Importing into Module System?

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Nameless One

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I've done some preliminary building of my module with Thorgrimm's Map Editor and Unofficial Troop Editor, but now I want to do some editing with Module System. Is it possible to convert module files edited by other means into python scripts used by the Module System?
 
Nope. No reverse engineering available. But if you want to edit other things and not the parties, you can edit the build_module.bat file to miss the process_parties.py when compiling. You can edit the file with any text editor (I recommend Notepad++) and delete the line "python process_parties.py".  DO THIS AT YOUR OWN RISK!!!
 
You can indeed decompile a handful of things with released tools.  I know this because I wrote and released a couple of them (parties, items).  I never got around to the troops one, sadly.  With the exception of troops and items, none of the txt hacks I've seen are hard to get back into the module system.  Troops and items are only difficult because there's so goshdarned many of them and the formatting in the original python code is so godawful.  YMMV.
 
My problem is that I moved and renamed settlements in Thorgrimm's Map Editor, and I also used Troop Editor to rename lords. Basically, I started a game in the native and checked which lord rules which settlement, then when I renamed and repositioned a settlement to a settlement in my module I also renamed the corresponding lord. When I started my module for testing I noticed that lords were all messed up (didn't rule the settlements I intended them to rule), so I guess most lords are randomly assigned fiefs at the start of the game.

So, my question is, is this editable in the Module System or any other tool? Can I preassign the fiefs to lords so that they all rule the same fiefs each time the game is started?

There are some lines like this:

插入代码块:
#  ["town_1_ruler_a", "King Harlaus",  "King Harlaus",  tf_hero, scn_town_1_castle|entry(9),reserved,  fac_swadians,[itm_saddle_horse,itm_courtly_outfit,itm_nomad_boots],def_attrib|level(2),wp(20),knows_common, 0x000000000010908101e36db44b75b6dd],

But obviously they have been commented out.

btw, I prefer UltraEdit for coding in Windows, but thanks for suggestion, Lumos.
 
In module_scripts in the game_start script there is a large chunk of code with lines like these:

      (call_script, "script_give_center_to_lord", "p_town_1",  "trp_kingdom_4_lord", 0),
      (call_script, "script_give_center_to_lord", "p_town_2",  "trp_knight_4_1", 0),

The town/castle identifiers are listed in module_parties and the troop identifiers are in module_troops


HokieBT released a great tool that updates your module_parties after using the map editor - http://forums.taleworlds.com/index.php/topic,45772.0.html
 
One more questions that just occurred to me.

Will compiling a module from Module System overwrite the map I created with Thorgrimm's Map Editor? If so, which files should I back up in order to restore it later?
 
It wont overwrite the map but it will overwrite any changes you've made to any towns or bridges if you don't update your module_parties first.
 
By the way, which settlements belong to which lords is a random thing determined by scripts

If you go into the start-up script though, there's a block that assing's specific centers to specific lords. (Haringoth gets Haringoth Castle for example. Use this if you need some guys to have particular castles.)
 
kt0 说:
You can indeed decompile a handful of things with released tools.  I know this because I wrote and released a couple of them (parties, items).  I never got around to the troops one, sadly.  With the exception of troops and items, none of the txt hacks I've seen are hard to get back into the module system.  Troops and items are only difficult because there's so goshdarned many of them and the formatting in the original python code is so godawful.  YMMV.
Oh quiet down, you. Sure, Ruby is wonderful but Python is still perfectly serviceable and better then most other coding languages.
 
Ruthven 说:
Oh quiet down, you. Sure, Ruby is wonderful but Python is still perfectly serviceable and better then most other coding languages.
Never have I claimed that Python is not serviceable, only that I don't like it.  Whitespace is for delimiting tokens and aiding readability, not for determining scope.  Take your religious wars elsewhere.
 
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