Modding Q&A [For Quick Questions and Answers]

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kalarhan 说:
BeefBacon 说:
If I remove items from item_kinds1 (with Morgh's tool)

use Morgh's and .txt to add new items (end of the file). If you want to go further and remove stuff you should work with the modsys (.py files) instead https://forums.taleworlds.com/index.php/topic,240255.0.html

I had a glance over the module system but it looked complicated, and didn't seem to offer what I needed, at least not what Morgh's already offers, (I'm not really interested in scripting, just adding new items, editing factions and changing the map) but if it's the only way to set up my mod at a basic level then I suppose I'll give it a whirl. Thanks.

Although, surely both Morgh's and the .py files do the same thing? Translate the gibberish code into something we can understand? Ultimately it's just removing lines of code, so I'm not really clear on why it would cause problems. That is unless item_kinds is more complicated that I thought, and somehow interacts with other files in a way that would cause a crash when edited.
 
BeefBacon 说:
Although, surely both Morgh's and the .py files do the same thing?

nope. But for some stuff like item you can still use Morgh's and the modsys together (when you open the tool you can select .txt or .py files).

short answer (without going into tech details) is that you can't remove stuff from the files by only using .txt, it breaks the indexes
 
kalarhan 说:
BeefBacon 说:
Although, surely both Morgh's and the .py files do the same thing?

nope. But for some stuff like item you can still use Morgh's and the modsys together (when you open the tool you can select .txt or .py files).

short answer (without going into tech details) is that you can't remove stuff from the files by only using .txt, it breaks the indexes

I see. That makes sense. Thanks again for your help.
 
Totigor 说:
I have a version of the game 1.170. Need to update the game version?

you do not. The patch 1.171 is a MP fix from 1.170, it had no change in the engine (the .exe file), so you can use it just fine.

however you should download Lav's version for reference. It has better documentation, much easier to understand it (a example is the file header_operations.py). If you don't know how to merge files use Lav's only for reference (not for actual modding).

http://forums.taleworlds.com/index.php/topic,324874.0.html

 
I'v been toying around with this idea, but as I'm not really a modder I dunno if it's possible

So if I've understood animations correctly, it's basically just a 'loop' file that you create with your modeling program of choice
But would it be possible to create an idle weapon animation? I mean that you give the weapon a 'Loop' and the code the loop to play all the time. Like a spinning chainsaw maybe. Is that possible or does warbands engine not allow it?

Because it would be very cool for some fantasy weapons I have in mind

 
TheMasteroDeath 说:
But would it be possible to create an idle weapon animation.

sure thing, you can then use trigger (timed events) on your mission to make your agents use them.

you will need to check tutorials on modding, triggers and mission templates to learn how (Tutorial section of the forum)

VC DLC has a example of this on immersion_troops trigger
 
kalarhan 说:
TheMasteroDeath 说:
But would it be possible to create an idle weapon animation.

sure thing, you can then use trigger (timed events) on your mission to make your agents use them.

you will need to check tutorials on modding, triggers and mission templates to learn how (Tutorial section of the forum)

VC DLC has a example of this on immersion_troops trigger

Just to make clear what I mean for no misunderstandings:
What I mean is give the weapon an animation that will always play. Like a spinning chain on a chainsaw or something
Is that what you meant was possible?
 
New problem:

python can't open file "X"  no such file or directory

I've followed the tutorial and granted read/write permissions, and am even running in Admin mode. Running normally creates different errors, a couple of 'no such files,' undefined variables.

I don't think I've made any typos anywhere either - I saw someone had the same issue but they'd edited the wrong line in module_info.
 
TheMasteroDeath 说:
What I mean is give the weapon an animation that will always play. Like a spinning chain on a chainsaw or something

that is different thingy. You can sort of do it with Warband, but the best results I saw (not great, but OK) were with WSE (a example is the flail weapon)

in any way it is not something "easy", so you will need to consider if you want to invest the time to learn how you could do it (and be open to the prospect of failing)

17.png


I never experimented with this myself, so can't help further (you can explore the flail code as a example, or see if someone else can add more to the answer)

Cheers
BeefBacon 说:
wrong line in module_info.

show us your module_info.py file (use CODE  tag)
插入代码块:
stuff

and your module path
 
kalarhan 说:
TheMasteroDeath 说:
What I mean is give the weapon an animation that will always play. Like a spinning chain on a chainsaw or something

that is different thingy. You can sort of do it with Warband, but the best results I saw (not great, but OK) were with WSE (a example is the flail weapon)

in any way it is not something "easy", so you will need to consider if you want to invest the time to learn how you could do it (and be open to the prospect of failing)

17.png


I never experimented with this myself, so can't help further (you can explore the flail code as a example, or see if someone else can add more to the answer)

Cheers



BeefBacon 说:
wrong line in module_info.

show us your module_info.py file (use CODE  tag)
插入代码块:
stuff

and your module path

Thanks a lot anyway
You wouldn't happen to know the mod that implemented this flail wold you?
 
kalarhan 说:
show us your module_info.py file (use CODE  tag)
插入代码块:
stuff

and your module path

插入代码块:
# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)

export_dir = "E:/Steam/SteamApps/common/MountBlade Warband/Modules/Sons of Skyrim"
#export_dir = "C:/Program Files/Mount&Blade/Modules/Native/"

插入代码块:
E:\Steam\SteamApps\common\MountBlade Warband\Modules

I tried creating an empty mod folder with the assumption that it couldn't create a folder, but it didn't help. I have noticed a bunch of .txt files dumped in my Modules directory, though.
 
kalarhan 说:
BeefBacon 说:
export_dir = "E:/Steam/SteamApps/common/MountBlade Warband/Modules/Sons of Skyrim"

add another slash "/" at the end

Didn't help. Same errors. Strangely when I went to add the slash I saw it was already there. I suppose I must have missed it when I copied the line, or maybe I subconsciously added it after I copied it. In either case, it hasn't solved the issue.

I'm using Python 2.7.12 by the way. Windows 10.

I've also given the entire modules folder read/write permissions.
 
BeefBacon 说:
Didn't help. Same errors.

it fixed one mistake, now to the next  :grin:

copy and post your entire console log (from the terminal), use CODE tag

(you can right click on the window top border to select all and copy the content)
 
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