Modding Q&A [For Quick Questions and Answers]

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Awesome, thanks Specialist.

Unfortunately, there isn't any noticeable difference with either of those settings :sad:  Appreciate the ideas though.
 
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.
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.

If you want to puzzle out the modmerger system (I can give a hand here if desired), you can get it to add your edits (when separated by file like above) to a module automatically.
 
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 would seem to be doing something wrong, as that hex string remains the same in the latest dedicated server executable (version 1.143).
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.
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:
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.
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. :smile:
 
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.

EDIT: Forgot to add that it's for multiplayer, mostly for the battle game-mode.
 
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.
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").
 
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.
If you have some knowledge of python, you can do what I did with Madmin.
 
Lav said:
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.
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").
Ah thans, but I forgot to add that it's for multiplayer. ^^
 
Something has gone horribly wrong with my mod. All the maps appear completely black now, except for the skybox and rivers.

mb1vn.jpg

I have been deleting huge parts of the Native module system that I don't need, so I guess that could be the problem. I haven't done anything with postfx or skyboxes though. Is there anything I could have deleted that would result in this?


Edit: Actually I guess I had messed up something in Warband. A re-installation fixed it.
 
Barabas said:
Ah thans, but I forgot to add that it's for multiplayer. ^^
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.
 
Lav said:
Barabas said:
Ah thans, but I forgot to add that it's for multiplayer. ^^
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.
Yeah I haven't quite got it figured out yet, it seems to be a all or nothing operation.
 
Lav said:
Barabas said:
Yeah I haven't quite got it figured out yet, it seems to be a all or nothing operation.
It is. Which is why you have to make any modifications to player's equipment before calling it.

Ah yes, of course! I should try that instead of making things ever more complicated :razz: I'm way too tired to do anything useful today. Time to go to bed!
Thanks for the help :smile:
 
Modmerger seems a bit much for where I'm at now.  I think I'll just post it up in a thread.  I'm in need of additional ideas to improve anyways.

Also, the windowed mode + refresh module data seems to work great for the tweaks I've been doing.  Mostly things where I'm trying to get numbers just right that require stepped tests.  Thanks!
 
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