Modding Q&A [For Quick Questions and Answers]

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KnightV said:
WARNING: Script can fail at operation #1. Use cf_ at the :
get_meeting_scene

you changed something on your script "get_meeting_scene" (module_scripts.py), and forgot to close the IF-ELSE-END in there, or you have a operation that can fail being called outside a block. Now your script is a [can fail script], which would require a different name.

just don't let the error message (warning) trick you into adding the "cf_". You need to fix the script error.

To learn more about "cf_" scripts check the tutorial section.

 
Hello. I want to modify the chargen options (restoring options that were commented out), but I forgot which file they're in. Help?
 
zidozido said:
like blender says now that i need higher graphics card how is that even possible
as you updated your computer OS, you also need to install your graphics card (GPU) drivers and make sure it is enabled as the default on your PC. Notebooks and some PC have a onboard card (with the CPU) besides the dedicated card (like a GTX 970)
[/quote]
can you please give me step by step guide ?
 
kalarhan said:
KnightV said:
WARNING: Script can fail at operation #1. Use cf_ at the :
get_meeting_scene

you changed something on your script "get_meeting_scene" (module_scripts.py), and forgot to close the IF-ELSE-END in there, or you have a operation that can fail being called outside a block. Now your script is a [can fail script], which would require a different name.

just don't let the error message (warning) trick you into adding the "cf_". You need to fix the script error.

To learn more about "cf_" scripts check the tutorial section.

Thanks ,but i dont know where i must fix scripts ,i know that is over the meeting script but where i must write any words(else try) exactly ?




And what about module presentation errors?
 
kalarhan said:
KnightV said:
WARNING: Script can fail at operation #1. Use cf_ at the :
get_meeting_scene

you changed something on your script "get_meeting_scene" (module_scripts.py), and forgot to close the IF-ELSE-END in there, or you have a operation that can fail being called outside a block. Now your script is a [can fail script], which would require a different name.

just don't let the error message (warning) trick you into adding the "cf_". You need to fix the script error.

To learn more about "cf_" scripts check the tutorial section.
I have fixed this error ,but i still have error with module presentation ,it was appeared when i was trying add formations in my mod with tutorial that exists in  the forum
 
KnightV said:
Thanks ,but i dont know where i must fix scripts ,i know that is over the meeting script but where i must write any words(else try) exactly ?

Look for them manually, line after line or use "search" tool.

Good idea is to mark sections you edited with some keyword,  so they can be easly located later.

Like this for example:
Code:
#----------------------------------KNIGHT----------------------------------------------	
some code
#--------------------------------------------------------------------------------
 
EmielRegis? said:
KnightV said:
Thanks ,but i dont know where i must fix scripts ,i know that is over the meeting script but where i must write any words(else try) exactly ?

Look for them manually, line after line or use "search" tool.

Good idea is to mark sections you edited with some keyword,  so they can be easly located later.

Like this for example:
Code:
#----------------------------------KNIGHT----------------------------------------------	
some code
#--------------------------------------------------------------------------------
What is wrong?I was  downloaded multiplayer replacement pack and i paste brfs and textures in original warband CommonRes  and Textures Folders and in my mod folder but some armors simlpy white without textures ((((
 
KnightV said:
What is wrong?

if you need help you need to remember that we can't guess what you did, and we can't see what you changed. It is up to you, the modder, to provide enough information so we, the community, can try to help you fix any issues.

problems with compilation? Where is the compiler log, and the code snippets? rgl_log.txt in case of in-game errors?

problems with textures? Where is the link of the OSP, steps you followed, your module.ini snippet, and screenshots? Did you test it on OpenBRF and the game?

and so on.

ps.: you don't need to copy/quote a entire post, you can use spoilers or delete unnecessary stuff
 
@Kalarhan

I figured out the 7 invisible ship problem and solved. But port problem still present.

I can't get any idea how a party doesn't spawn.  :facepalm:

Code:
 (party_set_slot,"p_town_17",slot_town_port, 1), #Edinburgh
      (party_set_slot,"p_town_33",slot_town_port, 1), #town33
      (party_set_slot,"p_town_31",slot_town_port, 1), #town31
      (party_set_slot,"p_town_45",slot_town_port, 1), #town45
      (party_set_slot,"p_town_13",slot_town_port, 1), #Marseille
      (party_set_slot,"p_town_12",slot_town_port, 1), #Adana
      #(party_set_slot,"p_town_6",slot_town_port, 1),  #constantinople: no need, jettys wil handel it.
      (party_set_slot,"p_town_16",slot_town_port, 1), #thessalonica
      (party_set_slot,"p_town_9",slot_town_port, 1), #khudan
       (party_set_slot,"p_town_27",slot_town_port, 1), #town27
      
      (party_set_slot,"p_town_28",slot_town_port, 1), #town28
      (party_set_slot,"p_town_14",slot_town_port, 1), #halmar
      (party_set_slot,"p_town_46",slot_town_port, 1), #town46
      (party_set_slot,"p_town_21",slot_town_port, 1), #Antioch
      (party_set_slot,"p_town_47",slot_town_port, 1), #town47
      (party_set_slot,"p_town_38",slot_town_port, 1), #town38

 ### Phaiak begin
      (call_script, "script_give_ships_to_towns"),    # give ships to ports
      (assign, "$beaufort", 6),             # set beginning wind
      (assign, "$g_vc_menu_turned_off", 0),       # toggle scenic-menu open
      (assign, "$wounded_today", 0),
      (assign, "$total_wounds_ever", 0),
      
      # map ports
      (assign, "$g_number_of_map_ports", 0),
      (assign, ":offset", 0),
      (try_for_range, ":cur_center", walled_centers_begin, walled_centers_end),
        (try_begin),#map ports
          (party_slot_eq, ":cur_center",slot_town_port, 1),
          #1. port party
          (set_spawn_radius, 0),
          (spawn_around_party, ":cur_center", "pt_port"),
          (assign, ":curr_port", reg0),
          (str_store_party_name, s1, ":cur_center"),
          (party_set_name, ":curr_port", "@Port of {s1}"),
          (party_set_slot, ":cur_center", slot_party_port_party, ":curr_port"),
          (party_set_slot, ":curr_port", slot_party_port_party, ":cur_center"),
          (party_get_position, pos1, ":cur_center"),
          (call_script, "script_get_next_water_position", 1),
          (party_set_position, ":curr_port", pos2),
          (store_faction_of_party, ":cur_faction", ":cur_center"),
          (party_set_faction, ":curr_port", ":cur_faction"),
          (party_set_flags, ":curr_port", pf_no_label, 1),
          (party_set_slot, ":curr_port", slot_party_on_water, 1), #new 22.12.14
          (val_add, "$g_number_of_map_ports", 1),
          #2. coastal assault scene
          (store_add, ":cur_coastal_scene", "scn_town_3_coastal", ":offset"),
          (party_set_slot,":cur_center", slot_party_coastal_assault_scene, ":cur_coastal_scene"),
          (val_add, ":offset", 1),
        (try_end),

and there are so many scripts giving errors for ports that doesn't exist.  :meh:

I checked my map. It is in same terrain settings as VC(shores are rt_water, port shores-sea ways are rt_ford, the rest is rt_river).
 
Code:
 (party_set_slot,"p_town_17",slot_town_port, 1), #Edinburgh
      (party_set_slot,"p_town_33",slot_town_port, 1), #town33
      (party_set_slot,"p_town_31",slot_town_port, 1), #town31
      (party_set_slot,"p_town_45",slot_town_port, 1), #town45
      (party_set_slot,"p_town_13",slot_town_port, 1), #Marseille
      (party_set_slot,"p_town_12",slot_town_port, 1), #Adana
      #(party_set_slot,"p_town_6",slot_town_port, 1),  #constantinople: no need, jettys wil handel it.
      (party_set_slot,"p_town_16",slot_town_port, 1), #thessalonica
      (party_set_slot,"p_town_9",slot_town_port, 1), #khudan
       (party_set_slot,"p_town_27",slot_town_port, 1), #town27
      
      (party_set_slot,"p_town_28",slot_town_port, 1), #town28
      (party_set_slot,"p_town_14",slot_town_port, 1), #halmar
      (party_set_slot,"p_town_46",slot_town_port, 1), #town46
      (party_set_slot,"p_town_21",slot_town_port, 1), #Antioch
      (party_set_slot,"p_town_47",slot_town_port, 1), #town47
      (party_set_slot,"p_town_38",slot_town_port, 1), #town38

 ### Phaiak begin
      (call_script, "script_give_ships_to_towns"),    # give ships to ports
      (assign, "$beaufort", 6),             # set beginning wind
      (assign, "$g_vc_menu_turned_off", 0),       # toggle scenic-menu open
      (assign, "$wounded_today", 0),
      (assign, "$total_wounds_ever", 0),
      
      # map ports
      (assign, "$g_number_of_map_ports", 0),
      (assign, ":offset", 0),
      (try_for_range, ":cur_center", walled_centers_begin, walled_centers_end),
        (try_begin),#map ports
          (party_slot_eq, ":cur_center",slot_town_port, 1),
          #1. port party
          (set_spawn_radius, 0),
          (spawn_around_party, ":cur_center", "pt_port"),
          (assign, ":curr_port", reg0),
          (str_store_party_name, s1, ":cur_center"),
          (party_set_name, ":curr_port", "@Port of {s1}"),
          (party_set_slot, ":cur_center", slot_party_port_party, ":curr_port"),
          (party_set_slot, ":curr_port", slot_party_port_party, ":cur_center"),
          (party_get_position, pos1, ":cur_center"),
          (call_script, "script_get_next_water_position", 1),
          (party_set_position, ":curr_port", pos2),
          (store_faction_of_party, ":cur_faction", ":cur_center"),
          (party_set_faction, ":curr_port", ":cur_faction"),
          (party_set_flags, ":curr_port", pf_no_label, 1),
          (party_set_slot, ":curr_port", slot_party_on_water, 1), #new 22.12.14
          (val_add, "$g_number_of_map_ports", 1),
          #2. coastal assault scene
          (store_add, ":cur_coastal_scene", "scn_town_3_coastal", ":offset"),
          (party_set_slot,":cur_center", slot_party_coastal_assault_scene, ":cur_coastal_scene"),
          (val_add, ":offset", 1),
        (try_end),
--->(try_end)
unless this is not the whole code
 
JuJu70 said:
Code:
 (party_set_slot,"p_town_17",slot_town_port, 1), #Edinburgh
      (party_set_slot,"p_town_33",slot_town_port, 1), #town33
      (party_set_slot,"p_town_31",slot_town_port, 1), #town31
      (party_set_slot,"p_town_45",slot_town_port, 1), #town45
      (party_set_slot,"p_town_13",slot_town_port, 1), #Marseille
      (party_set_slot,"p_town_12",slot_town_port, 1), #Adana
      #(party_set_slot,"p_town_6",slot_town_port, 1),  #constantinople: no need, jettys wil handel it.
      (party_set_slot,"p_town_16",slot_town_port, 1), #thessalonica
      (party_set_slot,"p_town_9",slot_town_port, 1), #khudan
       (party_set_slot,"p_town_27",slot_town_port, 1), #town27
      
      (party_set_slot,"p_town_28",slot_town_port, 1), #town28
      (party_set_slot,"p_town_14",slot_town_port, 1), #halmar
      (party_set_slot,"p_town_46",slot_town_port, 1), #town46
      (party_set_slot,"p_town_21",slot_town_port, 1), #Antioch
      (party_set_slot,"p_town_47",slot_town_port, 1), #town47
      (party_set_slot,"p_town_38",slot_town_port, 1), #town38

 ### Phaiak begin
      (call_script, "script_give_ships_to_towns"),    # give ships to ports
      (assign, "$beaufort", 6),             # set beginning wind
      (assign, "$g_vc_menu_turned_off", 0),       # toggle scenic-menu open
      (assign, "$wounded_today", 0),
      (assign, "$total_wounds_ever", 0),
      
      # map ports
      (assign, "$g_number_of_map_ports", 0),
      (assign, ":offset", 0),
      (try_for_range, ":cur_center", walled_centers_begin, walled_centers_end),
        (try_begin),#map ports
          (party_slot_eq, ":cur_center",slot_town_port, 1),
          #1. port party
          (set_spawn_radius, 0),
          (spawn_around_party, ":cur_center", "pt_port"),
          (assign, ":curr_port", reg0),
          (str_store_party_name, s1, ":cur_center"),
          (party_set_name, ":curr_port", "@Port of {s1}"),
          (party_set_slot, ":cur_center", slot_party_port_party, ":curr_port"),
          (party_set_slot, ":curr_port", slot_party_port_party, ":cur_center"),
          (party_get_position, pos1, ":cur_center"),
          (call_script, "script_get_next_water_position", 1),
          (party_set_position, ":curr_port", pos2),
          (store_faction_of_party, ":cur_faction", ":cur_center"),
          (party_set_faction, ":curr_port", ":cur_faction"),
          (party_set_flags, ":curr_port", pf_no_label, 1),
          (party_set_slot, ":curr_port", slot_party_on_water, 1), #new 22.12.14
          (val_add, "$g_number_of_map_ports", 1),
          #2. coastal assault scene
          (store_add, ":cur_coastal_scene", "scn_town_3_coastal", ":offset"),
          (party_set_slot,":cur_center", slot_party_coastal_assault_scene, ":cur_coastal_scene"),
          (val_add, ":offset", 1),
        (try_end),
--->(try_end)
unless this is not the whole code

Still same. :???:

7N0n4m.jpg

I've made a trigger and tried. What would you think?  :grin:
Jlob0E.jpg
Weird. Really really weird. What could make them don't spawn?
 
Hello i need some help
From some Chinese site i downloaded  panda as a horse, but the rider legs are "in" panda. Playing some module(don't remember name) there was Rhino(horse) and his animation (rino_anime\anim_human_rino)
This animation would be perfect but I don't know how to add this to module system and "link" this to panda.
Anyone could help me?
 
HyperCharge said:
JuJu70 said:
Code:
 (party_set_slot,"p_town_17",slot_town_port, 1), #Edinburgh
      (party_set_slot,"p_town_33",slot_town_port, 1), #town33
      (party_set_slot,"p_town_31",slot_town_port, 1), #town31
      (party_set_slot,"p_town_45",slot_town_port, 1), #town45
      (party_set_slot,"p_town_13",slot_town_port, 1), #Marseille
      (party_set_slot,"p_town_12",slot_town_port, 1), #Adana
      #(party_set_slot,"p_town_6",slot_town_port, 1),  #constantinople: no need, jettys wil handel it.
      (party_set_slot,"p_town_16",slot_town_port, 1), #thessalonica
      (party_set_slot,"p_town_9",slot_town_port, 1), #khudan
       (party_set_slot,"p_town_27",slot_town_port, 1), #town27
      
      (party_set_slot,"p_town_28",slot_town_port, 1), #town28
      (party_set_slot,"p_town_14",slot_town_port, 1), #halmar
      (party_set_slot,"p_town_46",slot_town_port, 1), #town46
      (party_set_slot,"p_town_21",slot_town_port, 1), #Antioch
      (party_set_slot,"p_town_47",slot_town_port, 1), #town47
      (party_set_slot,"p_town_38",slot_town_port, 1), #town38

 ### Phaiak begin
      (call_script, "script_give_ships_to_towns"),    # give ships to ports
      (assign, "$beaufort", 6),             # set beginning wind
      (assign, "$g_vc_menu_turned_off", 0),       # toggle scenic-menu open
      (assign, "$wounded_today", 0),
      (assign, "$total_wounds_ever", 0),
      
      # map ports
      (assign, "$g_number_of_map_ports", 0),
      (assign, ":offset", 0),
      (try_for_range, ":cur_center", walled_centers_begin, walled_centers_end),
        (try_begin),#map ports
          (party_slot_eq, ":cur_center",slot_town_port, 1),
          #1. port party
          (set_spawn_radius, 0),
          (spawn_around_party, ":cur_center", "pt_port"),
          (assign, ":curr_port", reg0),
          (str_store_party_name, s1, ":cur_center"),
          (party_set_name, ":curr_port", "@Port of {s1}"),
          (party_set_slot, ":cur_center", slot_party_port_party, ":curr_port"),
          (party_set_slot, ":curr_port", slot_party_port_party, ":cur_center"),
          (party_get_position, pos1, ":cur_center"),
          (call_script, "script_get_next_water_position", 1),
          (party_set_position, ":curr_port", pos2),
          (store_faction_of_party, ":cur_faction", ":cur_center"),
          (party_set_faction, ":curr_port", ":cur_faction"),
          (party_set_flags, ":curr_port", pf_no_label, 1),
          (party_set_slot, ":curr_port", slot_party_on_water, 1), #new 22.12.14
          (val_add, "$g_number_of_map_ports", 1),
          #2. coastal assault scene
          (store_add, ":cur_coastal_scene", "scn_town_3_coastal", ":offset"),
          (party_set_slot,":cur_center", slot_party_coastal_assault_scene, ":cur_coastal_scene"),
          (val_add, ":offset", 1),
        (try_end),
--->(try_end)
unless this is not the whole code

Still same. :???:

7N0n4m.jpg

I've made a trigger and tried. What would you think?  :grin:
Jlob0E.jpg
Weird. Really really weird. What could make them don't spawn?

why do you say it's not spawned? did you assign appropriate icons to them?
 
JuJu70 said:
HyperCharge said:
JuJu70 said:
Code:
 (party_set_slot,"p_town_17",slot_town_port, 1), #Edinburgh
      (party_set_slot,"p_town_33",slot_town_port, 1), #town33
      (party_set_slot,"p_town_31",slot_town_port, 1), #town31
      (party_set_slot,"p_town_45",slot_town_port, 1), #town45
      (party_set_slot,"p_town_13",slot_town_port, 1), #Marseille
      (party_set_slot,"p_town_12",slot_town_port, 1), #Adana
      #(party_set_slot,"p_town_6",slot_town_port, 1),  #constantinople: no need, jettys wil handel it.
      (party_set_slot,"p_town_16",slot_town_port, 1), #thessalonica
      (party_set_slot,"p_town_9",slot_town_port, 1), #khudan
       (party_set_slot,"p_town_27",slot_town_port, 1), #town27
      
      (party_set_slot,"p_town_28",slot_town_port, 1), #town28
      (party_set_slot,"p_town_14",slot_town_port, 1), #halmar
      (party_set_slot,"p_town_46",slot_town_port, 1), #town46
      (party_set_slot,"p_town_21",slot_town_port, 1), #Antioch
      (party_set_slot,"p_town_47",slot_town_port, 1), #town47
      (party_set_slot,"p_town_38",slot_town_port, 1), #town38

 ### Phaiak begin
      (call_script, "script_give_ships_to_towns"),    # give ships to ports
      (assign, "$beaufort", 6),             # set beginning wind
      (assign, "$g_vc_menu_turned_off", 0),       # toggle scenic-menu open
      (assign, "$wounded_today", 0),
      (assign, "$total_wounds_ever", 0),
      
      # map ports
      (assign, "$g_number_of_map_ports", 0),
      (assign, ":offset", 0),
      (try_for_range, ":cur_center", walled_centers_begin, walled_centers_end),
        (try_begin),#map ports
          (party_slot_eq, ":cur_center",slot_town_port, 1),
          #1. port party
          (set_spawn_radius, 0),
          (spawn_around_party, ":cur_center", "pt_port"),
          (assign, ":curr_port", reg0),
          (str_store_party_name, s1, ":cur_center"),
          (party_set_name, ":curr_port", "@Port of {s1}"),
          (party_set_slot, ":cur_center", slot_party_port_party, ":curr_port"),
          (party_set_slot, ":curr_port", slot_party_port_party, ":cur_center"),
          (party_get_position, pos1, ":cur_center"),
          (call_script, "script_get_next_water_position", 1),
          (party_set_position, ":curr_port", pos2),
          (store_faction_of_party, ":cur_faction", ":cur_center"),
          (party_set_faction, ":curr_port", ":cur_faction"),
          (party_set_flags, ":curr_port", pf_no_label, 1),
          (party_set_slot, ":curr_port", slot_party_on_water, 1), #new 22.12.14
          (val_add, "$g_number_of_map_ports", 1),
          #2. coastal assault scene
          (store_add, ":cur_coastal_scene", "scn_town_3_coastal", ":offset"),
          (party_set_slot,":cur_center", slot_party_coastal_assault_scene, ":cur_coastal_scene"),
          (val_add, ":offset", 1),
        (try_end),
--->(try_end)
unless this is not the whole code

Still same. :???:

7N0n4m.jpg

I've made a trigger and tried. What would you think?  :grin:
Jlob0E.jpg
Weird. Really really weird. What could make them don't spawn?

why do you say it's not spawned? did you assign appropriate icons to them?

I do say its not spawned because sea travel related scripts were giving "invalid party" errors for ports.

And, in VC, ports were assigned with landing icon;

Code:
("port","port",icon_landing_point|pf_is_static|pf_always_visible|pf_show_faction|pf_label_large|pf_hide_defenders,0, 0, 0,[]),

the icon:

Code:
("landing_point", mcn_no_shadow, "empty", 0, 0),

So icons aren't the matter. The matter is there is sth in my game_start and prevents ports from spawning. So I put them on a ti_onced trigger and it worked.  :razz:
 
So icons aren't the matter. The matter is there is sth in my game_start and prevents ports from spawning. So I put them on a ti_onced trigger and it worked.  :razz:

then it's most likely a missing (try_end) somewhere

Also icons do matter, because you could see the spawning then.

Glad you figured it out
 
kalarhan said:
as you updated your computer OS, you also need to install your graphics card (GPU) drivers and make sure it is enabled as the default on your PC. Notebooks and some PC have a onboard card (with the CPU) besides the dedicated card (like a GTX 970)
can you please give me a step by step guide
 
Could someone help me with resizing and rescaling armor? I have been trying to bring over some OSP armors originally in Warband over to a personal mod of VC. Using OpenBrf I can use the 'rescale/resize' tool to make these armors match more closely, however, openbrf's rescaling is limited to very basic X,Y,Z and tends to make my armors look 'fat', instead of how VC's models have large upper bodies only.

Is there a way to export the armor's mesh to another program that offers even just a little more detailed resizing options so I can more closely match the models in VC? Or is there another BRF editor out there with a little more detailed rescaling feature I could use?

I am a novice modder and do not have any 3D modeling experience, I was just hoping to rescale my armor's even a little bit closer to the scale of VC's items.

Thank you in advance! I have been searching the forums extensively and cannot find an answer to this. I like VC but feel the faces and armors are too limited and want to add more.
 
Hi! How do I add mercenary troops in the tavern? I already have the troops ready thx to Morghs editor, but I dont know how to add them on the module (and in which module I add these troops)
 
Heinrik von Waiblingen said:
Hi! How do I add mercenary troops in the tavern? I already have the troops ready thx to Morghs editor, but I dont know how to add them on the module (and in which module I add these troops)

depends on your module. Native works this way:

Code:
mercenary_troops_begin = "trp_watchman"
mercenary_troops_end = "trp_mercenaries_end"

so include new troops between those two, and start a new game. File is module_troops.py.
 
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