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Lumos 说:
Somebody 说:
Now that I'm looking at it, {reg? doesn't even specify anything to check against.
I guess it would default to reg0 or whatever the "0-register" is.

The script and dialogue in question doesn't do this correctly though.  The script sets the troop type to reg4 and ":relation_strength" to reg0, and then the dialogue displays this:

"I received the gift, presented to me through my {s11} {s10}. As dear as {reg?she:he} is to me, however, I cannot forget our differences."

Dialogue in question is:

[anyone,"lord_start",[
  (check_quest_active, "qst_offer_gift"),
  (quest_slot_eq, "qst_offer_gift", slot_quest_target_troop, "$g_talk_troop"),
  (quest_slot_eq, "qst_offer_gift", slot_quest_current_state, 2),

  (quest_get_slot, ":giver_troop", "qst_offer_gift", slot_quest_giver_troop),
  (str_store_troop_name, s10, ":giver_troop"),
  (call_script, "script_troop_get_family_relation_to_troop", ":giver_troop",  "$g_talk_troop"),

  ],
    "I received the gift, presented to me through my {s11} {s10}. As dear as {reg?she:he} is to me, however, I cannot forget our differences.", "close_window",
[
(assign, "$g_leave_encounter", 1),
(call_script, "script_end_quest", "qst_offer_gift"),
]],

A few dialogues above this they have it correct:

  [anyone,"lord_start",[
  (check_quest_active, "qst_offer_gift"),
  (quest_slot_eq, "qst_offer_gift", slot_quest_target_troop, "$g_talk_troop"),
  (quest_slot_eq, "qst_offer_gift", slot_quest_current_state, 2),
 
  (store_random_in_range, ":random", 3),
  (neq, ":random", 0), 
 
  (quest_get_slot, ":giver_troop", "qst_offer_gift", slot_quest_giver_troop),
  (str_store_troop_name, s10, ":giver_troop"),
  (call_script, "script_troop_get_family_relation_to_troop", ":giver_troop",  "$g_talk_troop"),
 
  ],
    "I received the gift, presented to me through my {s11} {s10}. For {reg4?her:his} sake, I am willing to let bygones be bygones.", "close_window", [
(call_script, "script_troop_get_relation_with_troop", "$g_talk_troop", "trp_player"),
(store_sub, ":difference", 0, reg0),
(val_max, ":difference", 2),
(call_script, "script_troop_change_relation_with_troop", "$g_talk_troop", "trp_player", ":difference"),
(call_script, "script_end_quest", "qst_offer_gift"),
(assign, "$g_leave_encounter", 1),
]],

Nit picky bug that I doubt anyone will ever run into while playing native because there aren't any lords that are female in native. If someone sets a troop occupation slot to slto_kingdom_hero then there will be an issue.
 
There are female lords, like companions made into lords by a player king. A bunch of lord-related strings needs fixing. Diplomacy fixed them.
 
In "module_scripts" I assigned Dhirim (town_16) to kingdom 7 but its still from kingdom 1 (kingdom of swadia)
here is the line in the script I used/edited: (call_script, "script_give_center_to_faction_aux", "p_town_16", "fac_kingdom_7"),
I don't see anything wrong with it but I hope someone can.

thanks.
 
Lucasisftw 说:
In "module_scripts" I assigned Dhirim (town_16) to kingdom 7 but its still from kingdom 1 (kingdom of swadia)
here is the line in the script I used/edited: (call_script, "script_give_center_to_faction_aux", "p_town_16", "fac_kingdom_7"),
I don't see anything wrong with it but I hope someone can.

thanks.
Might want to give it to a lord of the faction or atleast remove the current lord owning it:
插入代码块:
	  #Now give towns to great lords
	  ## Include notes of settlement and owner
...........
      (call_script, "script_give_center_to_lord", "p_town_16", "trp_kingdom_7_lord", 0),# Dhirim to king of faction 7
............
Module scripts.py, just search for the #Now give towns to great lords to find the line.
 
Already fixed it but still thanks for helping.
I have yet another problem wich happened after giving Dhirim to kingdom 7.
After killing the bandit in the start scene/quest. A novice fighter walks up to me and starts fighting me and not the Merchant of Dhirim.
I already made the Merchant of dhirim etc. and i oped that giving it to kingdom 7 would fix it. Now i got some random novice fighter :???:
 
The startup merchant quests are convoluted and have multiple places where the merchant troops are arbitrarily spawned. You're better off streamlining the process or removing the new kingdom from being part of the option.
 
As you know we can save two .obj files in the Resource folder.
One file can contain the materials and textures, the other the actual model.

Now a problem has appeared: the game doesn't seem to get it anymore. My models  have become white. I must have done something wrong, but what?

------------
Psst: do other guys have problems with the map/scene editor of Warband as well? Freezing, bugs...
 
Quintillius 说:
As you know we can save two .obj files in the Resource folder.
One file can contain the materials and textures, the other the actual model.

Now a problem has appeared: the game doesn't seem to get it anymore. My models  have become white. I must have done something wrong, but what?

------------
Psst: do other guys have problems with the map/scene editor of Warband as well? Freezing, bugs...

Im guessing you mean two .brf files in the resource folder, and as far as I know with my mod I have always had to put both the materials and the textures in the same brf as the meshes which use them. I know in the commonres folder they can be separate but I have never managed to get this too work. Also yes the scene editor can crash quite a lot, if you pause the game ctrl+f11 it helps also you could try lowering your graphic settings
 
Quintillius 说:
Psst: do other guys have problems with the map/scene editor of Warband as well? Freezing, bugs...
Yes, happens. Make sure you exit often, and, as La Grandmaster said, CTRL+F11 helps, especially when you've got AI agents walking around.
 
Lucasisftw 说:
Already fixed it but still thanks for helping.
I have yet another problem wich happened after giving Dhirim to kingdom 7.
After killing the bandit in the start scene/quest. A novice fighter walks up to me and starts fighting me and not the Merchant of Dhirim.
I already made the Merchant of dhirim etc. and i oped that giving it to kingdom 7 would fix it. Now i got some random novice fighter :???:


um, just in case, restart a new game for make your tests  :mrgreen:
(turn off the merchant quest for the moment/ for start a new game/test immediately) if you add a new troop and if you load a savegame you can get a tavern keeper in the training camps...
Nothing too bad
 
the starting scene gets messed up when you alter the starting towns etc, i had this. But unfortunately i cant remember what i done. Dont forget to change the extra code further down module_game_menus.py.
 
Don't know where to post this but, is there like a thread anywhere where you can ask for some good historians(matmohair comes to mind) to do some research for you based on an item you wish to model/make? If not, would be useful to start one.
 
matmohair is not a good historian, he doesn't have the ability to write and just posts pictures.
If you want to find people interested in history, post in the Sage's Guild. Beware of ancalimon (and matmohair :smile:).
 
What makes the lords of the game more or less loyal to their faction than others?

Ergo, is it possible to make all lords adore their starting faction (ie 100 relations)?
 
quick question: how to make a scene prop to be coliadable/ noncoliadable (to collide or not with the player) using operations?
 
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