Modding Q&A [For Quick Questions and Answers]

Users who are viewing this thread

Status
Not open for further replies.
snouz said:
Do anyone know what controls what a character will wear when he has several armors and gear pieces at his disposal?

I have a quote somewhere on the engine mechanism. In short its a normal distribution based on the item value ($ cost). You could get more details if you search the old post, or you can check VC code for a override mechanism (armor distribution is done on the MST, not the engine)
 
kalarhan said:
snouz said:
Do anyone know what controls what a character will wear when he has several armors and gear pieces at his disposal?

I have a quote somewhere on the engine mechanism. In short its a normal distribution based on the item value ($ cost). You could get more details if you search the old post, or you can check VC code for a override mechanism (armor distribution is done on the MST, not the engine)

Oh price? Interesting, I would not have thought of that. So basically, the cheaper the equipment is, the more they're gonna wear it?
If you have the quote, I'm really interested. I want to make an equal distribution of armors between walkers.

Thanks
 
snouz said:
So basically, the cheaper the equipment is, the more they're gonna wear it?

that is not how a normal works

https://www.mathsisfun.com/data/standard-normal-distribution.html



snouz said:
If you have the quote
I don't. But a search on this thread for "inventory" guided me to it in about 1 minute. Remember this thread alone is a encyclopedia on modding, use search often

https://forums.taleworlds.com/index.php/topic,6575.msg8390545.html#msg8390545
 
kalarhan said:
snouz said:
So basically, the cheaper the equipment is, the more they're gonna wear it?

that is not how a normal works

https://www.mathsisfun.com/data/standard-normal-distribution.html



snouz said:
If you have the quote
I don't. But a search on this thread for "inventory" guided me to it in about 1 minute. Remember this thread alone is a encyclopedia on modding, use search often

https://forums.taleworlds.com/index.php/topic,6575.msg8390545.html#msg8390545

I've searched google and the board for "armor distribution", but was met with an ocean of unrelated topics.
And I was never a mathhead so i didn't know what a normal was.
Thank you very much for the help.
 
Good day milords, I am a coder and just setup my game to use WRECK compiler, completely new and overwhelmed... I am going to read some tutorials but I need lords to die. If anyone has ideas what files to even look in and explain how to edit what happens when game does "xxx" if you catch my drift. Don't even know where the the entry point is and how this all gets executed
 
LootingScumbag said:
Good day milords, I am a coder and just setup my game to use WRECK compiler, completely new and overwhelmed... I am going to read some tutorials but I need lords to die. If anyone has ideas what files to even look in and explain how to edit what happens when game does "xxx" if you catch my drift. Don't even know where the the entry point is and how this all gets executed

read the tutorials first. You need to learn about basic syntax, concepts (like how variables, strings, etc work here) and then learn how to relate game concepts (like a party) with the game code.

You may want to check the Q&A I wrote for VC modsys. I did a few "How do I find this thingy in the code" short guides for newbies.
https://forums.taleworlds.com/index.php/topic,347990.0.html

Make sure you at least learn how to use rgl_log.txt for debugging.
 
kalarhan said:
LootingScumbag said:
Good day milords, I am a coder and just setup my game to use WRECK compiler, completely new and overwhelmed... I am going to read some tutorials but I need lords to die. If anyone has ideas what files to even look in and explain how to edit what happens when game does "xxx" if you catch my drift. Don't even know where the the entry point is and how this all gets executed

read the tutorials first. You need to learn about basic syntax, concepts (like how variables, strings, etc work here) and then learn how to relate game concepts (like a party) with the game code.

You may want to check the Q&A I wrote for VC modsys. I did a few "How do I find this thingy in the code" short guides for newbies.
https://forums.taleworlds.com/index.php/topic,347990.0.html

Make sure you at least learn how to use rgl_log.txt for debugging.

yeah, sorry, I am asking this question premature. I'm pretty good with programming logic and using variables or whatever types. I know some python, but whatever i dont know is a google search away regarding python syntax and using the different libs. I am just use to an entry point method and then you write code that gets executed every tick/frame in a while true loop. Yeah I am a noob but at least I am not starting from square 1 :smile:

I really appreciate all your responses!
 
LootingScumbag said:
I know some python

ModSys is not Python. It only uses Python. Your know how of Python will help, but you will need to learn the new language and syntax (Warband Scripting Language), that is why you need to read the tutorials

modsys != Python

Unless you like to create your own developer tools (like WRECK) you will probably never touch Python coding :XD. Most modders only know how to copy+paste things in a way that doesn't break Python
 
kalarhan said:
LootingScumbag said:
I know some python

ModSys is not Python. It only uses Python. Your know how of Python will help, but you will need to learn the new language and syntax (Warband Scripting Language), that is why you need to read the tutorials

modsys != Python

Unless you like to create your own developer tools (like WRECK) you will probably never touch Python coding :XD. Most modders only know how to copy+paste things in a way that doesn't break Python

ah 10-4... well new syntax doesn't bother me... i'm sure i will get use to it... although I will admit, IDE's like Visual Studio and c# that has intellisense was so nice to use for modding. GTA modding is pretty refined these days. SO I feel like this will be lots of coding on notepads and making sure not to make typos in code... i was spoiled, haha.

I was wondering with all these sophisticated tools, did anyone ever make a public IDE to control all this via software and perhaps offer some benefits like some type of intellisense?
 
Does anyone know why this item still blocks? It clearly says 'Can't be used to block' and yet in game you can.
CC939DA8DB73340C8380D17340F92444ED587692
Code:
["viber_sword",         "Vibro Sword", [("vibrosword_new",0)], itp_type_one_handed_wpn|itp_no_parry|itp_merchandise|itp_primary|itp_secondary|itp_wooden_parry, itc_scimitar, 
 320, weight(1.5)|difficulty(0)|spd_rtng(90) | weapon_length(55)|swing_damage(49 , cut) | thrust_damage(0 ,  pierce),imodbits_sword ],
Code:
["viber_evb",         "Emergency Vibro Blade", [("evb",0)], itp_type_one_handed_wpn|itp_no_parry|itp_no_blur|itp_merchandise|itp_primary|itp_secondary|itp_wooden_parry, itc_scimitar, 
 420, weight(1.5)|difficulty(0)|spd_rtng(90) | weapon_length(89)|swing_damage(49 , cut) | thrust_damage(49 ,  pierce),imodbits_sword ],
 
If
Code:
itp_no_parry
isn't doing the trick, then the problem must lie in
Code:
itc_scimitar
, which is defined as:
Code:
itc_scimitar  = itc_cleaver | itc_parry_onehanded
Code:
itc_cleaver
, on the other hand, hasn't got any parrying flags. Try using that and see if it does the trick.
Also be mindful of
Code:
itp_wooden_parry
. Who knows what secrets lurk in the depths of the engine? Perhaps it being there forces parrying to be enabled anyway.
 
Sherlock Holmes said:
itp_no_parry  ... itp_wooden_parry

well @Sherlock my first test would be to remove the last flag... telling the game the weapon can't parry, but that it parries like it was made of wood is kind of illogical.

edit: seem you figured that out. As you should tell Watson: "Elementary, my dear Watson"

(disclaimer: yeah I know this phrase is not actually part of the books)
 
Well it did bug me. But I thought there might be some kind of flag priority, if I first assigned the 'no_parry' then it definetly shouldn't parry.
The engine's a bit strange...a wooden parry? How else would it parry?  :razz:
 
Ahh.
I have much more to learn. Thanks!

One thing I've not yet figured out is how the engine generates the item pictures on the bottom right. Obviously it is some sort of a 2D render(Same camera position) however with this particular item the 2D render certainly doesn't look like this way, and there is no 'Ammo' section of the UI or anything in the item code that would suggest so.
I'm talking about the laser icon in the bottom right:
A8BnEL5.jpg
 
Status
Not open for further replies.
Back
Top Bottom