Ramaraunt
This large OSP pack adds a bounty hunter guild outside Praven, which you can join and do quests. One of the quests requires you to cut off a brigand lord's head, which you need a model for. You can go ahead and grab the head model and texture from my Ultimate Combat OSP:
https://forums.taleworlds.com/index.php/topic,353860.0.html
You also need the scene for the bounty guild's courtyard. You can download it here:
https://drive.google.com/file/d/0B_rNU8P3lqBqM2RDcERsS1N0QWc/view?usp=sharing
Other than that, this is all code. It contains 1 quest so far, and it might be good for someone trying to learn how to make quests to do some digging around. Just add in the following:
You are free to use this code, as long as you give credit to Ramaraunt. If you use the head from the Ultimate Combat OSP, be sure to credit Thick1988 for the head.
https://forums.taleworlds.com/index.php/topic,353860.0.html
You also need the scene for the bounty guild's courtyard. You can download it here:
https://drive.google.com/file/d/0B_rNU8P3lqBqM2RDcERsS1N0QWc/view?usp=sharing
Other than that, this is all code. It contains 1 quest so far, and it might be good for someone trying to learn how to make quests to do some digging around. Just add in the following:
add this to module items at the bottom and compile
now add this to module_quests.py at the bottom and compile
Add this to troop slots in module_constants.py
module_constants under heroes_end = whatever
Now add this to module_scenes at the bottom
now add this to module troops under trp_desert_bandit and COMPILE
now add this to the end of module_troops.py and COMPILE
continued on next post... (ran out of room
)
插入代码块:
#head of wanted man RAMARAUNT ADD
["criminals_head","Wanted Criminal's Head", [("bloodystumps",0)], itp_always_loot, 0, 1,weight(40),imodbits_none],
now add this to module_quests.py at the bottom and compile
插入代码块:
#Ramaraunt Bounty Hunter Quests Begin
("dead_or_alive_party", "Capture or kill a fugitive!", qf_random_quest,
"{!}{s9} asked you to bring in a crimanal leading a party of {s15} around the village of {s16}, dead or alive. If he is brought back dead, the reward is {reg22}. If alive, its {reg23}."
),
("dead_or_alive_camp", "Capture or kill the fugitive hiding at an outlaw camp.", qf_random_quest,
"{!}{s9} asked you to raid an outlaw camp around {s13} and capture or kill the fugitive."
),
("dead_or_alive_village_fugitive", "Capture or kill the fugitive hiding in a village.", qf_random_quest,#Not Used Yet
"{!}{s9} asked you to capture or kill {s11}, who is hiding in {s12}."
),
#Ramaraunt Bounty Hunter Quests End
Add this to troop slots in module_constants.py
插入代码块:
slot_troop_is_in_bounty_hunter_guild = 146 #RAMARAUNT BOUNTY CAMP -1 = no, 1 = yes
module_constants under heroes_end = whatever
插入代码块:
#Ramaraunt ADD FOR BOUNTY QUESTS
chests_begin = "trp_household_possessions"
chests_end = "trp_temp_array_a"
#Ramaraunt END FOR BOUNTY QUESTS
#Ramaraunt ADD FOR BOUNTY QUESTS
bandit_fugitives_begin = "trp_desert_bandit_fugitive"
bandit_fugitives_end = "trp_black_khergit_horseman"
#Ramaraunt END FOR BOUNTY QUESTS
#Ramaraunt ADD Bounty Quests
bounty_quests_begin = "qst_dead_or_alive_party"
bounty_quests_end = "qst_quests_end"
bounty_quests_begin_2 = "qst_blank_quest_27"
bounty_quests_end_2 = "qst_blank_quest_27"
#Ramaraunt END
#Ramaraunt Add
bandit_spawns_begin = "p_plains_bandit_spawn_point_1"
bandit_spawns_end = "p_spawn_points_end"
fugitives_begin = "trp_desert_bandit_fugitive"
fugitives_end = "trp_fugitives_end"
#ramaraunt end
Now add this to module_scenes at the bottom
插入代码块:
#Ramaraunt ADD
("bounty_camp",sf_generate,"none", "none", (0,0),(120,120),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
["exit"],["bonus_chest_4"], "outer_terrain_plain"),
#Ramaraunt END
now add this to module troops under trp_desert_bandit and COMPILE
插入代码块:
#Ramaraunt Bounty Guild Quests Add
["desert_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_horse|tf_mounted,0,0,fac_outlaws,
[itm_criminals_head,itm_arrows_cav,itm_arabian_sword_a,itm_mace_4,itm_spear, itm_light_lance,itm_jarid,itm_nomad_bow,itm_short_bow,itm_jarid,itm_sarranid_elite_armor, itm_desert_turban, itm_turban,itm_leather_steppe_cap_b,itm_leather_covered_round_shield,itm_leather_covered_round_shield,itm_warhorse_sarranid],
def_attrib|level(35),wp(250),knows_riding_9|knows_horse_archery_8|knows_power_draw_8,sarranid_face_young_1, sarranid_face_old_2],
["taiga_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_ranged|tf_guarantee_horse,0,0,fac_outlaws,
[itm_criminals_head,itm_barbed_arrows,itm_sword_khergit_1,itm_mace_4,itm_spear, itm_light_lance,itm_war_bow,itm_jarid,itm_vaegir_war_mask,itm_hide_boots,itm_nomad_boots,itm_leather_covered_round_shield,itm_warhorse_steppe,itm_vaegir_elite_armor],
def_attrib|level(35),wp(250),knows_common|knows_power_draw_8|knows_horse_archery_8|knows_power_throw_8,vaegir_face_young_1, vaegir_face_old_2],
["steppe_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_horse|tf_guarantee_ranged|tf_mounted,0,0,fac_outlaws,
[itm_criminals_head,itm_barbed_arrows,itm_sword_khergit_1,itm_mace_4,itm_spear, itm_light_lance,itm_short_bow,itm_jarid,itm_khergit_cavalry_helmet,itm_khergit_elite_armor,itm_khergit_leather_boots,itm_leather_covered_round_shield,itm_leather_covered_round_shield,itm_warhorse_steppe],
def_attrib|level(35),wp(250),knows_riding_7|knows_horse_archery_8|knows_power_draw_8,khergit_face_young_1, khergit_face_old_2],
["sea_raider_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_outlaws,
[itm_criminals_head,itm_barbed_arrows,itm_sword_viking_3_long,itm_war_axe,itm_battle_axe,itm_tab_shield_round_e,itm_long_bow,itm_javelin,itm_throwing_axes,
itm_nordic_warlord_helmet,itm_cuir_bouilli,itm_mail_mittens,itm_iron_greaves],
def_attrib|level(35),wp(250),knows_ironflesh_10|knows_power_strike_7|knows_power_draw_7|knows_power_throw_7|knows_riding_1|knows_athletics_7,nord_face_young_1, nord_face_old_2],
["forest_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_armor|tf_guarantee_ranged|tf_guarantee_boots,0,0,fac_outlaws,
[itm_criminals_head,itm_bodkin_arrows,itm_great_axe,itm_war_axe,itm_iron_staff,itm_long_bow,itm_throwing_daggers,
itm_black_hood,itm_light_leather,itm_light_leather_boots,itm_leather_gloves],
def_attrib|level(35),wp(250),knows_common|knows_power_draw_7,knows_power_strike_7,knows_power_throw_5,swadian_face_young_1, swadian_face_old_2],
["mountain_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_armor|tf_guarantee_boots,0,0,fac_outlaws,
[itm_criminals_head,itm_bodkin_arrows,itm_sword_viking_3_long,itm_maul,itm_long_bow,itm_javelin,itm_tab_shield_pavise_d,
itm_full_helm,itm_cuir_bouilli,itm_mail_mittens,itm_mail_boots],
def_attrib|level(35),wp(250),knows_common|knows_power_draw_7,knows_power_strike_7,knows_athletics_7,rhodok_face_young_1, rhodok_face_old_2],
["brigand_fugitive","Wanted Criminal","Wanted Criminals",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_horse,0,0,fac_outlaws,
[itm_criminals_head,itm_bodkin_arrows,itm_sword_viking_3_long,itm_tab_shield_round_c,itm_long_bow,itm_leather_cap,itm_leather_jerkin,itm_nomad_boots,itm_saddle_horse],
def_attrib|level(35),wp(250),knows_common|knows_power_draw_7,knows_power_strike_7,knows_athletics_7,bandit_face1, bandit_face2],
["fugitives_end","_","_",tf_inactive,0,0,0,[],0,0,0,0],
#Ramaraunt Quests End
now add this to the end of module_troops.py and COMPILE
插入代码块:
# Bounty Hunter Camp RAMARAUNT ADD
["timothy_hires","Guildmaster Timothy Hires","Hires",tf_hero ,scn_bounty_camp|entry(10),reserved,fac_manhunters,[itm_mace_4,itm_nasal_helmet,itm_aketon_green,itm_aketon_green,itm_wrapping_boots],def_attrib|level(10),wp(50),knows_common,0x0000000fcc00210a46d45746cb2d47a9000000000009c8ab0000000000000000, bandit_face2],
["bastion_gray","Quartermaster Bastion Gray","Gray",tf_hero|tf_is_merchant,scn_bounty_camp|entry(9),reserved,fac_manhunters,[itm_mace_4,itm_nasal_helmet,itm_aketon_green,itm_aketon_green,itm_wrapping_boots],def_attrib|level(10),wp(50),knows_common,0x00000004bf086143259d061a9046e23500000000001db52c0000000000000000, bandit_face2],
["oger_ogerson","Guardsman Oger Ogerson","Ogerson",tf_hero,scn_bounty_camp|entry(8),reserved,fac_manhunters,[itm_maul,itm_nasal_helmet,itm_mail_shirt,itm_guard_helmet,itm_mail_boots],def_attrib|level(10),wp(50),knows_common,0x00000001b900459417940b58f27338f4000000000009d49c0000000000000000, bandit_face2],
["lilie_horsemaster","Stablehand Lilie Horsemaster","Horsemaster",tf_hero|tf_female,scn_bounty_camp|entry(7),reserved,fac_manhunters,[itm_mace_4,itm_nasal_helmet,itm_aketon_green,itm_aketon_green,itm_wrapping_boots],def_attrib|level(10),wp(50),knows_common,0x000000018600100153544dac6c763cc900000000000db3250000000000000000, bandit_face2],
["gary_swamley","Apprentice Gary Swamley","Swamley",tf_hero,scn_bounty_camp|entry(4),reserved,fac_manhunters,[itm_mace_4,itm_nasal_helmet,itm_aketon_green,itm_aketon_green,itm_wrapping_boots],def_attrib|level(10),wp(50),knows_common,0x000000018300620d2b5654ba64571a89000000000010c7250000000000000000, bandit_face2],
["olaf_hallbjorn","Guardsman Olaf Hallbjorn","Hallbjorn",tf_hero,scn_bounty_camp|entry(3),reserved,fac_manhunters,[itm_maul,itm_nasal_helmet,itm_mail_shirt,itm_guard_helmet,itm_mail_boots],def_attrib|level(10),wp(50),knows_common,0x00000001b7000049076b15b8a9b6325600000000001f76e30000000000000000, bandit_face2],
#RAMARAUNT END
continued on next post... (ran out of room
You are free to use this code, as long as you give credit to Ramaraunt. If you use the head from the Ultimate Combat OSP, be sure to credit Thick1988 for the head.
