Modding Q&A [For Quick Questions and Answers]

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Is there a way (using the python module system) to add unused attribute or skill points to your character, that you get to decide what to do with?
 
Is there a way to get an access to a 'plant' in module system or do I need to convert them into scene props?
 
Is there a code for the player to be a king in the game?
Not only for newer versions, is there ANYWAY for me to be a KING please?

not a Nord Rebel or like that.
 
Was my question unnoticed or just ignored? :smile:
How to rig crossbow/bow to allow it to have reload/bending animation?  :oops:
 
I just got back to modding a little, but last time I modded anything, Zendar was till in the game, so whenever I created a weapon, I put it in the Zendar Chest so it was easy to find. But I don't know were to put my new weapons now, since Zendar isn't in game anymore. I have put my weapons in both Tutorial Chests, but I don't know were they are in game, either.

I do know that my weapon work though, because I equipped one of the guys in the tutorial with it.

Were should it put my new weapons?  :razz:

EDIT: Or how do I add my weapons to the players equipment in Quick Battles?

 
Lucke189 说:
Were should it put my new weapons?  :razz:
Lucke189, you can use bonus chests that still are in Thir and Rivacheg (or Reyvadin, i always mix these towns).

Lucke189 说:
EDIT: Or how do I add my weapons to the players equipment in Quick Battles?
It requires changes in game_menu. If you mod 1.003 I think it hardly possible until module system is release.


And the question from me :smile:
I would like to change what health bar shows.
Is it possible to override health bar behavior?
I am  very casually acquainted with presentations, and before trying I would like to know if I am on the right way. If I draw something with presentation in the place of health bar does it hide health bar?
 
Lucke189 说:
I just got back to modding a little, but last time I modded anything, Zendar was till in the game, so whenever I created a weapon, I put it in the Zendar Chest so it was easy to find. But I don't know were to put my new weapons now, since Zendar isn't in game anymore. I have put my weapons in both Tutorial Chests, but I don't know were they are in game, either.

I do know that my weapon work though, because I equipped one of the guys in the tutorial with it.

Were should it put my new weapons?  :razz:

EDIT: Or how do I add my weapons to the players equipment in Quick Battles?

Well, an easy want to test new items is to give them to "trp_player" and basically any part of the game you go to (saved game, quick battle, etc) you will have those weapons.  I didn't recommend to include this in a release but for testing it works great and you don't even have to go find the chest.  :smile:
 
Rongar 说:
And the question from me :smile:
I would like to change what health bar shows.
Is it possible to override health bar behavior?
I am  very casually acquainted with presentations, and before trying I would like to know if I am on the right way. If I draw something with presentation in the place of health bar does it hide health bar?

well, that might work but I think the easiest way is to just edit the texture files themselves.  Like replace the health bar in user_interface_b.dds with a transparent background, etc.  Somebody already created a mod similar to this - http://forums.taleworlds.com/index.php/topic,43874.0.html
 
Is there a code for hitting multiple targets at one swing?

And any mods that has improved the effect of hitting?(like the screen shakes etc)
 
Q: It is possible to make quiver mesh with 6 (or more) arrows and 8 (or more) frames?

I'll try make such mesh tomorrow, but maybe someone tried it before?

Edit.

A: Yes, it is possible.

 
Is there a way to link a custom string with a page in the journal?
I know there are several function like str_store_*_name_link that can be used to create links.
Such functions put in a target string exact names of troops, parties etc and link it to a corresponding pages.
My problem that I need to link not the exact name of troop but a custom name of that troop.
E.g.
To make string “Isola” linked to  Lady Isola of Suno's page.

I will appreciate help.

 
Do anybody know how to make a mesh transparent?
Or texture them clear so that I can see through?
I want to make a Helmet with a visor but I don't know how to do it.
 
magick0108 说:
Do anybody know how to make a mesh transparent?
Or texture them clear so that I can see through?
I want to make a Helmet with a visor but I don't know how to do it.
AFAIK, with standard M&B shaders you either do visors in a model, or use shader that takes texture alpha channel for transparency (consequently you lose shiny metal look). E.g. tex_mul_color_alpha or smth like that.
Shaders can be rewritten to use 2 textures, one for transparency, other for shinyness, but that's completely different story
 
Is it possible to rename troop types? Specifically npcs. I see we can rename parties, but haven't seen anything to suggest we can do it for troops as well.
 
Zaro 说:
Is it possible to rename troop types? Specifically npcs. I see we can rename parties, but haven't seen anything to suggest we can do it for troops as well.

Do you mean like party_set_name for troops?  Or just specific inhabitants of a village like Mario the Rhodok peasant? If it's the former then I don't think so.
 
The former, the reason being to rename lords when they've 'died'. I don't see anything for troops though.
 
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