Modding Q&A [For Quick Questions and Answers]

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dia151 said:
what am i doing wrong? do i need to set some flags? need to use any specific shader? something else?

if theres already a thread with the same problem, please link me if you can, i wasnt able to find what i needed
Set material flags: Alpha test 136/256
I suppose it is enough. Anyway check a working texture with alpha and its material for settings.
 
Csatádi said:
It's OK but 'script_sort_party_by_troop_level' is defined in the vanilla warband python or might be made by rubik?

Anyway, is the first number the number of hours the trigger runs, right?
By rubik. And yes.

theelder said:
Does someone know how to control parties movement? so it would be only moving in a certain area,like the steppe bandit in the native,i think it only patrol near khergit area
i have an idea about make the party move to certain area when it pass an area coordinate,i mean
if the party (x/y) coordinate is bigger than 50 (for example) then make the party move to 10.00,10.00
like that,someone has an idea?
You could run a simple trigger every few hours, do a party loop, check the positions of the given parties and then tell them what to do if they are outside of a certain range.

Otherwise, to just keep them "patrolling" in a certain area, like Steppe Bandits, you use the following combination of operations:

(party_set_ai_behavior,<party_id>, ai_bhvr_patrol_location),
(party_set_ai_target_position,<party_id>,<position_no>), #with the center of the 'certain area'
(party_set_ai_patrol_radius,<party_id>,<radius_in_km>), #radius from that point they can move in
 
I wonder, how to make a grenade item? Just like grenade of M&B:WFAS. Throw it, then it explode.
My friend said that all I need to do is just inserting a trigger in the new item. But when I test, it doesn't work.
Is there any solution?
Thanks for replies. :smile:
 
Thanks Somebody and Caba'drin.

I see a very little chance to install rubik's other cool feature: "Control the NPCs to fight in battles instead of the player"
He released it as a separate kit here http://forums.taleworlds.com/index.php/topic,57110.15.html
But the link is dead. If anybody has this kit, please send it to me. It is hopeless for me to get it from his custom commander source codes without instructions.
 
Csatádi said:
Thanks Somebody and Caba'drin.

I see a very little chance to install rubik's other cool feature: "Control the NPCs to fight in battles instead of the player"
He released it as a separate kit here http://forums.taleworlds.com/index.php/topic,57110.15.html
But the link is dead. If anybody has this kit, please send it to me. It is hopeless for me to get it from his custom commander source codes without instructions.
It's just in the old-form Repository link. Fixed, though my assumption is that the code in CC is likely updated in some way.
 
Wow! I googled it of course but didn't find.

He might changed it but if I can identify the codes I will have a chance to find them in his big mod. :wink:

So it means many OSP links are not dead but in old format. Good to know! Thanks.
 
Hey! New day, new problem.

I am trying to tweak the start sequence of the game. Not only to start in the new town but also to skip the whole fighting and dialogue with the merchant.

So I add in module_game_menus.py a new menu entry for the new town:
("sietch_tabr",[(eq, "$current_startup_quest_phase", 0),],"join a caravan to Sietch Tabr, in the Fremen land.",
      [
        (assign, "$current_town", "p_sietch_tabr"),
        (assign, "$g_starting_town", "$current_town"),
        (assign, "$g_journey_string", "str_journey_to_sietch_tabr"),
(jump_to_menu, "mnu_start_phase_2_5"),
#        (party_relocate_near_party, "p_main_party", "$g_starting_town", 2),
#        (change_screen_return),
      ]),

And in module_string.py:
("journey_to_sietch_tabr", "You came with a caravan [...] and soon found the hidden entry to sietch Tabr."),

So, technically I have added a new entry to the Shiraz tutorial/start quest. It was thus supposed to start with a fight and have the merchant dialogue also. So I have the fight in plain desert (!!!) with two (!!!) people and there is no merchant so the whole thing is stuck.

Also I did my best to identify a way to short-circuit the whole thing looking for a "mnu_start_phase_something" OR to make a new one jumping from the "travel string" to the world map with my party being placed near the new town, but I couldn't find the trigger where you reject the merchant's quest in order to find the "exit" from the quest.

So, any ideas on how to do that?

PS. I also tried to download the M&B modules to see the start menu there because I remember there was no tutorial but the download isn't working:
Not Found

The requested URL /mb_module_system_1010_0.zip was not found on this server.
 
xXTribalXx said:
MadVader said:
xXTribalXx said:
the %PATH% was in there due to the tutorial im following having it beside the C:python2.6 that it had, i wasnt sure so i threw it in the last time i tried and just never took it out, and i tried that and switching the \'s to /'s but it didnt work.. maybe i need to get a lower 2.# for python? (but im not sure if its still available, all i saw was 2.7 and 3.2) this is becoming quite frustrating :/

Edit: and so far no other applications have had any errors so im not sure if anything important was in it
Just follow the plan B above (adding the path in build_module.bat). I wonder how your other programs work since you destroyed the original PATH.

Edit: Ok, it seems you have problems because you deleted your original PATH. Just put in the PATH value in Lumos' post above and try that.

Okay, well I've put in Lumos's value and that didn't, changed my build_module.bat file to fit the Plan B, and went through all of the tutorial steps again to make sure they were done and still no go... I think this just doesn't like me or something :sad:

Edit: I'm gonna try to make a new User on my computer and see if it sets the new Users PATH file to what mine was to start with maybe that will help

Edit, again: I made a new user but it copied and pasted the PATH to the new one so I'm gonna restore the computer to a time before I put the python on there and see if I can get my value back that way
@xXTribalXx:grin:on't screw up your whole computer trying to get the thing to work.(Edit:It looks like you already have.) Python and PATH variable are a huge *expletive* to work with,try this instead:http://forums.taleworlds.com/index.php/topic,226612.0.html(Once you get your computer sorted out.)
 
If you have no clue what you are talking about, dont. Reverting your pc to an earlier state does in no way "screw up" your computer and neither does it require somebody else to come and fix it. It is in fact a common method to get your computer to work again.

The font, color and panicky language really arent necessary.

@Tribal, i ll be back home on thursday, if you still didnt get things to run, i d happy to have a look via teamviewer.
 
I meant the PATH problem,and just so you know,i do know a thing or two about computers, so don't go telling me what is or isn't in my own head.

Duh said:
The font, color and panicky language really arent necessary.
Alright,maybe I did go a little overboard with the "font, color and panicky language",but I was mad at the time,and if there's one thing I hate in this world,it is Python and its PATH variable.I spent i don't know how long trying to get that thing to work,finally got the Path to work,hit another problem,gave up,moved on to other things,got a new PC,tried to set the ModSys up on the new computer,realised i'd forgot how i made the Path work the last time,spent i don't know how long trying to get it to work,thought i'd tried everything under the sun,got nothing but errors,finally downloaded Swyter's SWYSDK,and got that to work.So went the last maybe two years.So yes,i have a grudge.
 
Could someone please explain to me what exactly each of these material flags do. I just want to know so I could use them more usefully.

 
Hi everyone, working on a mod here... very green, so please bear with me, and thanks in advance for your help.

1) I have custom items that I want the player to start with. How is this done? I thought I remembered some function from Morgh's Item Editor that let one flag an item to appear in the inventory at the start of a new game, but I can't find it now... Anyone know how this is done, otherwise?

2) Trying to get an NPC that normally migrates to be attached permanently to one town, like Ramun. Anyone have any tips? Seems like something someone would have made a quick .txt tweak for, but I can't find anything.

Thanks again. Once more, I'm new to modding, so possibly simple things like this can really stump me.

EDIT: Solved question 1! For anyone who is interested, I was right - in Morghs, one can edit troops.txt, where the player is the first troop listed. You can add starting items there.
 
@Commodore_Axephante

For the NPC problem, depending on what your NPC is supposed to do (ex. merchant) you can just add him as a town merchant in the module_troops.py as an ordinary merchant at the end of the list, but just give him a name, and add a certain scene for him to be in. And give him a fixed face.

For example for Ramun, copy his definition and at the "scene" flag just put your own tavern scene "scn_your_town_tavern" or something like that. It should keep him put. But remember to keep his definition in the same list as the role you want him to play (ex. armor merchants in armor merchants' list and in keepers in the inn keepers' list).

Hope it works out for you.
 
@Commodore_Axephante:
Dawiduh said:
For the NPC problem, depending on what your NPC is supposed to do (ex. merchant) you can just add him as a town merchant in the module_troops.py as an ordinary merchant at the end of the list, but just give him a name, and add a certain scene for him to be in. And give him a fixed face.

For example for Ramun, copy his definition and at the "scene" flag just put your own tavern scene "scn_your_town_tavern" or something like that. It should keep him put. But remember to keep his definition in the same list as the role you want him to play (ex. armor merchants in armor merchants' list and in keepers in the inn keepers' list).

Hope it works out for you.
Just to clarify, Dawiduh's suggestion is about the ModuleSystem, and you seem to be using text tweaks, but I'm not too certain that what you have in mind can be achieved without the ModSys.
Dawiduh's suggestion is nice, although using the scene flag for troops is deprecated and should not be done (it's possibly buggy, I guess). I'd actually edit the corresponding mission_template (tavern or town center or whatever you want), so it checks in which town we are and spawns the new merchant if we are where we want to be.
 
So (regarding my previous problem also) I should go into the same module_mission_template.py in order to assign the faction leader to his city?
 
Dawiduh said:
So (regarding my previous problem also) I should go into the same module_mission_template.py in order to assign the faction leader to his city?
No, no.
Look through script_game_start thoroughly and you'll see everything you need being done there.
In other words (i.e. lazy mode :razz:), you need to call "script_give_center_to_lord" for your new town to give it to the faction leader. Again, see game_start in order to see how Native does its thing, and for a new faction, you basically have to add all of the stuff that's for the old factions one more time, but with its corresponding new IDs.
 
I did that already  :grin: The guy owns the city. He appears in all the dialogues with the walkers and the guild master as well as the description of the town (and the 3 nearest villages it grabbed from the Sarranids). The banner flies over the city and the guards are in place. All that's missing is the faction leader in his keep.

Anyway, I'll look more into it when i get home, maybe I overlooked something. As much as I'd like to I can't code at work :smile:
 
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