How to Add Napoleonic Spyglass to my mod of Warband

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Mauromagno Patriota

Sergeant Knight
Hello everyone
I need someone to help me to put the napoleonic spyglass in my mod, knowing that my mod is based on Warband ..
I tried, but it's system is different, I put the triger in mission template , in presentation and script, in addition to the item, the mesh, animation and variables in operation,
but not work well, and also overrides other script .... sound and player (sound_id, agent_id)
What I can do?
 
Just to clarify...
You're not allowed to port any assets from NW to plain Warband.
This would be perfectly fine for personal use only, but not for a public mod.
 
_Sebastian_ 说:
Just to clarify...
You're not allowed to port any assets from NW to plain Warband.
This would be perfectly fine for personal use only, but not for a public mod.
why?.
I bought the napoleonic
 
mauromagno 说:
why?.
I bought the napoleonic

don't recall the policy for NW, you will have to check their forum for that. But to answer your question:

1) just because you bought it, it doesn't mean you can give it for free to others. That means that without permission you can't use assets/etc from the DLC on a mod that doesn't also requires players to buy it
2) you can mod NW using their module system, which has a serial key checker for submods
3) you need to ask permission/check their website/forum for permissions on what you can do, and what you can't
4) if you want to use it on a personal mod (only you are playing, you won't post here or anywhere else for people to download it) its another thingy

last: check tutorials on how MBScript works. You will need to understand the system if you hope to port the feature (copy and paste won't work)
 
Removing your mod's name from the OP and the link/signature from your profile wont prevent us from finding it.

You're currently publishing an illegal mod.

Go ahead and declare it as NW mod, also set up the official NW mod installer with built-in key checker...
Otherwise you'll risk your mod and board to be removed.
 
mauromagno 说:
and who are you?

you don't need to like the rules, but you do need to follow them  :smile:

Your mod looks interesting. So why not solve this permission issue? You don't need to change the mod or remove features, just add the NW checker and move it to the NW forum (moderators will do it for you) once released

_Sebastian_ 说:
Go ahead and declare it as NW mod, also set up the official NW mod installer with built-in key checker...

there is no reason to be banned from the forum and have your mod removed.

And in case you are wondering: yes, you can do a SP campaign for a NW sub mod, that is perfectly fine. Even use Warband assets, code, etc on your NW submod, the OSP packs from the forum, etc
 
my mod is made in Warband, since 2011, I just wanted to include this object in my mod, for regiments in multiplayer battles and to remove the zoom, but only see negative ..... I just do not put ...
 
mauromagno 说:
my mod is made in Warband, since 2011, I just wanted to include this object in my mod, for regiments in multiplayer battles and to remove the zoom, but only see negative ..... I just do not put ...

That's the gist of it, yes. Putting in assets from NW would require your mod to be an NW submod. If you don't want that, you can't use their assets.
 
Mauromagno, podrias probar con este codigo que he encontrado por el foro, son unos binoculares, aunque, claro que tu puedes cambiar el objeto.
http://forums.taleworlds.com/index.php/topic,68192.msg1815186.html#msg1815186

Ojala puedas implementarlo, ¡Nos vemos!
 
Hernanxd16 说:
Mauromagno, podrias probar con este codigo que he encontrado por el foro, son unos binoculares, aunque, claro que tu puedes cambiar el objeto.
http://forums.taleworlds.com/index.php/topic,68192.msg1815186.html#msg1815186

Ojala puedas implementarlo, ¡Nos vemos!
Gracias, mañana lo reviso :smile:
 
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