Modding Q&A [For Quick Questions and Answers]

Users who are viewing this thread

Status
Not open for further replies.
I have a little problem. The facetextures of EVERY troop and every NPC are "wrong".
Look at this and you know what I mean.
2z7l8v8.jpg
What's wrong there? :grin: I got no ERROR at building MS.

2. Where can I change the number which is under the logo in the main menu?
34xo09j.jpg
 
@Roemerboy & Specialist: Thanks, I was thinking about finding one of the 300 mods.
Roemerboy said:
I have a little problem. The facetextures of EVERY troop and every NPC are "wrong".
Look at this and you know what I mean.
2z7l8v8.jpg
What's wrong there? :grin: I got no ERROR at building MS.

2. Where can I change the number which is under the logo in the main menu?
34xo09j.jpg
1. Are you sure that you have no problems with the man race definition?
2. It's in the translation files, as everything else in the menu. ui.csv, IIRC.
 
Thanks. And I got no problems with the manface etc. . I changed nothing with the skins. I only have this problem.....

EDIT: I found it. I had 

load_mod_resource = materials_face_gen
load_mod_resource = meshes_face_gen

at the false place in module.ini .

I can't find the versionnumber in this file....
 
MadVader said:
You "attach" them to code. Search for the sound name (e.g. "snd_fart" if its name in the sounds file is "fart") you are interested in the code and find where it's used. As always, use a real editor that can search over all the module system files.
It also helps if you have a particular question. Some sounds are used arbitrarily with play_sound, others are used in skins or are hardcoded in the engine.

Right I'll check it out but what would a real editor be.

Also I have another problem here, see these pictures here.


I did an alpha channel to get see through glass for the store windows but when you look through it's all messed up like it doesn't show most of what's on the other side. Here is my settings for the material and the shader is agent shader.

 
Roemerboy said:
I can't find the versionnumber in this file....
ui_version_value. Thing is, this is a placeholder for a value (which of course you can change with a static text), so if you change it, I think you'd need to update the ui.csv file with every new version of your mod. In other words, I don't know where is THE variable which determines version number.
 
Roemerboy said:
I can't find the versionnumber in this file....

Do you want to change 1.153 number? I think it's Warband's version so it's hardcoded. I had all modules I installed before patching have 1.143 number and now they all have 1.153 number written on the position without I touch a single file of them.
 
sorry to be a bother but how do I make a village give the option of recruting and what to recruit

thank you for time :smile:

 
Hecate said:
sorry to be a bother but how do I make a village give the option of recruting and what to recruit

thank you for time :smile:
Be sure you add your new towns at the end of the towns list and similarly villages at the end of the villages list in module_parties. It sounds like you added them elsewhere so the game doesn't know they are villages.
 
Hi all, this deals with WFaS, but I figured I'd ask here as there was no luck on the WFaS forum.

...is there a way to set the initial location of companions?  I know they move around after a couple of game days, but I'm trying to at least have their initial starting location be at specific towns.

Thanks in advance,

rfa
 
Caba`drin said:
Hecate said:
sorry to be a bother but how do I make a village give the option of recruting and what to recruit

thank you for time :smile:
Be sure you add your new towns at the end of the towns list and similarly villages at the end of the villages list in module_parties. It sounds like you added them elsewhere so the game doesn't know they are villages.

From the thread he made before, I believe he didn't want to create new villages, he just wanted to make villages over more then 1 troop type to recruit.
Native only provide 1 slot to save the troop type as volunteer and 1 slot to save the number, so you should add more slots and modify script_update_volunteer_troops_in_village to use them, and finally modify "recruit_volunteers" mno on village menu to do recruiting.
 
Lumos said:
Roemerboy said:
I can't find the versionnumber in this file....
ui_version_value. Thing is, this is a placeholder for a value (which of course you can change with a static text), so if you change it, I think you'd need to update the ui.csv file with every new version of your mod. In other words, I don't know where is THE variable which determines version number.

dunde said:
Roemerboy said:
I can't find the versionnumber in this file....

Do you want to change 1.153 number? I think it's Warband's version so it's hardcoded. I had all modules I installed before patching have 1.143 number and now they all have 1.153 number written on the position without I touch a single file of them.

Yes I want to change (or if there isn't another way) delete the 1.153. Hm, ok thanks, but I saw in some mods that they changed the number. I think it's not very....nice if there is 1.153 but the version of the module is 0.2. So, I need a way to change it easly.
In any module.ini (I don't know from which mod) I saw a part like  "module_version"  or  "mbw_version"  . But thanks for you tips. I'm going to look after this  "ui_version_value" and I hope that I find it, and it isn't hardcoded.  :grin:
 
I check ui.csv, and i think lumos's right. csv editing can do it, just ignore the variable.
Code:
ui_version_value|v%s

Change it yo :
Code:
ui_version_value|v0.2

But you should modify it every time you upgrade your mods to higher version manually.
 
Error: Unrecognized tag:navalin object:naval_handgun
ERROR: Illegal Identifier:naval_handgun

Me get dis error when I do build_module.

Halp plox
 
Would anyone know anything to help me out here, has anyone did glass and stuff like this before. Also if you don't know how to fix or help then just say so, just check out the last post of mine to know what im talking about.

http://forums.taleworlds.com/index.php/topic,6575.msg5678346.html#msg5678346
 
Beobart said:
I started to make a rigging but it seems like i do something wrong...

unbenanntkc.jpg
Seems like it  :lol:
Probably try re-weighting the arms to the right bone, it seems that you have the left on the right arm bone and vise versa
 
Status
Not open for further replies.
Back
Top Bottom