Modding Q&A [For Quick Questions and Answers]

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**** me, it's one senseless error after another.
I tried to edit strings.txt and made a backup in case anything went wrong. It did go wrong and everything I changed appeared in-game as ""NO STRING"", so I deleted the strings.txt and put the backup in it's place (the file before any changes), and guess what? It is still showing "NO STRING" in-game. What in the ever loving ****?
 
kalarhan said:
Tüfekçi Başı said:
Crouching triggers are as you write. a = [ trigger1, trigger2, trigger3]

But this is "bodyguard triggers".

bodyguard triggers is a list with 3 triggers inside it, so what is the issue?

If I write this...
Code:
+ bodyguard_triggers + crouching_triggers
...just bodyguard triggers work.

But this
Code:
+ bodyguard_triggers

and this
Code:
+ crouching_triggers
works successful.
 
kalarhan said:
khanh93vn said:
Guys, Is there any code in triggers to read/write files on disks? For example: write the number of bandit parties on the map to a txt file while the game is running, and it can be read in-game

you are asking two different things

For SP (not MP + database/website)

1) Is there code to write to disk? Kind of. If you enable EDIT MODE you can use rgl_log.txt and print any message/text you want to
  1.1) You can then parse the .txt and use the data on logs, graphs, a second screen, external UI, bug testing, etc

2) Can I read stored information and use it in-game, like in a presentation? Kind of. You can't read from any file in disk, but you can store your info on slots/global variables/name string and use it on your code (those are saved on your savegame files)

VC used both for testing and a small part of that code is still available with its modsys if you want to see examples

My thanks!!! That is good to know. Thank you!!!!
 
Tüfekçi Başı said:
...just bodyguard triggers work.

coding is all about the details. Saying that something doesn't work is not enough. You need to provide details on what you did (like show you entire code or relevant bits), the error messages (compiler, game, etc), describe any strange behaviour in the game, etc. You can also execute a series of testing steps like using testing code (small changes, start small and go adding more complexity), logs, etc.

and the most important part: don't give up  :mrgreen:. A basic error can look scary when you are starting, but once you understand more about coding it will be something you can fix in minutes. Just takes time and experience.
 
You are right of course. :smile:

Firstly, I solved the problem, I think. My mod is coming soon. It will be "wasting time" If I focus much more to these triggers.

Codes behave different by different mission templates. I converted bodyguard trigger to 3 new triggers and I added them in body of mt. They works fine.

Crouching triggers are similar. I wrote them as 3 different triggers and I added them to body. These works in which I want(f.e. bandits at night) but not for "town_center", "village_center" etc. Crouching is for battles, not for city travels. :smile: (But I had tried it for "town_center" at past. It had wored.  :shock: )

A complex situation.

I agree you. "A basic error can look scary when you are starting, but once you understand more about coding it will be something you can fix in minutes."
 
Tüfekçi Başı said:
I converted bodyguard trigger to 3 new triggers and I added them in body of mt. They works fine.

if you need to add more triggers in the future you may find helpful learning about Python array concatenation. As that is part of the basic syntax you need to follow on the module_XXX.py files and a useful "trick" to improve code readability.

you can google for it and check some tutorials.

to repeat the basics are:

a1 = trigger0
a2 = trigger1
b = [trigger2, trigger3]
c = [trigger4, trigger5]

d = [a1, a2] + b + c
d = [trigger0, trigger1, trigger2, trigger3, trigger4, trigger5]

 
When I click to this option in battle menu, it crashes the game(I am sure there is no mistake in mission_templates).
Code:
("encounter_attack_cannons",
        [(eq, "$encountered_party_friendly", 0),
          (neg|troop_is_wounded, "trp_player"),
          (party_get_current_terrain,":terrain","p_main_party"),
          (eq, "$fin_cannon", 1),# for cannons
          (neq,":terrain",7),
          (neq,":terrain",0),
        ],
        "Charge the enemy(cannons).",
        [
(assign, "$g_battle_result", 0),
        (assign, "$g_engaged_enemy", 1),
        
        (party_get_template_id, ":encountered_party_template", "$g_encountered_party"),		
        (try_begin),
		  (eq, ":encountered_party_template", "pt_village_farmers"),
		  (unlock_achievement, ACHIEVEMENT_HELP_HELP_IM_BEING_REPRESSED),
		(try_end),          
        
        (call_script, "script_calculate_renown_value"),
        (call_script, "script_calculate_battle_advantage"),
        (set_battle_advantage, reg0),
        (set_party_battle_mode),
        (try_begin),
          (eq, "$g_encounter_type", enctype_fighting_against_village_raid),
          (assign, "$g_village_raid_evil", 0),
          (set_jump_mission,"mt_village_raid"),
          (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
          (jump_to_scene, ":scene_to_use"),
        (else_try),
          (eq, "$g_encounter_type", enctype_catched_during_village_raid),
          (assign, "$g_village_raid_evil", 0),
          (set_jump_mission,"mt_village_raid"),
          (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
          (jump_to_scene, ":scene_to_use"),
        (else_try),
          (set_jump_mission,"mt_lead_charge_cannons"),
          (call_script, "script_setup_random_scene_cannon"),
        (try_end),
        (assign, "$g_next_menu", "mnu_simple_encounter"),
        (jump_to_menu, "mnu_battle_debrief"),
        (change_screen_mission),
      ]),

what is wrong on this ?

setup scene code(I use bowman's custom maps for ai cannons of totsk mod.);

Code:
# script_setup_random_scene
  # Input: arg1 = center_no, arg2 = mission_template_no
  # Output: none
  ("setup_random_scene_cannon",
    [
      (party_get_current_terrain, ":terrain_type", "p_main_party"),
      (assign, ":scene_to_use", "scn_random_scene"),
      (try_begin),
       (eq, ":terrain_type", rt_steppe),
            (store_random_in_range,":battle_scene",1,100),
            (try_begin),
            (is_between,":battle_scene",1,10),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_1"),
          (else_try),
         (is_between,":battle_scene",10,20),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_2"),
      (else_try),
         (is_between,":battle_scene",20,30),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_3"),
      (else_try),
         (is_between,":battle_scene",30,40),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_4"),
      (else_try),
         (is_between,":battle_scene",40,50),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_5"),
      (else_try),
         (is_between,":battle_scene",50,60),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_6"),
      (else_try),
         (is_between,":battle_scene",60,70),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_7"),
      (else_try),
         (is_between,":battle_scene",70,80),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_8"),
      (else_try),
         (is_between,":battle_scene",80,90),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_9"),
      (else_try),
         (is_between,":battle_scene",90,95),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_10"),
      (else_try),
         (is_between,":battle_scene",95,100),
               (assign, ":scene_to_use", "scn_random_scene_steppe_custom_11"),
      (try_end),
      (else_try),
        (eq, ":terrain_type", rt_plain),
            (store_random_in_range,":battle_scene",1,100),
            (try_begin),
            (is_between,":battle_scene",1,4),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_1"),
          (else_try),
         (is_between,":battle_scene",4,7),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_2"),
      (else_try),
         (is_between,":battle_scene",7,10),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_3"),
      (else_try),
         (is_between,":battle_scene",10,13),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_4"),
      (else_try),
         (is_between,":battle_scene",13,16),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_5"),
      (else_try),
         (is_between,":battle_scene",16,19),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_6"),
      (else_try),
         (is_between,":battle_scene",19,22),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_7"),
      (else_try),
         (is_between,":battle_scene",22,25),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_8"),
      (else_try),
         (is_between,":battle_scene",25,28),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_9"),
      (else_try),
         (is_between,":battle_scene",28,31),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_10"),
      (else_try),
         (is_between,":battle_scene",31,34),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_11"),
          (else_try),
         (is_between,":battle_scene",34,37),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_12"),
      (else_try),
         (is_between,":battle_scene",37,40),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_13"),
      (else_try),
         (is_between,":battle_scene",40,43),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_14"),
      (else_try),
         (is_between,":battle_scene",43,46),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_15"),
      (else_try),
         (is_between,":battle_scene",46,49),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_16"),
      (else_try),
         (is_between,":battle_scene",49,52),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_17"),
      (else_try),
         (is_between,":battle_scene",52,55),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_18"),
      (else_try),
         (is_between,":battle_scene",55,58),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_19"),
      (else_try),
         (is_between,":battle_scene",58,61),
               (assign, ":scene_to_use", "scn_random_scene_plain_custom_20"),
      (else_try),
               (is_between,":battle_scene",61,64),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_1"),
          (else_try),
         (is_between,":battle_scene",64,67),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_2"),
      (else_try),
         (is_between,":battle_scene",67,70),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_3"),
      (else_try),
         (is_between,":battle_scene",70,73),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_4"),
      (else_try),
         (is_between,":battle_scene",73,76),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_5"),
      (else_try),
         (is_between,":battle_scene",76,79),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_6"),
      (else_try),
         (is_between,":battle_scene",79,82),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_7"),
      (else_try),
         (is_between,":battle_scene",82,85),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_8"),
      (else_try),
         (is_between,":battle_scene",85,87),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_9"),
      (else_try),
         (is_between,":battle_scene",87,89),
               (assign, ":scene_to_use", "scn_random_scene_plain_mountain_custom_10"),
      (else_try),
         (is_between,":battle_scene",89,91),
               (assign, ":scene_to_use", "scn_random_scene_plain_river_custom_1"),
          (else_try),
         (is_between,":battle_scene",91,93),
               (assign, ":scene_to_use", "scn_random_scene_plain_river_custom_2"),
      (else_try),
         (is_between,":battle_scene",93,96),
               (assign, ":scene_to_use", "scn_random_scene_plain_river_custom_3"),
      (else_try),
         (is_between,":battle_scene",96,99),
               (assign, ":scene_to_use", "scn_random_scene_plain_river_custom_4"),
      (else_try),
         (is_between,":battle_scene",99,100),
               (assign, ":scene_to_use", "scn_random_scene_plain_river_custom_5"),
      (try_end),
      (else_try),
        (eq, ":terrain_type", rt_snow),
            (store_random_in_range,":battle_scene",1,100),
            (try_begin),
            (is_between,":battle_scene",1,10),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_1"),
          (else_try),
         (is_between,":battle_scene",10,20),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_2"),
      (else_try),
         (is_between,":battle_scene",20,30),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_3"),
      (else_try),
         (is_between,":battle_scene",30,40),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_4"),
      (else_try),
         (is_between,":battle_scene",40,50),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_5"),
      (else_try),
         (is_between,":battle_scene",50,60),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_6"),
      (else_try),
         (is_between,":battle_scene",60,70),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_7"),
      (else_try),
         (is_between,":battle_scene",70,80),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_8"),
      (else_try),
         (is_between,":battle_scene",80,90),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_9"),
      (else_try),
         (is_between,":battle_scene",90,95),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_10"),
      (else_try),
         (is_between,":battle_scene",95,100),
               (assign, ":scene_to_use", "scn_random_scene_snow_custom_11"),
      (try_end),
      (else_try),
        (eq, ":terrain_type", rt_desert),
            (store_random_in_range,":battle_scene",1,100),
            (try_begin),
            (is_between,":battle_scene",1,10),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_1"),
          (else_try),
         (is_between,":battle_scene",10,20),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_2"),
      (else_try),
         (is_between,":battle_scene",20,30),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_3"),
      (else_try),
         (is_between,":battle_scene",30,40),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_4"),
      (else_try),
         (is_between,":battle_scene",40,50),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_5"),
      (else_try),
         (is_between,":battle_scene",50,60),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_6"),
      (else_try),
         (is_between,":battle_scene",60,70),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_7"),
      (else_try),
         (is_between,":battle_scene",70,80),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_8"),
      (else_try),
         (is_between,":battle_scene",80,90),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_9"),
      (else_try),
         (is_between,":battle_scene",90,100),
               (assign, ":scene_to_use", "scn_random_scene_desert_custom_10"),
      (try_end),
      (else_try),
        (eq, ":terrain_type", rt_steppe_forest),
            (store_random_in_range,":battle_scene",1,100),
            (try_begin),
            (is_between,":battle_scene",1,20),
               (assign, ":scene_to_use", "scn_random_scene_steppe_forest_custom_1"),
          (else_try),
         (is_between,":battle_scene",20,40),
               (assign, ":scene_to_use", "scn_random_scene_steppe_forest_custom_2"),
      (else_try),
         (is_between,":battle_scene",40,60),
               (assign, ":scene_to_use", "scn_random_scene_steppe_forest_custom_3"),
      (else_try),
         (is_between,":battle_scene",60,80),
               (assign, ":scene_to_use", "scn_random_scene_steppe_forest_custom_4"),
      (else_try),
         (is_between,":battle_scene",80,100),
               (assign, ":scene_to_use", "scn_random_scene_steppe_forest_custom_5"),
      (try_end),
      (else_try),
        (eq, ":terrain_type", rt_forest),
        (store_random_in_range,":battle_scene",1,100),
        (try_begin),
               (is_between,":battle_scene",1,10),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_1"),
          (else_try),
         (is_between,":battle_scene",10,20),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_2"),
      (else_try),
         (is_between,":battle_scene",20,30),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_3"),
      (else_try),
         (is_between,":battle_scene",30,40),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_4"),
      (else_try),
         (is_between,":battle_scene",40,50),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_5"),
      (else_try),
         (is_between,":battle_scene",50,60),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_6"),
      (else_try),
         (is_between,":battle_scene",60,70),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_7"),
      (else_try),
         (is_between,":battle_scene",70,80),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_8"),
      (else_try),
         (is_between,":battle_scene",80,90),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_9"),
      (else_try),
         (is_between,":battle_scene",90,100),
               (assign, ":scene_to_use", "scn_random_scene_plain_forest_custom_10"),
      (try_end),
      (else_try),
        (eq, ":terrain_type", rt_snow_forest),
            (store_random_in_range,":battle_scene",1,100),
            (try_begin),
            (is_between,":battle_scene",1,20),
               (assign, ":scene_to_use", "scn_random_scene_snow_forest_custom_1"),
          (else_try),
         (is_between,":battle_scene",20,40),
               (assign, ":scene_to_use", "scn_random_scene_snow_forest_custom_2"),
      (else_try),
         (is_between,":battle_scene",40,60),
               (assign, ":scene_to_use", "scn_random_scene_snow_forest_custom_3"),
      (else_try),
         (is_between,":battle_scene",60,80),
               (assign, ":scene_to_use", "scn_random_scene_snow_forest_custom_4"),
      (else_try),
         (is_between,":battle_scene",80,100),
               (assign, ":scene_to_use", "scn_random_scene_snow_forest_custom_5"),
      (try_end),
      (else_try),
        (eq, ":terrain_type", rt_desert_forest),
            (store_random_in_range,":battle_scene",1,100),
            (try_begin),
            (is_between,":battle_scene",1,20),
               (assign, ":scene_to_use", "scn_random_scene_desert_forest_custom_1"),
          (else_try),
         (is_between,":battle_scene",20,40),
               (assign, ":scene_to_use", "scn_random_scene_desert_forest_custom_2"),
      (else_try),
         (is_between,":battle_scene",40,60),
               (assign, ":scene_to_use", "scn_random_scene_desert_forest_custom_3"),
      (else_try),
         (is_between,":battle_scene",60,80),
               (assign, ":scene_to_use", "scn_random_scene_desert_forest_custom_4"),
      (else_try),
         (is_between,":battle_scene",80,100),
               (assign, ":scene_to_use", "scn_random_scene_desert_forest_custom_5"),
      (try_end),
      (try_end),
      (jump_to_scene,":scene_to_use"),
  ]),

Also;


Should I do this?
Code:
(call_script, "script_set_trade_route_between_centers", "p_town_1", "p_town_6"), #Bilecik - Constantinople

Code:
(call_script, "script_set_trade_route_between_centers", "p_town_6", "p_town_1"), #Constantinople - Bilecik

Or

This?

Code:
(call_script, "script_set_trade_route_between_centers", "p_town_1", "p_town_6"), #Bilecik - Constantinople

Code:
(call_script, "script_set_trade_route_between_centers", "p_town_6", "p_town_2"), #Constantinople - Not to Bilecik, to Thir



How can I delete unnecesssary banners from map_icons without mess up with icons ?(when I delete some banners, banner icons on towns are getting weird. Some castle icons appear instead of banners...).
 
I'm making an archer AI. Currently I have a code that "perfectly" calculates how far forward it's supposed to aim to hit a moving target. However, I've hit a "sort of" barrier here. There's a combat status operation:
agent_get_combat_state, Where combat state 3 is "preparing a melee attack or firing a ranged weapon". Setting a target position to aim for, when it's about to fire the attack, causing it to never release it's shot as shown in the video.

So, because I must wait for the AI to draw the bow or xbow fully; is there any way to know how long time the draw animation takes? So I can set the position to aim for properly.

Edit:
Looking at the module_animation for "ready_bow". It says this:
Code:
 ["ready_bow", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_keep|amf_client_owner_prediction|amf_rider_rot_bow,
   [1.5, "anim_human", combat+500, combat+530, blend_in_ready|arf_make_custom_sound, pack2f(0.14, 0.44)],
 ],
Where the second list, with [1.5, "anim_human", combat+500, combat+530, blend_in_ready|arf_make_custom_sound, pack2f(0.14, 0.44)],

I wonder if I can get the time the animation takes from this?
 
How to force game to display troop upgrading cost at party screen?


I've seen this feature in various mods but I can't find out how to do it :facepalm:
Script 'game_get_upgrade_cost' is determining the upgrade cost but there's no single line about displaying it on party screen.
 
This bit from module.ini, has anyone figured out what it does if you tag an item with "extra penetration"?

# No extra penetration flags are set, so keep them ineffective
extra_penetration_factor_soak = 1.0
extra_penetration_factor_reduction = 1.0

If my soak and reduction value for cut was = 1.0, what would setting extra_penetration_factor_soak to = 1.5 accomplish? Would it negate half of the soak on items tagged with "extra_penetration"?
Considering tagging axes with "extra_penetration" instead of setting them to pierce.

 
Oliveran said:
I'm making an archer AI. Currently I have a code that "perfectly" calculates how far forward it's supposed to aim to hit a moving target. However, I've hit a "sort of" barrier here. There's a combat status operation:
agent_get_combat_state, Where combat state 3 is "preparing a melee attack or firing a ranged weapon". Setting a target position to aim for, when it's about to fire the attack, causing it to never release it's shot as shown in the video.

So, because I must wait for the AI to draw the bow or xbow fully; is there any way to know how long time the draw animation takes? So I can set the position to aim for properly.

Edit:
Looking at the module_animation for "ready_bow". It says this:
Code:
 ["ready_bow", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_keep|amf_client_owner_prediction|amf_rider_rot_bow,
   [1.5, "anim_human", combat+500, combat+530, blend_in_ready|arf_make_custom_sound, pack2f(0.14, 0.44)],
 ],
Where the second list, with [1.5, "anim_human", combat+500, combat+530, blend_in_ready|arf_make_custom_sound, pack2f(0.14, 0.44)],

I wonder if I can get the time the animation takes from this?
You can, which would be 1.5. Although that time will be modified by each troops attribute/skill points which might be an extra complication.
 
Ruthven said:
You can, which would be 1.5. Although that time will be modified by each troops attribute/skill points which might be an extra complication.
Yes, but I wanted the question to imply that I want to know how much the attribute affects the time :eek:
 
hey guys all what i need to reassign fiefs i mean to switch factions cities or to give a faction a city that belong to another faction in other words re distribute the fiefs how do you do it ?
 
Alright, so I downloaded the awesome Dark Age mod for Viking Conquest. Pretty badass mod, feels like a return to Brytenwalda's overall feel. However, I didn't like the look of a couple armors - specifically the bare Picts (I'm not really a fan of the diaper-over-trousers look).

I've spent the last couple days learning how to edit armor/weapons etc through openBRF and Morghs to change them, but I've ran into an issue - https://steamuserimages-a.akamaihd.net/ugc/833581111265578862/71F290E6C8BCBA61EFC7BDD61A33E8161606534C/ As you can see, the chest shows up as a missing texture (I'm assuming that's what the white body/invisibility cloak signify, correct me if I'm wrong). I've ensured that all the proper textures are in the proper location and when I use openBRF, the armor displays as it should, but nothing I've done solves the issue once I actually run the game.

Looking further through openBRF and Morghs, I've run into this: http://i.imgur.com/GT0YWWw.png, the mesh, and http://i.imgur.com/lBt9pE1.png, the texture/material. Why isn't it reading that it's being used? Is it something to do with module.ini or scripts? I managed to put Krag's Picts models as standalone uniques into the game with no problems as a test, so I'm unsure of what the problem is.
 
Masterancza said:
How to force game to display troop upgrading cost at party screen?


I've seen this feature in various mods but I can't find out how to do it :facepalm:
Script 'game_get_upgrade_cost' is determining the upgrade cost but there's no single line about displaying it on party screen.
 
Masterancza said:
How to force game to display troop upgrading cost at party screen?


I've seen this feature in various mods but I can't find out how to do it :facepalm:
Script 'game_get_upgrade_cost' is determining the upgrade cost but there's no single line about displaying it on party screen.

I thought that was a default thing in the text for the buttons for upgrading the troop.
 
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