Modding Q&A [For Quick Questions and Answers]

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Sorry to spam this thread with my problems, but I'm totally stumped on what to to next.

I am really struggling with getting banners into the game. My custom faction doesn't have a faction banner, as in the king is bannerless. I edited the kingdoms banners dds file and added the custom one onto the end, I then told the faction in module scripts to use that as their banner, but no dice. I have aslo added a new banner file, and saved it as std_banner_h.dds in the texture file of my module. I then followed the instructions in this: http://forums.taleworlds.com/index.php/topic,88940.msg2296316.html#msg2296316 thread, but they don't appear in game. Even if they do, I am not sure how to get them being used by the custom faction and no other.

I am also having a problem with certain npcs. In my custom city, the guards say the bandit attack dialogue, not the 'I'm watching you' dialogue, I'm not sure what causes this issue.

I'm also stuck on getting noble relations working. I have made all the lords and ladies for my kingdom, but they remain all unrelated, and their ages don't show up like the lords and ladies from other factions.
 
I'm also stuck on getting noble relations working. I have made all the lords and ladies for my kingdom, but they remain all unrelated, and their ages don't show up like the lords and ladies from other factions.

You probably missed to edit the 'initialize_aristocracy'-script. It's called by the script 'game_start'. That latter script btw. is worth a closer look as it might give you the answeres to the some of your questions, too.

 
I've tried adding my own faction onto the end of initialise aristocracy, but it hasn't worked. Worse still, my attempts to fix the banners seemed to have cause a small problem. When looking at the 'notes' screen, nobles banners no longer appear behind them.
 
Can someone point me to some tutorials on....

Adding an MP faction
and...
Adding MP troops
?

I've used the search (and google) to no avail. :sad:
Thanks
 
Does anyone know the issue here? It isn't on wire mesh or anything, I can't figure out what's wrong. Did I press something on accident?

dirkproblem3.jpg

dirkproblem2.jpg

dirkproblem.jpg
 
cmpxchg8b said:
Vornne said:
All slots certainly do start as 0, the same as global variables
That's because global variables are slots. :smile:
Are slots of what, if it is a sensible question?

And another slots related question.
What's happen when there is inconsistence between a command and an object, i.e.
(troop_set_slot,"p_main_party",325),

Then I tried it worked like a new slot's stack was created. But does it really so, or does it cause a memory corruption?
 
Rongar said:
cmpxchg8b said:
Vornne said:
All slots certainly do start as 0, the same as global variables
That's because global variables are slots. :smile:
Are slots of what, if it is a sensible question?
Of nothing specifically.

Rongar said:
And another slots related question.
What's happen when there is inconsistence between a command and an object, i.e.
(troop_set_slot,"p_main_party",325),

Then I tried it worked like a new slot's stack was created. But does it really so, or does it cause a memory corruption?
If p_main_party is the first party, it will set slot 325 for the first troop.
 
cmpxchg8b said:
If p_main_party is the first party, it will set slot 325 for the first troop.
Because troop_set_slot receives argument as integer and knows nothing about its origin... 
Next time I'll try to think a bit more before asking question.
Thanks anyway.
 
SPD_Phoenix said:
If that is the case, it was a bad design. Empty/unassigned placeholder should be null, not zero. I thought that the module system defined some values to be read as integer from the slots, so null and negative are set to zero. Anyway, I don't use uninitilized slots, so I get away with a lot of bug.
Bad design? Integers in most languages have either been automatically assigned to 0 or to whatever was in that chunk of memory.
 
Hi there i got a quick question:
I'm making my Brf files for my Items and i am wondering what would be more optimal to load:

*  several little brf-Files(where every item is in a single brf file)
*  or one big file for every Faction?

I was thinking several little ones would load faster then one big file or am i wrong?
thx for the help
 
Is there a way to restrict the "Shift" zoom function to a certain item?
I want to make the zoom only work while using a sniper or scoped gun. :razz:
 
mastercheff said:
I was thinking several little ones would load faster then one big file or am i wrong?
thx for the help
Depends on the amount of cross-referencing between files. Native differentiates between materials, textures, and meshes - but most mods don't have that amount of stuff, so you should put each set of items, for some troop or faction (sharing a set of textures) into one file.
 
Somebody said:
Depends on the amount of cross-referencing between files. Native differentiates between materials, textures, and meshes - but most mods don't have that amount of stuff, so you should put each set of items, for some troop or faction (sharing a set of textures) into one file.
Well i stuffed all meshes,materials and textures which belong to the item, into one brf(so i have for every item one brf with text,mesh and materials).

But i think i will follow your advice and make one brf for every troop(including  armor and weapons).
 
I know I could check it myself, but I want to know... is all the AI in the map on module_scripts simple_triggers and triggers? or there are some hardcoded AI?
 
Ikaguia said:
I know I could check it myself, but I want to know... is all the AI in the map on module_scripts simple_triggers and triggers? or there are some hardcoded AI?
How pathfinding works is hard coded, as is the exact functionality of aggressiveness/courage scores (as well as things like 'banditness') on whether parties will approach one another or run away. I can't really think of anything else that isn't scripted, though...at least not off the top.

Specialist said:
Is there a way to restrict the "Shift" zoom function to a certain item?
I want to make the zoom only work while using a sniper or scoped gun. :razz:
You can hijack the mission_cam on key press.

Code:
(0, 0, 0,
  [(key_is_down, key_left_mouse_button),], ##add item checks for not sniper rifles...or for them and make it zoom more
  [(mission_set_cam_mode, 1),
   #set the appropriate camera position)
  ]),
 (0, 0, 0,
   [(neg|key_is_down, key_left_mouse_button)], ##other checks, what have you
  [(mission_cam_set_mode, 0) #return to normal camera
  ]) ,
 
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