markfamily said:Exporting scripts...
WARNING: Local variable never used: kingdom_7_banners_begin, at: game_start
Look up the last step of this guide: http://forums.taleworlds.com/index.php/topic,128647.0.htmlᚱᛟᛒᛟ said:Could you give an already existing castle to a new faction. I'm creating a faction that originates from Praven and Swadia is holding it at the start and I'm just wondering if its possible
Initializing...
Compiling all global variables...
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Traceback (most recent call last):
File "process_parties.py", line 69, in <module>
save_parties(parties)
File "process_parties.py", line 47, in save_parties
file.write("%f %f 0.0 "%position)
TypeError: not all arguments converted during string formatting
Exporting quest data...
Exporting info_page data...
Exporting scripts...
Exporting mission_template data...
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...
WARNING: Global variable never used: g_presentation_battle_active
Exporting postfx_params...
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Script processing has ended.
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include your new faction on module_factions.py
run build_module.bat
use the faction on other files. Do not use it until you have compiled the code
--> if you forgot to do it... open file ID_factions.py and include it there manually (this once). Increase the number (ID), it must be a increment of 1 in each line
Code:fac_player_supporters_faction = 14 fac_kingdom_1 = 15 fac_kingdom_2 = 16 fac_kingdom_3 = 17 fac_kingdom_4 = 18 fac_kingdom_5 = 19 fac_kingdom_6 = 20 # your new factions should be here!!!!!!!! fac_kingdoms_end = 21
I corrected the error. if you received the same error do the following
module_presentations
Call it
(troop_set_slot, "trp_temp_array_b", 3, factions[fac_kingdom_6][6]),
change that text like that
(troop_set_slot, "trp_temp_array_b", 3, factions[fac_kingdom_6][6]),
(troop_set_slot, "trp_temp_array_b", 4, factions[fac_kingdom_5][6]),
(troop_set_slot, "trp_temp_array_b", 5, factions[fac_kingdom_4][6]),
(troop_set_slot, "trp_temp_array_b", 6, factions[fac_kingdom_3][6]),
(troop_set_slot, "trp_temp_array_b", 7, factions[fac_kingdom_2][6]),
(troop_set_slot, "trp_temp_array_b", 8, factions[fac_kingdom_1][6]),
(troop_set_slot, "trp_temp_array_b", 9, factions[fac_kingdom_7][6]),
Reread again step 3 carefully and check if you might have missed something. Also look if you get compiler errors or if error messages show up in your rgl-log. Revert your changes to the latest working version and redo every step again.why when try to add any settelment and start a new game i have a crash?
I don't have any Cartographer - i can't download Swyter's and thogrims not working so i use Morghs editor. Apart from this I did everything as it was written.Reread again step 3 carefully and check if you might have missed something. Also look if you get compiler errors or if error messages show up in your rgl-log. Revert your changes to the latest working version and redo every step again.
Also look if you get compiler errors or if error messages show up in your rgl-log. Revert your changes to the latest working version and redo every step again.