Modding Q&A [For Quick Questions and Answers]

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celestialred said:
Is there a way to scale up that troop?

Totally possible.
In module_skins, copy the male entry and paste it after the undead one. Rename it at the top to
tall_male

Then, Replace "skel_human", 1.0, with whichever value you want. 1.2 will be just a bit taller than average, but you'll have to test it out to get it just right.

After that, define a new race in header_troops

tf_male          = 0
tf_female        = 1
tf_undead        = 2
tf_tall_male        = 3

Finally, add tf_tall_male into the troop tuple of your Potsdam Giant in module_troops and you should be good to go.

Oh, and by the way, your Potsdam Giants will squeal like little girls, and the fix for that is a bit more complex... Start looking here? http://forums.taleworlds.com/index.php/topic,124578.msg3009003.html#msg3009003
 
Specialist said:
If I make two export_dir's in module_info, will it compile to two places, or will there be a ton of sh** errors?
No, but you can add this at the end of build_module.bat
Code:
COPY /B "<original build directory>\*.txt" "<new directory>\*.txt"
 
Specialist said:
Lower opacity to 50%, save as DXT 5. Then use the native "soft_particle_add" shader and the native particle material flags

Lower opacity of the texture, the alpha or both. I lowered the opacity of the texture and tried both the standard no spec and specular shaders but its still the same. The shaders specalist meant dont appear since im using mount and blade not warband. Maybe their is something I should do for the alpha channel. Again help, please.
 
Is there a specific script or something that lets you add certain items to the loot screen after a battle? Or do you just add the items to the troop?
 
Mandible said:
celestialred said:
Is there a way to scale up that troop?

Totally possible.
In module_skins, copy the male entry and paste it after the undead one. Rename it at the top to
tall_male

Then, Replace "skel_human", 1.0, with whichever value you want. 1.2 will be just a bit taller than average, but you'll have to test it out to get it just right.

After that, define a new race in header_troops

tf_male          = 0
tf_female        = 1
tf_undead        = 2
tf_tall_male        = 3

Finally, add tf_tall_male into the troop tuple of your Potsdam Giant in module_troops and you should be good to go.

Oh, and by the way, your Potsdam Giants will squeal like little girls, and the fix for that is a bit more complex... Start looking here? http://forums.taleworlds.com/index.php/topic,124578.msg3009003.html#msg3009003

Sir, you are a gentlemen. I appreciate it greatly. Thank you for that :smile:

CR
 
Specialist said:
Is there a specific script or something that lets you add certain items to the loot screen after a battle? Or do you just add the items to the troop?
Loot screen is displayed with (change_screen_loot, "trp_temp_troop"). Before that, trp_temp_troop inventory is filled with loot using operation troop_loot_troop (upd: this code is in script_party_calculate_loot). So you can easily insert your own lines there.
 
Hello modmen, you wonderful creatures.

I just started to look into edit mode to try and create a scene of my merchant character with his trading caravan, and making good headway as far as the props are concerned. One thing I haven't been able to figure out yet is how to add NPC's to the scene. I'm looking to add certain types of units amongst the caravan as guards (namely the ones I have in my party), need to find out how to pick out specific troops and place them as stationary props.

The closest I've gotten to this so far has been some info about Entry Points, but I wasn't able to discover the specifics of what I'm looking for. From what I gather, and I hope I'm wrong, I can't place tavern mercenary characters anywhere but a tavern? Plus, these kinds of characters come and go and don't necessarily spawn all the time, but I'm looking for more of the city guard type of deal where it's a certain type of unit and it's always there. Except, it's not city guard type units, rather mercs hired from taverns (Brytenwalda mod incidentally).

I'd really appreciate any help, I have a feeling figuring this out and getting more familiar with the editor in general is going to open up a whole world of awesomeness when it comes to screenshots, videos, stories, and so on.  :mrgreen:
 
Mandible said:
celestialred said:
Is there a way to scale up that troop?

Totally possible.
In module_skins, copy the male entry and paste it after the undead one. Rename it at the top to
tall_male

Then, Replace "skel_human", 1.0, with whichever value you want. 1.2 will be just a bit taller than average, but you'll have to test it out to get it just right.

After that, define a new race in header_troops

tf_male          = 0
tf_female        = 1
tf_undead        = 2
tf_tall_male        = 3

Finally, add tf_tall_male into the troop tuple of your Potsdam Giant in module_troops and you should be good to go.

Oh, and by the way, your Potsdam Giants will squeal like little girls, and the fix for that is a bit more complex... Start looking here? http://forums.taleworlds.com/index.php/topic,124578.msg3009003.html#msg3009003

So, from this I gather that due to the binary system of gender, I have to do a gender check on that character from the start to determine it's gender, and thus it's sounds. Would this be as simple as just assigning it at game start? And if so, how would I go about doing such?

Thanks!

CR
 
celestialred said:
Mandible said:
celestialred said:
Is there a way to scale up that troop?

Totally possible.
In module_skins, copy the male entry and paste it after the undead one. Rename it at the top to
tall_male

Then, Replace "skel_human", 1.0, with whichever value you want. 1.2 will be just a bit taller than average, but you'll have to test it out to get it just right.

After that, define a new race in header_troops

tf_male          = 0
tf_female        = 1
tf_undead        = 2
tf_tall_male        = 3

Finally, add tf_tall_male into the troop tuple of your Potsdam Giant in module_troops and you should be good to go.

Oh, and by the way, your Potsdam Giants will squeal like little girls, and the fix for that is a bit more complex... Start looking here? http://forums.taleworlds.com/index.php/topic,124578.msg3009003.html#msg3009003

So, from this I gather that due to the binary system of gender, I have to do a gender check on that character from the start to determine it's gender, and thus it's sounds. Would this be as simple as just assigning it at game start? And if so, how would I go about doing such?

Thanks!

CR

Be careful, at native, undead skin's commented. If your mod has no undead, then your new skin below the commented undead will be consider as skin no 2 instead 3.
And about the gender issue, here's a quick solution :
http://forums.taleworlds.com/index.php/topic,8652.msg2579540.html#msg2579540
 
Dooz said:
The closest I've gotten to this so far has been some info about Entry Points, but I wasn't able to discover the specifics of what I'm looking for. From what I gather, and I hope I'm wrong, I can't place tavern mercenary characters anywhere but a tavern?
You can place any character to any scene. But really, your question deserves a long detailed answer, with size bordering on a small tutorial, so please wait a bit, I'll try to respond later. :smile:
 
My question is about copyright.... Would it be possible to release a mod based on a game, say Morrowind? Obvisouly it won't be like Fire and Sword, but could it be possible to develop it "for fun" (as most mods are) without too much trouble?
 
Gemin Tarkov said:
My question is about copyright.... Would it be possible to release a mod based on a game, say Morrowind? Obvisouly it won't be like Fire and Sword, but could it be possible to develop it "for fun" (as most mods are) without too much trouble?

What? troubles? You can do it, obviously... it's only a mod. There are million of illegal game servers, like these "Habbo Retros" and they are still online without any problem.

In fact, do a Module based on the idea of a game can't be illegal... it's stupid.
 
CTCCoco said:
Gemin Tarkov said:
My question is about copyright.... Would it be possible to release a mod based on a game, say Morrowind? Obvisouly it won't be like Fire and Sword, but could it be possible to develop it "for fun" (as most mods are) without too much trouble?

What? troubles? You can do it, obviously... it's only a mod. There are million of illegal game servers, like these "Habbo Retros" and they are still online without any problem.

In fact, do a Module based on a game can't be illegal... it's stupid.

Making a mod based on copyrighted intellectual property is not illegal, but distributing is - when the relevant lawyers notice it. Ever wonder why TLD (LoTR-based) and SWC (Star Wars based) are not hosted on the TW forums? Exiled by lawyers contacting Taleworlds (though I'm not familiar with the details).
Practically, you can do it, but be prepared to move to an external forum if your mod's profile gets too high (if you ever get that far... :smile:).
 
CTCCoco said:
Gemin Tarkov said:
My question is about copyright.... Would it be possible to release a mod based on a game, say Morrowind? Obvisouly it won't be like Fire and Sword, but could it be possible to develop it "for fun" (as most mods are) without too much trouble?

What? troubles? You can do it, obviously... it's only a mod. There are million of illegal game servers, like these "Habbo Retros" and they are still online without any problem.

In fact, do a Module based on the idea of a game can't be illegal... it's stupid.

It is if you use any sort of content from the game itself instead of making them yourself with references which are not illegal at all.
 
CTCCoco said:
What? troubles? You can do it, obviously... it's only a mod. There are million of illegal game servers, like these "Habbo Retros" and they are still online without any problem.

In fact, do a Module based on the idea of a game can't be illegal... it's stupid.
Well, things like "Fire and Sword" are based off a book, so obviously you'd have to have an agreement with copyright holder. Historic mods are different - you can't copyright history, the same way you cannot "own" air. Public domain.

My concern is mostly with models and story - its obvious that they are owned by Bethesda. Its mostly the frustration of doing a lot of work to find that your work is illegal (even in the format of this forum). So to rephrase:
Will a mod based on Morrowind be possible to develop (using mostly models and story from the game) on this forum, keeping in mind that the final goal is not in any way commercial.

As for stupid ideas... just like a statue is 3D and you'd have to look at it form different angles to understand its beauty, a universe shown in a game has just as many points of view as there are different platforms. I'm sure a good Warband-style hack-n-slash in Morrowind universe will be appealing to many people. Its how you do it :wink:

EDIT:
Belendor Torheal Artendor said:
It is if you use any sort of content from the game itself instead of making them yourself with references which are not illegal at all.
Well if I make the same models as there are in the game their similarity could be already grounds for ... trouble :wink: My idea was to combine the visuals and story of Morrowind with the "Pirates!"like nature of Warband. I guess all the visuals will be considered "illegal".

MadVader said:
Making a mod based on copyrighted intellectual property is not illegal, but distributing is - when the relevant lawyers notice it. Ever wonder why TLD (LoTR-based) and SWC (Star Wars based) are not hosted on the TW forums? Exiled by lawyers contacting Taleworlds (though I'm not familiar with the details).
Practically, you can do it, but be prepared to move to an external forum if your mod's profile gets too high (if you ever get that far... :smile:).
Right, that was the answer I was looking for! Thanks :smile:
True, its a lot of very hard work and I doubt I'll even start it, but if I did I could produce pages of ideas how to combine Warband and Morrowind. It think it would be cool. Either way I think I know what the situation is.
 
Gemin Tarkov said:
CTCCoco said:
What? troubles? You can do it, obviously... it's only a mod. There are million of illegal game servers, like these "Habbo Retros" and they are still online without any problem.

In fact, do a Module based on the idea of a game can't be illegal... it's stupid.
My concern is mostly with models and story - its obvious that they are owned by Bethesda. Its mostly the frustration of doing a lot of work to find that your work is illegal (even in the format of this forum). So to rephrase:
Will a mod based on Morrowind be possible to develop (using mostly models and story from the game) on this forum, keeping in mind that the final goal is not in any way commercial.

I doubt it will be allowed on TW forums. Quite some time ago there were some issues when a mod maker showed a screenshot of a building that looked pretty similar to a building in Assasins Creed. If the model was not taken out of the mod, admins would have shut down the topic, and remove the module from the MBRepository. They were convinced it was a model directly imported from the game they thought, therefore the warning.

And normally you are not allowed to use content such as models from other games, put them in a mod of another game, and upload them for distribution.

EDIT: Nvm, just saw your edited post :razz:.
 
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