SP Native Formations Compilation

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Yes, I agree that it would be infinitely helpful to know which files are necessary and which are not.  Surely music.txt, sound.txt and some others are not, but which exactly?  I have several other mods installed which these files would overwrite.  So knowing this means the difference between being able to use this mod or not.

Thanks for putting this together.  I hope to be able to try it out!  :smile:
 
I used a text files comparing software to check the differences between the mod and native files.

For "Shield Bash Only",

You need:

actions.txt
conversation.txt
menus.txt
mission_templates.txt
particle_systems.txt
presentations.txt
scene_props.txt
scripts.txt
simple_triggers.txt
triggers.txt
troops.txt
variable_uses.txt
variables.txt

For "Formations + Morale", "Formations Only", "Shield Bash + Formations" and "Shield Bash + Formations + Morale",

you need all the files above and,

quick_strings.txt


Hope this can help.  :grin:
 
That definitely helps.  Now I wish I had the confidence to just combine/modify some of these text files so they are compatible with other mods.  Thanks for posting this info!
 
Could someone paste all of whats in the module_templates and the module file?

Because now I cant open Native.. I did something wrong.
 
Hmmm, I have an item kinds folder in my native wich I modified a bit and I don't want to do it all over again so I'm planning to do shield bash + formations.

I was wondering if I could just delete the item_kinds1 from the folder and overwrite the rest exept for the item_kinds 1... or do you realy need item_kinds1 to use this "Mod"
 
Umm... I know this is hell of a dumb question, but what exactly shield bash does? I mean what is the purpose of shield bash, and why do i want to use it?
 
if you are attacked by multiple enemies you can toss them back with your shield, and it will stun them so you can counter there attack.
 
80A-0709 说:
I used a text files comparing software to check the differences between the mod and native files.

For "Shield Bash Only",

You need:

actions.txt
conversation.txt
menus.txt
mission_templates.txt
particle_systems.txt
presentations.txt
scene_props.txt
scripts.txt
simple_triggers.txt
triggers.txt
troops.txt
variable_uses.txt
variables.txt

For "Formations + Morale", "Formations Only", "Shield Bash + Formations" and "Shield Bash + Formations + Morale",

you need all the files above and,

quick_strings.txt


Hope this can help.  :grin:

That is interesting, so if i take out all of files apart from these and copy them into my "official voices and cries of war hybrid" mod then i would have combined the mods successfully as i wouldn't be changing the sounds txt (which the mod deals with) and my redefined map i put in the mod won't be affected as the map txt file will not be changed, is my thinking correct?

Also is this incompatible with the "realistic combat model" mod as that makes gameplay changes?
 
well you guys probably get this alot but when it comes to coding i get hella confused like my head about to bust but i use a WCVhybrid sound file and i was wondering since i want to add shield bash + formations and morale so  do i replace everything .... help!
 
Deadly 说:
Umm... I know this is hell of a dumb question, but what exactly shield bash does? I mean what is the purpose of shield bash, and why do i want to use it?


Ever seen 300? BAHAHAHA!
 
Lets suppose, i wanted to to my one mod, and include this, do i need to PM the original outhor of these set of mods, or can i just write them in credits?
 
I need some help. Were do I put the file after I make a copy, and what do I call it? If anyone can help thanks.
 
Sorry to bump the thread, but does this mod works with the 1.011 ?

And is it compatible with 1866 ?
 
Yes it works with 1.011.

You can't combine two different mods together unless you have the mod_system for both and combine their scripts or understand the executable txt files.
The dl and install for this mod calls you to overwrite txt files, so there is no compatibility.
 
So, I understand this is a problematic question, and is not possible without some work, but is there any way to put these mods into Prophesy of Pendor? because that mod would greatly benefit from the addition.
 
The PoP team could do that if they were so inclined, but I'm thinking, I haven't checked, you'd need the source files of PoP and everything needed to run the module system to implement it. So there is not much chance you'd easily do it yourself.
 
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