Modding Q&A [For Quick Questions and Answers]

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Thank you! One more question. If I create a new troop tree for a new kingdom, does that kingdom's villages automatically offer them in the beginning of a new game or do I have to edit a file to change which troops a village offers for recruitment?
 
Kingdom caravan doesn't spawn.
In module_scpris
create_kingdom_party_if_below_limit
Code:
("create_kingdom_party_if_below_limit",
    [
      (store_script_param_1, ":faction_no"),
      (store_script_param_2, ":party_type"),

      (call_script, "script_count_parties_of_faction_and_party_type", ":faction_no", ":party_type"),
      (assign, ":party_count", reg0),
      
      (assign, ":party_count_limit", 0),

      (faction_get_slot, ":num_towns", ":faction_no", slot_faction_num_towns),

      (try_begin),
##        (eq, ":party_type", spt_forager),
##        (assign, ":party_count_limit", 1),
##      (else_try),
        (eq, ":party_type", spt_ship),
        (assign, ":party_count_limit", 20),
      (else_try),
        (eq, ":party_type", spt_patrol),
        (try_begin),
          (eq, ":num_towns", 0),
          (assign, ":party_count_limit", 1),
        (else_try),
          (eq, ":num_towns", 1),
          (assign, ":party_count_limit", 4),
        (else_try),
          (eq, ":num_towns", 2),
          (assign, ":party_count_limit", 7),
        (else_try),
          (assign, ":party_count_limit", 12),
      (else_try),
##        (eq, ":party_type", spt_messenger),
##        (assign, ":party_count_limit", 1),
##      (else_try),
        (eq, ":party_type", spt_kingdom_caravan),
        (try_begin),
          (eq, ":num_towns", 0),
          (assign, ":party_count_limit", 0),
        (else_try),
          (eq, ":num_towns", 1),
          (assign, ":party_count_limit", 5),
        (else_try),
          (eq, ":num_towns", 2),
          (assign, ":party_count_limit", 10),
        (else_try),
          (assign, ":party_count_limit", 15),
        (try_end),
##      (else_try),
##        (eq, ":party_type", spt_prisoner_train),
##        (assign, ":party_count_limit", 1),
      (try_end),
      
      (assign, reg0, -1),
      (try_begin),
        (lt, ":party_count", ":party_count_limit"),
        (call_script,"script_cf_create_kingdom_party", ":faction_no", ":party_type"),
      (try_end),
  ]),
cf_create_kingdom_party
Code:
("cf_create_kingdom_party",
    [
      (store_script_param_1, ":faction_no"),
      (store_script_param_2, ":party_type"),
      
      (str_store_faction_name, s7, ":faction_no"),
      (assign, ":party_name_str", "str_no_string"),
      
      (faction_get_slot, ":reinforcements_a", ":faction_no", slot_faction_reinforcements_a),
      (faction_get_slot, ":reinforcements_b", ":faction_no", slot_faction_reinforcements_b),
      (faction_get_slot, ":reinforcements_c", ":faction_no", slot_faction_reinforcements_c),
      
      (try_begin),
##        (eq, ":party_type", spt_forager),
##        (assign, ":party_template", "pt_forager_party"),
#        (assign, ":party_name_str", "str_s7_foragers"),
##      (else_try),
##        (eq, ":party_type", spt_scout),
##        (assign, ":party_template", "pt_scout_party"),
#        (assign, ":party_name_str", "str_s7_scouts"),
##      (else_try),
      (eq, ":party_type", spt_ship),
        (assign, ":party_template", "pt_ships"),
#        (assign, ":party_name_str", "str_s7_patrol"),
      (else_try),
       (eq, ":party_type", spt_patrol),
        (assign, ":party_template", "pt_patrol_party"),
		
      (else_try),
        (eq, ":party_type", spt_kingdom_caravan),
        (assign, ":party_template", "pt_kingdom_caravan_party"),
#        (assign, ":party_name_str", "str_s7_caravan"),
##      (else_try),
##        (eq, ":party_type", spt_messenger),
##        (assign, ":party_template", "pt_messenger_party"),
#        (assign, ":party_name_str", "str_s7_messenger"),
##      (else_try),
##        (eq, ":party_type", spt_raider),
##        (assign, ":party_template", "pt_raider_party"),
##        (assign, ":party_name_str", "str_s7_raiders"),
##      (else_try),
##        (eq, ":party_type", spt_prisoner_train),
##        (assign, ":party_template", "pt_prisoner_train_party"),
#        (assign, ":party_name_str", "str_s7_prisoner_train"),
      (try_end),
      (try_begin),
 (eq, ":party_type", spt_ship),   
 (set_spawn_radius, 1),
 (spawn_around_party,"p_svadyagemi",":party_template"),   
 (try_end),
      (assign, ":result", -1),
      (try_begin),
        (try_begin),
          (eq, ":party_type", spt_kingdom_caravan),
          (call_script,"script_cf_select_random_town_with_faction", ":faction_no", -1),
          (set_spawn_radius, 0),
        (else_try), #not used at the moment
          (call_script,"script_cf_select_random_walled_center_with_faction", ":faction_no", -1),
          (set_spawn_radius, 1),
        (try_end),
        (assign, ":spawn_center", reg0),
        (is_between, ":spawn_center", centers_begin, centers_end),
        (spawn_around_party,":spawn_center",":party_template"),
        (assign, ":result", reg0),
        (party_set_faction, ":result", ":faction_no"),
        (try_begin),
          (eq, ":party_type", spt_kingdom_caravan),
          (party_set_slot, ":result", slot_party_home_center, ":spawn_center"),
          (party_set_slot, ":result", slot_party_last_traded_center, ":spawn_center"),
		(try_end),
        (party_set_slot, ":result", slot_party_type, ":party_type"),
        (party_set_slot, ":result", slot_party_ai_state, spai_undefined),
        (try_begin),
          (neq, ":party_name_str", "str_no_string"),
          (party_set_name, ":result", ":party_name_str"),
        (try_end),
        
        (try_begin),
##          (eq, ":party_type", spt_forager),
##          (party_add_template, ":result", ":reinforcements_a"),
##        (else_try),
##          (eq, ":party_type", spt_scout),
##          (party_add_template, ":result", ":reinforcements_c"),
##        (else_try),
           (eq, ":party_type", spt_ship),
##          (party_add_template, ":result", ":reinforcements_a"),
          (party_add_template, ":result", ":reinforcements_c"),
		  (party_add_template, ":result", ":reinforcements_b"),
		  (party_add_template, ":result", ":reinforcements_b"),
		  (party_add_template, ":result", ":reinforcements_a"),
        (else_try),
          (eq, ":party_type", spt_patrol),
##          (party_add_template, ":result", ":reinforcements_a"),
          (party_add_template, ":result", ":reinforcements_c"),
		  (party_add_template, ":result", ":reinforcements_a"),
		  (party_add_template, ":result", ":reinforcements_b"),
		  (party_add_template, ":result", ":reinforcements_a"),
        (else_try),
          (eq, ":party_type", spt_kingdom_caravan),
          (try_begin),
            (eq, ":faction_no", "fac_player_supporters_faction"),
            (party_get_slot, ":reinforcement_faction", ":spawn_center", slot_center_original_faction),
            (faction_get_slot, ":reinforcements_b", ":reinforcement_faction", slot_faction_reinforcements_b),
          (try_end),
          (party_add_template, ":result", ":reinforcements_b"),
          (party_add_template, ":result", ":reinforcements_b"),
          (party_set_ai_behavior,":result",ai_bhvr_travel_to_party),
          (party_set_ai_object,":result",":spawn_center"),
          (party_set_flags, ":result", pf_default_behavior, 1),
          (store_sub, ":item_to_price_slot", slot_town_trade_good_prices_begin, trade_goods_begin),
          (try_for_range, ":cur_goods", trade_goods_begin, trade_goods_end),
            (store_add, ":cur_goods_price_slot", ":cur_goods", ":item_to_price_slot"),
            (party_set_slot, ":result", ":cur_goods_price_slot", average_price_factor),
          (try_end),
##        (else_try),
##          (eq, ":party_type", spt_messenger),
##          (faction_get_slot, ":messenger_troop", ":faction_no", slot_faction_messenger_troop),
##          (party_add_leader, ":result", ":messenger_troop"),
##          (party_set_ai_behavior,":result",ai_bhvr_travel_to_party),
##          (party_set_ai_object,":result",":spawn_center"),
##          (party_set_flags, ":result", pf_default_behavior, 0),
##        (else_try),
##          (eq, ":party_type", spt_raider),
##          (party_add_template, ":result", ":reinforcements_c"),
##          (party_add_template, ":result", ":reinforcements_b"),
##          (party_add_template, ":result", "pt_raider_captives"),
##        (else_try),
##          (eq, ":party_type", spt_prisoner_train),
##          (party_add_template, ":result", ":reinforcements_b"),
##          (party_add_template, ":result", ":reinforcements_a"),
##          (try_begin),
##            (call_script,"script_cf_faction_get_random_enemy_faction",":faction_no"),
##            (store_random_in_range,":r",0,3),
##            (try_begin),
##              (lt, ":r", 1),
##              (faction_get_slot, ":captive_reinforcements", reg0, slot_faction_reinforcements_b),
##            (else_try),
##              (faction_get_slot, ":captive_reinforcements", reg0, slot_faction_reinforcements_a),
##            (try_end),
##            (party_add_template, ":result", ":captive_reinforcements",1),
##          (else_try),
##            (party_add_template, ":result", "pt_default_prisoners"),
##          (try_end),
        (try_end),
      (try_end),
      (ge, ":result", 0),
      (assign, reg0, ":result"),
  ]),
module_triggers:
Code:
#Kingdom Parties
  (1.0, 0, 0.0, [],
   [(try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
      (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
##      (neq, ":cur_kingdom", "fac_player_supporters_faction"),
##      (try_begin),
##        (store_random_in_range, ":random_no", 0, 100),
##        (lt, ":random_no", 10),
##        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_forager),
##      (try_end),
##      (try_begin),
##        (store_random_in_range, ":random_no", 0, 100),
##        (lt, ":random_no", 10),
##        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_scout),
##      (try_end),
      (try_begin),
       (store_random_in_range, ":random_no", 0, 100),
       (lt, ":random_no", 10),
        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_patrol),
      (try_end),
	  (try_begin),
       (store_random_in_range, ":random_no", 0, 100),
       (lt, ":random_no", 10),
        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_ship),
      (try_end),
##      (try_begin),
##        (store_random_in_range, ":random_no", 0, 100),
##        (lt, ":random_no", 10),
##        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_messenger),
##      (try_end),
      (try_begin),
        (store_random_in_range, ":random_no", 0, 100),
        (lt, ":random_no", 10),
        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_kingdom_caravan),
      (try_end),
##      (try_begin),
##        (store_random_in_range, ":random_no", 0, 100),
##        (lt, ":random_no", 10),
##        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_prisoner_train),
##      (try_end),
    (try_end),
    ]),
How can I fix?Patrol is spawn but kingdom caravans doesn't spawn.
 
Pilgrim said:
Thank you! One more question. If I create a new troop tree for a new kingdom, does that kingdom's villages automatically offer them in the beginning of a new game or do I have to edit a file to change which troops a village offers for recruitment?

You can change this at the module_scripts file. For example, the line:

(faction_set_slot, "fac_culture_1",  slot_faction_tier_1_troop, "trp_swadian_recruit")

Means that for the culture 1 (swadians) you recruit at the villages the troop named swadian_recruit. Just change this troop name by your new troop.

Cheers.
 
Is is possible to make "new operations" using an existing code and python? I mean something like that (for example):

(fall_from_sky) = (call_script, "script_fall_from_sky"),

I saw something like that a long time ago, but I've lost it. Can someone tell me how to make it if it's possible?
 
And I wonder if I can add an operation like play_bink_video? I want to start playing a video when a menu option is selected in the game. Possible? If it is, how?
 
dragos said:
And I wonder if I can add an operation like play_bink_video? I want to start playing a video when a menu option is selected in the game. Possible? If it is, how?
Iirc WSE has that operation
 
The Dark Robin said:
dragos said:
And I wonder if I can add an operation like play_bink_video? I want to start playing a video when a menu option is selected in the game. Possible? If it is, how?
Iirc WSE has that operation

Yes, I know but what I want is adding only that operation. I don't need the rest.
 
Anyone know how fix?
Kingdom caravan doesn't spawn.
In module_scpris
create_kingdom_party_if_below_limit
Code:
("create_kingdom_party_if_below_limit",
    [
      (store_script_param_1, ":faction_no"),
      (store_script_param_2, ":party_type"),

      (call_script, "script_count_parties_of_faction_and_party_type", ":faction_no", ":party_type"),
      (assign, ":party_count", reg0),
      
      (assign, ":party_count_limit", 0),

      (faction_get_slot, ":num_towns", ":faction_no", slot_faction_num_towns),

      (try_begin),
##        (eq, ":party_type", spt_forager),
##        (assign, ":party_count_limit", 1),
##      (else_try),
        (eq, ":party_type", spt_ship),
        (assign, ":party_count_limit", 20),
      (else_try),
        (eq, ":party_type", spt_patrol),
        (try_begin),
          (eq, ":num_towns", 0),
          (assign, ":party_count_limit", 1),
        (else_try),
          (eq, ":num_towns", 1),
          (assign, ":party_count_limit", 4),
        (else_try),
          (eq, ":num_towns", 2),
          (assign, ":party_count_limit", 7),
        (else_try),
          (assign, ":party_count_limit", 12),
      (else_try),
##        (eq, ":party_type", spt_messenger),
##        (assign, ":party_count_limit", 1),
##      (else_try),
        (eq, ":party_type", spt_kingdom_caravan),
        (try_begin),
          (eq, ":num_towns", 0),
          (assign, ":party_count_limit", 0),
        (else_try),
          (eq, ":num_towns", 1),
          (assign, ":party_count_limit", 5),
        (else_try),
          (eq, ":num_towns", 2),
          (assign, ":party_count_limit", 10),
        (else_try),
          (assign, ":party_count_limit", 15),
        (try_end),
##      (else_try),
##        (eq, ":party_type", spt_prisoner_train),
##        (assign, ":party_count_limit", 1),
      (try_end),
      
      (assign, reg0, -1),
      (try_begin),
        (lt, ":party_count", ":party_count_limit"),
        (call_script,"script_cf_create_kingdom_party", ":faction_no", ":party_type"),
      (try_end),
  ]),
cf_create_kingdom_party
Code:
("cf_create_kingdom_party",
    [
      (store_script_param_1, ":faction_no"),
      (store_script_param_2, ":party_type"),
      
      (str_store_faction_name, s7, ":faction_no"),
      (assign, ":party_name_str", "str_no_string"),
      
      (faction_get_slot, ":reinforcements_a", ":faction_no", slot_faction_reinforcements_a),
      (faction_get_slot, ":reinforcements_b", ":faction_no", slot_faction_reinforcements_b),
      (faction_get_slot, ":reinforcements_c", ":faction_no", slot_faction_reinforcements_c),
      
      (try_begin),
##        (eq, ":party_type", spt_forager),
##        (assign, ":party_template", "pt_forager_party"),
#        (assign, ":party_name_str", "str_s7_foragers"),
##      (else_try),
##        (eq, ":party_type", spt_scout),
##        (assign, ":party_template", "pt_scout_party"),
#        (assign, ":party_name_str", "str_s7_scouts"),
##      (else_try),
      (eq, ":party_type", spt_ship),
        (assign, ":party_template", "pt_ships"),
#        (assign, ":party_name_str", "str_s7_patrol"),
      (else_try),
       (eq, ":party_type", spt_patrol),
        (assign, ":party_template", "pt_patrol_party"),
		
      (else_try),
        (eq, ":party_type", spt_kingdom_caravan),
        (assign, ":party_template", "pt_kingdom_caravan_party"),
#        (assign, ":party_name_str", "str_s7_caravan"),
##      (else_try),
##        (eq, ":party_type", spt_messenger),
##        (assign, ":party_template", "pt_messenger_party"),
#        (assign, ":party_name_str", "str_s7_messenger"),
##      (else_try),
##        (eq, ":party_type", spt_raider),
##        (assign, ":party_template", "pt_raider_party"),
##        (assign, ":party_name_str", "str_s7_raiders"),
##      (else_try),
##        (eq, ":party_type", spt_prisoner_train),
##        (assign, ":party_template", "pt_prisoner_train_party"),
#        (assign, ":party_name_str", "str_s7_prisoner_train"),
      (try_end),
      (try_begin),
 (eq, ":party_type", spt_ship),   
 (set_spawn_radius, 1),
 (spawn_around_party,"p_svadyagemi",":party_template"),   
 (try_end),
      (assign, ":result", -1),
      (try_begin),
        (try_begin),
          (eq, ":party_type", spt_kingdom_caravan),
          (call_script,"script_cf_select_random_town_with_faction", ":faction_no", -1),
          (set_spawn_radius, 0),
        (else_try), #not used at the moment
          (call_script,"script_cf_select_random_walled_center_with_faction", ":faction_no", -1),
          (set_spawn_radius, 1),
        (try_end),
        (assign, ":spawn_center", reg0),
        (is_between, ":spawn_center", centers_begin, centers_end),
        (spawn_around_party,":spawn_center",":party_template"),
        (assign, ":result", reg0),
        (party_set_faction, ":result", ":faction_no"),
        (try_begin),
          (eq, ":party_type", spt_kingdom_caravan),
          (party_set_slot, ":result", slot_party_home_center, ":spawn_center"),
          (party_set_slot, ":result", slot_party_last_traded_center, ":spawn_center"),
		(try_end),
        (party_set_slot, ":result", slot_party_type, ":party_type"),
        (party_set_slot, ":result", slot_party_ai_state, spai_undefined),
        (try_begin),
          (neq, ":party_name_str", "str_no_string"),
          (party_set_name, ":result", ":party_name_str"),
        (try_end),
        
        (try_begin),
##          (eq, ":party_type", spt_forager),
##          (party_add_template, ":result", ":reinforcements_a"),
##        (else_try),
##          (eq, ":party_type", spt_scout),
##          (party_add_template, ":result", ":reinforcements_c"),
##        (else_try),
           (eq, ":party_type", spt_ship),
##          (party_add_template, ":result", ":reinforcements_a"),
          (party_add_template, ":result", ":reinforcements_c"),
		  (party_add_template, ":result", ":reinforcements_b"),
		  (party_add_template, ":result", ":reinforcements_b"),
		  (party_add_template, ":result", ":reinforcements_a"),
        (else_try),
          (eq, ":party_type", spt_patrol),
##          (party_add_template, ":result", ":reinforcements_a"),
          (party_add_template, ":result", ":reinforcements_c"),
		  (party_add_template, ":result", ":reinforcements_a"),
		  (party_add_template, ":result", ":reinforcements_b"),
		  (party_add_template, ":result", ":reinforcements_a"),
        (else_try),
          (eq, ":party_type", spt_kingdom_caravan),
          (try_begin),
            (eq, ":faction_no", "fac_player_supporters_faction"),
            (party_get_slot, ":reinforcement_faction", ":spawn_center", slot_center_original_faction),
            (faction_get_slot, ":reinforcements_b", ":reinforcement_faction", slot_faction_reinforcements_b),
          (try_end),
          (party_add_template, ":result", ":reinforcements_b"),
          (party_add_template, ":result", ":reinforcements_b"),
          (party_set_ai_behavior,":result",ai_bhvr_travel_to_party),
          (party_set_ai_object,":result",":spawn_center"),
          (party_set_flags, ":result", pf_default_behavior, 1),
          (store_sub, ":item_to_price_slot", slot_town_trade_good_prices_begin, trade_goods_begin),
          (try_for_range, ":cur_goods", trade_goods_begin, trade_goods_end),
            (store_add, ":cur_goods_price_slot", ":cur_goods", ":item_to_price_slot"),
            (party_set_slot, ":result", ":cur_goods_price_slot", average_price_factor),
          (try_end),
##        (else_try),
##          (eq, ":party_type", spt_messenger),
##          (faction_get_slot, ":messenger_troop", ":faction_no", slot_faction_messenger_troop),
##          (party_add_leader, ":result", ":messenger_troop"),
##          (party_set_ai_behavior,":result",ai_bhvr_travel_to_party),
##          (party_set_ai_object,":result",":spawn_center"),
##          (party_set_flags, ":result", pf_default_behavior, 0),
##        (else_try),
##          (eq, ":party_type", spt_raider),
##          (party_add_template, ":result", ":reinforcements_c"),
##          (party_add_template, ":result", ":reinforcements_b"),
##          (party_add_template, ":result", "pt_raider_captives"),
##        (else_try),
##          (eq, ":party_type", spt_prisoner_train),
##          (party_add_template, ":result", ":reinforcements_b"),
##          (party_add_template, ":result", ":reinforcements_a"),
##          (try_begin),
##            (call_script,"script_cf_faction_get_random_enemy_faction",":faction_no"),
##            (store_random_in_range,":r",0,3),
##            (try_begin),
##              (lt, ":r", 1),
##              (faction_get_slot, ":captive_reinforcements", reg0, slot_faction_reinforcements_b),
##            (else_try),
##              (faction_get_slot, ":captive_reinforcements", reg0, slot_faction_reinforcements_a),
##            (try_end),
##            (party_add_template, ":result", ":captive_reinforcements",1),
##          (else_try),
##            (party_add_template, ":result", "pt_default_prisoners"),
##          (try_end),
        (try_end),
      (try_end),
      (ge, ":result", 0),
      (assign, reg0, ":result"),
  ]),
module_triggers:
Code:
#Kingdom Parties
  (1.0, 0, 0.0, [],
   [(try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
      (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
##      (neq, ":cur_kingdom", "fac_player_supporters_faction"),
##      (try_begin),
##        (store_random_in_range, ":random_no", 0, 100),
##        (lt, ":random_no", 10),
##        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_forager),
##      (try_end),
##      (try_begin),
##        (store_random_in_range, ":random_no", 0, 100),
##        (lt, ":random_no", 10),
##        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_scout),
##      (try_end),
      (try_begin),
       (store_random_in_range, ":random_no", 0, 100),
       (lt, ":random_no", 10),
        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_patrol),
      (try_end),
	  (try_begin),
       (store_random_in_range, ":random_no", 0, 100),
       (lt, ":random_no", 10),
        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_ship),
      (try_end),
##      (try_begin),
##        (store_random_in_range, ":random_no", 0, 100),
##        (lt, ":random_no", 10),
##        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_messenger),
##      (try_end),
      (try_begin),
        (store_random_in_range, ":random_no", 0, 100),
        (lt, ":random_no", 10),
        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_kingdom_caravan),
      (try_end),
##      (try_begin),
##        (store_random_in_range, ":random_no", 0, 100),
##        (lt, ":random_no", 10),
##        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_prisoner_train),
##      (try_end),
    (try_end),
    ]),
How can I fix?Patrol is spawn but kingdom caravans doesn't spawn.
 
I haven't tried to port the animations, but the turbans sound ok. Also, I don't think it's illegal, since they are the same company's games, but best ask around, I am not sure.  :smile:
 
Finally I could add siege tower to Adorno's castle exterrior scene. But now there is other problem: My soldiers do not go on the tower. I did edit AI meshes but it does not work:

How can i make the soldiers go on the tower??
 
Pilgrim said:
Is it legal to port Warband resources to the original MB? Like the turbans or the animations?

If the games have to be bought separately then its illegal to swap over files and release them as osp items.

What you do on your own computer for your own games however, is entirely upto you. As long as that's where they stay..
 
litdum said:
Finally I could add siege tower to Adorno's castle exterrior scene. But now there is other problem: My soldiers do not go on the tower. I did edit AI meshes but it does not work:

How can i make the soldiers go on the tower??

You have to connect the meshes on the ground with the mesh on the siegetower. If you have a seperated way the ai is not using /jumping to another path that isnt connected. delete 1 plane on the ground and connect it with the edge ond the tower.you can see the "fill" function on the side.

Here's a picture where cou can see whats wrong and how its working :

 
How come if I start a new game my character automatically levels up to level 27? o.0

Ingame I just got a random 2999 xp and leveled up while doing nothing.. How can I fix this?
 
Here's your answer:
Lumos said:
The error you're getting, MuszelBanana, comes from the XP given at the end of script_spawn_bandits jumping outside of a loop. This happens because you've not assigned your new faction (without an R) their tier 1 troops. Make sure your new faction's troop slots are set up correctly, and this problem should not appear anymore.

I've got this posted at least twice in this very thread too... but failed to find the specific posts. :razz:
At any rate, this is what causes the "levels at game_start" issue. Make certain all factions' tiers are set up properly.
 
Husselism said:
litdum said:
Finally I could add siege tower to Adorno's castle exterrior scene. But now there is other problem: My soldiers do not go on the tower. I did edit AI meshes but it does not work:

How can i make the soldiers go on the tower??

You have to connect the meshes on the ground with the mesh on the siegetower. If you have a seperated way the ai is not using /jumping to another path that isnt connected. delete 1 plane on the ground and connect it with the edge ond the tower.you can see the "fill" function on the side.

Here's a picture where cou can see whats wrong and how its working :


It's worked! :grin: . Thank you so much and one more question if you don't mind: I ve used as siege tower "belfry_a" because i could not make belfry_b move when i attacked to the castle. The problem was this: http://forums.taleworlds.com/index.php/topic,6575.msg7851384.html#msg7851384  Is it possible to make it move just like belfry_a?
 
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