Specialist
Master Knight
Turn DX7 and start windowed. I can load a mod in less than 30 seconds
There's no guide per-se, no, but my humble recommendation, if you think it too big for 1 or 2 forum posts (some folks, myself included, have posted quite lengthy bits just on the forum, but it is a matter of personal preference), would be to isolate the edits into separate files by which module_* they go with in the fashion of, say, caravan_scripts.py and caravan_quests.py or what have you. Toss your instructions into # comments in those files, zip 'em, post them to the M&B Repository and start a thread here with the download and description.bobross419 said:2) Is there a guide or anything to packaging up OSP script resources for easy porting to mods? I've been doing a lot of tweaking to the WFaS caravans and would like to share my work and its a bit too much for just posting code in the forum.
You would seem to be doing something wrong, as that hex string remains the same in the latest dedicated server executable (version 1.143).Vanvommel said:Question that isn't really related to mod but to server caping "thing". I tried using the information from an older post, it sais using an hex.exe to find certain string, and then change "3e" digits to, for example "7f". Where 3e is "64" for player cap.
The problem is that verison has changed, and using the Hex browser at the server, I cannot find the exact string this guy said http://forums.taleworlds.com/index.php/topic,108129.msg3388422.html#msg3388422 seems it changed in last verisons.
You could try alt-tabbing out of the game to edit and rebuild the module system, switch back to warband, press alt-enter to change to windowed mode, then choose View menu - Restore Module Data; it leaks memory badly so will only work for a few times before requiring a restart of the game, and I'm not sure if it reloads mesh data or not, but I've found it helpful for things like tweaking presentations.bobross419 said:1) Any way to increase load time when testing minor tweaks? Its a real pain in the butt to have to wait 90-120 seconds for 10 seconds of testing. I tried fiddling with the Load Textures on Demand and Single Threading, but there was no noticeable difference. Even if it makes game performance horrible I don't mind as I can always turn it off when I'm not testing stuff.
What Caba'drin said, plus one recommendation. After you prepare your OSP pack, take a vanilla Native Module System + vanilla Native module code and install your mod there with your own hands, strictly following your own documentation. You may find some unpleasant surprises or omissions this way.bobross419 said:2) Is there a guide or anything to packaging up OSP script resources for easy porting to mods? I've been doing a lot of tweaking to the WFaS caravans and would like to share my work and its a bit too much for just posting code in the forum.
Specialist said:Turn DX7 and start windowed. I can load a mod in less than 30 seconds
In module_game_menus.py, search for "total_victory" menu. Within it, find the (change_screen_loot, "trp_temp_troop") operation. This is where the loot screen is invoked. Code above that line is responsible for filling the "trp_temp_troop"'s inventory with the looted stuff (through calls to "script_party_calculate_loot").Barabas said:I'm looking at the loot feature and I would like to know how the game stores what items you have looted, with the purpose of removing ones that might not be appropriate and such. I'm still searching, but if anyone can give me hint in the right direction it'd be appreciated.
If you have some knowledge of python, you can do what I did with Madmin.bobross419 said:2) Is there a guide or anything to packaging up OSP script resources for easy porting to mods? I've been doing a lot of tweaking to the WFaS caravans and would like to share my work and its a bit too much for just posting code in the forum.
Ah thans, but I forgot to add that it's for multiplayer. ^^Lav said:In module_game_menus.py, search for "total_victory" menu. Within it, find the (change_screen_loot, "trp_temp_troop") operation. This is where the loot screen is invoked. Code above that line is responsible for filling the "trp_temp_troop"'s inventory with the looted stuff (through calls to "script_party_calculate_loot").Barabas said:I'm looking at the loot feature and I would like to know how the game stores what items you have looted, with the purpose of removing ones that might not be appropriate and such. I'm still searching, but if anyone can give me hint in the right direction it'd be appreciated.
Ah that. The items are stored in agent's equipment slots (same as in normal missions). There's also the player_save_picked_up_items_for_next_spawn operation which allows the player to keep the stuff he picked up during current round. My guess would be to search for this operation occurences and insert your code to remove illegal items before it.Barabas said:Ah thans, but I forgot to add that it's for multiplayer. ^^
Yeah I haven't quite got it figured out yet, it seems to be a all or nothing operation.Lav said:Ah that. The items are stored in agent's equipment slots (same as in normal missions). There's also the player_save_picked_up_items_for_next_spawn operation which allows the player to keep the stuff he picked up during current round. My guess would be to search for this operation occurences and insert your code to remove illegal items before it.Barabas said:Ah thans, but I forgot to add that it's for multiplayer. ^^
It is. Which is why you have to make any modifications to player's equipment before calling it.Barabas said:Yeah I haven't quite got it figured out yet, it seems to be a all or nothing operation.
Lav said:It is. Which is why you have to make any modifications to player's equipment before calling it.Barabas said:Yeah I haven't quite got it figured out yet, it seems to be a all or nothing operation.
yes. You can trick that by delaying the time the death agent turning into ragdol on any death animationsRuthven said:So if you scale up a race in module_skins, are you inevitably forced to live with the items dropped on death getting bugged up?