Dear fellow forum users,
I would like to ask a seemingly basic question to the knowledgeable ones of Warband's modding community. I think it will be very easy to reply to said query, as it is really, really awkwardly simple. I could not find a solution to it, as perhaps it was so simple that everyone else had not had to actually ask such a question on any forum whatsoever. I think that many other people have stumbled upon this problem, so resolving it must have been a commonplace. Thank you in advance to any possible helper!
In 2016 or so there was the Invasion mode (named as 'ccoop' in the code) shipped to Warband along with some new props (snowy ones, prison cart), outer terrain (beach_snowy), textures, materials and so forth (likely added in different version). All the above-mentioned entities were added to the Module System for version 1.171 and they could be easily spotted since there was a code sidenote attached to them (#INVASION MODE).
Since I am utilizing an archival augmented Native module originating from pre-2016 period, I can see in edit mode the missing props' entries and can place said entities in any scene, but they do not show up and are completely invisible. Moreover, when I join with that module a scene which has said Invasion mode entities, they also cannot be seen or stepped onto. They seem to be empty and lacking their respective colliders.
Warband's CommonRes folder contains all of the previously mentioned entities, as they are written as .brf files.
Here is the actual question: how can I make my module read and process said entitites, so that they can be seen and felt in-game? I do not want to break its already-existing files, but to merge it with later Warband versions' entities. That module is quite special and I am in no position to just move on to another one. Just downloading a new module is not an option for me, as I must enrich my initial one with said entities.
Will setting the latest Module System's path to my module and running it blank (that is, with no changes to any file) accomplish my end? A file named module_scene_props.py seems to contain some seemingly useful data for me; it also bears the latest version's changes.
I would like to ask a seemingly basic question to the knowledgeable ones of Warband's modding community. I think it will be very easy to reply to said query, as it is really, really awkwardly simple. I could not find a solution to it, as perhaps it was so simple that everyone else had not had to actually ask such a question on any forum whatsoever. I think that many other people have stumbled upon this problem, so resolving it must have been a commonplace. Thank you in advance to any possible helper!
In 2016 or so there was the Invasion mode (named as 'ccoop' in the code) shipped to Warband along with some new props (snowy ones, prison cart), outer terrain (beach_snowy), textures, materials and so forth (likely added in different version). All the above-mentioned entities were added to the Module System for version 1.171 and they could be easily spotted since there was a code sidenote attached to them (#INVASION MODE).
Since I am utilizing an archival augmented Native module originating from pre-2016 period, I can see in edit mode the missing props' entries and can place said entities in any scene, but they do not show up and are completely invisible. Moreover, when I join with that module a scene which has said Invasion mode entities, they also cannot be seen or stepped onto. They seem to be empty and lacking their respective colliders.
Warband's CommonRes folder contains all of the previously mentioned entities, as they are written as .brf files.
Here is the actual question: how can I make my module read and process said entitites, so that they can be seen and felt in-game? I do not want to break its already-existing files, but to merge it with later Warband versions' entities. That module is quite special and I am in no position to just move on to another one. Just downloading a new module is not an option for me, as I must enrich my initial one with said entities.
Will setting the latest Module System's path to my module and running it blank (that is, with no changes to any file) accomplish my end? A file named module_scene_props.py seems to contain some seemingly useful data for me; it also bears the latest version's changes.
snowy_destroy_house_a",0,"snowy_destroy_house_a","bo_snowy_destroy_house_a", []),
("snowy_destroy_house_b",0,"snowy_destroy_house_b","bo_snowy_destroy_house_b", []),
("snowy_destroy_house_c",0,"snowy_destroy_house_c","bo_snowy_destroy_house_c", []),
("snowy_destroy_heap",0,"snowy_destroy_heap","bo_snowy_destroy_heap", []),
("snowy_destroy_castle_a",0,"snowy_destroy_castle_a","bo_snowy_destroy_castle_a", []),
("snowy_destroy_castle_b",0,"snowy_destroy_castle_b","bo_snowy_destroy_castle_b", []),
("snowy_destroy_castle_c",0,"snowy_destroy_castle_c","bo_snowy_destroy_castle_c", []),
("snowy_destroy_castle_d",0,"snowy_destroy_castle_d","bo_snowy_destroy_castle_d", []),
("snowy_destroy_windmill",0,"snowy_destroy_windmill","bo_snowy_destroy_windmill", []),
("snowy_destroy_tree_a",0,"snowy_destroy_tree_a","bo_snowy_destroy_tree_a", []),
("snowy_destroy_tree_b",0,"snowy_destroy_tree_b","bo_snowy_destroy_tree_b", []),
("snowy_destroy_bridge_a",0,"snowy_destroy_bridge_a","bo_snowy_destroy_bridge_a", []),
("snowy_destroy_bridge_b",0,"snowy_destroy_bridge_b","bo_snowy_destroy_bridge_b", []),
#prisoner cart
("snowy_destroy_house_b",0,"snowy_destroy_house_b","bo_snowy_destroy_house_b", []),
("snowy_destroy_house_c",0,"snowy_destroy_house_c","bo_snowy_destroy_house_c", []),
("snowy_destroy_heap",0,"snowy_destroy_heap","bo_snowy_destroy_heap", []),
("snowy_destroy_castle_a",0,"snowy_destroy_castle_a","bo_snowy_destroy_castle_a", []),
("snowy_destroy_castle_b",0,"snowy_destroy_castle_b","bo_snowy_destroy_castle_b", []),
("snowy_destroy_castle_c",0,"snowy_destroy_castle_c","bo_snowy_destroy_castle_c", []),
("snowy_destroy_castle_d",0,"snowy_destroy_castle_d","bo_snowy_destroy_castle_d", []),
("snowy_destroy_windmill",0,"snowy_destroy_windmill","bo_snowy_destroy_windmill", []),
("snowy_destroy_tree_a",0,"snowy_destroy_tree_a","bo_snowy_destroy_tree_a", []),
("snowy_destroy_tree_b",0,"snowy_destroy_tree_b","bo_snowy_destroy_tree_b", []),
("snowy_destroy_bridge_a",0,"snowy_destroy_bridge_a","bo_snowy_destroy_bridge_a", []),
("snowy_destroy_bridge_b",0,"snowy_destroy_bridge_b","bo_snowy_destroy_bridge_b", []),
#prisoner cart