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  1. Auhsalo

    Thorgrim's Map Editor v0.9.0 (Updated 20/06/2008)

    Thorgrim’s map editor was written for the original M&B game long before Warband. It checks for a viable version of the original M&B game to work with - the path link should be to your copy of M&B, not Warband. The workaround is to use Thorgrim’s with Warband even though it was never written for that purpose. Warband and M&B use the same format for map.txt, however even shared map icons have different id numbers in the two games, confusing Thorgrim’s.
    Hello, I'm trying to modify the original warband map, I want to create some islands or maybe another continent. However, the vertices are concentrated in calradia, and there are very few at the edges of the map, is there any way to add more vertices to the map?
  2. Auhsalo

    OSP Code Campaign [WIP] Way of the Sea - water travel -

    Sure friend :xf-cool: This is the link to the Slawomir of Aaarrghh thread for an icon pack, but at the bottom of the page, Janycz provides the code to add them.
    https://forums.taleworlds.com/index.php?threads/map-icons-pack.303947/
    this other link is to the NPC99 tutorial to create your own animated icons
    https://forums.taleworlds.com/index.php?threads/how-to-make-animated-map-icons-in-openbrf.376980/

    did you get it to work properly?
  3. Auhsalo

    SP Tutorial World Map Easily moving all fiefs on Thorgrim's map editor

    This is an unofficial tutorial on how to fix the issue of fiefs not cooperating on Thorgrim's Map editor.

    Earlier, I had asked the question,

    Thanks to Ikaguia, the area of the code was located that changed the type of icon that was assigned to the fief. So my question was answered, but I decided to take it a step further and solve the main issue that so many people complain about.

    Most of the villages cannot be selected and moved on Thorgrim's map editor. Well, this tutorial solves that issue, and I thought that I would just make a tutorial so hopefully nobody else will have to ask the same questions again!

    ALRIGHTY! Lets get to it!

    NOTE: This tutorial does not require the module system or python. Just the regular parties txt.

    Step 1. Go to your parties txt. file

    Once you have located this file, open it. You will need to scroll down a little ways to get to the files we want to look at. You will know you are in the correct area when you begin to see names of towns showing up like Sargoth or Jelkala.

    If you see castles or villages, just scroll up a little, we will deal with those soon enough!

    Step 2. Change the icon number.

    After each town name, you will see a bunch of numbers. You want to select the group that comes RIGHT AFTER the town name. For example when you look at Jelkala, the number right after it is 4219916. This is the ID for the icon you see for a lot of the towns including all of Swadia, Nords, and Rhodoks. If you have any experience on Morgrim's Map editor, you will know that this type of town is easily movable, without any issues. Also, just note that the snowy towns are movable as well, so you don't need to change those if you don't want.

    HOWEVER. You will notice that some towns have a different number, such as the Sarranid and Khergit towns. These towns cannot be moved, at least in my experience, without a lot of work. In fact, the Sarranid icons don't even HAVE icons on the editor, which is really really annoying. SO, to fix this, simply copy the ID behind Jelkala or any other fief of the same type, and replace the ID next to the towns you want to change. This will automatically switch their ID to the new type, and you will be able to freely move it on the editor!

    Step 3. Whew that was Easy, but wait. There's more!

    Another issue I and many others have experienced is the annoyingly small selecting area on the villages, which makes them nearly impossible to move, and once again, the sarranid villages aren't there at all. Well, we can fix this in just about the same way as we did the towns! This time, you HAVE to copy one of the villages with the SNOWY icon, which has proven to be movable. So, essentially do as we did before, and change each village to the snowy type, and they should all be movable once you access the map editor.

    Step 4. Changing them back.

    You literally just change them back to what they were before. To avoid any mistakes, make sure you save the code for each type of icon in case you forget and type the wrong number.

    WARNINGS: This is something that consistently happens that I cannot explain, but never fear, it won't be an issue. If you try to log onto an actual single player game, WITHOUT changing the fiefs back, the villages will automatically switch back to their original icon.

    SO WHAT DOES THIS MEAN?!
    It just means that you have to do the entire editing and fief moving BEFORE you log on. Simple as that. My suggestion is to copy the party file of the original as a back up, and also keep a back up of the changed file, so you will have both versions in case something bad happens.

    What is that you say? You want to add or remove a fief entirely? Well, in that case, I would suggest checking out this tutorial by xPearse. https://forums.taleworlds.com/index.php/topic,249781.0.html

    I would like to again, thanks Ikaguia for basically making this entire tutorial possible. He is the one who located the correct numbers to change.

    If you have issues, or if there is a mistake within the tutorial, feel free to reply with the issue and I will try to address it as soon as I can.

    Oh by the way, in case you have issues, here is a list of the different types of icons in the native fief list.
    (Not gonna include castles because all icons of this fief type are easily moved)

    Regular Town such as Jelkala: 4219916 (The type that you can move easily)

    Snowy Towns such as Curaw: 4219938 (Also movable, so you might as well not change it)

    Khergit Towns such as Tulga: 4219917 (You will need to edit this type to move it)

    Sarranid Towns like Shariz: 4219918 (The worst ones. Don't even have icon on editor :evil:)

    Snowy Villages like Mazen: 2114584 (When it comes to moving villages, this is what you want!)

    Regular Villages like Nomar: 2114575 (CAN WORK, but not usually, so I would change em)

    Sarranid Villages like Aab: 2114577 (These guys are invisible so you MUST change them)


    Thanks for reading this tutorial, I hoped it answered some questions! Happy Modding everyone!
    Thank you very much, friend. It was exactly what I was needing and looking for. You saved me.
  4. Auhsalo

    Native LSP World Map Map Icons Pack

    @ᚱᛟᛒᛟ, oh, I forgot to write about party template 'battlefield'. Just create in module_party_templates.py party template 'battlefield'.
    Sorry, friend. I did everything and it worked very well. Party icons and etc. But I couldn't understand how to create the party template 'battlefield' :c
  5. Auhsalo

    OSP Kit Campaign Trade with caravans

    Hello, I hope neutroceparus doesn't mind but I will answer you. The smiles are because of the forum. Generally, it's this that has a problem
    Python:
    8)
    that makes it problematic.
    So, when you see ": cool ", it is actually
    Python:
    8)
    Oh I see, thank you friend <3
  6. Auhsalo

    OSP Code Campaign [WIP] Way of the Sea - water travel -

    This is my favorite osp. Sea travel with boats is all I wanted. I broke my head all night trying to make it work, just to get to the end of the comments and notice that it was never finished :c sorry to necro
  7. Auhsalo

    OSP Kit Campaign Trade with caravans

    Wow, that's a very neat idea! Especially for those of us who think Native has a lot to give still. :grin:
    Hello Friend. I know my comment has nothing to do with the topic but I really wanted to ask you a question.
    Some OSP codes have smiles, when copied to .py files they are in codes, example ": cool:". And python doesn't recognize it. How to fix this?
    If you can help me I would be very happy.
    I'm sorry to the topic owner for putting my question here.
    I don't know if this is against any rules, I'm new here, but if it is, let me know and I delete my comment.
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