Modding Q&A [For Quick Questions and Answers]

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I'm sure I could find this if I looked hard enough however, I feel this is the easiest way to go about finding it. I'm looking to add an extra scene to a town. So when you enter a town and it says things like, go to tavern, castle arena enterprise ect. I want to know how to add and extra option - I'm looking to add a hospital. I've gotten the scene made I'm just having trouble going about how to add it as a place you can go to. The town I'm working on placing it in is Sargoth atm. Help would be appreciated.
 
Conway28 said:
I'm sure I could find this if I looked hard enough however, I feel this is the easiest way to go about finding it. I'm looking to add an extra scene to a town. So when you enter a town and it says things like, go to tavern, castle arena enterprise ect. I want to know how to add and extra option - I'm looking to add a hospital. I've gotten the scene made I'm just having trouble going about how to add it as a place you can go to. The town I'm working on placing it in is Sargoth atm. Help would be appreciated.

you can add a new option for the town menu, look for it at module_game_menus.py. The menu is called "town".

Code:
(
    "town",mnf_enable_hot_keys|mnf_scale_picture,
    "{s10} {s14}^{s11}{s12}{s13}",
    "none",
    [   

How? See here http://forums.taleworlds.com/index.php/topic,16211.0.html for a menu tutorial
 
Hi.
I noticed in rgl_log file for Native there're several errors those didn't appear on previous version but only on 1.168:

Code:
rgl_post_warning_line: WARNING: Unable to find material mp_ui_host_maps_e for mesh mp_ui_host_maps_e1 
rgl_post_warning_line: WARNING: Unable to find material mp_ui_host_maps_e for mesh mp_ui_host_maps_e2

Code:
rgl_post_warning_line: WARNING: Unable to find material  for mesh prt_mod_weapon_aim 
rgl_post_warning_line: WARNING: Unable to find material  for mesh prt_mod_weapon_aim_baloon 
rgl_post_warning_line: WARNING: Unable to find material  for mesh prt_mod_weapon_aim_base 
rgl_post_warning_line: WARNING: Unable to find material  for mesh prt_mod_weapon_aim_catapult 
rgl_post_warning_line: WARNING: Unable to find material  for mesh prt_mod_weapon_aim_catapult_base 
rgl_post_warning_line: WARNING: Unable to find material  for mesh prt_mod_weapon_aim_trebchet

Code:
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start 
 WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape 
 WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_troop_upgrades_button_clicked 
 WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_character_screen_requested

Code:
rgl_post_warning_line: get_skeleton_anim failed for: equip_musket 
rgl_post_warning_line: get_skeleton_anim failed for: equip_musket 
rgl_post_warning_line: get_skeleton_anim failed for: crouch_stand_man 
rgl_post_warning_line: get_skeleton_anim failed for: crouch_stand_man 
rgl_post_warning_line: get_skeleton_anim failed for: crouch_greatsword_cstance 
rgl_post_warning_line: get_skeleton_anim failed for: crouch_staff_cstance 
rgl_post_warning_line: get_skeleton_anim failed for: crouch_fire_pistol 
rgl_post_warning_line: get_skeleton_anim failed for: crouch_fire_pistol 
rgl_post_warning_line: get_skeleton_anim failed for: man_reload 
rgl_post_warning_line: get_skeleton_anim failed for: man_reload 
rgl_post_warning_line: get_skeleton_anim failed for: man_reload 
rgl_post_warning_line: get_skeleton_anim failed for: crouch_staff_cstance_attack 
rgl_post_warning_line: get_skeleton_anim failed for: crouch_staff_cstance_attack 
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead 
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead 
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead 
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead 
rgl_post_warning_line: get_skeleton_anim failed for: spear_thrust_overhead 
rgl_post_warning_line: get_skeleton_anim failed for: reload_pistol_new 
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing 
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing 
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing 
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing 
rgl_post_warning_line: get_skeleton_anim failed for: musket_upper_swing 
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward 
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward 
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward 
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward_parry 
rgl_post_warning_line: get_skeleton_anim failed for: musket_thrust_forward_parry 
rgl_post_warning_line: get_skeleton_anim failed for: equip_pistol 
rgl_post_warning_line: get_skeleton_anim failed for: equip_pistol

What is the cause ? Viking Conquest ?
Thanks.
 
Quick question,

I'm using Thorgrim's Map editor alongside with WarbandMagmanager in order to edit the map on Warband. As I created a new map, all of the map icons (village, castle, towns, etc) have been scattered, even to outside the red borders. I try to select those outside the red borders, some of them working normally and I was able to place them into my inner map borders, but other don't seem to be selected.

Any help on this?
 
Johao said:
I'm using Thorgrim's Map editor alongside with WarbandMagmanager in order to edit the map on Warband. As I created a new map, all of the map icons (village, castle, towns, etc) have been scattered, even to outside the red borders. I try to select those outside the red borders, some of them working normally and I was able to place them into my inner map borders, but other don't seem to be selected.

Any help on this?
Parties tend to be iffy with Thorgrim's. When I worked on my map, I resorted to placing parties manually (pressing the Z key inside Thorgrim's editor will show you the cursor's current position and copy it to the clipboard), and it's not that bad, even with a couple thousand parties, but you're far better off using Swyter's cartographer for that sort of thing. Thorgrim's editor is, after all, REALLY outdated and kind of unreliable.
 
There are Warband icons that are not compatible with Thorgrim's which was made for vanilla M&B - those you cannot drag around.
MadVader said:
For Thorgrim's, IIRC, change temporarily any Warband-only icons to some vanilla M&B equivalents (like village_c to village_a or some such).
But, yeah, rather use Cartographer for moving at least.
 
Antoni said:
Antoni said:
can i give an agent to a destructible scene prop, so that when i say "charge", my troops will try to destroy this object like an enemy??

Anyone??

This is what I would try: In an on prop init trigger, you could set the spawn position to be the same as the prop and then spawn an agent. Set the agent's speed limit to 0 and set a scripted destination, no attack, to that position. You'll want to spawn the agent based on a troop that is invisible and small--I'm not sure off the top how you apply meshes to troops, however so that would be something to look into if spawning a typical troop's agent on the prop results in the desired behavior.
 
What is that means ? And how can i fix that ?

Eqjd59.png

I was fixed that before, but i'd like to write somewhere and fix that, if comes again.
 
Caba`drin said:
Antoni said:
Antoni said:
can i give an agent to a destructible scene prop, so that when i say "charge", my troops will try to destroy this object like an enemy??

Anyone??

This is what I would try: In an on prop init trigger, you could set the spawn position to be the same as the prop and then spawn an agent. Set the agent's speed limit to 0 and set a scripted destination, no attack, to that position. You'll want to spawn the agent based on a troop that is invisible and small--I'm not sure off the top how you apply meshes to troops, however so that would be something to look into if spawning a typical troop's agent on the prop results in the desired behavior.

okay then, thanks Caba'drin, i'll try that soon, and let you know if i success, or fail.. :grin:
 
HyperCharge said:
What is that means ? And how can i fix that ?

Eqjd59.png

I was fixed that before, but i'd like to write somewhere and fix that, if comes again.

Code:
neg          = 0x80000000  # (neg|<operation_name>, ...),
                           # Used in combination with conditional operations to invert their results.

0x80000000  = 2147483648, which means you most likely have a code error where you tried to use a neg operation without the other part, something like this:

(neg, ":abc", 1)
 
Thanks, another question,

Is the registers are limited ? e.g. from pos0 to pos64, you can use these. But after that, registers you wrote will be unrecognized. Is that true ? Or can i add registers on my head ?
 
HyperCharge said:
Thanks, another question,

Is the registers are limited ? e.g. from pos0 to pos64, you can use these. But after that, registers you wrote will be unrecognized. Is that true ? Or can i add registers on my head ?

you can extend it to pos127. Lav's version of modules already does that
 
Has anyone ever typed BetweenL into the character screen (not starting screen) char. name? It gives you some XP, probably about the same amount you could ctrl-x in the time it takes to click and type "BetweenL" but it's still pretty neat. Are there any other names that do things like this?
 
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