This isnt a guide to modding, as there are already those, but rather an information thread on the tips to successful ease of modding.
I would like to build a catalog of what modders do to ensure a smooth modding experience, and to list limits of mod potential. Such limits would include item number capacity, faction number capacity etc. I'll update this as information is posted, and the game changes versions should that happen.
The 3 categories to focus on are:
Python
BRF
TXT - (for those modders whom don't use python, as there seems to be many of them)
Remember the target information to gather on the categories are limits, bugs, and general tips.If we find ways or fixes for the limits or bugs, I will add a link to fix under said limit/bug if you supply it.
Python
Tips:
1. When you make changes in Python do not close them. This way if the mod fails to compile, or there is an unforseen error in the game you can simple backtrack by ctrl+z (undo) until a point where the mod works and you can then retrace going forward to find the error.
2. When concerning item balance in your mod, remember it may not be necessary to change each individual item's property, but rather you can change the properties wholesale in the module.ini file.
3. You should make no less than two backups of your python files in the event of mass error.
4. It sometimes takes 2 tries for Python to compile. A good example of this adding items or adding to games_menu. If the compile gives errors the first time, run it again to make sure this isnt the case.
5. When adding to python, such as factions or map icons, as well as many other functions - if the mod is not compiling where you feel it should, check to make sure that your ID_ and Header_ sections have these new functions included.
Limits/bugs:
1. Known item limit of 915 before game will crash
2. No known limit to factions lords per faction. Banners per lord must be resolved however to eliminate red text. Fix here..
http://forums.taleworlds.com/index.php/topic,49473.0.html
3. In 0.960 and possibly 1.X there is a problem where if you changed a skill name (not the skill ID) then this caused a problem when importing/exporting a character since the file uses the skill names (not the ID). As a workaround create a skills.csv language file and do not make many changes in module_skills.py itself. Fix here ... http://forums.taleworlds.com/index.php/topic,52642.15.html
BRF
Tips:
Limits/bugs:
1. Does not support custom horse skeletons (anyone confirm this and if there is a way around this?)
2. Item stacking bug - Items with near identical entries can often stack polygons. An example is name entries xsword1 and xsword10. In this case xsword1 would recieve a double polygon count from xsword10, but xsword10 would remain at a normal poly count. This has the potential to stack limitless times and can result in a crash, so make sure to check the poly count on your items often.
3. Coloring tool not supported.
4. Item reach not supported.
5. Wireframe not supported.
6. BRF edit can't import/export female deformation data (rigging ?). So your ladies will be flat chested. And the men won't get the new deformation stuff. If your armor is based from a native mesh, you can make a copy of the native file, remove all except what you need, and change the mesh name and texture. if you need multiple variants, clone will work fine.
TXT
Tips:
1. If you are a .txt modder, and are foraying into the world of Python, remember that compiling Python script will overwrite custom work done to your .txt changes. Make backups.
2. Map editing. If you edit a map with Thor's MapEditor, the next time you compile with Python it will overwrite the changes you made. Always remember to make a copy of Parties.txt before you compile, that you can then copy back. You can transfer the data to your python. All you need to transfer is the (x,y), the z is automatic. and the name if you set it with the editor, of course. There is a tool made to copy party coordinates from party.txt into module_parties and can be found here http://forums.taleworlds.com/index.php/topic,45772.0.html
Limits/bugs:
Misc:
1. Map Editor - Traversable water crossing tiles need to be higher than sea level or else this can result in parties getting stuck and transferred to water tiles.
2. Scene editing - When editing AI grid (AI mesh) in scenes, make sure and move town walkers off of AI grid that you are editing, otherwise editing the grid with walkers active on them will cause the game to crash.
I would like to build a catalog of what modders do to ensure a smooth modding experience, and to list limits of mod potential. Such limits would include item number capacity, faction number capacity etc. I'll update this as information is posted, and the game changes versions should that happen.
The 3 categories to focus on are:
Python
BRF
TXT - (for those modders whom don't use python, as there seems to be many of them)
Remember the target information to gather on the categories are limits, bugs, and general tips.If we find ways or fixes for the limits or bugs, I will add a link to fix under said limit/bug if you supply it.
Python
Tips:
1. When you make changes in Python do not close them. This way if the mod fails to compile, or there is an unforseen error in the game you can simple backtrack by ctrl+z (undo) until a point where the mod works and you can then retrace going forward to find the error.
2. When concerning item balance in your mod, remember it may not be necessary to change each individual item's property, but rather you can change the properties wholesale in the module.ini file.
3. You should make no less than two backups of your python files in the event of mass error.
4. It sometimes takes 2 tries for Python to compile. A good example of this adding items or adding to games_menu. If the compile gives errors the first time, run it again to make sure this isnt the case.
5. When adding to python, such as factions or map icons, as well as many other functions - if the mod is not compiling where you feel it should, check to make sure that your ID_ and Header_ sections have these new functions included.
Limits/bugs:
1. Known item limit of 915 before game will crash
2. No known limit to factions lords per faction. Banners per lord must be resolved however to eliminate red text. Fix here..
http://forums.taleworlds.com/index.php/topic,49473.0.html
3. In 0.960 and possibly 1.X there is a problem where if you changed a skill name (not the skill ID) then this caused a problem when importing/exporting a character since the file uses the skill names (not the ID). As a workaround create a skills.csv language file and do not make many changes in module_skills.py itself. Fix here ... http://forums.taleworlds.com/index.php/topic,52642.15.html
BRF
Tips:
Limits/bugs:
1. Does not support custom horse skeletons (anyone confirm this and if there is a way around this?)
2. Item stacking bug - Items with near identical entries can often stack polygons. An example is name entries xsword1 and xsword10. In this case xsword1 would recieve a double polygon count from xsword10, but xsword10 would remain at a normal poly count. This has the potential to stack limitless times and can result in a crash, so make sure to check the poly count on your items often.
3. Coloring tool not supported.
4. Item reach not supported.
5. Wireframe not supported.
6. BRF edit can't import/export female deformation data (rigging ?). So your ladies will be flat chested. And the men won't get the new deformation stuff. If your armor is based from a native mesh, you can make a copy of the native file, remove all except what you need, and change the mesh name and texture. if you need multiple variants, clone will work fine.
TXT
Tips:
1. If you are a .txt modder, and are foraying into the world of Python, remember that compiling Python script will overwrite custom work done to your .txt changes. Make backups.
2. Map editing. If you edit a map with Thor's MapEditor, the next time you compile with Python it will overwrite the changes you made. Always remember to make a copy of Parties.txt before you compile, that you can then copy back. You can transfer the data to your python. All you need to transfer is the (x,y), the z is automatic. and the name if you set it with the editor, of course. There is a tool made to copy party coordinates from party.txt into module_parties and can be found here http://forums.taleworlds.com/index.php/topic,45772.0.html
Limits/bugs:
Misc:
1. Map Editor - Traversable water crossing tiles need to be higher than sea level or else this can result in parties getting stuck and transferred to water tiles.
2. Scene editing - When editing AI grid (AI mesh) in scenes, make sure and move town walkers off of AI grid that you are editing, otherwise editing the grid with walkers active on them will cause the game to crash.