
("castle_1_exterior",sf_generate,"none", "none", (0,0),(100,100),-100,"0x30054da28004050000005a76800022aa00002e3b",
[],[],"outer_terrain_steppe"),
("castle_1_interior",sf_indoors, "dungeon_entry_a", "bo_dungeon_entry_a", (-100,-100),(100,100),-100,"0",
["exit"],["castle_1_seneschal"]),
("castle_1_prison",sf_indoors,"interior_prison_a", "bo_interior_prison_a", (-100,-100),(100,100),-100,"0",
[],[]),


Egbert 说:You have to copy a .sco file and name it (castle_1_exterior) to match the tuple in module_scenes:
("castle_1_exterior",sf_generate,"none", "none", (0,0),(100,100),-100,"0x30054da28004050000005a76800022aa00002e3b", [],[],"outer_terrain_steppe"),
If you want a blank map you have to generate the terrain while in edit mode, copy the terrain code (0x30054da28004050000005a76800022aa00002e3b) and paste it to module_scenes.
This will help once you set it up http://s9.zetaboards.com/exilian/topic/467530/1/

Egbert 说:A few options:
1 Temporarily replace one of the scenes already in game.
2 Enable the p_test_scene which has a menu in module_game_menus.
3 Get the scene chooser from http://forums.taleworlds.com/index.php?topic=51851.msg1334787#msg1334787
Use cheat mode to edit the scene without a siege: press ctrl and ` then type cheatmenu in the console.
