Clean Slate Module Template?

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So, playing around with the module system and the unofficial editor, I'm starting to add factions, and after building module, it says max number of factions exceeded... so I start deleting the original factions that I'm not going to be using... then it gives all kinds of errors from other files looking for those factions, etc. Can we put together a set of all required files, with only the bare bones, to start a module from scratch? Nothing but what's required (hard wired factions, etc.) No troop types, no items, no parties, no towns. Anyone up to this? It would be a great resource for all modders.
 
hmm, i basically just did what you are saying i think
i didn't feel like replaceing everything as i went and dealing with constant errors, so i wiped out everything that wasn't hardcoded

just go through all the module_*.py files and erase everything that isn't hardcoded or important..
just make sure you back up the files first so you have something to reference when you go in to make your own stuff.
 
I'd love that project, and hopefully see it grow out to a more realistic M&B, in terms of combat that is, not neccesarily world map.
 
Meh, I'm still running into way too many errors... some of the hardcoded stuff refers to non-hardcoded stuff, and breaks when its not there... do you still have what you started with Raybur? Or any further advice?
 
The Unofficial Editor now has a "New" module option. This creates an minimal set of .txt files that still allows you to load the game. Map movement is a little iffy, but it does work.

If you wanted a set of python scripts that are clean, you could look at the new module the editor creates and come up with something.
 
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