Faction Error

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Deathknight13

Sergeant at Arms
I am trying to make a sixth faction, and I'm getting a weird error, that I don't know. Might be obvious to one of you, but I figured i'd ask, since the lines I added didn't seem to be wrong, although they might have been, since the tutorial I used is pretty old.  :???:
Oh and I used the one posted by Dindi by the way.

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
Exporting quest data...
Exporting scripts...
Error: Unable to find object:fac_culture_6
ERROR: Illegal Identifier:fac_culture_6
Error: Unable to find object:fac_culture_6
ERROR: Illegal Identifier:fac_culture_6
Exporting mission_template data...
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...

______________________________

Script processing has ended.
Press any key to exit. . .

I'm not sure why I am getting this, as I have done most of steps in this pseudo-tutorial here: http://forums.taleworlds.com/index.php/topic,28839.0.html
The link I got from Ruthven's modding links thread I believe. But, uh, I'm not sure if this is the 100% right place to ask it (maybe on Ruthven's thread, or the thread in question, (it is like a year old though))

Anyway, perhaps the tutorial is no longer compatible? I did have to shovel my way through some of those code or maybe item/troop incompatibilities while using it. But, I don't know.
 
Try running it again without changing anything, it might just be so it doesn't yet realize the faction is already there.

Did you add the faction 6 in the factions.py? (Yes, probably.)
Maybe you haven't saved the factions.py yet?

 
No, I've compiled it like four times in case that might be it. The faction is in the factions.py and it's all saved up, I have no idea why this isn't working  :roll:

Edit: Well, thats annoying, looks like the guys who made the tutorial left out that you have to state the existence of the culture in the factions python, it seems to have compilied now, but I am going to keep this thread in case something else goes wrong.
 
ive just added 5 factions to are new mod just use the other faction reinforcements number if u havent modified the troops ... and it works fine... if u modified then you you need to make sure there added in troop.py file.
 
Sorry, that was poorly worded, they just didn't say you needed to add ("culture_6",  "culture_6", 0, 0.9, [], []), to factions.py

I'm having some trouble getting the parties I spawn under the faction to attack and seige fiefs. As well, do you guys know how I can make a custom lord-type party spawn so the faction isn't destroyed after a couple hours? They don't start out with any centers in my mod.

I have the units and the hero troop ready I just need to find which part of the module system its located at.
 
If you want to fix this, try opening module_factions.py

Search for this code.
插入代码块:
  ("culture_1",  "culture_1", 0, 0.9, [], []),
  ("culture_2",  "culture_2", 0, 0.9, [], []),
  ("culture_3",  "culture_3", 0, 0.9, [], []),
  ("culture_4",  "culture_4", 0, 0.9, [], []),
  ("culture_5",  "culture_5", 0, 0.9, [], []),
Copy, paste and edit the 6th culture there. Worked for me. It requires you look a little bit around before you follow instructions. It's because there is no 6th culture as a parameter - all the scripts you copied referred to something that didn't exist.


 
You need to work in these files in py

Module_Faction - Creating the name and culture

Module_Script - Actually making the faction appear in a game and the settlements of which this faction gets...

Module_Troop  - Parts where you add your king and lords
 
Eh yeah I know.  :mad:

Everything except the scripts part, where exactly in the scripts? I know where to do the rest of the stuff, and its actually already almost completed, I just wasnt sure exactly what part of the script it is in.

Thanks anyway though.
 
Most of the stuff there is copy and paste. Nothing else. Therefore, just change stuff into default stuff (faction 6 to 1) and press CTRL, then search. You should find the sections where you need to paste them in.
 
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