Modding Q&A [For Quick Questions and Answers]

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Elberg said:
how to assign a village/castle/city to a faction

script "game_start"

Code:
#Give centers to factions first, to ensure more equal distributions
(call_script, "script_give_center_to_faction_aux", "p_town_1", "fac_kingdom_4"),
(call_script, "script_give_center_to_faction_aux", "p_town_2", "fac_kingdom_4"),
(call_script, "script_give_center_to_faction_aux", "p_town_3", "fac_kingdom_5"),

Native uses this system for towns/castles, then it handles villages by distance (gives it to the closest walled center, castles first, then towns). You can change it to whatever you want to (not hardcoded)
 
kalarhan said:
lolitablue said:
This is what I want to add:
_"Tell me about yourself ! Please".

... then he show me all his skills!

from Native you can see this example:

Code:
######################################
# GENERIC MEMBER CHAT
######################################

  [anyone,"member_chat", [], "Your orders {sir/madam}?", "regular_member_talk",[]],
  [anyone|plyr,"regular_member_talk", [], "Tell me about yourself", "view_regular_char_requested",[]],
  [anyone,"view_regular_char_requested", [], "Aye {sir/madam}. Let me tell you all there is to know about me.", "do_regular_member_view_char",[[change_screen_view_character]]],
  [anyone,"do_regular_member_view_char", [], "Anything else?", "regular_member_talk",[]],
  [anyone|plyr,"regular_member_talk", [], "Nothing. Keep moving.", "close_window",[]],

and if you need help learning about how to create dialogs (module_dialogs.py):

    :arrow: https://forums.taleworlds.com/index.php/topic,12733.0.html
and
    :arrow: http://www.freewebs.com/jikbyond/40kTut/M&B%20Module%20System%20Doc2-3.pdf
 
kalarhan said:
maater66241 said:
So, uh, is there anything else I can do to fix this problem? Any help would be great  :smile:

honestly you should go back and re-read this tutorial https://forums.taleworlds.com/index.php/topic,240255.0.html
Ok, so I've reread it and turns out I didn't give a few permissions for some stuff. It now compiles to correct place, but.....
Initializing...
variables.txt not found. Creating new variables.txt file
Compiling all global variables...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Traceback (most recent call last):
  File "process_global_variables.py", line 106, in <module>
    save_variables(export_dir, variables,variable_uses)
  File "C:\Users\David\Desktop\Red Wars Modsys Original\process_operations.py", line 171, in save_variables
    file = open(export_dir + "variables.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/variables.txt'
Exporting strings...
Traceback (most recent call last):
  File "process_strings.py", line 26, in <module>
    save_strings(strings)
  File "process_strings.py", line 9, in save_strings
    ofile = open(export_dir + "strings.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/strings.txt'
Exporting skills...
Traceback (most recent call last):
  File "process_skills.py", line 32, in <module>
    save_skills()
  File "process_skills.py", line 15, in save_skills
    ofile = open(export_dir + "skills.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/skills.txt'
Exporting tracks...
Traceback (most recent call last):
  File "process_music.py", line 23, in <module>
    save_tracks()
  File "process_music.py", line 15, in save_tracks
    file = open(export_dir + "music.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/music.txt'
Exporting animations...
Traceback (most recent call last):
  File "process_animations.py", line 61, in <module>
    write_actions(animations,len(action_codes),action_codes,"actions.txt")
  File "process_animations.py", line 24, in write_actions
    file = open(export_dir + file_name,"w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/actions.txt'
Exporting meshes...
Traceback (most recent call last):
  File "process_meshes.py", line 25, in <module>
    save_meshes()
  File "process_meshes.py", line 9, in save_meshes
    ofile = open(export_dir + "meshes.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/meshes.txt'
Exporting sounds...
Traceback (most recent call last):
  File "process_sounds.py", line 51, in <module>
    write_sounds(sound_samples, sounds)
  File "process_sounds.py", line 13, in write_sounds
    ofile = open(export_dir + "sounds.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/sounds.txt'
Exporting skins...
Traceback (most recent call last):
  File "process_skins.py", line 105, in <module>
    export_skins(skins)
  File "process_skins.py", line 45, in export_skins
    ofile = open(export_dir + "skins.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/skins.txt'
Exporting map icons...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_map_icons.py", line 38, in <module>
    save_map_icons(variables,variable_uses,tag_uses,quick_strings)
  File "process_map_icons.py", line 9, in save_map_icons
    ofile = open(export_dir + "map_icons.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/map_icons.txt'
Exporting faction data...
Traceback (most recent call last):
  File "process_factions.py", line 70, in <module>
    save_factions(relations)
  File "process_factions.py", line 34, in save_factions
    file = open(export_dir + "factions.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/factions.txt'
Exporting item data...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_items.py", line 72, in <module>
    write_items(variables,variable_uses,tag_uses,quick_strings)
  File "process_items.py", line 19, in write_items
    ofile = open(itemkinds_file_name,"w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/item_kinds1.txt'
Exporting scene data...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_scenes.py", line 77, in <module>
    save_scenes(variables,variable_uses,tag_uses)
  File "process_scenes.py", line 46, in save_scenes
    ofile = open(export_dir + "scenes.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/scenes.txt'
Exporting troops data
Traceback (most recent call last):
  File "process_troops.py", line 107, in <module>
    save_troops()
  File "process_troops.py", line 13, in save_troops
    file = open(export_dir + "troops.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/troops.txt'
Exporting particle data...
Traceback (most recent call last):
  File "process_particle_sys.py", line 61, in <module>
    save_particle_systems()
  File "process_particle_sys.py", line 29, in save_particle_systems
    ofile = open(export_dir + "particle_systems.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/particle_systems.txt'
Exporting scene props...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_scene_props.py", line 32, in <module>
    save_scene_props(variables,variable_uses,tag_uses,quick_strings)
  File "process_scene_props.py", line 10, in save_scene_props
    ofile = open(export_dir + "scene_props.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/scene_props.txt'
Exporting tableau materials data...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_tableau_materials.py", line 31, in <module>
    save_tableau_materials(variables,variable_uses,tag_uses,quick_strings)
  File "process_tableau_materials.py", line 11, in save_tableau_materials
    ofile = open(export_dir + "tableau_materials.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/tableau_materials.txt'
Exporting presentations...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_presentations.py", line 33, in <module>
    save_presentations(variables,variable_uses,tag_uses,quick_strings)
  File "process_presentations.py", line 11, in save_presentations
    ofile = open(export_dir + "presentations.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/presentations.txt'
Exporting party_template data...
Traceback (most recent call last):
  File "process_party_tmps.py", line 46, in <module>
    save_party_templates()
  File "process_party_tmps.py", line 20, in save_party_templates
    file = open(export_dir + "party_templates.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/party_templates.txt'
Exporting parties
Creating new tag_uses.txt file...
Traceback (most recent call last):
  File "process_parties.py", line 69, in <module>
    save_parties(parties)
  File "process_parties.py", line 12, in save_parties
    file = open(export_dir + "parties.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/parties.txt'
Exporting quest data...
Traceback (most recent call last):
  File "process_quests.py", line 30, in <module>
    save_quests()
  File "process_quests.py", line 9, in save_quests
    ofile = open(export_dir + "quests.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/quests.txt'
Exporting info_page data...
Traceback (most recent call last):
  File "process_info_pages.py", line 26, in <module>
    save_info_pages()
  File "process_info_pages.py", line 9, in save_info_pages
    ofile = open(export_dir + "info_pages.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/info_pages.txt'
Exporting scripts...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_scripts.py", line 40, in <module>
    save_scripts(variables,variable_uses,scripts,tag_uses,quick_strings)
  File "process_scripts.py", line 10, in save_scripts
    file = open(export_dir + "scripts.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/scripts.txt'
Exporting mission_template data...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_mission_tmps.py", line 64, in <module>
    save_mission_templates(variables,variable_uses,tag_uses,quick_strings)
  File "process_mission_tmps.py", line 38, in save_mission_templates
    file = open(export_dir + "mission_templates.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/mission_templates.txt'
Exporting game menus data...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_game_menus.py", line 47, in <module>
    save_game_menus(variables,variable_uses,tag_uses,quick_strings)
  File "process_game_menus.py", line 22, in save_game_menus
    ofile = open(export_dir + "menus.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/menus.txt'
exporting simple triggers...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_simple_triggers.py", line 24, in <module>
    save_simple_triggers(variables,variable_uses,simple_triggers,tag_uses,quick_strings)
  File "process_simple_triggers.py", line 8, in save_simple_triggers
    file = open(export_dir + "simple_triggers.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/simple_triggers.txt'
exporting triggers...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Traceback (most recent call last):
  File "process_dialogs.py", line 199, in <module>
    save_triggers(variables,variable_uses,triggers,tag_uses,quick_strings)
  File "process_dialogs.py", line 47, in save_triggers
    file = open(export_dir + "triggers.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/triggers.txt'
Checking global variable usages...
variables.txt not found. Creating new variables.txt file
variable_uses.txt not found. Creating new variable_uses.txt file
Exporting postfx_params...
Traceback (most recent call last):
  File "process_postfx.py", line 27, in <module>
    write_postfx_params(postfx_params)
  File "process_postfx.py", line 13, in write_postfx_params
    ofile = open(export_dir + "postfx.txt","w")
IOError: [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/postfx.txt'

______________________________

Script processing has ended.
Press any key to exit. . .
Help please? Thanks in advance
 
maater66241 said:
Ok, so I've reread it and turns out I didn't give a few permissions for some stuff. It now compiles to correct place, but.....

Help please? Thanks in advance

Code:
 No such file or directory: 'C:/Program Files (x86)/Steam/SteamApps/common/Mount&Blade Warband/Modules/The Red Wars 1.90/item_kinds1.txt'
This one tells you something important...

Must admit tho, modsys compiler realyyyy hates you :party:.
 
EmielRegis said:
Must admit tho, modsys compiler realyyyy hates you :party:.

one must be impressed by him not giving up after weeks tho  :mrgreen:

maater66241 said:
Help please?

it is still the very same problem as your first post, so you can go back and re-read the old answers we provided you in this thread. I would recommend you re-read the one about compiling in the same folder inside your Desktop, as that is the easiest test one can do to bypass any OS restrictions (before fixing path and all that)
:arrow: https://forums.taleworlds.com/index.php/topic,6575.msg8766194.html#msg8766194

Cheers
 
kalarhan said:
imado552 said:
"Var_Faction" error what does it mean ?

Code:
####################################################################################################################
#  Each troop contains the following fields:
....
#  7) Faction (int)

WRECK needs to parse your module_troops.py and plugins to build the troops. It does that applying know rules. For Native compiler (comment above) the 7th element in a troop should be a numeric value of type Integer that represents which faction that troop belongs to. WRECK has its own rules.

When you break the syntax the compiler can't apply its rules/logic, it explodes with a low level error (Python message), and tells you to go back there and fix it
thank you fixed it !
 
_Sebastian_ said:
HyperCharge said:
https://youtu.be/iObwq1WaxQ8?t=83
I want to add that yelling to Warband.  :smile:
So I did this;
Code:
#(ti_on_agent_mount, 0, 0, [(eq, "$cheatmenu", 1)], [ #That doesn't make
# trigger param 1 = agent_id
    # trigger param 2 = horse agent_id
#(store_trigger_param_1, ":agent"),
#(store_trigger_param_2, ":horse"),
(0, 0, 0, [], [ #That maybe

(try_for_agents, ":agent"),
(agent_get_horse, ":horse", ":agent"),
(eq, ":horse", 1),
 (agent_get_animation_progress, ":progress", ":horse"), #WSE Operation
 (eq, ":progress", 2), 
(agent_play_sound, ":agent", "snd_man_yell"),
(display_log_message, "@Gee up!"),
(else_try),
(display_log_message, "@Error: Code didn't work!"),
(try_end),
      ]),
but somehow, code didn't work and I couldn't find it. Perhaps there is a prob in "getting the animation progress" ?
First off, double check what you're doing here.
You're checking if the agent's horse id is 1 and then you're checking if the horse's(with id 1) animation progress (any animation) is at 2 percent...
Does that make any sense? ...No.

Are you going to make that yelling work with any agents or just the player?
If the latter is the case, then you just need to check if the move_forward key is clicked and the horse isn't moving yet.
For any other agents you need to check for the horse's movement(as mentioned before) and use agent slots in order to check wheter the agent has already yelled or not.

I am going to make that for any agents who has a horse. I thought that "agent_get_animation_progress" this is getting the part of horse animations;

["ride_1", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
  [1.0, "anim_human_02", 0, 31, arf_cyclic],
],
["ride_2", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction, I wanted this to triggered when that animation started
  [0.8, "anim_human_02", 50, 69, arf_cyclic],
],
["ride_3", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
  [0.6, "anim_human_02", 100, 116, arf_cyclic],
],
["ride_4", acf_enforce_lowerbody | acf_synch_with_horse, amf_client_prediction,
  [0.5, "anim_human_02", 150, 165, arf_cyclic|arf_blend_in_32],
],

I found "agent_get_speed" op. I will try with this.
 
Is it possible to use transparency on the textures of the base head meshes (the halfs in the brf)? When I do it looks fine in OpenBRF, just the caps between hair tufts are transparent, but in game the whole head is transparent!
 
does using plugins have any effect on how fast scripts are used/triggered/started at the start of the game (script_game_start)?
 
Jacobhinds said:
What do you mean by plugins? Like WSE? It doesn't slow the runtime scripts down by a noticable margin as far as I know.
i mean WRECK or using things similair to module_my script plugin.py while orgenizing the scripts and making work easier take this as an example
Code:
module_scripts that are related to factions and such.py
module_scripts that are related to something else.py
...etc
and all of these are triggered/started at the game_script_start
 
kalarhan said:
imado552 said:
i mean WRECK

nope, once WRECK generates the .txt files it is all the same for the engine. Warband has no idea you used WRECK.
so i think i'm correct in thinking the below:

kalarhan said:
smaller scripts are cleaner, easier to test, log, profile for performance, bug fix, ... and so on

a example from one of my personal mods (old style, still using standard MBScript stuff)
Code:
  # Start: scripts required by engine
  # script_game_start
  # This script is called when a new game is started
  ("game_start",
    [
      (call_script, "script_init_globals"),
      
      (call_script, "script_init_game_options"),
      
      (call_script, "script_init_player"),
      
      (call_script, "script_init_factions"),
      
      (call_script, "script_init_banner_info"),
      
      (call_script, "script_init_item_info"),
      
      (call_script, "script_init_trade_routes"),
      
      (call_script, "script_init_town_arena_info"), 
      
      (call_script, "script_init_npcs_companions"),
      
      (call_script, "script_init_formations"),
      
      (call_script, "script_init_notes"),
      
      (call_script, "script_init_port_towns_and_smoke"),
      
      (call_script, "script_init_shaders"),     
    ]
  ),
this is what i'm trying to do but rather then everything in module_scripts i divide them in plugins + my other stuff then i modify them and simply add them

so i think i'll have no problems seeing your answer
 
imado552 said:
this is what i'm trying to do but rather then everything in module_scripts i divide them in plugins + my other stuff then i modify them and simply add them

so i think i'll have no problems seeing your answer

no issues at all
 
kalarhan said:
imado552 said:
this is what i'm trying to do but rather then everything in module_scripts i divide them in plugins + my other stuff then i modify them and simply add them

so i think i'll have no problems seeing your answer

no issues at all
thank you !!!!!
 
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...
Exporting mission_template data...
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
                                                                                                    Checking global variable usages...
WARNING: Global variable never used: g_jq_Back_to_shop
WARNING: Global variable never used: jq_nr
WARNING: Global variable never used: vacation_state
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .

I checked with W.R.E.C.K. which was already in the modsys.
*** Warband Refined & Enhanced Compiler Kit (W.R.E.C.K.) version 1.0.0 ***
Please report errors, problems and suggestions at http://lav.lomskih.net/wreck/

Loading module... DONE.
Loading plugins... DONE.
Checking module syntax... DONE.
Allocating identifiers... DONE.
Compiling module... DONE.
Exporting module... DONE.

COMPILATION SUCCESSFUL.

The following errors were generated during compilation:
  try/end operations do not match in script.copy_troop: 1 try_end(s) missing

The following warnings were generated during compilation:
  duplicate entity found: itm.vaegir_army_coat
  duplicate entity found: itm.vaegir_army_outfit1
  duplicate entity found: icon.map_flag_kingdom_i
  duplicate entity found: spr.barbed_wire_6
  duplicate entity found: spr.barbed_wire
  duplicate entity found: spr.banner_kingdom_i
  duplicate entity found: spr.winery_wine_cart_loaded
  duplicate entity found: script.game_get_date_text
  duplicate entity found: s.npc2_kingsupport_2
  duplicate entity found: s.npc4_turn_against
  duplicate entity found: s.comment_you_were_defeated_allied_unfriendly
  duplicate entity found: s.comment_you_were_defeated_allied
  duplicate entity found: s.rebellion_agree_pitiless
  duplicate entity found: s.rebellion_agree_cunning
  duplicate entity found: s.rebellion_agree_sadistic
  duplicate entity found: s.rebellion_agree_goodnatured
  duplicate entity found: s.rebellion_agree_upstanding
  duplicate entity found: s.kingdom_6_adjective
  duplicate entity found: s.score
  duplicate entity found: s.routed
  duplicate entity found: s.wife
  duplicate entity found: s.husband
  duplicate entity found: s.father
  duplicate entity found: s.mother
  duplicate entity found: s.daughter
  duplicate entity found: s.son
  duplicate entity found: s.sister
  duplicate entity found: s.brother
  duplicate entity found: s.trade_explanation_dates
  duplicate entity found: s.s15
  duplicate entity found: s.he
  duplicate entity found: s.she
  duplicate entity found: s.s12
  duplicate entity found: s._family_
  duplicate entity found: s.whereabouts_unknown
  duplicate entity found: s.betrothed

The following notifications were generated during compilation:
  local l.unused declared but never used in script.game_get_troop_wage
  local l.unused declared but never used in script.debug_variables
  local l.unused_2 declared but never used in script.debug_variables

Press any key to continue . . .


Are the warnings anything I should be worried of or no? WRECK said the compilation was successful so I follow what it says? Another thing is the txt files that were suppose to pop up in the module folder after compilation didn't pop up. Are they necessary for modding or no?

Btw, I didn't follow what you told me to do, but I placed the ModSys back in it's original folder. I also left the mod folder back in the "Modules" folder. Apparently, the export_dir had a "&" in MountBlade Warband. So, I removed it and managed to get the compilation results from the above.
 
maater66241 said:
Are the warnings anything I should be worried of or no?

The following errors were generated during compilation:
  try/end operations do not match in script.copy_troop: 1 try_end(s) missing

The following warnings were generated during compilation:
  duplicate entity found: itm.vaegir_army_coat

The following notifications were generated during compilation:
  local l.unused declared but never used in script.game_get_troop_wage

warning is something you should fix, as it may lead to bugs. It didn't break the compilation, but remember that compilation is just one step, as you have bugs that will only show up on runtime (when gaming is working).

read the warning messages and you should figure out what each one means. 1) find that script and review your blocks; 2) you have two items with the same name; 3) you have strings (module_strings.py) with the same name, delete one



Ivkolya said:
Is in the module system a way to make script work when certain animation is active?

get Lav's version of modules and check his header_operations.py on section Z22
 
How can I prevent 2 factions away from each other to war ?

For example; England and byzantium goes war. But they are too away to each other. But they don't notice that. So, What determines to open war between factions ? These maybe ?
Code:
 (party_set_slot, "p_castle_10", slot_center_ex_faction, "fac_kingdom_2"), #vaegirs claim nord-held alburq
      (party_set_slot, "p_castle_13", slot_center_ex_faction, "fac_kingdom_4"), #nords claim swadian-held kelredan
      (party_set_slot, "p_castle_15", slot_center_ex_faction, "fac_kingdom_1"), #swadians claim rhodok-held ergelon
      (party_set_slot, "p_castle_46", slot_center_ex_faction, "fac_kingdom_5"), #rhodoks claim sarranid-held weyyah
      (party_set_slot, "p_castle_40", slot_center_ex_faction, "fac_kingdom_6"), #sarranids claim khergit-held uhhun
      (party_set_slot, "p_town_11",   slot_center_ex_faction, "fac_kingdom_3"), #Khergits claim vaegir-held curaw


 
A question about entry points in scenes:

Is it the case that only one NPC can occupy an entry point at any given time?

I have tried to make all my custom companions to spawn in the one tavern for ease of editing (instead of having to chase around the whole map to test them ingame). Using Temair: scn_town_29_tavern|entry(X) However when I try to test by starting a new game it says there was an unexpected end to my troops.txt

it compiles fine so its not a syntax error - I suspect the problem is that I'm trying to make the companions spawn in an occupied entry point
 
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