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i have request (or question)
Does anyway know any (links maybe?) OSP for female armor? I find this to be very lacking in some mods, and i would really love to get some, since one of my factions has a female based troop tree.
(yes i searched but maybe i missed some?)

- michadr
 
Because you weren't intended to have troops in the beginning of the game when you fight the bandit and meet the merchant, how would you tweak the follow on scene where you are at the merchants "house" to only spawn the character player?

Thanks for any feedback.
 
[WARBAND QUESTION] how do I make my own custom game menus?

and whats the best way about making crafting recipes? I need some recipes to allow Player race change too, and also Inventory add.
 
Shredzorz 说:
How do I get rid of that strange green tint on large scene props?

The ground light colour is determined in the ground_specs.py. The one with the green light I believe to be "turf"

插入代码块:
("turf",gtf_overlay|gtf_has_color,"grassy_ground",3.3,"ground_earth_under_grass",(0.42,0.59,0.17)),

Those three numbers at the end are the colour of the ground light in RGB. Note how the middle one (green) is set higher than the others.

God knows what they were thinking when they decided a green bounce light would look good.
 
Docm30 说:
Shredzorz 说:
How do I get rid of that strange green tint on large scene props?
The ground light colour is determined in the ground_specs.py. The one with the green light I believe to be "turf"
Alternatively, you could use a shader that doesn't do the "terraincolor" part, or if necessary add new variants to the .fx file and shader brf which don't use terrain color; like in PW, here.
 
Michadr 说:
i have request (or question)
Does anyway know any (links maybe?) OSP for female armor? I find this to be very lacking in some mods, and i would really love to get some, since one of my factions has a female based troop tree.
(yes i searched but maybe i missed some?)

- michadr

Try to look at Surrealarms.


I read this question from the wrong thread, so I quoted it here :
Karsin 说:
Ok, so I'm having a problem figuring out how to increase household storage space. Searching the forums(this board in particular), it looks like nobody has run into this problem before. What I'm trying to do is add a few more chests to the castle. I have been successful in adding chests to the 'Lords Hall' using the in-game editor, but they just link to the standard household storage. Is there a way to add additional storage containers and have them linked to their own storage, for simplicity sake I would prefer to limit editing to the in-game editor and the text editor that I have(Morgh's M&B WB-WFAS). Any help is greatly appreciated. Thank you for your time and consideration.
There's no easy way to get it done, but there's a great tutorial to help you.
 
In regards to the question I asked about only having the player spawn when meeting with the merchant after the initial bandit fight sequence I found this in mission templates:

插入代码块:
 (
    "meeting_merchant",0,-1,
    "Meeting with the merchant",
    [
      (0,mtef_team_0,af_override_horse,0,1,[]),
      (1,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
      (2,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
      (3,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
      (4,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
      (5,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
      (6,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
      (7,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
      (8,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
      (9,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
    ],
Will removing all but 2 of these make it so only the player and the merchant spawn? I haven't worked with mission_templates before, so I have no clue wth I am doing, lol.

I'd eventually like to overhaul the whole system, so when someone playing my mod chooses to be King, he starts on a battlefield with his army and fights against a "Rebel force". When the battle ends the player's party will spawn outside of his capitol city.

Thanks for any input on this.
 
dunde 说:
I read this question from the wrong thread, so I quoted it here :
Karsin 说:
Ok, so I'm having a problem figuring out how to increase household storage space. Searching the forums(this board in particular), it looks like nobody has run into this problem before. What I'm trying to do is add a few more chests to the castle. I have been successful in adding chests to the 'Lords Hall' using the in-game editor, but they just link to the standard household storage. Is there a way to add additional storage containers and have them linked to their own storage, for simplicity sake I would prefer to limit editing to the in-game editor and the text editor that I have(Morgh's M&B WB-WFAS). Any help is greatly appreciated. Thank you for your time and consideration.
There's no easy way to get it done, but there's a great tutorial to help you.

Thank you for the link to the tutorial, and sorry for putting my question in the wrong thread. Once again thank you for your time and consideration.
 
dunde 说:
Michadr 说:
i have request (or question)
Does anyway know any (links maybe?) OSP for female armor? I find this to be very lacking in some mods, and i would really love to get some, since one of my factions has a female based troop tree.
(yes i searched but maybe i missed some?)

- michadr

Try to look at Surrealarms.

hmm... i'll try this even though it's for the original mount and blade. Would their be a problem using the textures and brf with warband?

-michadr
 
althalus311 说:
Before I ask the proper question, has anyone here done any modding for NW?

you should put the question directly.The NW have the same structure of warband module system(since it is a mod of warband)so if you know how to mod warband,there should be no difficult in modding NW
 
The_dragon 说:
althalus311 说:
Before I ask the proper question, has anyone here done any modding for NW?

you should put the question directly.The NW have the same structure of warband module system(since it is a mod of warband)so if you know how to mod warband,there should be no difficult in modding NW
Maybe in his culture direct questions are inappropriate or even offensive.
Or his next question is "why on Earth have you modded NW?" and he's merely setting a trap.
 
Alrighty. Basically, in NW for a mod I'm working on I removed three factions and everything associated with them. Then O started getting a ton of different errors.
I asked if anyone modded NW so that I'd know if there was any point in asking.
And no, I can't specify the errors right now. I don't have access to my computer.
 
althalus311 说:
Alrighty. Basically, in NW for a mod I'm working on I removed three factions and everything associated with them. Then O started getting a ton of different errors.
I asked if anyone modded NW so that I'd know if there was any point in asking.
And no, I can't specify the errors right now. I don't have access to my computer.
I knew it was a NW-specific cultural difference. Threads here are not regimental chatrooms, you ask a question and fill in all the info you can in a single post, or you may be ignored. Unless it's a slow day, like today.
 
Hi,
I want to add some items the player in this process.
  ("start_game_2",menu_text_color(0xFF000000)|mnf_disable_all_keys,"Select your character's gender.",
    "none",
    [],
    [
      ("start_male_2",[],"Male",
      [
        (troop_set_type,"trp_player",0),
        (assign,"$character_gender",tf_male),
(change_screen_return, 0),
        ]
      ),
      ("start_female",[],"Female",
      [
        (troop_set_type, "trp_player", 1),
        (assign, "$character_gender", tf_female),
(change_screen_return, 0),
      ]
      ),
  ("go_back",[],"Go back",
      [
    (jump_to_menu,"mnu_start_game_1"),
      ]),
    ]
  ),

A shortened version of my code I would add.

      (try_begin),
        (eq,"$background_type",cb_belorussian),
        (troop_add_item, "trp_player","itm_mosk_armyak",0),
        (troop_add_item, "trp_player","itm_ukrine_prosta_shapka",0),
        (troop_add_item, "trp_player","itm_bread",0),
        (troop_add_item, "trp_player","itm_dried_meat",0),
        (troop_add_item, "trp_player","itm_cabbages",0),
        (troop_add_item, "trp_player","itm_cabbages",0),
      (else_try),
        (eq,"$background_type",cb_cossack),
        (troop_add_item, "trp_player","itm_prostoy_jupan_c",0),
        (troop_add_item, "trp_player","itm_kozak_prosta_shapka",0),
        (troop_add_item, "trp_player","itm_bread",0),
        (troop_add_item, "trp_player","itm_dried_meat",0),
        (troop_add_item, "trp_player","itm_cabbages",0),
        (troop_add_item, "trp_player","itm_cabbages",0),
      (try_end),


How can I do this?
I asked nationality in start_game_1.
 
Follow the other background constants, cb_ , search in module game_menus and you will see where they are used to give the player his skills/equipment corresponding to his answers.

At least this is where it is located in Warband, for WFAS it could be located in scripts, just poke around your module files looking  for the place  (eq,"$background_type",cb_"whatever"),

Note: the other global background variables don't use the same "$background_type", it is slightly different,"$background_answer_2". To find where they are assigned, search cb2_, cb3_, cb4_
 
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