dont understand how 2make the game read a mod

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Lajkos

Veteran
i downloaded this 100 healmet mod (or what its called) and i have add it in the native textures and resource and in the "readme" it stands

" You can place your textures in this folder
and make the game read them by putting a
scan_module_textures = 1
directive in module_info.txt"

"You can place your resource (*.brf) files in this folder
and make the game read them by putting a load_module_resource
directive in module_info.txt"

but i dont really understand what i need 2 do 2 get the game 2 read the new helmets  :?:

sorry if asked be4 did a quick search but did'nt finde any 

 
Get the item editor, add the items, then add scan_module_textures 1 to Native & place the .brf in the native resource folder and the .dds files in the texture folder.
 
thx 4 the link  :smile:

but i dont understand how 2 add the items to the item editor there is only dds (textures) and one brf (resource file) and when i click "file" in the item editor and go 2 native>texturs or reource there is nothing there
 
The item editor only reads the item_kinds1.txt file, which is going to be in the main folder of whatever mod you're using.

Other than that, I'm afraid I'm short of information... not actually being familiar with the mods you're running. Haha, I just saw that someone asked for a link that I happened to have bookmarked.

But here's my best guess on what you can do.

First off, make a copy of your native module. Do this by going to your main Mount and Blade directory, open on the modules folder, copy the one that says native, paste it there, and call it something else.

Put your BRF files in the Resource folder, which you'll see along with several other subdirectories in your new copy of native.

Then open the Textures folder, and throw all your textures in there.

Now open your module.ini file (that's what it means by module_info.txt. I don't know why - older version thing probably)

Here you're gonna make two changes. One, possibly. Once you've got the file open with notepad, search for the text "scan_module_textures"
When you find it, make sure the line reads "scan_module_textures = 1"
If it's zero or anything else, just turn it to one and you'll be fine. In my native it's already set at 1 for some reason.

Next change is to get it to load your BRFs. Search for "load_resource"
Now under the last line of load_resource = whatever, add the following code:

load_mod_resource = (name of brf, without extension)

And by (name of brf, without extension), I mean just that. Here's an example from my mod's .ini:

Code:
#animations
load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
#load_resource = uni_tavern_stand
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways

load_mod_resource = hook_weapons
load_mod_resource = enlarged_throw

If the mod didn't come with its own item_kinds1.txt, you probably will have to make the new items. If it did, though, you can probably just replace the one in your copy of native with it. If not, though, you will have to use the item editor (quite easy) and you'll need a program like BRF Edit to look examine what's actually in all those BRF files. If need be I can probably help you with that as well, assuming all this mess I just typed above is what you actually needed, haha.
 
Johnny Morphine said:
The item editor only reads the item_kinds1.txt file, which is going to be in the main folder of whatever mod you're using.

Other than that, I'm afraid I'm short of information... not actually being familiar with the mods you're running. Haha, I just saw that someone asked for a link that I happened to have bookmarked.

But here's my best guess on what you can do.

First off, make a copy of your native module. Do this by going to your main Mount and Blade directory, open on the modules folder, copy the one that says native, paste it there, and call it something else.

Put your BRF files in the Resource folder, which you'll see along with several other subdirectories in your new copy of native.

Then open the Textures folder, and throw all your textures in there.

Now open your module.ini file (that's what it means by module_info.txt. I don't know why - older version thing probably)

Here you're gonna make two changes. One, possibly. Once you've got the file open with notepad, search for the text "scan_module_textures"
When you find it, make sure the line reads "scan_module_textures = 1"
If it's zero or anything else, just turn it to one and you'll be fine. In my native it's already set at 1 for some reason.

Next change is to get it to load your BRFs. Search for "load_resource"
Now under the last line of load_resource = whatever, add the following code:

load_mod_resource = (name of brf, without extension)

And by (name of brf, without extension), I mean just that. Here's an example from my mod's .ini:

Code:
#animations
load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
#load_resource = uni_tavern_stand
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways

load_mod_resource = hook_weapons
load_mod_resource = enlarged_throw

If the mod didn't come with its own item_kinds1.txt, you probably will have to make the new items. If it did, though, you can probably just replace the one in your copy of native with it. If not, though, you will have to use the item editor (quite easy) and you'll need a program like BRF Edit to look examine what's actually in all those BRF files. If need be I can probably help you with that as well, assuming all this mess I just typed above is what you actually needed, haha.

ok so i have done as u said and when i open the native copy with item editor i finde  "item_kinds1"  and after i open it what am i supoesed 2 do?
 
Lajkos said:
ok so i have done as u said and when i open the native copy with item editor i finde  "item_kinds1"  and after i open it what am i supoesed 2 do?

Alright I'm assuming then that just putting everything in the right folders and directing the game to them via the .ini file didn't get the items to show up. Here's what you gotta do then.

Download BRF Edit
https://www.mbrepository.com/file.php?cid=3&id=128

Use it to open your new BRF files. You'll should see a bunch of 3d models you can twist and turn around. But what's most important is the names of each file on the left side of the window. You'll need those names for making your items.

Now that you've got your item_kinds1.txt ready in your item editor, the easiest way to make items is to have the editor copy existing ones of the same type. If you're making helmets, find a helmet in the dropdown list and select it. Then hit Edit/Insert/End of file (this is IMPORTANT - make sure you insert it at the end of the file, otherwise it will seriously mess up a huge amount of equipped items on npcs in the game)

If you have fifty helmets to make, copy it in the same way 50 times. Now save your file. This program makes an automatic backup in case you messed up anything.

Now change the ID of the new helmet to something that makes sense for the model you plan on using. Then give it a name that you want to see in-game. Both of these are display names are invariably the same throughout the file, so go ahead and type the same thing twice.

In the Meshes section, erase the mesh name that's there. Then in BRF Edit look at what model you want to use. Type its name into the top slot of Item Editor's Meshes box. exactly as it appears highlighted on the left side column of BRF Edit. Only worry about the Mesh ID section if you're making weapons.

Save it.

That was the hard part. Now for the other easy things that you should also follow instructions for:

Make sure the Merchandise option is flagged on the left, so you can buy your items in the shops.

For helmets, the "covers head" option should only be flagged with great helmets and other helmets through which you can't see your face. Otherwise your head will disappear.

On the right, where it says "Abundance," make sure it's around a hundred if you want to easily find these things. Less means you'll see it less often in looting and in shops.

OK. Some relatively fun stuff...

The cost, weight, and armor values are entirely up to you. For armor, the "difficulty" is the strength required to use the item. Everything else should be pretty much self-explanatory. You should be able to tell what is and isn't needed.

I think that covers basic item creation. Enjoy!
 
this is how it looks when i have done as u said ( i think)
141unht.jpg


and i save it as a txt in the native copy but it still doesnt show in the game
 
Venitius said:
Save it as item_kinds1.txt and start a new game.

thx that work but do the file's name need to be item_kinds1 or can u have a diffrent name so that u can have more then one "extra item" in the game?
 
You can make a copy, e.g. copy of item_kinds1.txt, but the file named item_kinds1.txt will be the one file the game will read from (in terms of items).
 
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