LighthouseGuard
Knight at Arms
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Sent you a response to your pm.Charidemus said:so in where inside the module.ini file do you add the load_mod_recource = extra_stuff
???LighthouseGuard said:Oops, I guess I'm mistaken again. I should stop screwing with scripting.
kavien said:[okay, you know now that I am a noob]
what the hell is a BRF editor, and where do I get it?
D'Sparil said:kavien said:[okay, you know now that I am a noob]
what the hell is a BRF editor, and where do I get it?
Sorry for the late reply, the brf editor is an unnoficial tool to open the brf. files that holds the items meshes. you can get it in the forge.
D'Sparil said:Not sure, you can always try tough.Hound_of_Culann said:Was wondering, does the armor code to enable armor to be sold in shops work with clothing also (courtly/nobility outfits)?
The code for "metallic" foot armor is 65550. So change:EDIT-Perhaps we could get a code to enable boots for the Khergit boots? Also a question: unlike mods where the item files seem accessible, to do this in Native I'm guessing we need the brf editor? Thanks for the info!
itm_khergit_guard_boots Khergit_Guard_Boots Khergit_Guard_Boots 1 lamellar_boots_a_L 0 3854 0 254 126976 1.000000 100 0 0 20 0 0 0 0 0 0 0 0
0
to:
itm_khergit_guard_boots Khergit_Guard_Boots Khergit_Guard_Boots 1 lamellar_boots_a_L 0 65550 0 254 126976 1.000000 100 0 0 20 0 0 0 0 0 0 0 0
0
You don't need to do anything with the brf to add this boots, the meshes are included in native.
Why did you necro this thread?HokieBT said:just a quick note, after adding these items into your mod, if you want to edit stats/flags on existing items I'd suggest using the Unofficial Item Editor. It should actually translate what codes like 3854, 65550, and others actually mean. Look for ItemEditor in the Editing Tools forum below:
http://forums.taleworlds.com/index.php/board,22.0.html
kavien said:easier, less complicated way of adding items from one mod to another:
1. copy the textures in the textures folder in 'mod 1' to 'mod 2'
2. copy the resource in the resource folder in 'mod 1' to 'mod 2'
3. copy the desired items from the items.kinds1 file in 'mod 1' to 'mod 2' (remember to add the copied items to the total items at the top of the document)
4. copy the 'Load=mod=resource' in the module.ini folder from mod 1 to mod 2.
5. enjoy
also, if you copied an item that isn't for sale; get the item editor and click on the merchandise box.
Folthrik said:Why did you necro this thread?HokieBT said:just a quick note, after adding these items into your mod, if you want to edit stats/flags on existing items I'd suggest using the Unofficial Item Editor. It should actually translate what codes like 3854, 65550, and others actually mean. Look for ItemEditor in the Editing Tools forum below:
http://forums.taleworlds.com/index.php/board,22.0.html
nerex said:
D'Sparil said:nerex said:
The error means that a mesh (the 3d model of an item) is missing, meaning that its not included in the brf file you made, or that you forgot to copy it from the original folder, or perhaps you forgot to add it in module.ini
About the second issue: it seems that you somehow scrwed the item types, so that now that helmet acts like an armor, and the armor acts like a weapon. Should be easily fixable with the item editor.
D'Sparil said:Start the game in windowed mode and you should be able to see the error message, tell me what it says so I can help you.