Modding Q&A [For Quick Questions and Answers]

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1866bestmod said:
is there guide for OPCODE warning??? thx for help...

problem not knowing wat is

trigger number 68

invalid agent id

relations

eh, - "my_triggers_collection"
- "order_volley_triggers"

in module_templates.py?? or module_triggers??

hey hey hey frns, thanks to La Grandmaster & The_dragon i was able to figure out what the problem is in your decapitation mods code.

its conflicting with pbod_.py files mostly. I don't know why, something to do with the way it calls to OPCODE 1704, maybe something more. its superficial so its something thats being overwriten and the games stupid module_system doesnt like it. I notice you said it works fine. Whats more is that alot of the other custom code in your scenes work fine with it without any errors. I did however test this when removing this part:

### This below is for the text that shows up when somebody is decapitated.
 
  ### Who decapitated who?
(agent_get_troop_id, ":attacker_troop", ":attacker_agent"),
(str_store_troop_name, s0, ":attacker_troop"),

(agent_get_troop_id, ":victim_troop", ":victim_agent"),
(str_store_troop_name, s1, ":victim_troop"),

 
  ### Colour check (friend or foe?)
  (get_player_agent_no, ":my_agent"),
  (agent_get_team, ":my_team", ":my_agent"),
  (agent_get_team, ":victim_team", ":victim_agent"),
  (try_begin), ### Display it!
  (neq, ":my_team", ":victim_team"),
  (display_message, "@>>> {s0} decapitated {s1}!", 0xFF33DD11), ## Green
  (else_try),
  (display_message, "@>>> {s0} decapitated {s1}!", 0xFFFF4422), ## Red
  (try_end),

probably doesnt matter, the big problem is with the pbod_.py merger files and maybe the
FormAI_.py files & formations_.py files. this makes sense in a way since these mods often conflict with alot of other mods such as freelancer I hear and need to be tailored to work along with them.

by the way onto the Decapitation module itself, the code is outdated and needs to be cleaned up.

for instance the first (neq, ":victim_agent", -1), at the top is useless, its not important and I dont know why its added. a few lines dont do anything, I think a real pro could update this code to work with less lines but im not sure how. so I think updating it is better than just using it even if you get it working, perhaps merging it with pbod. as for why pbod does mess with it, im thinking its the way it works, but youll have to discuss it on its board or thread. have a good day.
 
I feel like I should know this already, but:
How does one create new passages? I know how to make passages in towns (to the arena, keep, etc.) but how do I code in new passages and which scene they go to? It's not from any town, village, or castle, but from a camp scene that is from the backstory.
 
The Dark Robin said:
I feel like I should know this already, but:
How does one create new passages? I know how to make passages in towns (to the arena, keep, etc.) but how do I code in new passages and which scene they go to? It's not from any town, village, or castle, but from a camp scene that is from the backstory.

Might not be what youre looking for.

http://forums.taleworlds.com/index.php?topic=260147.0

Passages have a "Entry No" and a "Menu Item No". It is pretty important to not mix them up!
From the inside or outside scenes your passage has to have the following "Menu Item No" to bring you to:
0 - castle (NATIVE: 0, related Entry Point from interior scene:2)
Don't use 1 to 5!!
2 - Castle, related Entry Point in the street/courtyard:2
3 - Town center, related entry point in the street depends on the place, the player comes from
4 - Tavern, related Entry Point in the street:4
5 - Shop, related Entry pointin the street: 5
6 - Arena, related Entry in the street: 6
7 - Dungeon, related Entry in the street/courtyard:7
8 - Castle courtyard

Entry numbers from OUTSIDE are "0".
Now from interiors to the outside you simply have to give the "Entry No" the number of the entry point you put into the scene your passage leads to.
For example, you are inside the castle and you give the passage "Menu Item No: 7" and "Entry No: 5" you simply have to put the entry point "Entry No: 5" in front of the castle within the street scene.
Just make sure you do not use the reserved Entry points such as player entry / guild master / guard etc.
 
How can i move NPC/lord/companion to Floris from another mod?
In the storm of three kingdoms mod, there are a lot of npc/lord's models which i want to have in floris. But after 1 day worth of researching, my mind is about to explode from all the coding and wall of text.  :cry:

I just want the lord models from SoTK in floris mod, creating new or replacing existed npc/lord will do
Sorry for my bad english  :cry:

Don't know if this is the right place to ask, i kinda feel i'm being a lazy*ss to figure it out so don't have the gut to make new thread  :oops:
 
tvl257 said:
How can i move NPC/lord/companion to Floris from another mod?
In the storm of three kingdoms mod, there are a lot of npc/lord's models which i want to have in floris. But after 1 day worth of researching, my mind is about to explode from all the coding and wall of text.  :cry:

I just want the lord models from SoTK in floris mod, creating new or replacing existed npc/lord will do
Sorry for my bad english  :cry:

Don't know if this is the right place to ask, i kinda feel i'm being a lazy*ss to figure it out so don't have the gut to make new thread  :oops:
I would say that is pretty much impossible, not only would you need to move the lords across, but both of these mods have different factions so how would you assign lords to their factions correctly, itd be impossible. Also both of these mods have different armours (even if they have the same models, it is likely that they will be called different things in each mod), so you would have to also add all the armours that the SoTK lords use to floris, not to mention weapons. And then also on top of that, I imagine that the face textures in these two mods are different, you would have to move all of these across, these are just a few of the more simple problems you would face.

Basically what you want to do may be possible with a lot of work and if you have the module_system for both of these mods - and if you dont know what a module_system is... then this is way too complicated for you to do
 
DecapMawd99 said:
Might not be what youre looking for.

http://forums.taleworlds.com/index.php?topic=260147.0

Passages have a "Entry No" and a "Menu Item No". It is pretty important to not mix them up!
From the inside or outside scenes your passage has to have the following "Menu Item No" to bring you to:
0 - castle (NATIVE: 0, related Entry Point from interior scene:2)
Don't use 1 to 5!!
2 - Castle, related Entry Point in the street/courtyard:2
3 - Town center, related entry point in the street depends on the place, the player comes from
4 - Tavern, related Entry Point in the street:4
5 - Shop, related Entry pointin the street: 5
6 - Arena, related Entry in the street: 6
7 - Dungeon, related Entry in the street/courtyard:7
8 - Castle courtyard

Entry numbers from OUTSIDE are "0".
Now from interiors to the outside you simply have to give the "Entry No" the number of the entry point you put into the scene your passage leads to.
For example, you are inside the castle and you give the passage "Menu Item No: 7" and "Entry No: 5" you simply have to put the entry point "Entry No: 5" in front of the castle within the street scene.
Just make sure you do not use the reserved Entry points such as player entry / guild master / guard etc.
You are correct, it is not what I'm looking for.
The Dark Robin said:
I feel like I should know this already, but:
How does one create new passages? I know how to make passages in towns (to the arena, keep, etc.) but how do I code in new passages and which scene they go to? It's not from any town, village, or castle, but from a camp scene that is from the backstory.
 
      ("first_backstory_player_lost_2",menu_text_color(0xFF000000)|mnf_disable_all_keys,
    "A long trek through the forest begins, going back to . Eventually, just outside of Praven, where you are meant to be sold, you spot a chance to escape! You manage to use a sword lying on the ground to free your bonds, and free a few other men as well. You can sneak or fight your way out, along with the other men.",
  "none",
    [],
    [
    ("cave",[(eq,1,0)],"You shouldn't see this...", #For the passages
      [
  (call_script, "script_enter_cave"),
        ]
      ),
    ("continue",[],"Continue...",
      [
  (call_script, "script_start_slaver_camp_backstory"), #Enters scene
#   (change_screen_return),
        ]
      ),
    ]
  ),

Would mean menu item... 1? 0? Would it work at all? :???:
 
I want to temporarily disable the companions from spawning in my mod, would editing this bit of code (store_mul, ":string_addition", ":slot_addition", 16), to 0 stop companions spawning?
 
Is it possible to add new agent-weapon animations?

I've seen mods using animations like shield bash, crouching/bracing and horn blowing and with some quick searching only wielded modifying existing animation results...
 
The engine is hardcoded to allocate only certain types of combat animations to items with certain flags (see header_items). You can always try combining existing animations to clear up slots or use up the two complete sets that aren't in use for Native. Shield bash and other actions aren't weapon animations - they take up one of the unused human animations and are called on-demand by a trigger.
 
Should "change_screen_quit" crash my game when is used from a trigger on the world map? I was testing to see if I can force quit from singleplayer world map. This is my trigger:
(0,0,0,[
(key_clicked, key_b),
],[
(change_screen_return),
]),
But it crashes the game(yeah it is crashing when i push the button 'B')...any way to fix this?
 
Somebody said:
The engine is hardcoded to allocate only certain types of combat animations to items with certain flags (see header_items). You can always try combining existing animations to clear up slots or use up the two complete sets that aren't in use for Native. Shield bash and other actions aren't weapon animations - they take up one of the unused human animations and are called on-demand by a trigger.

Thanks! Sounds like a messy job for a noob like me right now :razz:
 
in this line:

Code:
["double_axe", "Small Double Axe", [("mackie_double_axe",0),("mackie_double_axe_carry",ixmesh_carry)]], itp_type_one_handed_wpn|itp_merchandise|itp_wooden_parry|itp_primary|itp_secondary|itp_bonus_against_shield, itc_scimitar|itcf_carry_axe_left_hip, 243, weight(1.25)|difficulty(10)|spd_rtng(94)|weapon_length(54)|swing_damage(42,cut)|thrust_damage(0,pierce), imodbits_axe ],

you added an extra ] after imesh_carry.
whenever it says the syntax error is on the last line, it means you've missed out a ] or [ somewhere and the game can't work out where the tuple ends,a dn therefore where the error is. it's kind of tedious but it's best just to look at the items you just added and check the brackets.
 
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