Radi Jaeger 说:Hi all,
I have recently noticed that some Complied Python Files hang around in the Module System folder even though building module had no errors, is this something to be worried about / is there something I'm missing?
Usually these seem to only appear if there was an error when building module, but they then disappear when this error is fixed.
Thanks!
Radi Jaeger 说:I have recently noticed that some Complied Python Files hang around in the Module System folder even though building module had no errors, is this something to be worried about / is there something I'm missing?
Books are a item. Check module_items.py and create new ones inside the original range. Then check the script that gives bonus/etc for a book. You may also add new cover for your book (texture), so it has that unique look on the inventory.KnightV 说:How to add new books .What may i do and were?
reference_books_begin = "itm_book_wound_treatment_reference"
reference_books_end = trade_goods_begin
readable_books_begin = "itm_book_tactics"
readable_books_end = reference_books_begin
books_begin = readable_books_begin
books_end = reference_books_end
#This book must be at the beginning of readable books
["book_tactics","De Re Militari", [("book_a",0)], itp_type_book, 0, 4000,weight(2)|abundance(100),imodbits_none],
["book_persuasion","Rhetorica ad Herennium", [("book_b",0)], itp_type_book, 0, 5000,weight(2)|abundance(100),imodbits_none],
["book_leadership","The Life of Alixenus the Great", [("book_d",0)], itp_type_book, 0, 4200,weight(2)|abundance(100),imodbits_none],
["book_intelligence","Essays on Logic", [("book_e",0)], itp_type_book, 0, 2900,weight(2)|abundance(100),imodbits_none],
["book_trade","A Treatise on the Value of Things", [("book_f",0)], itp_type_book, 0, 3100,weight(2)|abundance(100),imodbits_none],
["book_weapon_mastery", "On the Art of Fighting with Swords", [("book_d",0)], itp_type_book, 0, 4200,weight(2)|abundance(100),imodbits_none],
["book_engineering","Method of Mechanical Theorems", [("book_open",0)], itp_type_book, 0, 4000,weight(2)|abundance(100),imodbits_none],
#Reference books
#This book must be at the beginning of reference books
["book_wound_treatment_reference","The Book of Healing", [("book_c",0)], itp_type_book, 0, 3500,weight(2)|abundance(100),imodbits_none],
["book_training_reference","Manual of Arms", [("book_open",0)], itp_type_book, 0, 3500,weight(2)|abundance(100),imodbits_none],
["book_surgery_reference","The Great Book of Surgery", [("book_c",0)], itp_type_book, 0, 3500,weight(2)|abundance(100),imodbits_none],
produno 说:Does pf_quest_party mean the party is ignored by the AI?
Also what does this do exactly? pf_auto_remove_in_town
What about my modsys check in ,Emiel?Why you ignore me?Or i missed some thing?EmielRegis? 说:Radi Jaeger 说:Hi all,
I have recently noticed that some Complied Python Files hang around in the Module System folder even though building module had no errors, is this something to be worried about / is there something I'm missing?
Usually these seem to only appear if there was an error when building module, but they then disappear when this error is fixed.
Thanks!
Trash files are .pyc and you can safely remove them. If its some other type then something weird happens.
where i can find scripts connected with books and how add new scripts.Where they are&&kalarhan 说:
do a full text search for a similar book to locate the scripts/triggers, then add your new one in there (so you can raise skills, give stats bonus, etc).
# Attacker initial spawn point
(0,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(1,mtef_attackers|mtef_team_3,af_override_horse,aif_start_alarmed,2,[]),
(2,mtef_attackers|mtef_team_5,af_override_horse,aif_start_alarmed,2,[]),
# Initial defender spawn point
(15,mtef_defenders|mtef_team_0|mtef_infantry_first,af_override_horse,aif_start_alarmed,4,[]),
(16,mtef_defenders|mtef_team_2|mtef_infantry_first,af_override_horse,aif_start_alarmed,2,[]),
(17,mtef_defenders|mtef_team_4|mtef_infantry_first,af_override_horse,aif_start_alarmed,2,[]),
# Attacker initial spawn point
(0,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]), ##Entry point 0 for add_reinforcements_to_entry
(1,mtef_attackers|mtef_team_3,af_override_horse,aif_start_alarmed,2,[]), ##Entry point 1 for add_reinforcements_to_entry
(2,mtef_attackers|mtef_team_5,af_override_horse,aif_start_alarmed,2,[]), ##Entry point 2 for add_reinforcements_to_entry
# Initial defender spawn point
(15,mtef_defenders|mtef_team_0|mtef_infantry_first,af_override_horse,aif_start_alarmed,4,[]), ##Entry point 3 for add_reinforcements_to_entry
(16,mtef_defenders|mtef_team_2|mtef_infantry_first,af_override_horse,aif_start_alarmed,2,[]), ##Entry point 4 for add_reinforcements_to_entry
(17,mtef_defenders|mtef_team_4|mtef_infantry_first,af_override_horse,aif_start_alarmed,2,[]), ##Entry point 5 for add_reinforcements_to_entry
Khamukkamu 说:(15,mtef_defenders|mtef_team_0|mtef_infantry_first,af_override_horse,aif_start_alarmed,4,[]), ##Entry point 3 for add_reinforcements_to_entry
5) List of spawn records (list): Each spawn record is a tuple that contains the following fields:
# 5.1) entry-no: Troops spawned from this spawn record will use this entry

KnightV 说:I am trying to add deployment feature in my mod,but i need to add one trigger in mission template.The problem is that when i put code appear syntax error or enexpendent indent ,the code look like : trigger = [ before_mission_start ,some scripts ,scripts bla bla ]), ].Were i must put this script to work it properly ,helps please
I shall as soon as i can because i am busy now ,sorryEmielRegis? 说:KnightV 说:I am trying to add deployment feature in my mod,but i need to add one trigger in mission template.The problem is that when i put code appear syntax error or enexpendent indent ,the code look like : trigger = [ before_mission_start ,some scripts ,scripts bla bla ]), ].Were i must put this script to work it properly ,helps please
Maybe just post trigger you added as code instead of meaningless managed example.
HyperCharge 说:How was the ordering in module.ini ?
Ubai 说:I'm having a terrible time getting cartridges to show up reliably in merchant inventories. Is there some trick to make cartridges show up? If not, is there a command I can put in script_refresh_center_weaponsmith that will guarantee that every merchant has cartridges for sale? I was able to add firearms easily, but cartridges just don't show up (they show up on the cheat menu, so it seems to be just merchants that have this problem).
KnightV 说:I am trying to add deployment feature in my mod,but i need to add one trigger in mission template.The problem is that when i put code appear syntax error or enexpendent indent ,the code look like : trigger = [ before_mission_start ,some scripts ,scripts bla bla ]), ].Were i must put this script to work it properly ,helps please
First of all i want to say that i use WSE 4.5.2 it is the Lastest versionEmielRegis? 说:Jesus KnightV....
Try to do something easier for now. Your module is total disaster. ****load of different code added, and not even counting several modmerger plugins dropped randomly.
Nothing beside COOP is marked in any way. You have bugs inside constans, commons and god knows where else.
Your module also using completly outdated version of WSE.
You are not prepared for something like this yet.
KnightV 说:About bugs in constants ,i dont understand What you saying saying " bugs in constants
KnightV 说:About bugs in constants ,i dont understand What you saying saying " bugs in constants