Adding Armors.

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Trueman.

Recruit
Hi.
I've asked this question before, but no one has been entirely clairvoyant on how to do this, I apologize for the repetition.
So here's my question/request:
Can anyone provide a step by step guide on how to add the black armor from the Sword of Damocles to this mod? I know there are a lot of guides but they all assume we have some prior knowledge so we only need the basic tutorial, and to be honest, I know next to nothing about modding this game.
Or alternatively; would someone please provide the modded files with the black armor in the game so I could copy paste it in my game's folder, if that's possible.
I already have permission from the Sword of Damocles mod makers to use their armor for my own personal use only, as I don't plan on redistributing it or anything.
Thank you.
EDIT: I would also appreciate it if the matching horse would be added into the game as well. Thank you.
 
Step 1: Copy the BRF that has the armour you're looking to add, and paste it into the mod resources folder. Find all the textures related to that armour and copy them into the mod textures folder.

Step 2: From there, go to module.ini and add at the bottom of the list that says "load_mod_resource =, add the name of your BRF (the exact name of the BRF you want to add here. If it's capitalised, make sure it's capitalised here. Eg: your BRF is "My_Armour1.brf" write load_mod_resource = My_Armour1).

If you want to go the legit way of modding, then read this post: http://forums.taleworlds.com/index.php?topic=240255.0 to learn how to set up the module system properly on your computer.

Step 3: After that, once you have the module system set up, open the Brytenwalda module system file titled "module_items.py" with something like Notepad++. Find an armour entry in there and copy it, and then search for "items_end" and paste what you copied above that. Then change the attributes to what you want.

Eg from native.
["lamellar_vest", "Lamellar Vest", [("lamellar_vest_a",0)],  itp_type_body_armor |itp_civilian |itp_covers_legs ,0, 863 , weight (18) |abundance(100) |head_armor(0) |body_armor(40) |leg_armor(8) |difficulty(7) ,imodbits_cloth ],


Blue is the itemID, I find it's best to keep it the same as the mesh name.
Green is the name you want it to display in game.
Purple is the name of the mesh of the armour referenced in the BRF.
Red are the stats of the armour (the very first one with the number 863 is the cost of the armour).
Teal is a modifier for constants. imodbits_cloth for example would give that armour if it appears in game a "tattered" "ragged" "sturdy" "thick" or "hardened" modifier. There's a bunch of different ones that you can use depending on what your armour is made of, or if it's a weapon, etc, but they should all appear at the top of module_items.py so look at them for reference.

Step 4: Once you're done, save it and then go back to the Brytenwalda module system folder, double click "build_module.bat" and if you've done everything right it should compile it into the folder you've set up after following Lumos' guide to setting up the Module system. From there you're on your way to modding (this is honestly the most powerful way of doing things since you can continually add items and not really worry about getting into problems). Though obviously if you're using a submod, you'll have to tweak additional text files after and that's usually a pain in the ass.

There's other guides out there on how to add armours via text editing, and they're all pretty easy and basic, so you should be able to follow them if that's what you want to do, but I don't really advocate text editing. Much better to learn the module system. Once you do, it's addicting and you'll eventually start making your own mods.
 
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