Modding Q&A [For Quick Questions and Answers]

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Why isn't this working?
  [anyone, "trial_of_strength_2",
  [], 
  "Very well, get him men!", "close_window",
  [   (set_party_battle_mode),
  (add_visitors_to_current_scene, 12, "trp_mountain_bandit", 2),
  (assign,"$myst_camp_found",4),
  (mission_disable_talk),]],
      (0,mtef_scene_source|mtef_team_0,af_override_horse, 0,1,[]), #player entry
      (11,mtef_scene_source,af_override_horse, 0,1,[]), #chief entry
      (12,mtef_visitor_source|mtef_team_1,af_override_horse, 0,1,[]), #enemy spawn
 
jacobhinds 说:
JC LEON 说:
I'm managing to use modmerger in these days and after some tries I'm attempting to merge some little mods to learn..

But I noticed a strange thing and i dont know if modmerger must work is this ways or i'm wrong something

E.g.

I'm using as base of my mod the diplomacy 4.2 module but after I copied module_system 1.166 in my module folder and merged in it pdob or freelanncer and I lauched my module I have only the mods I merged with modmerger in my module and the diplomacy sftuffs lost-


is this intended to be normal?


That's because the data for the diplomacy module is in the .txt files which get overwritten by compilation. Instead, downliad and use the diplomacy module system as a base, apart from header_operation.py (which you definitely should copy over from 1.166) it's more or less up to date.

i downloaded the dilmacy 4.3 module system 1.166 as you said and compiled my mod with t..

compiled worked but with this erros and warnings...

插入代码块:
Initializing...
Compiling all global variables...
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
WARNING: Local variable never used: days_left, at: game_get_troop_note
WARNING: Local variable never used: villager_count, at: process_village_raids
WARNING: Local variable never used: starting_town_faction, at: prepare_town_to_f
ight
WARNING: Variable name used for both local and global contexts:pool_troop
WARNING: Variable name used for both local and global contexts:pool_troop
WARNING: Variable name used for both local and global contexts:pool_troop
WARNING: Variable name used for both local and global contexts:pool_troop
WARNING: Local variable never used: messenger_troop, at: dplmc_send_messenger_to
_party
WARNING: Local variable never used: center_no, at: calculate_improvement_limit
WARNING: Local variable never used: player_team, at: cf_dplmc_battle_continuatio
n
Exporting mission_template data...
Exporting game menus data...
WARNING: Local variable never used: days_left, at: 0
WARNING: Local variable never used: relation:faction, at: 0
exporting simple triggers...
exporting triggers...
WARNING: Local variable never used: inv_cap, at: 0
exporting dialogs...
ERROR: Output token not found: lord_lend_ransom_accept
ERROR: Output token not found: lord_lend_ransom_reject
ERROR: Output token not found: novicemaster_finish_training
WARNING: Local variable never used: hours, at: 0
WARNING: Usage of unassigned global variable: $g_emissarry_selected
Error: Unable to find object:script_change_troop_relation_with_troop
ERROR: Illegal Identifier:script_change_troop_relation_with_troop
WARNING: Local variable never used: prisoner_faction, at: 0
WARNING: Local variable never used: prisoner_faction, at: 0
WARNING: Local variable never used: prisoner, at: 0
Error: Unable to find object:script_change_troop_relation_with_troop
ERROR: Illegal Identifier:script_change_troop_relation_with_troop
WARNING: Local variable never used: current_location, at: 0
WARNING: Usage of unassigned global variable: $g_current_hour
Checking global variable usages...
WARNING: Global variable never used: $g_emissarry_selected
WARNING: Global variable never used: $g_current_hour
Imported 26 global variables for saved-game compatability that are not used.
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .
 
Hi! Hello again :smile:

Past last 3 weeks I was trying use TLD models in my mod, work is timeconsuming but not hard. However I didn't use openbrf in any other way than just absolute basics.

So I have a problem. TLD has slightly different skeletons for humans - head is moved forward circa 5cm (ingame). So every helm from tld is moved by 5 cm on "normal" human skeleton. So in game I see helmet in front - too much, but back of the head is bald, or hairs and helmet is partly inside the head.

I had the same problem with elven armors and helmets, I just incorporated new race in my mod, with new elven skeleton. But I would like very much avoid incorporating TLD human skeleton as a new race, I would like to make TLD helmets work on native head.

(I hope this is understable, written english is not my strongest side, sorry).

Is there any way to use openbrf to do this trick? I think i have read tutorial about copying 'native helm parameters' into new helm but all pictures were outdated and no longer available...

Help?
 
Can someone direct me to a thread or tutorial that explains how to change scene map size.
I have been trying to use TweakMB, but it gives me long rectangles when I shrink my map.
I also heard that I need to increase tile size.
Goal is to shrink the size,keeping the same shape so I can apply a new map borders add on.

I'm also looking for an OSP, mod or game that has flails with chains other than the one provided by k700 in WSE.
Thanks, GDW
 
MadGuarang 说:
Hi! Hello again :smile:

Past last 3 weeks I was trying use TLD models in my mod, work is timeconsuming but not hard. However I didn't use openbrf in any other way than just absolute basics.

So I have a problem. TLD has slightly different skeletons for humans - head is moved forward circa 5cm (ingame). So every helm from tld is moved by 5 cm on "normal" human skeleton. So in game I see helmet in front - too much, but back of the head is bald, or hairs and helmet is partly inside the head.

I had the same problem with elven armors and helmets, I just incorporated new race in my mod, with new elven skeleton. But I would like very much avoid incorporating TLD human skeleton as a new race, I would like to make TLD helmets work on native head.

(I hope this is understable, written english is not my strongest side, sorry).

Is there any way to use openbrf to do this trick? I think i have read tutorial about copying 'native helm parameters' into new helm but all pictures were outdated and no longer available...

Help?

Maybe you could select all the helmets in OpenBRF then right click and use roto-translate-rescale to move them back a bit.
 
I want to decrease the lethality in battle, so that 20% of all troops that are killed in battle (not knocked unconscious) are in fact just wounded.
The surgery skill allready does reduce lethality. Does somebody know how to do this or at least where to find the script for the surgery skill?

(I allready searched module_scripts and surgery is mentioned, but it doesn't look like it is defined there.)
 
The default skills are hardcoded, so even if you add some kind of trigger for that, it won't work together with surgery. But as a solution you can remove the old surgery skill and add a new one that works together with your tirgger.
 
Lord of Shadows 说:
Is it possible to combine two skills (their effects) like Pathfinding and Spotting?
Depends, most skills have hardcoded effects while some other effects are defined in the module system, those can be combined easily.
For the hardcoded stuf you would need to reverse engineer the effects if possible and then apply your own effects.
 
I'm not sure it would work, but you could always try to make one of them disabled and make all the checks for the disabled one use the level of the other
 
spotting can also be simulated with script_game_check_party_sees_party, afaik, tracking is the only skill you cant simulate
 
MadGuarang 说:
Maybe you could select all the helmets in OpenBRF then right click and use roto-translate-rescale to move them back a bit.

Absolutely yes! Thank you very much, sir!

That answer was useful for me too. I have not spotted that feature. I have got smale scale problem with some installed helmets when sometimes head texture is visually coming through some parts of helmet. Tested that feature with one problematic headgear by scaling  X and Z-axis to 101% and Y-axis to 100,25%. Looks good, on that part problem solved. Very usefull, thank you.
 
is there an easy way to view warband scenes and sco fiels..

I wonderring to change some scenes form native but where i can find the tool and the corresposnding names for every scenes??
 
Hello!

So I finally got my custom banners working!
They display the banner you choose via VAR 1 OR they will change to the current lords banner, that way when castles/towns/villages are taken the banners update automatically!
They are vertex animated and the speed can be set via VAR 2 later will be changed to current cloud amount, storm = faster flapping.
The animations are idle, banner breeze and flag wave that auto sets if the banner is rotated like a flag.

bb6zimW.jpg


All banners in the above image are the same scene prop with different variables set.
How did I get the different shaped flags I hear you ask!
Its because the tableau system literally takes a whole banner mesh and jams it into the material when its heraldic!
Wva5K5W.png

So every Heraldic armour or shield is carrying around a banner too!
Why not a simple mesh

DnLy0ei.png


Like this^
Better yet why not utilise the space and add in a background so you don't need to add a vertex coloured mesh in there as well!

SnMf6IT.png


Now you can have multiple colours for you background!
The only problem is that when applied to a tableau with the normal background colour removed the banner mesh gets clipped?

CqQ0Kva.jpg


I know it gets clipped to remove the wooden part of the original banner mesh but I need it unclipped!

I couldn't find anything useful to help as 90% of the search was copied un-editted  module code errors.

/rant over
 
I remember seeing in the forums a presentation that allowed you to pick a color, does anyone have a link to it, or at least know how to convert 3 int values(RGB) into a hexadecimal one in the module system
 
You convert int values to RGB hex by multiplying B by 1 (160), G by 256 (162) and R by 65536 (16⁴), then converting them to hexadecimal and adding them all together. The individual RGB values will have to use the 0-255 range to work, as is normal.
 
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