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Hello. Is it possible to make kings have families? Like a wife, son, or daughter? Thanks!
 
Does anybody can give an advice how to make factions more agressive to each other using sripts?

For example, to make them always to declare war to each other after the provocations.

 
When I use this codes below, presentation is being like above. Where is the problem?
插入代码块:
("manage_buildings", 0, mesh_load_window, [
    (ti_on_presentation_load,
     [
      (presentation_set_duration, 999999),
      (set_fixed_point_multiplier, 1000),#create_text_overlay
      
      (create_in_game_button_overlay, "$g_trading_building", "@Done"),
      (overlay_set_color, "$g_trading_building", 0xFFFFFFFF),
      (position_set_x, pos1, 200),
      (position_set_y, pos1, 700),
      (overlay_set_position, "$g_trading_building", pos1),
      (position_set_x, pos1, 1000),
      (position_set_y, pos1, 1000),
      (overlay_set_size, "$g_trading_building", pos1),

      (create_in_game_button_overlay, "$g_touristic_building", "@Done"),
      (overlay_set_color, "$g_touristic_building", 0xFFFFFFFF),
      (position_set_x, pos1, 800),
      (position_set_y, pos1, 700),
      (overlay_set_position, "$g_touristic_building", pos1),
      (position_set_x, pos1, 1000),
      (position_set_y, pos1, 1000),
      (overlay_set_size, "$g_touristic_building", pos1),

      (create_in_game_button_overlay, "$g_mine_building", "@Done"),
      (overlay_set_color, "$g_mine_building", 0xFFFFFFFF),
      (position_set_x, pos1, 200),
      (position_set_y, pos1, 500),
      (overlay_set_position, "$g_mine_building", pos1),
      (position_set_x, pos1, 1000),
      (position_set_y, pos1, 1000),
      (overlay_set_size, "$g_mine_building", pos1),

      (create_in_game_button_overlay, "$g_tool_building", "@Done"),
      (overlay_set_color, "$g_tool_building", 0xFFFFFFFF),
      (position_set_x, pos1, 800),
      (position_set_y, pos1, 500),
      (overlay_set_position, "$g_tool_building", pos1),
      (position_set_x, pos1, 1000),
      (position_set_y, pos1, 1000),
      (overlay_set_size, "$g_tool_building", pos1),
#      (create_in_game_button_overlay, "$g_trading_building", "@Trading type buildings"),
#      (create_in_game_button_overlay, "$g_touristic_building", "@Buildings for travellers"),
#      (create_in_game_button_overlay, "$g_mine_building", "@Mining buildings"),
#      (create_in_game_button_overlay, "$g_tool_building", "@Buildings for warship"),
#      (overlay_set_color, "$g_trading_building", 0xFFFFFFFF),
#      (overlay_set_color, "$g_touristic_building", 0xFFFFFFFF),
#      (overlay_set_color, "$g_mine_building", 0xFFFFFFFF),
#      (overlay_set_color, "$g_tool_building", 0xFFFFFFFF),
#      
#      (position_set_x, pos1, 200),
#      (position_set_y, pos1, 700),
#      (overlay_set_position, "$g_trading_building", pos1),
#      (position_set_x, pos1, 1000),
#      (position_set_y, pos1, 1000),
#      (overlay_set_size, "$g_trading_building", pos1),
#
#      (position_set_x, pos1, 800),
#      (position_set_y, pos1, 700),
#      (overlay_set_position, "$g_touristic_building", pos1),
#      (position_set_x, pos1, 1000),
#      (position_set_y, pos1, 1000),
#      (overlay_set_size, "$g_touristic_building", pos1),
#
#      (position_set_x, pos1, 200),
#      (position_set_y, pos1, 500),
#      (overlay_set_position, "$g_mine_building", pos1),
#      (position_set_x, pos1, 1000),
#      (position_set_y, pos1, 1000),
#      (overlay_set_size, "$g_mine_building", pos1),
#
#      (position_set_x, pos1, 800),
#      (position_set_y, pos1, 500),
#      (overlay_set_position, "$g_tool_building", pos1),
#
#      (position_set_x, pos1, 1000),
#      (position_set_y, pos1, 1000),
#      (overlay_set_size, "$g_tool_building", pos1),

      ]),
 
Getting an error whenever I try to run build_module.bat
File "process_init.py", line 11
    print "Initializing..."
                          ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Initializing...")?
  File "process_global_variables.py", line 29
    add_variable(varb, variable_list, variable_uses)
                                                  ^
TabError: inconsistent use of tabs and spaces in indentation
  File "process_strings.py", line 30
    print "Exporting strings..."
                              ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting strings...")?
  File "process_skills.py", line 36
    print "Exporting skills..."
                              ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting skills...")?
  File "process_music.py", line 27
    print "Exporting tracks..."
                              ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting tracks...")?
  File "process_animations.py", line 64
    print "Exporting animations..."
                                  ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting animations...")?
  File "process_meshes.py", line 29
    print "Exporting meshes..."
                              ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting meshes...")?
  File "process_sounds.py", line 55
    print "Exporting sounds..."
                              ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting sounds...")?
  File "process_skins.py", line 110
    print "Exporting skins..."
                            ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting skins...")?
  File "process_map_icons.py", line 38
    print "Exporting map icons..."
                                ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting map icons...")?
  File "process_factions.py", line 33
    print "ERROR faction not found: "+ rel_name
                                    ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print(print "ERROR faction not found: "+ rel_name)?
  File "process_items.py", line 63
    print "Exporting item data..."
                                ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting item data...")?
  File "process_scenes.py", line 18
    print "Exporting scene data..."
                                  ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting scene data...")?
  File "process_troops.py", line 113
    print "Exporting troops data"
                                ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting troops data")?
  File "process_particle_sys.py", line 66
    print "Exporting particle data..."
                                    ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting particle data...")?
  File "process_scene_props.py", line 32
    print "Exporting scene props..."
                                  ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting scene props...")?
  File "process_tableau_materials.py", line 31
    print "Exporting tableau materials data..."
                                              ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting tableau materials data...")?
  File "process_presentations.py", line 33
    print "Exporting presentations..."
                                    ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting presentations...")?
  File "process_party_tmps.py", line 34
    print "Error! NUMBER OF TEMPLATE MEMBERS EXCEEDS 6 " + party_template[0]
                                                      ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print(print "Error! NUMBER OF TEMPLATE MEMBERS EXCEEDS 6 " + party_template[0])?
  File "process_parties.py", line 34
    print "Error: Unable to find menu-id :" + menu_param
                                          ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print(print "Error: Unable to find menu-id :" + menu_param)?
  File "process_quests.py", line 35
    print "Exporting quest data..."
                                  ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting quest data...")?
  File "process_scripts.py", line 40
    print "Exporting scripts..."
                              ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting scripts...")?
  File "process_mission_tmps.py", line 35
    print "ERROR: Too many item_overrides!"
                                          ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print(int "ERROR: Too many item_overrides!")?
  File "process_game_menus.py", line 47
    print "Exporting game menus data..."
                                      ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Exporting game menus data...")?
  File "process_simple_triggers.py", line 25
    print "exporting simple triggers..."
                                      ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("exporting simple triggers...")?
  File "process_dialogs.py", line 101
    print sentence[ipt_token_pos]
                ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print(print sentence[ipt_token_pos])?
  File "process_global_variables_unused.py", line 11
    print "Checking global variable usages..."
                                            ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Checking global variable usages...")?
Could Not Find C:\Users\Hayden\Documents\Module_system 1.166\*.pyc

______________________________

Script processing has ended.
Press any key to exit. . .
Can anybody provide assistance?
 
Kublai Khan 说:
How to reduce the truce length? Wait 30 days is so boring sometimes.

I've not tried this, but you could.

Search module_scripts.py for script_diplomacy_start_peace_between_kingdoms & find the following code block:



         
插入代码块:
(try_begin), #add truce
		(store_add, ":truce_slot", ":kingdom_a", slot_faction_truce_days_with_factions_begin),
		(val_sub, ":truce_slot", kingdoms_begin),
	    (faction_set_slot, ":kingdom_b", ":truce_slot", 40),		
		(store_add, ":truce_slot", ":kingdom_b", slot_faction_truce_days_with_factions_begin),
		(val_sub, ":truce_slot", kingdoms_begin),
	    (faction_set_slot, ":kingdom_a", ":truce_slot", 40),
		(store_add, ":slot_war_damage_inflicted_on_b", ":kingdom_b", slot_faction_war_damage_inflicted_on_factions_begin),
		(val_sub, ":slot_war_damage_inflicted_on_b", kingdoms_begin),
		#(faction_get_slot, ":damage_inflicted_by_a", ":kingdom_a", ":slot_war_damage_inflicted_on_b"),
		(faction_set_slot, ":kingdom_a", ":slot_war_damage_inflicted_on_b", 0),		
		(store_add, ":slot_war_damage_inflicted_on_a", ":kingdom_a", slot_faction_war_damage_inflicted_on_factions_begin),
		(val_sub, ":slot_war_damage_inflicted_on_a", kingdoms_begin),
		#(faction_get_slot, ":damage_inflicted_by_b", ":kingdom_b", ":slot_war_damage_inflicted_on_a"),
		(faction_set_slot, ":kingdom_b", ":slot_war_damage_inflicted_on_a", 0),		
	  (try_end),Seaech for script_diplomacy_start_peace_between_kingdoms in module_scripts.py


Change the two 40s to another number. Then search module_dialogues.py for the two incidences of 'truce of forty days' and correct to your new timescale.
 
Hi all,

I'm having a really weird problem. I'm not sure what is causing it, but it is affecting every single mod I have installed, as well as Native, so I'm guessing something has happened to the game engine.

Anyway... when I play the game in Edit Mode (selected in the launcher window) everything works fine. No problem.
But when I turn edit mode off, the game crashes as soon as I enter a town scene (like 'Go to the castle', 'Go to the tavern' etc.). I have tried this several times now in different towns, and always the same problem.

It's really weird. Everything works with Edit Mode on, but crashes when it is off.

Anyone know what's going on here? I have been tinkering with a new mod, but I don't see how that should affect all other installed mods.

Thanks in advance.
 
RobinHat 说:
Hi all,

I'm having a really weird problem. I'm not sure what is causing it, but it is affecting every single mod I have installed, as well as Native, so I'm guessing something has happened to the game engine.

Anyway... when I play the game in Edit Mode (selected in the launcher window) everything works fine. No problem.
But when I turn edit mode off, the game crashes as soon as I enter a town scene (like 'Go to the castle', 'Go to the tavern' etc.). I have tried this several times now in different towns, and always the same problem.

It's really weird. Everything works with Edit Mode on, but crashes when it is off.

Anyone know what's going on here? I have been tinkering with a new mod, but I don't see how that should affect all other installed mods.

Thanks in advance.

Very strange. Edit mode takes more resources. Some mods advise switching it off for low-end PCs. So it's peculiar that the crashes only occur without edit mode.

As it's on all mods, I doubt it's anything you've changed on yours.

I've not experienced this. My only recent problem came yesterday - my saved games disappeared for all Warband mods. When I saved a test file it appeared in a new folder called 095 PreBattle O&D Savegames. Fortunately, I just needed to transfer my saved games into that new folder.

I can't see any date changes in my Warband root folder, so my problem must be due to a change in some Steam file. Probably unrelated, but who knows what changes go on within Steam.

 
RobinHat 说:
Anyone know what's going on here?

you should start with the classic: start over

that means you should reinstall your game (or verify cache if Steam), then test Native, then copy over your modules (mods) again. Don't forget to remove your /documents folders for the rgl_config.txt and other files (but make a copy/backup of your savegames).

for your fresh install do a test with a new campaign (not by loading a save file).
 
I hope this is the right place to ask. How can i change the camera angle when speaking to lords, ladies etc. Because im having problems with different body sizes. Camera focuses on their chests rather than faces.
 
If I remember correctly one of the lord of the rings mod out there adjusted the angle to fit trolls/uruks body sizes. Thanks anyway. :smile:
 
You would just play a sitting animation from the "start" context, by checking the gender and therefore skeleton model of $g_talk_troop. Alternatively you can manipulate $g_talk_agent or the player but that's not always reliable. You also need to reset it from a mission template with neg|conversation_screen_is_active.
 
I say, is it possible to assign a banner to a non-nation faction? Like have looters with a banner and heraldic shields or something?
 
Hi all,

set_background_mesh doesnt seem to work for presentations :sad: Does anyone know any workarounds?

Thanks in advance.
 
set_background_mesh is for menus. For presentations you just add a mesh and scale it. If it's non-transparent you can even specify it as the background at the top line.
 
Khamukkamu 说:
set_background_mesh doesnt seem to work for presentations :sad: Does anyone know any workarounds?

插入代码块:
          ###mesh background
          (create_mesh_overlay, reg0, "mesh_pic_extra_intro1b"),
          (position_set_x, pos1, -1),
          (position_set_y, pos1, -1),
          (overlay_set_position, reg0, pos1),
          (position_set_x, pos1, 1002),
          (position_set_y, pos1, 1002),
          (overlay_set_size, reg0, pos1),
 
Hello,

Learning to mod, I would like to know what those parameters does : tf_alto|tf_alta|tf_bajo|tf_oso ? It is about height ? Where can I find the exact value of this ?
I'm using VC's module system, module_troops file  :eek:

Also, I would like to edit face using an OSP ressource pack, should I just edit the .ini file or even for this that should be done with the module system?  :ohdear:

:grin:
 
Sidji 说:
those parameters does : tf_alto|tf_alta|tf_bajo|tf_oso ? It is about height ?

edit face using an OSP ressource pack

get a decent text editor like [Sublime Text] or Notepad++ (with explorer plugin). You can then quickly do a full text search on the folder to locate things like those references. You will be doing that a lot.

some comment/etc on VC code is on Spanish (not many cases, but you found one above). Alto = tall, etc.

module_skins.py is used to define the skins. Native uses that for gender (one for male, one for female), and adds stuff like face meshes, hair, skin look, sounds, etc. Mods uses it to create new races (think Elves, Orcs, etc), and VC in this case uses it to control the height of a character (so it can have tall, normal, short and child for both genders).

You should open that module_skins.py file and read the comments (do that for all module_XXX.py files header). You can also check the tutorial section here for more info on skins and the stuff done with them.

To integrate a OSP you need to see what it does, what it changes, if it is compatible with your base or if you will need to adapt it. A common case for VC is trying to use OSP armor sets that require rework as VC uses a different body type.
 
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