Modding Q&A [For Quick Questions and Answers]

Users who are viewing this thread

Status
Not open for further replies.
Nah i used Phyton 2.6 and i changed nothing on the original(without module_info).So where i can download a version who works?
 
I have a problem, when I run "build_module" it goes through all the operations just fine and with no errors, but when i try to run the module no changes have been made (working from a copy of Native).

I added about 35 new items through "module_items" but no changes show up in item_kinds1.

My syntax is correct and I've pointed to the right directory in module_info, so I really don't know what the trouble could be.           
 
Roemerboy said:
Nah i used Phyton 2.6 and i changed nothing on the original(without module_info).So where i can download a version who works?

It's seems that build_module.bat call your ver 3.22 python.exe instead of the ver 2.6 one.
Try to change :
python process_init.py -> c:\python26\pyhton.exe  process_init.py 

and every pyhton found in build_module.bat. It's assumed that you installed python 2.6  at  -> c:\python26\.
If it's not work, then I think you need to uninstall v3.22


Yorker said:
I have a problem, when I run "build_module" it goes through all the operations just fine and with no errors, but when i try to run the module no changes have been made (working from a copy of Native).

I added about 35 new items through "module_items" but no changes show up in item_kinds1.

My syntax is correct and I've pointed to the right directory in module_info, so I really don't know what the trouble could be.         
Please post your module_info.py here.
 
Hello there.
For several days now I am trying to add a new item to warband.I have everything set up just as instructed in the forum.I have a sword that i want to get inside warband.I compile the module system , files are put in the module. I edited several items even added a new one just so my new mesh could appear.Tried cheatmenu to find the sword ingame but couldn't find it anywhere. I am messing something but can't find out what. Of course i read many threads but all of them date from long time ago and frankly i don't belieave all the information there.After several days of reading I got confused about it.So I will give screenshots of what i have and then I would appreciate if anybody responded to the post and told me how to fix this issue.
1.


Uploaded with ImageShack.us
2.


Uploaded with ImageShack.us
3.


Uploaded with ImageShack.us
4.


Uploaded with ImageShack.us
5.


Uploaded with ImageShack.us
6.


Uploaded with ImageShack.us
7.


Uploaded with ImageShack.us

Thank you in advance!
 
dunde said:
Yorker said:
I have a problem, when I run "build_module" it goes through all the operations just fine and with no errors, but when i try to run the module no changes have been made (working from a copy of Native).

I added about 35 new items through "module_items" but no changes show up in item_kinds1.

My syntax is correct and I've pointed to the right directory in module_info, so I really don't know what the trouble could be.         
Please post your module_info.py here.

Like this?

Code:
# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)

#export_dir = "../WOTS/Modules/Native - Copy/"
export_dir = "C:/Program Files (x86)/Mount&Blade Warband/Modules/Native - Copy"
 
Yorker said:
dunde said:
Yorker said:
I have a problem, when I run "build_module" it goes through all the operations just fine and with no errors, but when i try to run the module no changes have been made (working from a copy of Native).

I added about 35 new items through "module_items" but no changes show up in item_kinds1.

My syntax is correct and I've pointed to the right directory in module_info, so I really don't know what the trouble could be.         
Please post your module_info.py here.

Like this?

Code:
# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)

#export_dir = "../WOTS/Modules/Native - Copy/"
export_dir = "C:/Program Files (x86)/Mount&Blade Warband/Modules/Native - Copy"

Yes, and it's looks that you miss the last /

export_dir = "C:/Program Files (x86)/Mount&Blade Warband/Modules/Native - Copy/"
 
In singleplayer, how would I make a certain village or two (or caslte/town, doesn't really matter) move cyclically during a year? I'm working on a tent-based village or two that need to move every so often. How could I code that?
 
I suppose. But how do i set party.position? I'm not by my pc or i would investigate header operations again.

Btw, how do simple triggers work ttiming wise?
 
Specialist said:
I suppose. But how do i set party.position? I'm not by my pc or i would investigate header operations again.

Btw, how do simple triggers work ttiming wise?

party_set_position                    = 1626 # (party_set_position,<party_id>,<position_no>),

(24,                            # triggered every 24 hours gametime
[ <your code> ]),

You can use one of those :
store_current_hours            = 2270 # (store_current_hours,<destination>),
store_current_day              = 2272 # (store_current_day,<destination>),

Save the value when execute the trigger, and use it to check is it already time to execute again on next trigger fired.
 
party_set_ai_behavior                  = 1640 # (party_set_ai_behavior,<party_id>,<ai_bhvr>), #bhvr_travel_to_position or sth like that
party_set_ai_target_position          = 1642 # (party_set_ai_target_position,<party_id>,<position_no>),

this will make the party travel to position(must remove the "static_party" I'm afraid
 
Anyone made a Warband module system version with (at least some) known bugs fixed?
Coders run into WB bugs and fix them in their own mods, but I'm not aware there's a 1.143 module system with those fixes included - so you can start a fresh WB mod without annoying Native bugs.
 
dunde said:
party_set_position                    = 1626 # (party_set_position,<party_id>,<position_no>),

(24,                            # triggered every 24 hours gametime
[ <your code> ]),

You can use one of those :
store_current_hours            = 2270 # (store_current_hours,<destination>),
store_current_day              = 2272 # (store_current_day,<destination>),

Save the value when execute the trigger, and use it to check is it already time to execute again on next trigger fired.

Okay, that starts me off.

Ikaguia said:
party_set_ai_behavior                  = 1640 # (party_set_ai_behavior,<party_id>,<ai_bhvr>), #bhvr_travel_to_position or sth like that
party_set_ai_target_position          = 1642 # (party_set_ai_target_position,<party_id>,<position_no>),

this will make the party travel to position(must remove the "static_party" I'm afraid
Yeah, I got as far as removing static party, but it causes wierd things to happen (you see a village moving around once in awhile like a party of troops). If I figure out the bugs...I can get the code done faster than I planned
 
Specialist said:
Yeah, I got as far as removing static party, but it causes wierd things to happen (you see a village moving around once in awhile like a party of troops). If I figure out the bugs...I can get the code done faster than I planned

You have encountered the town of Wercheg. You have 242 men ready for battle. The enemy has 413.

Lead the Charge
Order your troops to attack without you.
Surrender
Visit the Guild Master

:lol:
 
MadocComadrin said:
Specialist said:
Yeah, I got as far as removing static party, but it causes wierd things to happen (you see a village moving around once in awhile like a party of troops). If I figure out the bugs...I can get the code done faster than I planned

You have encountered the town of Wercheg. You have 242 men ready for battle. The enemy has 413.

Lead the Charge
Order your troops to attack without you.
Surrender
Visit the Guild Master

:lol:

:lol:

Sorry for that. Anyways, is it possible to assign a 3rd team in a combat? What i am trying to get with this is to achieve a wolf pack coming down from mountain while 2 armies fighting each other with a randomized chance on snow terrain. I achieved half a way till this and then said "Hmm, uh? What now?".
 
Status
Not open for further replies.
Back
Top Bottom