I have modded the Radoghir Castle, but need help with some small things.

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John

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I'm making the Radoghir Castle a little more extended and more fun be be in.
Is it possible to change the fact that you rest in the Radoghir Castle to that you wait there instead?
The point of this would be to make people able to attack the castle and you would have to defend it.

One more thing: Where do I erase the "place-ladder-on-walls-before-you-attack-thingie"?

I wrote a topic before that would fit more properly in here:
(how do I erase the other one?)

I have followed the Module System Documentation guide, but I get an error message when I try to build_module it.

In the ms-dos it says that it can't find:

D:\ModuleSystem\Module_System\*.pyc.

Also, I can't find how to put heroes (merchants in my case) in the Radoghir Castle, which I've modded.
For example, Marnid is in "scn_the_happy_boar". What do I type in to get them in the Radoghir Castle?

Thanks!

Edit: I found out why it said: "D:\ModuleSystem\Module_System\*.pyc.", so that's no problem anymore.
I also found how to write to get the merchants in Radoghir Castle, thing is: They don't appear in-game nor anytime!
I have the entry points set out correctly.
Also, I just copied the merchants from other towns and changed entry point and scn_

Is there something special I have to do in the Radoghir Castle to make it possible to get the merchants there?
 
Not sure about your error, but if you want Marnid to appear in Radoghir Castle, I think you can just go into module_troops.py and alter his location. As an example,

  ["Marnid","Marnid","Marnid", tf_hero, scn_castle_2_exterior|entry(4),reserved, fac_commoners,[itm_linen_tunic,itm_hide_boots,itm_club],def_attrib|level(6),wp(60),knows_trade_3|knows_inventory_management_2|knows_riding_2,0x00000000000c600301c2510211a5b292],

should stick him outside somewhere, wherever entry point 4 is.
 
Here's how my merchants strings look like:

  ["Urban","Urban","Urban", tf_hero|tf_is_merchant, scn_castle_2_exterior|entry(6),reserved, fac_commoners,[itm_linen_tunic,itm_hide_boots],def_attrib|level(6),wp(60),knows_trade_3|knows_inventory_management_2|knows_riding_2,0x00000000000c600301c2510211a5b292],

  ["Gunnar","Gunnar","Gunnar", tf_hero, scn_castle_2_exterior|entry(16),0, fac_vaegirs,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c628601edb64b09249249],

  ["Nisse","Nisse","Nisse", tf_hero|tf_is_merchant, scn_castle_2_exterior|entry(17),0, fac_commoners,[itm_leather_apron,itm_leather_boots],def_attrib|level(2),wp(20),knows_inventory_management_10, 0x000000000008500201ca86d849249249],

  ["Munde","Munde","Munde", tf_hero, scn_castle_2_exterior|entry(1:cool:,0, fac_vaegirs,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c628601edb64b09249249],

  ["Ulf","Ulf","Ulf",tf_hero|tf_is_merchant, scn_castle_2_exterior|entry(19),0, fac_vaegirs,[itm_coarse_tunic,itm_nomad_boots],def_attrib|level(5),wp(20),knows_inventory_management_10, 0x000000000010318401c96db4db6db58d],


Did I mess everything up when I copied the other merchants' strings?

And one other thing: Does it matter if you have the Native or some other mod?
 
Gunnar and Munde aren't set as merchants - I can't see a tf_is_merchant flag. But you'll need to start a new game for them to show up, in your mod.
 
But I did that - they still wont show up!
Do I need conversations for them before they can show up or something?
 
Using the search function before I made a new post about merchants, I came across this... Even if the title isn't "HELP WITH MERCHANTS," the content still fits what I'm looking for, somewhat. So here's my question: I've put two merchants in the same scene, different entries, they show up fine and whatnot, everything's good, except whenever I go to buy anything from them, all I get is horses, and I've never come across any place in the python files that says "okay, lookie here, this code means the merchants carry loads of stuff" (rough translation.) So, if anyone could point me in the right direction or tell me how to do this, I'd greatly appreciate it, as always. My thanks in advance for any help I can get on the matter!
 
I don't know much about modding, but I think you have to move your castle bit upper in the module parties.py, for example put it just before Halmar (town 14). Then it should be in the towns begin and towns end range what it uses to refresh the merchants in module triggers.py.. Don't sure if this works but it's still something you can try...
 
You where right - I worked!

All the rest of the things to do now is the conversations.
All they say now is something about fighting...
 
itm_shiny_mail_breaker 说:
Using the search function before I made a new post about merchants, I came across this... Even if the title isn't "HELP WITH MERCHANTS," the content still fits what I'm looking for, somewhat. So here's my question: I've put two merchants in the same scene, different entries, they show up fine and whatnot, everything's good, except whenever I go to buy anything from them, all I get is horses, and I've never come across any place in the python files that says "okay, lookie here, this code means the merchants carry loads of stuff" (rough translation.) So, if anyone could point me in the right direction or tell me how to do this, I'd greatly appreciate it, as always. My thanks in advance for any help I can get on the matter!
I used to have that problem. They must be with the other merchants, not with your other added NPCs.
 
  ["zendar_merchant","Prescan","Prescan",tf_hero|tf_is_merchant, scn_zendar_merchant|entry(1),0, fac_commoners,[itm_leather_apron,itm_leather_boots],def_attrib|level(2),wp(20),knows_inventory_management_10, 0x00000000000c80c301da49184925e892],

  ["nadamonia_merchant_1","Tom","Tom", tf_hero|tf_is_merchant,scn_nadamonia_store|entry(1),0, fac_nadamonians,[itm_leather_jacket,itm_leather_boots,itm_morningstar],def_attrib|str_13|level(2),wp(100),knows_inventory_management_10, 0x00000000000822cc01f44c9cd26cd761],
  ["nadamonia_merchant_2","Janet", "Janet", tf_hero|tf_female|tf_is_merchant,scn_nadamonia_store|entry(2),0, fac_nadamonians,[itm_leather_apron,itm_wrapping_boots,itm_club],def_attrib|level(2),wp(100),knows_inventory_management_10, 0x00000000000c400401c104c29844a250],

  ["town_1_merchant","Qlurzach","Qlurzach",tf_hero|tf_is_merchant, scn_town_1_store|entry(9),0, fac_commoners,[itm_leather_apron,itm_leather_boots],def_attrib|level(2),wp(20),knows_inventory_management_10, 0x00000000001091c301da4914e4919295],

And in module_triggers:

      (party_set_slot,"p_nadamonia_community",slot_town_mercs, "p_nadamonia_mercs"),
      (party_set_slot,"p_nadamonia_community", slot_town_tavernkeeper, "trp_nadamonia_tavernkeeper"),
      (party_set_slot,"p_nadamonia_community", slot_town_merchant, "trp_nadamonia_merchant_1"),
      (party_set_slot,"p_nadamonia_community", slot_town_merchant, "trp_nadamonia_merchant_2"),
      (party_set_slot,"p_nadamonia_community", slot_town_export_good, "itm_iron"),
      (party_set_slot,"p_nadamonia_community", slot_town_export_rate, 30),
      (party_set_slot,"p_nadamonia_community", slot_town_import_good, "itm_wine"),
      (party_set_slot,"p_nadamonia_community", slot_town_import_rate, 210),

So what am I doing wrong? Any error completely eludes me... Maybe syntax somewhere? I don't see any Syntax errors, although maybe I'm wrong...

EDIT: Can't be syntax otherwise the batch file would catch it, right? And the batch file behaves just perfectly normal.
 
What kind of error you get and when? During compiling or during the game? You sure you have every scene defined in module scenes.py for each place you use in module triggers.py? Did you forgot to actually add the party Nadamonia_community in module parties.py? You don't seem to have trp_nadamonia_tavernkeeper defined in your troops list, even though you use it in the triggers...  I'm not sure but maybe you need this part before the trigger like every other town seems to have.

(party_set_slot,"p_nadamonia_community", slot_party_type,        spt_town),
      (party_set_slot,"p_nadamonia_community",slot_town_mercs, "p_nadamonia_mercs"),
      (party_set_slot,"p_nadamonia_community", slot_town_tavernkeeper, "trp_nadamonia_tavernkeeper"),
      (party_set_slot,"p_nadamonia_community", slot_town_merchant, "trp_nadamonia_merchant_1"),
      (party_set_slot,"p_nadamonia_community", slot_town_merchant, "trp_nadamonia_merchant_2"),
      (party_set_slot,"p_nadamonia_community", slot_town_export_good, "itm_iron"),
      (party_set_slot,"p_nadamonia_community", slot_town_export_rate, 30),
      (party_set_slot,"p_nadamonia_community", slot_town_import_good, "itm_wine"),
      (party_set_slot,"p_nadamonia_community", slot_town_import_rate, 210),

Just some common errors I get myself....
 
I have all of the aforementioned. Yes. I don't add that first line because that would classify the Nadamonia Community as a town, and bring it a town menu, whereas I have a custom menu for it. All those things are set, yet all I get from my merchants are horses! The weaponsmith sells lots of weapons, the armorer sells lots of armors, and the tavernkeeper will let you recruit troops and rest and whatnot, and the troops refresh and everything... It's-just-the-merchants. Thanks for the help, even though there was little I got from it =)

Anyone have any other ideas for help? Any help at all is appreciated...
 
Ahh.. That was your problem then  :wink:... To get your merchants sell something else than horses you must move your town in to the range of towns begin and towns end. Search it from the module constants.py and see what towns are in it. Then search the refresh merchants trigger in the module triggers.py and see, it uses (try_for_range,reg(2),towns_begin,towns_end), to refresh the merchant inventories with trade goods. Your town must be inside that towns_begin and towns_end range to make it refresh your merchants too.. So just move your town in the module parties.py to get it work.
 
Nadamonia already was in between Zendar and Town_1, I believe that falls into the range... Gotta be something else. Although, it COULD be the fact that I currently have nothing refreshing the merchants. =)

I'll go and give it a try (it being making the merchants refresh) when I can afford some time... Right now I'm busy as heck.
 
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