archlurps
Recruit
So, I asked for very basic help a bit ago and jik kindly pointed me towards "Ruthven's Beginning to Mod Thread".
I'll be focusing on the module system so far, since I'm more into that part than modelling and the likes. So I noticed that there are some "gaps" in the tutorial, that seem like rather integral parts of making a mod. I'll probably add more questions as I get my mod closer to finished, but let's start with these.
1. How do I manipulate skills? so if I want athletics to boost running speed way more, what do I change and where? Also is it the same and if not, in what way different, for modifying the magnitude of the effectiveness of proficiencies and attributes?
2. How do I change what the skills (and proficiencies, and attributes) effect. So if I, for example, wanted agility to make accuracy better while running, a bit like horse archery on foot, what would I change?
3. Black-shaded versions with an identical name seem to appear of the python files when i accidentally double click it and it apparently gets run in some way. Is it OK to delete these?
4.1 how binding are the warnings in the module system folders? Like in the module_game_menus.py (or something like that) there are warnings "This must be the second/third/fourth/etc window!!!". One of them seems to be the tournament menu, does this mean I can't modify the tournaments?
4.2 same with module_items_py, does it have to have a book called "de re militari" at the beginning of readable books, or only that they have to begin from the line or something that the book is?
5. Can I add more imodbits constants? like if I had firearms, I wouldn't want them to be "cracked", but "dilated", and I wouldn't want single-shot firearms to be able to be "jammed", and so on (just examples, a jammed weapon is quite useless, so it wouldn't be ideal as just a negatively effecting "bit")
6. in module_items_py, where do I reference the inventory image (not the mesh right?) of the item?
7. swing_damage seems to be the only one besides thrust_damage, so is there no separate "name" for the overhead swing? So would it be possible to make a shovel that hits blunt when swinged overhead, but cut when swinged from the sides and pierce if stabbed?
I'll be focusing on the module system so far, since I'm more into that part than modelling and the likes. So I noticed that there are some "gaps" in the tutorial, that seem like rather integral parts of making a mod. I'll probably add more questions as I get my mod closer to finished, but let's start with these.
1. How do I manipulate skills? so if I want athletics to boost running speed way more, what do I change and where? Also is it the same and if not, in what way different, for modifying the magnitude of the effectiveness of proficiencies and attributes?
2. How do I change what the skills (and proficiencies, and attributes) effect. So if I, for example, wanted agility to make accuracy better while running, a bit like horse archery on foot, what would I change?
3. Black-shaded versions with an identical name seem to appear of the python files when i accidentally double click it and it apparently gets run in some way. Is it OK to delete these?
4.1 how binding are the warnings in the module system folders? Like in the module_game_menus.py (or something like that) there are warnings "This must be the second/third/fourth/etc window!!!". One of them seems to be the tournament menu, does this mean I can't modify the tournaments?
4.2 same with module_items_py, does it have to have a book called "de re militari" at the beginning of readable books, or only that they have to begin from the line or something that the book is?
5. Can I add more imodbits constants? like if I had firearms, I wouldn't want them to be "cracked", but "dilated", and I wouldn't want single-shot firearms to be able to be "jammed", and so on (just examples, a jammed weapon is quite useless, so it wouldn't be ideal as just a negatively effecting "bit")
6. in module_items_py, where do I reference the inventory image (not the mesh right?) of the item?
7. swing_damage seems to be the only one besides thrust_damage, so is there no separate "name" for the overhead swing? So would it be possible to make a shovel that hits blunt when swinged overhead, but cut when swinged from the sides and pierce if stabbed?