blonde"],[0xff83301a, 0xff502a19, 0xff19100c, 0xff0c0d19]),
         ("manface_african",0xff807c8a,["hair_blonde"],[0xff120808, 0xff007080c]),     
    #     ("manface_old_2",0xffd5d5c5,["hair_white"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
         ], #man_face_textures,
        [(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_stun,"snd_man_stun"),(voice_victory,"snd_man_victory")], #voice sounds
        "skel_human", 1.0,
        psys.game_blood,psys.game_blood_2,
        [
    	 # [1.6, comp_greater_than, (1.0,eye_to_eye_dist), (1.0,temple_width)], #constraints: ex: 1.7 > (face_width + temple_width)
         # [0.6, comp_less_than, (1.0,eye_to_eye_dist), (1.0,temple_width)],  
         # [1.5, comp_greater_than, (1.0,face_ratio), (1.0,mouth_width)],  # face ratio and mouth to nose distance
         # [0.6, comp_greater_than, (-1.0,nose_width), (1.0,mouth_width)],  # nose height and mouth to nose distance
         # [-1.0, comp_less_than, (-1.0,nose_width), (1.0,mouth_width)],  # nose height and mouth to nose distance
         [1.7, comp_greater_than, (1.0,face_width), (1.0,temple_width)], #constraints: ex: 1.7 > (face_width + temple_width)
         [0.3, comp_less_than, (1.0,face_width), (1.0,temple_width)],
         [1.7, comp_greater_than, (1.0,face_width), (1.0,face_depth)],
         [0.3, comp_less_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
         [1.7, comp_greater_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
         [-0.7, comp_less_than, (1.0,nose_size), (-1.0,nose_shape)],
         [0.7, comp_greater_than, (1.0,nose_size), (-1.0,nose_shape)],
         [2.7, comp_greater_than, (1.0,chin_size), (1.0,mouth_nose_distance), (1.0,nose_height), (-1.0,face_width)],
         ]
      ),
      
      (
        "woman", skf_use_morph_key_10,
        "woman_body",  "woman_calf_l", "f_handL",
        "female_head", woman_face_keys,
    #    ["woman_hair_p","woman_hair_n","woman_hair_o","woman_hair_q","woman_hair_r","woman_hair_t","woman_hair_s"], #woman_hair_meshes
        ["woman_hair_1", "woman_hair_2", "woman_hair_3", "woman_hair_4", "woman_hair_5", "woman_hair_6", "woman_hair_7", "woman_hair_8", "woman_hair_9", "woman_hair_ren", "woman_hair_corean", "woman_hair_coolsims", "woman_hair_o", "woman_hair_q", "woman_hair_r", "woman_hair_t", "woman_hair_n"], #woman_hair_meshes
        [],
        ["hair_blonde"],# hair textures
        ["hair_blonde", "hair_red", "hair_brunette", "hair_black", "hair_white"], #hair textures
        [],
        [("womanface_young",0xffe3e8ef,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19, 0xff19100c]),
         ("womanface_b",0xffdfdfdf,["hair_blonde"],[0xffa5481f, 0xff502a19, 0xff19100c, 0xff0c0d19]),
         ("womanface_a",0xffe8dfe5,["hair_blonde"],[0xff502a19, 0xff19100c, 0xff0c0d19]),
         ("womanface_brown",0xffaf9f7e,["hair_blonde"],[0xff19100c, 0xff0c0d19, 0xff007080c]),
         ("womanface_african",0xff808080,["hair_blonde"],[0xff120808, 0xff007080c]),
    #     ("womanface_midage",0xffe5eaf0,["hair_black","hair_brunette","hair_red","hair_white"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
         ("womanface_asian_1",0xffaf9f7e,["hair_blonde"],[0xff0c0d19, 0xff007080c]),
         ("womanface_asian_2",0xffe3e8ef,["hair_blonde"],[0xff0c0d19, 0xff007080c]),
         ("womanface_asian_3",0xffdfdfdf,["hair_blonde"],[0xff0c0d19, 0xff007080c]),
         ("womanface_asian_4",0xffe3e8ef,["hair_blonde"],[0xff0c0d19, 0xff007080c]),
         ],#woman_face_textures
        [(voice_die,"snd_woman_die"),(voice_hit,"snd_woman_hit"),(voice_yell,"snd_woman_yell")], #voice sounds
        "skel_human", 1.0,
        psys.game_blood,psys.game_blood_2,
      ),
      
    ##  (
    ##    "undead", 0,
    ##    "undead_body", "undead_calf_l", "undead_handL",
    ##    "undead_head", undead_face_keys,
    ##    [],
    ##    [],
    ##    [],
    ##    [],
    ##    [("undeadface_a",0xffffffff,[]),
    ##     ("undeadface_b",0xffcaffc0,[]),
    ##     ], #undead_face_textures
    ##    [], #voice sounds
    ##    "skel_human", 1.0,
    ##  ),
    ]
  5. imado552

    Modding Q&A [For Quick Questions and Answers]

    just a question, what's the name of the campaign map roads textures?
    I want to change the roads textures, but I couldn't find their texture, what is the name of the texture?
    thanks in advance!
    Edit: Never mind, I found it by changing textures related to the campaign map one by one.
  6. imado552

    Modding Q&A [For Quick Questions and Answers]

    Totenkopf900 said:
    Then you better use a regular troop instead, create the faces, add them at the start of module troops just like the other face codes and put it in those troops.
    You know, I can do all of this stuff.
    I did it for my clans' troops.
    It's so simple, yet I didn't think of it.....
    Oh my stupidity XD
    Thanks, Dude!

    Edit: Is there a limit on banners?
    I mean I only had 20 clans added so far, not the original 53. And I already have problems with banners lol just check below!
    Code:
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
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     ERROR: Not enough banners for heroes!
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     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
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     ERROR: Not enough banners for heroes!
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     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
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     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
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     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
     ERROR: Not enough banners for heroes!
    ...
    Its really....really...very long
    He Will get his own banner! The Special only Bandits hideout banner!
    ah3BKiU.png

    EEDIT: Another question: Will removing villagers parties from the map to reduce the game stutters and lag affect the economy? after all they go to towns to drop their villages productions?
    And what will happen if I removed the bandits' parties as well? What will it effect?
    Hope you can answer me, thanks!
  7. imado552

    Modding Q&A [For Quick Questions and Answers]

    Totenkopf900 said:
    imado552 said:
    Totenkopf900 said:
    The face code will be exactly how you created it, in the case of heroes, I am not sure if their faces can be randomized, my guess would be that no tho.
    Ah I see, because of this code below I thought they can be randomized
    ["kingdom_1_lord",  "Akamatsu Yoshisuke",  "Yoshisuke",    tf_hero, 0,reserved, fac.kingdom_1,  [], lord_attrib, wpex(250,310,290,50,50,50),  knows_lord_1, 0x0000000e2c0c028a068e8c18557b12a500000000001c0fe80000000000000000, samurai_face_old_1 ],
    maybe using samurai_face_old_2 in place of the code?
    can it work?

    What's the point on having a lord with a random face? Aren't they supposed to stand out from regular troops?
    Well...how can I explain this?
    What I want to create is not a Lord but a simple NPC like town_walkers NPCs But I want him to have a random face with a specific haircut and beard, so when I place some of them together they won't look the same doing their animation, but all of them will look old.....And I thought that this can only be done if they were a hero_troop type.
  8. imado552

    Modding Q&A [For Quick Questions and Answers]

    Totenkopf900 said:
    The face code will be exactly how you created it, in the case of heroes, I am not sure if their faces can be randomized, my guess would be that no tho.
    Ah I see, because of this code below I thought they can be randomized
    ["kingdom_1_lord",  "Akamatsu Yoshisuke",  "Yoshisuke",    tf_hero, 0,reserved, fac.kingdom_1,  [], lord_attrib, wpex(250,310,290,50,50,50),  knows_lord_1, 0x0000000e2c0c028a068e8c18557b12a500000000001c0fe80000000000000000, samurai_face_old_1 ],
    maybe using samurai_face_old_2 in place of the code?
    can it work?
  9. imado552

    Modding Q&A [For Quick Questions and Answers]

    Totenkopf900 said:
    Just create a facecode in the game, then copy it and put it in the desired troop, unique faces only works for heroes AFAIK.
    Will this unique code has the beard and hair assigned to it?
    and can a hero's face code be generated like between three or four face codes?
  10. imado552

    Modding Q&A [For Quick Questions and Answers]

    Hi Everyone!!
    Is there any way to have a certain NPC-troop have a specific type of hair and beard?
    I don't want them to have a random type of hair and beard like for normal troops?
    And if yes can we mess with the colour? like for old NPCs that will need white beard and hair?
    Thanks in advance!!!!
  11. imado552

    Modding Q&A [For Quick Questions and Answers]

    Somebody said:
    Are you sure it's the walkers and not the guard troops that use slot_faction_tier_x_troops?
    ??
    I don't use slot_faction_tier_x_troops at all
    I use slot_faction_guards/castle_guards
    for the guards which works perfectly!
    my problem is not being able to get the walker to work other than the town centre scene....because of this invalid troops id error

    Edit: Another question, is there a way to allow one type of troop to have many types of dialogues which he/she will use randomly? how do I do that? and is there something I can see to learn?
  12. imado552

    Modding Q&A [For Quick Questions and Answers]

    what are all of the related scripts to town walkers spawning other than
    Code:
      # script.center_set_walker_to_type
      # script.center_remove_walker_type_from_walkers
      # script.cf_center_get_free_walker
      # script.init_town_walkers
      # script.init_town_agent
      # script.init_town_walker_agents
    Since I'm still getting an invalid troop error!
    @@@@ This, I checked every related script, the above. created the related constants troops everything screw it, I get invalid troop error and if I'm lucky for my game to not crash, I get to see two troops spawned in my entry points one a farmer who speaks like a guard and the other is a temp troop who wants to fight with me hell! I can't even fight him to vent my frustration!!
    Please Help me! GOD!!
  13. imado552

    Modding Q&A [For Quick Questions and Answers]

    Ruthven said:
    Make sure that all sub-meshes have the same number of LODs. You can just exclude .lod1 and maybe .lod2 if you want them to have full detail from further away. You could also rename them if, say, you want to use the .lod1 quality from .lod3 distance.
    I had them all with the same number, so I guess if I want them to have let's say some details from afar but while near them they have the full details, I should keep only .lod3 and .lod4?
  14. imado552

    Modding Q&A [For Quick Questions and Answers]

    so I heard that Lods are good when trying to improve performance in scenes--big scenes-- as the scene prop will change to its lod when player is a certain distance from it, is it true?
    and if so what about building that are devided to many parts? should I make lods for all of the parts?
    Code:
    wots_c_c2_keep_1, 
    wots_c_c2_keep_1.lod1, 
    wots_c_c2_keep_1.lod2, 
    wots_c_c2_keep_1.1, 
    wots_c_c2_keep_1.lod1.1,
    wots_c_c2_keep_1.lod2.1, 
    wots_c_c2_keep_1.2, 
    wots_c_c2_keep_1.lod1.2, 
    wots_c_c2_keep_1.lod2.2, 
    wots_c_c2_keep_1.3, 
    wots_c_c2_keep_1.lod1.3, 
    wots_c_c2_keep_1.lod2.3, 
    wots_c_c2_keep_1.4, 
    wots_c_c2_keep_1.lod1.4, 
    wots_c_c2_keep_1.lod2.4, 
    wots_c_c2_keep_1.5, 
    wots_c_c2_keep_1.lod1.5, 
    wots_c_c2_keep_1.lod2.5, 
    wots_c_c2_keep_1.6, 
    wots_c_c2_keep_1.lod1.6, 
    wots_c_c2_keep_1.lod2.6, 
    wots_c_c2_keep_1.7, 
    wots_c_c2_keep_1.lod1.7, 
    wots_c_c2_keep_1.lod2.7
    Or is this better?
    Code:
    wots_c_c2_keep_1, 
    wots_c_c2_keep_1.1, 
    wots_c_c2_keep_1.2, 
    wots_c_c2_keep_1.3, 
    wots_c_c2_keep_1.4, 
    wots_c_c2_keep_1.5, 
    wots_c_c2_keep_1.6, 
    wots_c_c2_keep_1.7
    Never mind thing will get so messed up that you will only see lods and you have to stick to the buildings walls for them to desippear and the original prop to come again, true the scene is superb without much lag but just damn....
    is there a way to change the distance from player where the lods will appear and desippear?
  15. imado552

    Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    imado552 said:
    Where is the problem here?
    Code:
     At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 10400; LINE NO: 6:
    your code is getting invalid values for the troop ID, unless you have 10400+ troops on your module (check the error message for the info)
    This invalid id is confusing me since my troop's id doesn't even reach 1300+ with all of the multi troops. So I'm confused why the troop Id is invalid
    And my troop was added just after walker_end troop
  16. imado552

    Modding Q&A [For Quick Questions and Answers]

    so just I created a script by copy-pasting init_town_walker script and modifying it for both the town castle interior and the normal castle_centers
    Code:
    ##wots_modifications
      # script.init_castle_walkers
      # Input: none
      # Output: none
      ("init_castle_walkers",
      [
        (try_begin),
          # (eq, "$town_nighttime", 0),
          (try_for_range, ":walker_no", 0, num_castle_walkers),
            (store_add, ":troop_slot", slot_center_walker_0_troop, ":walker_no"),
            (party_get_slot, ":walker_troop_id", "$current_town", ":troop_slot"),
            (gt, ":walker_troop_id", 0),
            (store_add, ":entry_no", castle_walker_entries_start, ":walker_no"),
            (set_visitor, ":entry_no", ":walker_troop_id"),
          (try_end),  
        (try_end),  
      ]),
    
    ##wots_modifications 
    added the related constant and other stuff but when I enter a scene I get these bunch of errors, without even using the related entry points
    Code:
     SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 7981; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 10400; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 14173; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 23503; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 7823; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 2154; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 8121; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 11581; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. Entry points for scene 77 : 0 32 33 16 35 34 37 36 39 38 40 41 42 43 45 44 47 49 50 70 69 48 68 67 66 65 64 63 62 61 60 59 58 57 46 56 55 54 53 52 51 72 71 78 77 76 75 73 74 80 79 
    Total entry points for scene 77 : 51 
     SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 7981; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 10400; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 14173; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 23503; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 7823; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 2154; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 8121; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers. SCRIPT ERROR ON OPCODE 1263: Invalid Troop ID: 11581; LINE NO: 6: 
     At script: init_castle_walkers. At script: init_castle_walkers. At script: init_castle_walkers.
    It keeps saying invalid troop id, but where?
    Code:
    castle_walkers_begin = "trp_castle_walker_1"
    castle_walkers_end = "trp_castle_walker_dummy"
    
    c_walkers_begin = castle_walkers_begin
    c_walkers_end   = castle_walkers_end
    Code:
    #wots_modifications
    ["castle_walker_1","Servant","Servants",tf_guarantee_boots|tf_guarantee_armor,0,0,fac.commoners,[itm.short_tunic,itm.linen_tunic,itm.fur_coat,itm.coarse_tunic,itm.tabard,itm.leather_vest,itm.arena_tunic_white,itm.leather_apron,itm.shirt,itm.arena_tunic_green,itm.arena_tunic_blue,itm.woolen_hose,itm.nomad_boots,itm.blue_hose,itm.hide_boots,itm.ankle_boots,itm.leather_boots,itm.fur_hat,itm.leather_cap,itm.straw_hat,itm.felt_hat],def_attrib|level(4),wp(60),knows_common,man_face_young_1,man_face_old_2],
    ["castle_walker_2","Maid","Maids",tf_female|tf_guarantee_boots|tf_guarantee_armor,0,0,fac.commoners,[itm.blue_dress,itm.dress,itm.woolen_dress,itm.peasant_dress,itm.woolen_hose,itm.blue_hose,itm.wimple_a,itm.wimple_with_veil,itm.female_hood],def_attrib|level(2),wp(40),knows_common,woman_face_1,woman_face_2],
    ["castle_walker_dummy","Dummy","Dummies",tf_female|tf_guarantee_boots|tf_guarantee_armor,0,0,fac.commoners,[itm.blue_dress,itm.dress,itm.woolen_dress,itm.peasant_dress,itm.woolen_hose,itm.blue_hose,itm.wimple_a,itm.wimple_with_veil,itm.female_hood],def_attrib|level(2),wp(40),knows_common,woman_face_1,woman_face_2],
    #wots_modifications
    Where is the problem here?
  17. imado552

    Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    depends on what they do of course, so there is no right answer here
    Well, mine so far don't anything much other than adding more agents or npcs to scenes and some horses. so does that mean they won't have that much of an effect?
    kalarhan said:
    add the logic on the spawn script to choose another troop
    Edit: Fixed thanks!
  18. imado552

    Modding Q&A [For Quick Questions and Answers]

    just a question, does having many mission_templates used upon entering a scene affect the performance?
    Like I have different ones, each with a specific type of NPCs that uses specific animations.
    example below:
    Code:
    ...
    ...
    ...
    #imad_agent_spawn begin
    imad_agent_spawn = (
    	ti_on_agent_spawn,1,0,[
    		(eq, "$talk_context", tc_court_talk),
    		(store_trigger_param_1,":agent"),
            # (store_script_param_1, ":center_no"),
    		(agent_get_troop_id,":troop",":agent"),
             # (store_faction_of_party, ":center_faction", ":center_no"),
             # (faction_get_slot, ":troop", ":center_faction", slot_faction_guard_troop),
              (le, ":troop", 0),
              (assign, ":troop", "trp_castle_guard"),
    	 	 (try_begin),
    			(try_begin),
                    # (agent_get_wielded_item, ":cur_wielded_item", ":agent", 0),
                    # (neq, ":cur_wielded_item", "itm_omi_yari_3"),
                    # (agent_set_wielded_item, ":agent", "itm_omi_yari_3"),
    				# (agent_has_item_equipped,":agent","itm_katana_1"),
    				(agent_set_stand_animation, ":agent", "anim_wots_trainer_1"),
    				(agent_set_animation, ":agent", "anim_wots_trainer_1"),
    			(try_end),
    		 (try_end),
          (set_visitor, 32, ":troop"),
          (set_visitor, 33, ":troop"),
          (set_visitor, 34, ":troop"),
          (set_visitor, 35, ":troop"),
          (set_visitor, 36, ":troop"),
          (set_visitor, 37, ":troop"),
          (set_visitor, 38, ":troop"),
          (set_visitor, 39, ":troop"),
          (set_visitor, 40, ":troop"),
          (set_visitor, 41, ":troop"),
          (set_visitor, 42, ":troop"),
          (set_visitor, 43, ":troop"),
          (set_visitor, 44, ":troop"),
          (set_visitor, 45, ":troop"),
          (set_visitor, 46, ":troop"),
          (set_visitor, 47, ":troop"),
          (set_visitor, 48, ":troop"),
          (set_visitor, 49, ":troop"),
          (set_visitor, 50, ":troop"),
          (set_visitor, 51, ":troop"),
          (set_visitor, 52, ":troop"),
          (set_visitor, 53, ":troop"),
          (set_visitor, 54, ":troop"),
          (set_visitor, 55, ":troop"),
          (set_visitor, 56, ":troop"),
          (set_visitor, 57, ":troop"),
          (set_visitor, 58, ":troop"),
          (set_visitor, 59, ":troop"),
          (set_visitor, 60, ":troop"),
          (set_visitor, 61, ":troop"),
          (set_visitor, 62, ":troop"),
          (set_visitor, 63, ":troop"),
          (set_visitor, 64, ":troop"),
          (set_visitor, 65, ":troop"),
          (set_visitor, 66, ":troop"),
          (set_visitor, 67, ":troop"),
          (set_visitor, 68, ":troop"),
          (set_visitor, 69, ":troop"),
          (set_visitor, 70, ":troop"),
    	],[])
    #imad_agent_spawn end
    
    #imad_agent_spawn_o_sitting begin
    imad_agent_spawn_o_sitting = (
    	ti_on_agent_spawn,1,0,[
    		(eq, "$talk_context", tc_court_talk),
    		(store_trigger_param_1,":agent"),
            # (store_script_param_1, ":center_no"),
    		(agent_get_troop_id,":troop",":agent"),
             # (store_faction_of_party, ":center_faction", ":center_no"),
             # (faction_get_slot, ":troop", ":center_faction", slot_faction_guard_troop),
              (le, ":troop", 0),
              (assign, ":troop", "trp_old_man"),
    	 	 (try_begin),
    			(try_begin),
                    # (agent_get_wielded_item, ":cur_wielded_item", ":agent", 0),
                    # (neq, ":cur_wielded_item", "itm_omi_yari_3"),
                    # (agent_set_wielded_item, ":agent", "itm_omi_yari_3"),
    				# (agent_has_item_equipped,":agent","itm_katana_1"),
    				(agent_set_stand_animation, ":agent", "anim_wots_sitting_1"),
    				(agent_set_animation, ":agent", "anim_wots_sitting_1"),
    			(try_end),
    		 (try_end),
          (set_visitor, 100, ":troop"),
          (set_visitor, 101, ":troop"),
          (set_visitor, 102, ":troop"),
          (set_visitor, 103, ":troop"),
          (set_visitor, 104, ":troop"),
          (set_visitor, 105, ":troop"),
          (set_visitor, 106, ":troop"),
          (set_visitor, 107, ":troop"),
          (set_visitor, 108, ":troop"),
          (set_visitor, 109, ":troop"),
          (set_visitor, 110, ":troop"),
          (set_visitor, 111, ":troop"),
          (set_visitor, 112, ":troop"),
          (set_visitor, 113, ":troop"),
          (set_visitor, 114, ":troop"),
          (set_visitor, 115, ":troop"),
          (set_visitor, 116, ":troop"),
          (set_visitor, 117, ":troop"),
          (set_visitor, 118, ":troop"),
          (set_visitor, 119, ":troop"),
          (set_visitor, 120, ":troop"),
    	],[])
    #imad_agent_spawn_o_sitting end
    
    #imad_agent_spawn_center begin
    imad_agent_spawn_center = (
    	ti_on_agent_spawn,1,0,[
    		(eq, "$talk_context", tc_court_talk),
    		(store_trigger_param_1,":agent"),
            # (store_script_param_1, ":center_no"),
    		(agent_get_troop_id,":troop",":agent"),
             # (store_faction_of_party, ":center_faction", ":center_no"),
             # (faction_get_slot, ":troop", ":center_faction", slot_faction_guard_troop),
              (le, ":troop", 0),
              (assign, ":troop", "trp_castle_guard"),
    	 	 (try_begin),
    			(try_begin),
                    # (agent_get_wielded_item, ":cur_wielded_item", ":agent", 0),
                    # (neq, ":cur_wielded_item", "itm_omi_yari_3"),
                    # (agent_set_wielded_item, ":agent", "itm_omi_yari_3"),
    				# (agent_has_item_equipped,":agent","itm_katana_1"),
    				(agent_set_stand_animation, ":agent", "anim_wots_guard_1"),
    				(agent_set_animation, ":agent", "anim_wots_guard_1"),
    			(try_end),
    		 (try_end),
          (set_visitor, 50, ":troop"),
          (set_visitor, 51, ":troop"),
          (set_visitor, 52, ":troop"),
          (set_visitor, 53, ":troop"),
          (set_visitor, 54, ":troop"),
          (set_visitor, 55, ":troop"),
          (set_visitor, 56, ":troop"),
          (set_visitor, 57, ":troop"),
          (set_visitor, 58, ":troop"),
          (set_visitor, 59, ":troop"),
          (set_visitor, 60, ":troop"),
          (set_visitor, 61, ":troop"),
          (set_visitor, 62, ":troop"),
          (set_visitor, 63, ":troop"),
          (set_visitor, 64, ":troop"),
          (set_visitor, 65, ":troop"),
          (set_visitor, 66, ":troop"),
          (set_visitor, 67, ":troop"),
          (set_visitor, 68, ":troop"),
          (set_visitor, 69, ":troop"),
          (set_visitor, 70, ":troop"),
    	],[])
    #imad_agent_spawn_center end
    ...
    ...
    ...
    and is there is a way to improve the above?
    and another question, how can I make the statistic "trp_castle_guard" replaced with the town/castle owner, faction guards?
    Another questio, where can I find the part in script, that decide which entry points the town walkers uses? I looked in their specific code but found nothing.
    Thanks in advance!
  19. imado552

    Modding Q&A [For Quick Questions and Answers]

    managed to make it using only "module_mission_templates"
    Code:
    #imad_agent_spawn begin
    imad_agent_spawn = (
    	ti_on_agent_spawn,1,0,[
    		(eq, "$talk_context", tc_court_talk),
    		(store_trigger_param_1,":agent"),
    		(agent_get_troop_id,":troop",":agent"),
              (le, ":troop", 0),
              (assign, ":troop", "trp_castle_guard"),
    	 	 (try_begin),
    			(try_begin),
    				(agent_set_stand_animation, ":agent", "anim_stand_man"),
    				(agent_set_animation, ":agent", "anim_stand_man"),
    			(try_end),
    		 (try_end),
          (set_visitor, 32, ":troop"),
          (set_visitor, 33, ":troop"),
          (set_visitor, 34, ":troop"),
          (set_visitor, 35, ":troop"),
          (set_visitor, 36, ":troop"),
          (set_visitor, 37, ":troop"),
          (set_visitor, 38, ":troop"),
          (set_visitor, 39, ":troop"),
          (set_visitor, 40, ":troop"),
          (set_visitor, 41, ":troop"),
          (set_visitor, 42, ":troop"),
          (set_visitor, 43, ":troop"),
          (set_visitor, 44, ":troop"),
          (set_visitor, 45, ":troop"),
          (set_visitor, 46, ":troop"),
          (set_visitor, 47, ":troop"),
          (set_visitor, 48, ":troop"),
          (set_visitor, 49, ":troop"),
          (set_visitor, 50, ":troop"),
    	],[])
    #imad_agent_spawn end
    They wear their equipments without any error,
    in the same time I removed the spawning option from module_script so no entry 6 and 7 reserved for factions guards since it will not look good for me,
    now all I'm left with is to make them depend on the faction ruling that place
    HNK16yw.jpg

    yJbsCsp.jpg
    kalarhan said:
    first check your mission template, did you include the spawn records for the new entry points?

    remember that spawn record ID is not the same as entry point ID
    What do you mean by that ?
    kalarhan said:
    Then check your override flags.
    I checked and everything is ok.

    here is my mission_template code
    Code:
    		#imad_agent_spawn begin
         # (32,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),#32
         (32,mtef_visitor_source,af_override_horse,0,1,[]),#32
         (33,mtef_visitor_source,af_override_horse,0,1,[]),#33
         (34,mtef_visitor_source,af_override_horse,0,1,[]),#34
         (35,mtef_visitor_source,af_override_horse,0,1,[]),#35
         (36,mtef_visitor_source,af_override_horse,0,1,[]),#36
         (37,mtef_visitor_source,af_override_horse,0,1,[]),#37
         (38,mtef_visitor_source,af_override_horse,0,1,[]),#38
         (39,mtef_visitor_source,af_override_horse,0,1,[]),#39
         (40,mtef_visitor_source,af_override_horse,0,1,[]),#40
         (41,mtef_visitor_source,af_override_horse,0,1,[]),#41
         (42,mtef_visitor_source,af_override_horse,0,1,[]),#42
         (43,mtef_visitor_source,af_override_horse,0,1,[]),#43
         (44,mtef_visitor_source,af_override_horse,0,1,[]),#44
         (45,mtef_visitor_source,af_override_horse,0,1,[]),#45
         (46,mtef_visitor_source,af_override_horse,0,1,[]),#46
         (47,mtef_visitor_source,af_override_horse,0,1,[]),#47
         (48,mtef_visitor_source,af_override_horse,0,1,[]),#48
         (49,mtef_visitor_source,af_override_horse,0,1,[]),#49
         (50,mtef_visitor_source,af_override_horse,0,1,[]),#50
  20. imado552

    Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    imado552 said:
    Did I do something wrong? messed up something?

    yeap. But first review the operations you used on header_operations.py, as you have a few bugs in there that should be easy to spot once you read the documentation.
    I checked, found some mistakes, fixed them= got more problems-->abondoned the idea of using mission_templates, checked how the guards in town_castle scene spawn, read the scripts, messed with it, managed to spawn my men \^.^/
    a5ZMIyN.jpg
    but the problem is they don't equipe their equipments, I don't know why, tried to use "troop_equip_items" but nothing happen here is the code I messed with to my liking!
    Code:
    ...
      ("enter_court",
        [
          (store_script_param_1, ":center_no"),
          
          (assign, "$talk_context", tc_court_talk),
    
          (set_jump_mission,"mt_visit_town_castle"),
             
          (mission_tpl_entry_clear_override_items, "mt_visit_town_castle", 0),
          #(mission_tpl_entry_set_override_flags, "mt_visit_town_castle", 0, af_override_all),
          
          (party_get_slot, ":castle_scene", ":center_no", slot_town_castle),
          (modify_visitors_at_site,":castle_scene"),
          (reset_visitors),
          #Adding guards
          (store_faction_of_party, ":center_faction", ":center_no"),
          # (faction_get_slot, ":guard_troop", ":center_faction", slot_faction_guard_troop),
        
          (try_begin),
    	   (assign,":guard_troop","trp_castle_guard"),
           (troop_equip_items,"trp_castle_guard"),
          (try_end),
          (set_visitor, 6, ":guard_troop"),
          (set_visitor, 7, ":guard_troop"),
    	  (set_visitor, 32, ":guard_troop"),
          (set_visitor, 33, ":guard_troop"),
          (set_visitor, 34, ":guard_troop"),
          (set_visitor, 35, ":guard_troop"),
          (set_visitor, 36, ":guard_troop"),
          (set_visitor, 37, ":guard_troop"),
          (set_visitor, 38, ":guard_troop"),
          (set_visitor, 39, ":guard_troop"),
          (set_visitor, 40, ":guard_troop"),
          (set_visitor, 41, ":guard_troop"),
          (set_visitor, 42, ":guard_troop"),
          (set_visitor, 43, ":guard_troop"),
          (set_visitor, 44, ":guard_troop"),
          (set_visitor, 45, ":guard_troop"),
          (set_visitor, 46, ":guard_troop"),
          (set_visitor, 47, ":guard_troop"),
          (set_visitor, 48, ":guard_troop"),
          (set_visitor, 49, ":guard_troop"),
          (set_visitor, 50, ":guard_troop"), 
    ....
    Did I miss something?again? What did I do wrong here, I'm drugged with cofee O.O because of this! so help me out
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