Lokameister said:Right now when I run the Module.bat file it overvrites my module and turns it into native. So how do I make the module system understand that I want the current game files to stay?
#export_dir = "C:/Program Files (x86)/Steam/steamapps/common/Mount&Blade Warband/Modules/Native/"
export_dir = "C:/Program Files (x86)/Steam/steamapps/common/Mount&Blade Warband/Modules/MyNewAwesomeMod/"
In most cases you can't combine mods untill you don't have source (and copyrights).Lokameister said:And so later if I want to combine mods how do I make it so that when I run the module system it doesnt just overwrite everything?
Lokameister said:Im new to this forum thing and im unsure where I am supposed to be posting my modding questions, so please redirect me if this is the wrong place. Anyway my question is how do you base your mod of a existing one and merge mods? Right now when I run the Module.bat file it overvrites my module and turns it into native. So how do I make the module system understand that I want the current game files to stay? And so later if I want to combine mods how do I make it so that when I run the module system it doesnt just overwrite everything?
Lokameister said:If I have a middle eastern faction and I only want their towns to sell Scimitars for example.
["steppe_horse","Steppe Horse",
[("steppe_horse",0)], itp_merchandise|itp_type_horse, 0, 192,abundance(80)|hit_points(120)|body_armor(10)|difficulty(2)|horse_speed(40)|horse_maneuver(51)|horse_charge(8)|horse_scale(98),imodbits_horse_basic, [],
[fac_kingdom_2, fac_kingdom_3]],
# script_refresh_center_weaponsmiths
("refresh_center_weaponsmiths",
[
(reset_item_probabilities, 100),
(set_merchandise_modifier_quality, 150),
(try_for_range, ":cur_merchant", weapon_merchants_begin, weapon_merchants_end),
(store_sub, ":cur_town", ":cur_merchant", weapon_merchants_begin),
(val_add, ":cur_town", towns_begin),
(troop_clear_inventory, ":cur_merchant"),
(party_get_slot, ":cur_faction", ":cur_town", slot_center_original_faction),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_one_handed_wpn, 5),
PitchPL said:Lokameister said:Right now when I run the Module.bat file it overvrites my module and turns it into native. So how do I make the module system understand that I want the current game files to stay?
hmm just copy native module , change his name and modify module_info.py.
Code:#export_dir = "C:/Program Files (x86)/Steam/steamapps/common/Mount&Blade Warband/Modules/Native/" export_dir = "C:/Program Files (x86)/Steam/steamapps/common/Mount&Blade Warband/Modules/MyNewAwesomeMod/"
Lokameister said:It still overwrites all my changes
Lokameister said:PitchPL said:Lokameister said:Right now when I run the Module.bat file it overvrites my module and turns it into native. So how do I make the module system understand that I want the current game files to stay?
hmm just copy native module , change his name and modify module_info.py.
Code:#export_dir = "C:/Program Files (x86)/Steam/steamapps/common/Mount&Blade Warband/Modules/Native/" export_dir = "C:/Program Files (x86)/Steam/steamapps/common/Mount&Blade Warband/Modules/MyNewAwesomeMod/"
It still overwrites all my changes to the files when I run the bat file. Like if I use Morghs Editor and change some stuff. How do I make those changes stay when I run the module.bat file? beacuse it overwrites it all
Lokameister said:So I cannot use both modsys and morghs... If I have to do everything manually in the module system witouth the help of external programs, then I am completely lost in the dark.
yes, OpenBRF has no impact on how you edit the code (.txt or modsys)Lokameister said:Could I still use openbrf?
kalarhan said:Lokameister said:So I cannot use both modsys and morghs... If I have to do everything manually in the module system witouth the help of external programs, then I am completely lost in the dark.
survive the first couple hours and you will actually become better and faster with modsys only. Morgh's is more of a helping tool for tweaking the game or adding new models, not to create a complex mod.
you can also try the Morghs with modsys option (it works on a few files), altho I wouldnt recommend that.
yes, OpenBRF has no impact on how you edit the code (.txt or modsys)Lokameister said:Could I still use openbrf?
cnzmur said:I'm in the planning stages of a mod, and I'm wondering if it's possible to have party templates or recruitment change part-way through a game?
ArnulfFloyd said:I can edit name of a faction, rulers and its lords
Anglolord said:What defines in a grouped/multi texture the set image desired? So for example trees.dds has multiple tree pictures in one image, but how do I tell OpenBRF/the game what specifically from that image file I want used?