Modding Q&A [For Quick Questions and Answers]

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I'm confused with how change_screen_return works. Some of my algoritm fail because what I asumed before 's not right about this operation, esp when it includes multiple screens (mission, inv, menu, dialog) and multiple menus. Anybody can explain how the operation work please?

Ps. I assume that if I call mission from menu, then I use the operation there, I will be back to menu. The problem is if I jump to another menu from the mission, then change to another screen, I lost.
 
MadVader said:
First, you'll need to say that you are trying to run a 1.011 mod on Warband (using Swyter's hacks). Better ask that in the Swyter hax0r thread.
Second, you are deleting the whole script (bad stuff), while you should be deleting only the offending operation. Figure out how to do this.


Well,


I've found


tick_town_walkers -1
22 12 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 33 3 1224979098644774913 360287970189639799 360287970189639805 525 3 1224979098644774914 1224979098644774912 0 1780 2 1 1224979098644774914 4 0 2147483678 2 1224979098644774914 32 701 1 2 730 2 2 250 715 3 1 1 2 3 0 1710 2 2 1224979098644774912 710 3 1224979098644774915 1 2 2147483678 2 1224979098644774915 400 2133 2 1224979098644774916 0 4 0 2147483678 2 1224979098644774914 32 2136 3 1224979098644774916 0 100 3 0 2147483678 2 1224979098644774916 20 1 2 936748722493063399 1224979098644774912 3 0

set_town_walker_destination -1
72 21 1 1224979098644774912 2133 2 72057594037927936 9 2133 2 72057594037927937 10 2133 2 72057594037927938 12 2133 2 72057594037927939 32 2133 2 72057594037927940 33 2133 2 72057594037927941 34 2133 2 72057594037927942 35 2133 2 72057594037927943 36 2133 2 72057594037927944 37 2133 2 72057594037927945 38 2133 2 72057594037927946 39 12 1 1224979098644774913 1718 2 1224979098644774914 1224979098644774913 33 3 1224979098644774914 360287970189639799 360287970189639805 525 3 1224979098644774915 1224979098644774913 0 4 0 31 2 1224979098644774915 9 2133 2 72057594037927936 0 5 0 31 2 1224979098644774915 10 2133 2 72057594037927937 0 5 0 31 2 1224979098644774915 12 2133 2 72057594037927938 0 5 0 31 2 1224979098644774915 32 2133 2 72057594037927939 0 5 0 31 2 1224979098644774915 33 2133 2 72057594037927940 0 5 0 31 2 1224979098644774915 34 2133 2 72057594037927941 0 5 0 31 2 1224979098644774915 35 2133 2 72057594037927942 0 5 0 31 2 1224979098644774915 36 2133 2 72057594037927943 0 5 0 31 2 1224979098644774915 37 2133 2 72057594037927944 0 5 0 31 2 1224979098644774915 38 2133 2 72057594037927945 0 5 0 31 2 1224979098644774915 39 2133 2 72057594037927946 0 3 0 3 0 2133 2 1224979098644774916 100 2133 2 1224979098644774915 0 6 3 1224979098644774917 0 1224979098644774916 2134 2 0 11 32 2 72057594037927936 0 2133 2 1224979098644774915 72057594037927936 2133 2 1224979098644774916 0 3 0 4 0 32 2 1224979098644774915 0 505 3 1224979098644774912 0 1224979098644774915 1780 2 1 1224979098644774915 4 0 2147483678 2 1224979098644774915 32 701 1 2 730 2 2 250 715 3 1 1 2 3 0 1730 3 1224979098644774912 1 0 1736 2 1224979098644774912 5 3 0


town_init_doors -1
49 23 2 1224979098644774912 1 4 0 2133 2 1224979098644774913 0 4 0 31 2 1224979098644774912 1 2133 2 1224979098644774913 1 5 0 31 2 1224979098644774912 0 31 2 144115188075856089 0 2133 2 1224979098644774913 1 3 0 31 2 1224979098644774913 1 2133 2 1224979098644774914 1 6 3 1224979098644774915 0 1224979098644774914 1811 3 1224979098644774916 1080863910568919749 1224979098644774915 30 2 1224979098644774916 0 2105 2 1224979098644774914 1 1850 2 1 1224979098644774916 725 2 1 -100 1860 3 1224979098644774916 1 1 3 0 2133 2 1224979098644774914 1 6 3 1224979098644774915 0 1224979098644774914 1811 3 1224979098644774916 1080863910568919751 1224979098644774915 30 2 1224979098644774916 0 2105 2 1224979098644774914 1 1850 2 1 1224979098644774916 725 2 1 -80 1860 3 1224979098644774916 1 1 3 0 2133 2 1224979098644774914 1 6 3 1224979098644774915 0 1224979098644774914 1811 3 1224979098644774916 1080863910568919750 1224979098644774915 30 2 1224979098644774916 0 2105 2 1224979098644774914 1 1850 2 1 1224979098644774916 725 2 1 100 1860 3 1224979098644774916 1 1 3 0 2133 2 1224979098644774914 1 6 3 1224979098644774915 0 1224979098644774914 1811 3 1224979098644774916 1080863910568919752 1224979098644774915 30 2 1224979098644774916 0 2105 2 1224979098644774914 1 1850 2 1 1224979098644774916 725 2 1 80 1860 3 1224979098644774916 1 1 3 0 3 0


So I assumed that this

tick_town_walkers -1
22 12 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 33 3 1224979098644774913 360287970189639799 360287970189639805 525 3 1224979098644774914 1224979098644774912 0 1780 2 1 1224979098644774914 4 0 2147483678 2 1224979098644774914 32 701 1 2 730 2 2 250 715 3 1 1 2 3 0 1710 2 2 1224979098644774912 710 3 1224979098644774915 1 2 2147483678 2 1224979098644774915 400 2133 2 1224979098644774916 0 4 0 2147483678 2 1224979098644774914 32 2136 3 1224979098644774916 0 100 3 0 2147483678 2 1224979098644774916 20 1 2 936748722493063399 1224979098644774912 3 0

is the offending operation, but my problem is figuring out how to silence this error. Mostly out of curiosity.

So are you saying that within these numbers under this script somewhere is the problem itself? I guess it is unlikely to fix this without a module_scripts_py file then right?
 
Three quick questions as I continue to mod warband:

1 - How can I make it so that if you are slain in a battle you may choose to play on as a another member of your army (like in battlefield 2 or some warband multiplayer modes)
2 - How can I spawn parties after say 200 in game days? I've added some extra kingdoms and want them to invade specific areas after that time, I've also written dialogues and extra rumours about foreign kingdoms setting their eyes on the turmoil of Calradia etc.
3 - How can I force the diplomacy of the factions rather than randomise them? Looking at the faction file I assume that all faction relations on startup are random, I'd like to change that so that they fight their natural enemy (Sarranids vs khergits, Veagirs vs Nords, Swadia vs Rhodoks)
 
ok in the upper stab adding tutorial he tells me

sorry if it sounds stupid but i have a question in your OSP upstab , in module_animation



module_animations: More complicated. You need to find and replace the following entries:
Code:
["ready_thrust_onehanded",   acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction|amf_rider_rot_thrust,
##   [ready_durn, "anim_human", combat+8500, combat+8510, blend_in_ready],
   [ready_durn, "1h_low_thrust_30.9.10", 0, 5, blend_in_ready], 
  ],
 ["release_thrust_onehanded", acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_continue_to_next,
##   [0.61, "anim_human", combat+8510, combat+8540, blend_in_release], 
   [0.62, "1h_low_thrust_30.9.10", 5, 34, blend_in_release],
 ],
 ["release_thrust_onehanded_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_client_owner_prediction,
   [0.35, "1h_low_thrust_30.9.10", 34, 39, blend_in_continue],
 ],
 ["blocked_thrust_onehanded", acf_enforce_rightside, amf_priority_blocked|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust,
   [attack_blocked_duration_thrust, "parry_single_lefttoright", 0, 75, blend_in_parry], 
 ],
 ["parried_thrust_onehanded", acf_enforce_rightside, amf_priority_parried|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust,
   [attack_parried_duration_thrust, "parry_single_lefttoright", 0, 75, blend_in_parry],
Code:
 ["ready_thrust_onehanded_lance",   acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction|amf_rider_rot_thrust,
##   [ready_durn, "anim_human", combat+8500, combat+8510, blend_in_ready],
   [ready_durn, "1h_low_thrust_30.9.10", 0, 5, blend_in_ready], 
  ],
 ["release_thrust_onehanded_lance", acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_continue_to_next,
##   [0.61, "anim_human", combat+8510, combat+8540, blend_in_release], 
   [0.62, "1h_low_thrust_30.9.10", 5, 34, blend_in_release],
 ],
 ["release_thrust_onehanded_lance_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_client_owner_prediction,
   [0.35, "1h_low_thrust_30.9.10", 34, 39, blend_in_continue],
 ],
 ["blocked_thrust_onehanded_lance", acf_enforce_rightside, amf_priority_blocked|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust,
   [attack_blocked_duration_thrust, "anim_human", combat+9515, combat+9513, blend_in_parry], 
 ],
 ["parried_thrust_onehanded_lance", acf_enforce_rightside, amf_priority_parried|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust,
   [attack_parried_duration_thrust, "anim_human", combat+9515, combat+9513, blend_in_parry],
Code:
["ready_overswing_musket",   acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction|amf_rider_rot_thrust,
##   [ready_durn, "anim_human", combat+8500, combat+8510, blend_in_ready], 
   [ready_durn, "attacks_thrust_onehanded", 5, 13, blend_in_ready], 
 ],
 ["release_overswing_musket", acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_continue_to_next,
##   [0.61, "anim_human", combat+8510, combat+8540, blend_in_release], 
   [0.62, "attacks_thrust_onehanded", 12, 32, blend_in_release], 
 ],
 ["release_overswing_musket_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_client_owner_prediction,
   [0.3, "attacks_thrust_onehanded", 32, 54, blend_in_continue], 
 ],
 ["blocked_thrust_overswing_musket", acf_enforce_rightside, amf_priority_blocked|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust,
   [attack_blocked_duration_thrust, "anim_human", combat+8515, combat+8513, blend_in_parry], 
 ],
 ["parried_thrust_overswing_musket", acf_enforce_rightside, amf_priority_parried|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust,
   [attack_parried_duration_thrust, "anim_human", combat+8515, combat+8513, blend_in_parry],
[/quote]


ok, what should i replace with what?
 
NewMan99 said:
MadVader said:
First, you'll need to say that you are trying to run a 1.011 mod on Warband (using Swyter's hacks). Better ask that in the Swyter hax0r thread.
Second, you are deleting the whole script (bad stuff), while you should be deleting only the offending operation. Figure out how to do this.


So I assumed that this

tick_town_walkers -1
22 12 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 33 3 1224979098644774913 360287970189639799 360287970189639805 525 3 1224979098644774914 1224979098644774912 0 1780 2 1 1224979098644774914 4 0 2147483678 2 1224979098644774914 32 701 1 2 730 2 2 250 715 3 1 1 2 3 0 1710 2 2 1224979098644774912 710 3 1224979098644774915 1 2 2147483678 2 1224979098644774915 400 2133 2 1224979098644774916 0 4 0 2147483678 2 1224979098644774914 32 2136 3 1224979098644774916 0 100 3 0 2147483678 2 1224979098644774916 20 1 2 936748722493063399 1224979098644774912 3 0
is the offending operation, but my problem is figuring out how to silence this error. Mostly out of curiosity.

So are you saying that within these numbers under this script somewhere is the problem itself? I guess it is unlikely to fix this without a module_scripts_py file then right?
That's a script, an operation is a sequence of numbers within it.
Here, delete the red numbers (the operation causing trouble), and change the green number (the number of operations in the script), see how that works.
tick_town_walkers -1
21 12 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 33 3 1224979098644774913 360287970189639799 360287970189639805 525 3 1224979098644774914 1224979098644774912 0 1780 2 1 1224979098644774914 4 0 2147483678 2 1224979098644774914 32 701 1 2 730 2 2 250 715 3 1 1 2 3 0 1710 2 2 1224979098644774912 710 3 1224979098644774915 1 2 2147483678 2 1224979098644774915 400 2133 2 1224979098644774916 0 4 0 2147483678 2 1224979098644774914 32 2136 3 1224979098644774916 0 100 3 0 2147483678 2 1224979098644774916 20 1 2 936748722493063399 1224979098644774912 3 0
 
MaverickJones said:
1 - How can I make it so that if you are slain in a battle you may choose to play on as a another member of your army (like in battlefield 2 or some warband multiplayer modes)
There is code called "Valkyrie" for the original M&B that does that. Should be in the Resources section.
MaverickJones said:
2 - How can I spawn parties after say 200 in game days? I've added some extra kingdoms and want them to invade specific areas after that time, I've also written dialogues and extra rumours about foreign kingdoms setting their eyes on the turmoil of Calradia etc.
You need a trigger or simple trigger that fires every week (or every day, or maybe just every month). In that trigger, get the current date and check if the number of days is >=200. Then do your stuff
MaverickJones said:
3 - How can I force the diplomacy of the factions rather than randomise them? Looking at the faction file I assume that all faction relations on startup are random, I'd like to change that so that they fight their natural enemy (Sarranids vs khergits, Veagirs vs Nords, Swadia vs Rhodoks)
See script_game_start. That's where the scripts to randomize war/peace are. You can just call the appropriate start war scripts directly and avoid the randomization script.

(These are questions for the stickied Q&A thread.)
 
Hey im getting an get object failed for none when I enter certain scenes, what could this mean as I have no clue. It crashes the game so I need to fix this.
 
Thanks a lot guys :grin:

Is there a list of changes made to the vanilla ? or will I literally have to compare the two files  to find out what has been done ¬.¬

xPearse - You've probably got an instance of an item that is not declared or the model is missing or you've not loaded the brf properly
 
MadVader said:
NewMan99 said:
MadVader said:
First, you'll need to say that you are trying to run a 1.011 mod on Warband (using Swyter's hacks). Better ask that in the Swyter hax0r thread.
Second, you are deleting the whole script (bad stuff), while you should be deleting only the offending operation. Figure out how to do this.


So I assumed that this

tick_town_walkers -1
22 12 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 33 3 1224979098644774913 360287970189639799 360287970189639805 525 3 1224979098644774914 1224979098644774912 0 1780 2 1 1224979098644774914 4 0 2147483678 2 1224979098644774914 32 701 1 2 730 2 2 250 715 3 1 1 2 3 0 1710 2 2 1224979098644774912 710 3 1224979098644774915 1 2 2147483678 2 1224979098644774915 400 2133 2 1224979098644774916 0 4 0 2147483678 2 1224979098644774914 32 2136 3 1224979098644774916 0 100 3 0 2147483678 2 1224979098644774916 20 1 2 936748722493063399 1224979098644774912 3 0
is the offending operation, but my problem is figuring out how to silence this error. Mostly out of curiosity.

So are you saying that within these numbers under this script somewhere is the problem itself? I guess it is unlikely to fix this without a module_scripts_py file then right?
That's a script, an operation is a sequence of numbers within it.
Here, delete the red numbers (the operation causing trouble), and change the green number (the number of operations in the script), see how that works.
tick_town_walkers -1
21 12 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 33 3 1224979098644774913 360287970189639799 360287970189639805 525 3 1224979098644774914 1224979098644774912 0 1780 2 1 1224979098644774914 4 0 2147483678 2 1224979098644774914 32 701 1 2 730 2 2 250 715 3 1 1 2 3 0 1710 2 2 1224979098644774912 710 3 1224979098644774915 1 2 2147483678 2 1224979098644774915 400 2133 2 1224979098644774916 0 4 0 2147483678 2 1224979098644774914 32 2136 3 1224979098644774916 0 100 3 0 2147483678 2 1224979098644774916 20 1 2 936748722493063399 1224979098644774912 3 0


I have given it up, it's too troublesome. When I tried it it just crashed anyway. Thanks.
 
Another couple of questions:

1 - How would I go about including Lord/Soldier Execution?
          My character is, well all flattery aside, an evil git. I'd very much like to be able to put the lords I capture to death,
          as well as the soldiers I capture, rather than releasing them because my maximum prisoner cap wont allow them to
          become my slaves!

2 - How can I allow characters to 'choose to attack' when two neutral or both friendly armies are fighting one another?
          Again this is mainly because I'm evil, but also because I take it at the angle that if you saw to armies fighting and you wanted to help say, the Veagirs, but you were yet unknown to them you'd think 'What a brilliant chance to show them my worth!' not oh well I have 0 relation to them I'll just let the nords kill them..
 
MaverickJones said:
Another couple of questions:

1 - How would I go about including Lord/Soldier Execution?
          My character is, well all flattery aside, an evil git. I'd very much like to be able to put the lords I capture to death,
          as well as the soldiers I capture, rather than releasing them because my maximum prisoner cap wont allow them to
          become my slaves!

2 - How can I allow characters to 'choose to attack' when two neutral or both friendly armies are fighting one another?
          Again this is mainly because I'm evil, but also because I take it at the angle that if you saw to armies fighting and you wanted to help say, the Veagirs, but you were yet unknown to them you'd think 'What a brilliant chance to show them my worth!' not oh well I have 0 relation to them I'll just let the nords kill them..

1. Extended prisoner chat  - mordachia,leprechan

2.
module_game_menus.py said:
    [
      ("pre_join_help_attackers",[
        (store_faction_of_party, ":attacker_faction", "$g_encountered_party_2"),
          (store_relation, ":attacker_relation", ":attacker_faction", "fac_player_supporters_faction"),
          (store_faction_of_party, ":defender_faction", "$g_encountered_party"),
          (store_relation, ":defender_relation", ":defender_faction", "fac_player_supporters_faction"),
          (ge, ":attacker_relation", 0),
          (lt, ":defender_relation", 0),

          ],
          "Move in to help the {s2}.",[
              (select_enemy,0),
              (assign,"$g_enemy_party","$g_encountered_party"),
              (assign,"$g_ally_party","$g_encountered_party_2"),
              (jump_to_menu,"mnu_join_battle")]),

Remove the red.
 
To start off I solved my problem with the fog in scene (it was one of the 200 meshes in scene, I had to delete one by one till I found out which one it was)

I need to rewrite my question on the skeleton issue,
when a unit is killed either the rag doll stuffs up or the death animations cause the stuff up (by stuff up I mean the skeleton starts to shake around like crazy with its legs, arms and weapons all shifting and rotating around) this may be due to different skeletons acting the animation of death (due to the different locations of the "bones" , the stange thing though is that the original human skeletons do this also?)
At first this problem was not too bad I could live with it but know it is reallly annoying and reallly frustrates me.

Also I want to add my own music to the mod it does not work , I add the new music line to the module_music.py and compile it but it still does not work, I run the game and it woks but the music does not play, i get the same problem with sound as well.

DarkAngel#1
 
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