@ Dragon: Or if you want it to work only for thrown weapons and don't mind their not getting stuck even if they hit someone, use the stone flag on them.
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??
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.
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.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.
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
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
You are correct, it is not what I'm looking for.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.
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.
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.
["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 ],