Modding Q&A [For Quick Questions and Answers]

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the problem is, I'm using a try_for_range and getting an array of strings, some of them are really small, like "Ruins", others are larger("Training ground Ranged melee 1"), that's why I wanted a fixed size. I either have to use game_buttons or just resize them to half. welp I dislike the look of game buttons, so I guess some of the texts are gonna be really small :grin:
 
HyperCharge said:
hello.I have a question.

I added a music.I didnt put the mtf_module_track.So it will never plays in game.

Then,can i make play on necessary places in event result ?(event result like: start of new era)

is this operation gives my questions answer ?

Code:
music_set_situation      =  603  # (music_set_situation, <situation_type>),
                                 # Sets current situation(s) in the game (see mtf_* flags in header_music.py for reference) so the game engine can pick matching tracks from module_music.py. Use 0 to stop any currently playing music (it will resume when situation is later set to something).

Perhaps you can use triggers instead, with some conditions ...
 
Hello again and thank you for the help last time, I got the womenfolk screaming. Now I want to stop their cohorts from spawning. The ladies in question are Sword Sisters that (at least in the Floris Mod) appear in taverns to be hired as mercenaries. I want only the line that I modified through Morgh's Tools to show up. I checked "Inactive" in Morgh's on all but the ones I want but they still show up - naked. I'm tempted to just change their faction to Undeads since this mod doesn't use any undead so perhaps they won't spawn...? But I don't know what else that could affect. At this point I don't want to delete them, I just want to stop them from spawning in the tavern. Couldn't care less if they spawned somewhere else though.
 
also, can someone help me with, this?
Code:
					(eq, ":var", lwbr_player_list__tp_to_player),
					(this_or_next|eq, ":value", -1),#1st team = team 0
					(eq, ":value", -2),#2nd team = team 1
					(try_for_agents, ":agent"),
						(agent_get_player_id, ":player_no", ":agent"),
						(player_is_active, ":player_no"),
						(str_store_player_username, s11, ":player_no"),
						(agent_slot_eq, ":agent", slot_agent_is_teleporting, 1),
						(agent_set_slot, ":agent", slot_agent_is_teleporting, 0),
						(val_add, ":value", 3),
						(val_mod, ":value", 2),
						(store_add, reg10, ":value", 1),
						(multiplayer_find_spawn_point, pos1, ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
						(agent_set_position, ":agent", pos1),
						(try_begin),
							(agent_get_horse, ":horse", ":agent"),
							(agent_is_active, ":horse"),
							(agent_set_position, ":horse", pos1),
						(try_end),
						(str_store_string, s1, "@Admin {s10} has teleported player {s11} to team {reg10} spawn."),
						(server_add_message_to_log, s1),
						(call_script, "script_lwbr_send_msg_to_all_players"),
					(try_end),
I'm getting the following error:
Code:
 Illegal lvalue in statement; Opcode = 425; LINE NO: 716: 
 At script: game_receive_network_message. Illegal lvalue in statement; Opcode = 425; LINE NO: 716: 
 At script: game_receive_network_message. Illegal lvalue in statement; Opcode = 425; LINE NO: 716: 
 At script: game_receive_network_message.
which means somehow it's getting a negative value in multiplayer_find_spawn_point, but I don't see how that is possible.
 
Ji guys, a simple question: I want to add an NPC, but only for discussion. I mean, not to have any effects as merchants who buy-sell things or minstrels who could teach a poem and other NPCs. I want a dude that can only be answer questions if you interact with him. I made the dialog and know where to put it, made the troop entry with the correct spawn points.

Where I am stuck is in the module constants. I am unsure of what to write and that prevents me of finishing it. Would sth like this be correct?

Code:
slot_center_oracle       = 102

and

Code:
#Antonis_oracle_script
oracle_begin = "trp_oracle_1"
oracle_end   = "trp_kingdom_heroes_including_player_begin"

tavern_minstrels_begin = "trp_tavern_minstrel_1"
tavern_minstrels_end   = oracle_begin
#oracle_end

Thank you! :smile:
 
Ikaguia said:
which means somehow it's getting a negative value in multiplayer_find_spawn_point, but I don't see how that is possible.
If you do a "Find in files" on the Native module system folder for "multiplayer_find_spawn_point" you can see multiplayer_find_spawn_point returns an entry point instead of a position.

You can replace
Code:
(multiplayer_find_spawn_point, pos1, ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
with
Code:
(multiplayer_find_spawn_point, ":entry_point", ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
(entry_point_get_position, pos1, ":entry_point"),
 
Is it possible to convert Skryrim armor into Mount&Blade? All parts of model are good, but not hands.

Skyrim armor models looks like this:


5142762-1359131650.png
 
Hi,
I am added this troop and give a entrypoint look like:
Code:
["asikahramangorev", "Asi Nord Kahramani", "New troops", tf_hero,scn_castle_10_interior|entry(42),reserved, fac_commoners,  [itm_double_axe,itm_one_handed_battle_axe_c,itm_throwing_spears,itm_heavy_throwing_axes,itm_b_heavyshield,itm_nord_coat_of_plates,itm_nord_splinted_greaves,itm_brass_lamellar_gauntlets,itm_1257helmets_3,itm_hourglass_gauntlets,itm_wisby_gauntlets_red], def_attrib|level(31), wp(205), knows_ironflesh_8|knows_power_strike_9|knows_power_throw_8|knows_riding_2|knows_athletics_9|knows_shield_8, nord_face_middle_1, nord_face_older_2 ],
and ı am added the entrypoint 42 to castle_10_interior scene and ı am go castle but there is no troop. where is my false?
 
shokkueibu said:
Ikaguia said:
which means somehow it's getting a negative value in multiplayer_find_spawn_point, but I don't see how that is possible.
If you do a "Find in files" on the Native module system folder for "multiplayer_find_spawn_point" you can see multiplayer_find_spawn_point returns an entry point instead of a position.

You can replace
Code:
(multiplayer_find_spawn_point, pos1, ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
with
Code:
(multiplayer_find_spawn_point, ":entry_point", ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
(entry_point_get_position, pos1, ":entry_point"),

ty very much, I had looked at the other uses of it already, but I brainderped so hard I didn't even check the pos1 and tought the faulty part was the end



also, another thing that is bugging me out, for some reason, only the first button after the player names is clickable, I can't click on any of the others after it:
Code:
		(ti_on_presentation_load,[
			(set_fixed_point_multiplier, 1000),

			(create_mesh_overlay, reg0, "mesh_mp_ingame_menu"),
			(position_set_x, pos1, 250),
			(position_set_y, pos1, 80),
			(overlay_set_position, reg0, pos1),
			(position_set_x, pos1, 1000),
			(position_set_y, pos1, 1000),
			(overlay_set_size, reg0, pos1),

			(str_clear, s0),
			(create_text_overlay, "$g_presentation_obj_show_players_1", s0, tf_scrollable_style_2),
			(position_set_x, pos1, 285),
			(position_set_y, pos1, 125),
			(overlay_set_position, "$g_presentation_obj_show_players_1", pos1),
			(position_set_x, pos1, 405),
			(position_set_y, pos1, 500),
			(overlay_set_area_size, "$g_presentation_obj_show_players_1", pos1),
			(set_container_overlay, "$g_presentation_obj_show_players_1"),

			#(assign, ":cur_y", 450),
			(multiplayer_get_my_player, ":my_player_no"),

			(assign, ":cur_y", 10),
			(get_max_players, ":num_players"),
			(try_for_range, ":player_no", 1, ":num_players"), #0 is server no need to write it
				(player_is_active, ":player_no"),

				(assign, ":continue", 0),
				(try_begin),
					(neq, "$g_multiplayer_players_list_action_type", 5),
					(neq, "$g_multiplayer_players_list_action_type", 6),
					(assign, ":continue", 1),
				(else_try),
					(eq, "$g_multiplayer_players_list_action_type", 5),
					(neq, ":player_no", ":my_player_no"),
					(player_get_is_muted, ":is_muted", ":player_no"),
					(eq, ":is_muted", 0),
					(assign, ":continue", 1),
				(else_try),
					(eq, "$g_multiplayer_players_list_action_type", 6),
					(neq, ":player_no", ":my_player_no"),
					(player_get_is_muted, ":is_muted", ":player_no"),
					(eq, ":is_muted", 1),
					(assign, ":continue", 1),
				(try_end),
				(eq, ":continue", 1),

				(val_add, ":cur_y", escape_menu_item_height),
			(try_end),

			(create_text_overlay, reg0, "str_choose_a_player", 0),
			(overlay_set_color, reg0, 0xFFFFFF),
			(position_set_x, pos1, 0),
			(position_set_y, pos1, ":cur_y"),
			(overlay_set_position, reg0, pos1),
			(val_sub, ":cur_y", escape_menu_item_height),

			(get_max_players, ":num_players"),
			(try_for_range, ":player_no", 1, ":num_players"), #0 is server no need to write it
				(player_is_active, ":player_no"),
				(player_set_slot, ":player_no", slot_player_button_index, -1),

				(assign, ":continue", 0),
				(try_begin),
					(neq, "$g_multiplayer_players_list_action_type", 5),
					(neq, "$g_multiplayer_players_list_action_type", 6),
					(assign, ":continue", 1),
				(else_try),
					(eq, "$g_multiplayer_players_list_action_type", 5),
					(neq, ":player_no", ":my_player_no"),
					(player_get_is_muted, ":is_muted", ":player_no"),
					(eq, ":is_muted", 0),
					(assign, ":continue", 1),
				(else_try),
					(eq, "$g_multiplayer_players_list_action_type", 6),
					(neq, ":player_no", ":my_player_no"),
					(player_get_is_muted, ":is_muted", ":player_no"),
					(eq, ":is_muted", 1),
					(assign, ":continue", 1),
				(try_end),
				##LWBR
				(try_begin),#Can't use admin cheats on other admins
					(is_between, "$g_multiplayer_players_list_action_type", lwbr_player_list__last, lwbr_player_list__slay + 1),
					(multiplayer_get_my_player, ":my_player_no"),
					(neq, ":player_no", ":my_player_no"),
					(player_is_admin, ":player_no"),
					(assign, ":continue", 0),
				(try_end),
				(try_begin),#you can give gold or heal another admin as you wish
					(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__heal),
					(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__last, lwbr_player_list__gold),
					(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__heal),
					(gt, "$g_lwbr_give_gold", 0),#can't remove gold from other admins
					(assign, ":continue", 1),
				(try_end),
				(try_begin),#These cheats do not work on spectators
					(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__swap_team),
					(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__spec),
					(player_get_team_no, ":team", ":player_no"),
					(eq, ":team", 2),
					(assign, ":continue", 0),
				(try_end),
				(try_begin),#These cheats require a living valid agent
					(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__slay),
					(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__freeze),
					(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__heal),
					(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__invul),
					(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__freeze),
					(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__tp_player_to),#can't tp bodies
					(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__fadeout),
					(player_get_agent_id, ":agent", ":player_no"),
					(try_begin),
						(neg|agent_is_active, ":agent"),
						(assign, ":continue", 0),
					(try_end),
					(try_begin),
						(agent_is_active, ":agent"),
						(neg|agent_is_alive, ":agent"),
						(assign, ":continue", 0),
					(try_end),
				(try_end),
				(try_begin),#These cheats require a dead valid agent
					#(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__),
					(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__respawn),
					(player_get_agent_id, ":agent", ":player_no"),
					(try_begin),
						(neg|agent_is_active, ":agent"),
						(assign, ":continue", 0),
					(try_end),
					(try_begin),
						(agent_is_active, ":agent"),
						(agent_is_alive, ":agent"),
						(assign, ":continue", 0),
					(try_end),
				(try_end),
				(try_begin),#These cheats require a valid agent
					#(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__),
					(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__tp_to_player),#you can tp to the bodies
					(player_get_agent_id, ":agent", ":player_no"),
					(try_begin),
						(neg|agent_is_active, ":agent"),
						(assign, ":continue", 0),
					(try_end),
				(try_end),
				##LWBR
				(eq, ":continue", 1),
				(str_store_player_username, s0, ":player_no"),
				(create_button_overlay, ":overlay_id", s0, 0),
				(overlay_set_color, ":overlay_id", 0xFFFFFF),
				(position_set_x, pos1, 130),
				(position_set_y, pos1, ":cur_y"),
				(overlay_set_position, ":overlay_id", pos1),
				(val_sub, ":cur_y", escape_menu_item_height),
				(player_set_slot, ":player_no", slot_player_button_index, ":overlay_id"),
			(try_end),
			##LWBR
			(assign, "$lwbr_overlay1", -1),
			(assign, "$lwbr_overlay2", -1),
			(assign, "$lwbr_overlay3", -1),
			(assign, "$lwbr_overlay4", -1),
			(assign, "$lwbr_overlay5", -1),
			(try_begin),
				(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__tp_to_player),
				(create_game_button_overlay, "$lwbr_overlay2", "@Team 1 Spawn", 0),
				(overlay_set_color, "$lwbr_overlay2", 0xFFFFFF),
				(position_set_x, pos1, 130),
				(position_set_y, pos1, ":cur_y"),
				(overlay_set_position, "$lwbr_overlay2", pos1),
				(val_sub, ":cur_y", escape_menu_item_height),
				(create_game_button_overlay, "$lwbr_overlay3", "@Team 2 Spawn", 0),
				(overlay_set_color, "$lwbr_overlay3", 0xFFFFFF),
				(position_set_x, pos1, 130),
				(position_set_y, pos1, ":cur_y"),
				(overlay_set_position, "$lwbr_overlay3", pos1),
				(val_sub, ":cur_y", escape_menu_item_height),
			(try_end),
			(try_begin),
				(neq, "$g_multiplayer_players_list_action_type", lwbr_player_list__tp_to_player),
				#
				(create_game_button_overlay, "$lwbr_overlay1", "@All players", 0),
				(overlay_set_color, "$lwbr_overlay1", 0xFFFFFF),
				(position_set_x, pos1, 130),
				(position_set_y, pos1, ":cur_y"),
				(overlay_set_position, "$lwbr_overlay1", pos1),
				(val_sub, ":cur_y", escape_menu_item_height),
				#
				(create_game_button_overlay, "$lwbr_overlay4", "@Team 1", 0),
				(overlay_set_color, "$lwbr_overlay4", 0xFFFFFF),
				(position_set_x, pos1, 130),
				(position_set_y, pos1, ":cur_y"),
				(overlay_set_position, "$lwbr_overlay4", pos1),
				(val_sub, ":cur_y", escape_menu_item_height),
				#
				(create_game_button_overlay, "$lwbr_overlay5", "@Team 2", 0),
				(overlay_set_color, "$lwbr_overlay5", 0xFFFFFF),
				(position_set_x, pos1, 130),
				(position_set_y, pos1, ":cur_y"),
				(overlay_set_position, "$lwbr_overlay5", pos1),
				(val_sub, ":cur_y", escape_menu_item_height),
			(try_end),
			##LWBR

			(presentation_set_duration, 999999),
			]),
the buttons I can click are "team 1 spawn" or "all players" but I can never click on "team 2 spawn" or "team 1" or "team 2"
 
I get this error message when i'm trying to build my mod.


Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables.py", line 12, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Exporting faction data...
Traceback (most recent call last):
  File "process_items.py", line 4, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_mission_tmps.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_game_menus.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\process_operations.py", line
13, in <module>
    from module_items import *
  File "C:\Users\JUSTIN\Desktop\Module_system 1.158\module_items.py", line 408
    ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_b
ody_armor |itp_civilian |itp_covers_legs ,0,
    ^
IndentationError: unexpected indent
Exporting postfx_params...

I can delete the Red Shirt and i still get the error.
How is it that i can delete an item and still have an error regarding to it??
Please help!!!!

Thanks
 
first of all, add
Code:
[code][/ code]
or
Code:
[spoiler][/spoiler]
tags arround that error. secondly, if you post the code on the lines the error is pointing at(and maybe a few before and after) it will be much easier to help you
 
where do i put the

Code:
[/ code] or the [spoiler][/spoiler]????

sorry i'm a first time moder


this is line of code, with the line that comes right before and right after, that the error is referring too, 


["short_tunic", "Red Tunic", [("rich_tunic_a",0)], itp_type_body_armor |itp_civilian |itp_covers_legs ,0,
 10 , weight(1)|abundance(100)|head_armor(0)|body_armor(7)|leg_armor(1)|difficulty(0) ,imodbits_cloth ],
[b] ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_body_armor |itp_civilian |itp_covers_legs ,0,
 10 , weight(1)|abundance(100)|head_armor(0)|body_armor(7)|leg_armor(1)|difficulty(0) ,imodbits_cloth ],[/b]
 ["red_tunic", "Red Tunic", [("arena_tunicR_new",0)], itp_merchandise| itp_type_body_armor |itp_civilian |itp_covers_legs ,0,
 10 , weight(1)|abundance(100)|head_armor(0)|body_armor(7)|leg_armor(1)|difficulty(0) ,imodbits_cloth ],
 
So does anyone know how to make rain/snow/fog happen more often in combat? I'd love to know if that's possible. It seems that some mods managed to accomplish this but I have no idea how.
 
I'm working with the Floris Mod Pack and have modified a unit line within the Sword Sisters with Morgh's Tools. Sword Sisters in Floris spawn in taverns like regular mercenaries. I would like only the ones I modded to spawn. I used the "inactive" flag on the other sword sisters but they still spawn - naked. They spawn without any equipment.

How do I stop them from spawning altogether?
 
Sorry, I hate to bother people about this, but I could really use some help with these problems.

Docm30 said:
I've got a couple of problems with a presentation that I start through a dialogue maybe someone could help me with. The first problem is that the little box with the NPC's name and the word 'Talk' is appearing over the presentation (since you start through dialogue you're naturally aimed at the NPC). Is there an easy way to fix that or will I have to find a hacky way?

The other problem is that when I end the presentation the background mesh remains and I have to hit escape or tab out of the scene to clear it. Is there a way to clear the background mesh? Setting the duration to 0 and using change_screen_return don't seem to do it.
 
Docm30 said:
I've got a couple of problems with a presentation that I start through a dialogue maybe someone could help me with. The first problem is that the little box with the NPC's name and the word 'Talk' is appearing over the presentation (since you start through dialogue you're naturally aimed at the NPC). Is there an easy way to fix that or will I have to find a hacky way?

The other problem is that when I end the presentation the background mesh remains and I have to hit escape or tab out of the scene to clear it. Is there a way to clear the background mesh? Setting the duration to 0 and using change_screen_return don't seem to do it.
Try playing around with the material's render order? I think Native goes around this by jumping to a menu from dialogs, but that may not be what you want.
Ogrecorps said:
How do I stop them from spawning altogether?
Don't mix morgh's editor with the module system. Normally you'd just do
Code:
(store_random_in_range, l.troop_no, mercenary_troops_begin, mercenary_troops_end),
But I can't remember where sword sisters are added to the mercenary pool in floris.
 
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