Modding Q&A [For Quick Questions and Answers]

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zidozido said:
i want to know why every time i add something to module scripts this happens and also get error always in this code

you know that a syntax error is a mistake on your part by copying the code on the wrong place. So put it on the right place and keep a eye on syntax rules.
 
Hi all,

Does the operation set_global_cloud_amount do anything else to scenes other than add more clouds to the skybox (i.e does it add fog too?)

Thanks!

EDIT: Looks like it did. Making sure to set it to 0 at all times made fog disappear.
 
Maglubiyet said:
I'm trying to give some bandit parties their own banners

check examples on your modsys of this

Code:
party_set_banner_icon                 = 1677  # (party_set_banner_icon, <party_id>, <map_icon_id>),
                                              # Sets what map icon will be used as the party banner. Use 0 to remove banner from a party.

and apply to bandits spawns
 
VainWarlord said:
Hey y'all, new here and new to modding warband as well.
Would love some pointers from you veterans (or just from people who are more tech-savvy than me).
I've been using Swyter's Cartographer to get my world map into my mod, but no matter the changes done to the parties' placement in the editor - the game either crashes when starting a new game (message says something akin to "unable to place main party at *coordinates*) or just places the parties in the vanilla "pattern" but on top of my geography.
Here's what it looks like in cartographer vs in-game:


Any and all help would be greatly apreciated

Are you exporting your .obj map from Blender? Make sure it’s not exporting the map upside-down. It likes to do that.
The way I usually fix it is asking it to do it again. Failing that, change the -Z to Z or vice-versa. I think. It’s been a while since I’ve had to do it.
 
TheCaitularity said:
Are you exporting your .obj map from Blender? Make sure it’s not exporting the map upside-down. It likes to do that.
The way I usually fix it is asking it to do it again. Failing that, change the -Z to Z or vice-versa. I think. It’s been a while since I’ve had to do it.

Yeah, I tried that and it just appears completely gray in cartographer.
I followed the directions here and in the official documentation, but it just wont work for whatever reason.
Some days ago I got the error message that main party could not be found at coordinates, but now every time I test it lets me into the game with the towns in their native position (as shown in my first image).
 
Hi all, I'm having a bit of a problem with a weapon causing ctds.

I changed itm_sword_medieval_b (the sword you begin with if you select smith) to a custom mesh for my mod, made a dummy scabbard mesh (which has worked on other swords such as the one carried by the tavern drunk) but the item is causing crashing and I'm not sure why. This is one of the last starting items I have to change, working completely without Module System but have almost finished.

here is the entry in itemkinds

itm_sword_medieval_b Strange_Axe Strange_Axes 4  addyax 3458764513820540928  dummyscab 3458764513820540928  addyax 3458764513820540928  dummyscab 3458764513820540928  4259843 9223635919920169184 365 139286 6 100 0 0 0 5 28672 99 0 95 0 256 30
8
8 9 10 11 16 17 18 19
0

I've changed many others in the same fashion with no problems so trying to work out whats different.

 
Khamukkamu said:
Hi all,

Does the operation set_global_cloud_amount do anything else to scenes other than add more clouds to the skybox (i.e does it add fog too?)

Thanks!

EDIT: Looks like it did. Making sure to set it to 0 at all times made fog disappear.
Thank you! you made my day!
I've been wondering for hours on where and how can I add fog to scenes and hopefully what you said will help me!
either way, thank you!
 
VainWarlord said:
towns in their native position

modsys file module_parties.py and compiled file parties.txt have the coordinates for towns, castles, etc. It is not part of the map.txt file. So check if you moved the correct parties.txt file to your module folder.



imado552 said:
I add fog to scenes

use fog operation

 
kalarhan said:
modsys file module_parties.py and compiled file parties.txt have the coordinates for towns, castles, etc. It is not part of the map.txt file. So check if you moved the correct parties.txt file to your module folder.

Oh my god, thank you!
like a week of this not doing what I want, and FINALLY it works. great!
 
I've seen many mods set in the 17-19th centuries use specific hairs and facial hairs. The commonality of these would suggest they are from some of osp pack, but I can't find many hair osp's, let alone the one (or ones) featured in those mods. Same goes for some of those cheaply-made hussar uniforms, and for traditional Ukrainian hairs.
Does anyone know where I can find those? I've searched the forums here, the nexus, and mbrepository (as well as a few Russian/ Ukrainian sites) but can't seem to find anything.
Thanks!

Also, does anyone have a tutorial on how to add hunting?
 
Hello,

I'm trying to to compile my module, and I keep stumbling on this error.
VmAF9.jpg
I tried to look for the suggested 'int' in troops' inventories, but I cannot find any typo. Does anyone have an idea why it occurs?
Note: When I try to launch the game, I also get the 'unexpected end of file' error.
 
Corbul said:
I've seen many mods set in the 17-19th centuries use specific hairs and facial hairs. The commonality of these would suggest they are from some of osp pack, but I can't find many hair osp's, let alone the one (or ones) featured in those mods. Same goes for some of those cheaply-made hussar uniforms, and for traditional Ukrainian hairs.
Does anyone know where I can find those? I've searched the forums here, the nexus, and mbrepository (as well as a few Russian/ Ukrainian sites) but can't seem to find anything.
Thanks!

Also, does anyone have a tutorial on how to add hunting?

You can find some OSP hussar uniforms in Willhelm’s Victorian Era pack https://forums.taleworlds.com/index.php/topic,332364.0.html

Jaymosuke’s hair OSP may be what you’re looking for https://forums.taleworlds.com/index.php/topic,164809.0.html
 
The Bowman said:
I tried to look for the suggested 'int' in troops' inventories,

that is a syntax error. The parser expected a list, but you have a number there (int means integer).

if you dont know which troop inventory you broke you can always add a debug message to the compiler (process_troops.py) to print the troop name.
 
I've been getting a script error: Script error on opcode 23: Invalid script parameter ID: 1, Line no: 1:
at script: get_improvement_details

Here''s the code that calls it:
Code:
 ("center_improve",0,
    "{s19} As the party member with the highest engineer skill ({reg2}), {reg3?you reckon:{s3} reckons} that building the {s4} will cost you {reg5} denars and will take {reg6} days.",
    "none",
    [(call_script, "script_get_improvement_details", "$g_improvement_type", "$g_encountered_party"),

And here's the line that gives the error:
Code:
 ("get_improvement_details",
      [
	  (store_script_param, ":improvement_no", 1),
	  (store_script_param, ":fief_id", 2),
I needed to add the second parameter because some of the new improvements i made have variants that can only be built on a specific fief type (town, castle, etc).
 
Look at other scripts with multiple params:
store_script_param_1
store_script_param_2

@Bowman and everyone forever: "unexpected end of file" errors can be instantly troubleshooted by looking at the last entry in the specified file; it will end exactly where the error is in the MS code
 
Ruthven said:
Look at other scripts with multiple params:
store_script_param_1
store_script_param_2

@Bowman and everyone forever: "unexpected end of file" errors can be instantly troubleshooted by looking at the last entry in the specified file; it will end exactly where the error is in the MS code

It usually does tell you where the problem is in the compiler or in the error message, but in this case, there was no feedback. Strangely enough, the issue wasn't exactly about the troop inventory, but one of the flags which was separated incorrectly.
 
The Bowman said:
Ruthven said:
Look at other scripts with multiple params:
store_script_param_1
store_script_param_2

@Bowman and everyone forever: "unexpected end of file" errors can be instantly troubleshooted by looking at the last entry in the specified file; it will end exactly where the error is in the MS code

It usually does tell you where the problem is in the compiler or in the error message, but in this case, there was no feedback. Strangely enough, the issue wasn't exactly about the troop inventory, but one of the flags which was separated incorrectly.
I mean the text file - the compiler stops writing at the point of error (hence "unexpected end of file" - there are supposed to be further troop/item definitions) so if you open troops.txt or whatever, the last entry will be the one with the problem (or the one before.) This is a very common issue, and since the compiler doesn't point to the afflicted entry (as you mentioned) unless you modify the process files yourself (as kal mentioned), this is an easy peasy way to find out where it all went wrong.  :razz:

As an aside, what mod are you working on?  :smile:
 
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