[Bcw]Btm_Earendil said:First of all: Welcome back to modding Warband!
No worries, you will relearn stuff^^
In general if it is just a warning you can just ignore it. But you can also check the respective script or where the global variable should have gotten used, to look up what's going on there.Avareee said:WARNING: store_script_param_1 is used more than once: update_volunteer_troops_in_village
WARNING: Global variable never used: g_dplmc_cam_activated
WARNING: Global variable never used: g_dplmc_charge_when_dead
Not sure what you mean with that command or where you use it.the command "#python" is either misspelled or could not be found (I have it in german, so It could be wrong)
Somebody said:You can change the amount required but not the base skill/attr. You can always add custom triggers to remove armour that the player can't wear.
BeefBacon said:Also, is there any documentation regarding economics?
[Bcw]Btm_Earendil said:Check again if you have done everything correctly while setting up phyton and the path. Best description is here:
https://forums.taleworlds.com/index.php/topic,240255.0.html
Might be that in your path there is a space (Leerzeichen) too much or something similar like this.
But it also seems to compile the rest without problems, so the issue might also be at another place...
Avareee said:of Python or can I use higher/latest?
kalarhan said:Avareee said:of Python or can I use higher/latest?
Python 2.x, not 3.x, and you can use the latest.
Do you have both installed by chance? Your error message is in German, which I dont read, so translator only goes so far, but looks like your module_items.py or a dependency is trying to force the execution of Python using the wrong system call.
what module system are you using? If not pure Native you will need to examine those files yourself. Copy and paste here any parts of the code that you dont understand may help.
Algerian.Sultan said:I want to know if it is possible before trying
(try_begin),
(this_or_next|is_between, ":village_no", "p_village_16", "p_village_23"), #Shapeshte through Shulus (up to Ilvia)
(this_or_next|is_between, ":village_no", "p_village_49", "p_village_51"), #Tismirr and Karindi
(this_or_next|eq, ":village_no", "p_village_75"), #Bhulaban
(is_between, ":village_no", "p_village_85", "p_village_87"), #Ismirala and Slezkh
(assign, ":normal_village_icon", "icon_village_snow_a"),
(assign, ":burnt_village_icon", "icon_village_snow_burnt_a"),
(assign, ":deserted_village_icon", "icon_village_snow_deserted_a"),
(else_try),
(is_between, ":village_no", "p_village_57", "p_salt_mine"), #Ayn Assuadi through Rushdigh
(assign, ":normal_village_icon", "icon_village_c"),
(assign, ":burnt_village_icon", "icon_village_burnt_c"),
(assign, ":deserted_village_icon", "icon_village_deserted_c"),
(else_try),
(assign, ":normal_village_icon", "icon_village_a"),
(assign, ":burnt_village_icon", "icon_village_burnt_a"),
(assign, ":deserted_village_icon", "icon_village_deserted_a"),
(try_end),
("village_40","Fallowstone", icon_village_a|pf_village, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-12, -53),[], 170),
kalarhan said:use OpenBRF and check those icon models. As the variables and names suggests they have unique models to represent normal village, destroyed (after raid), etc.
that is for Native, you can do whatever you want with your mod.
BeefBacon said:I'm in the process of removing unwanted towns and villages and bumped into a lot of this sort of thing:
...
# script_process_village_raids
# Input: none
# Output: none
# called from triggers every two hours
Dj_FRedy said:BeefBacon said:I'm in the process of removing unwanted towns and villages and bumped into a lot of this sort of thing:
...
# script_process_village_raids
# Input: none
# Output: none
# called from triggers every two hours
I don't think you know very well what you're doing, you should try to learn a little more about coding and how things work before deleting something...
Well, what I meant was removing villages completely and using castles as new villages, I know how to change icons, that's easy. Menus, not that hard as well, but economy never touched it before.[Bcw]Btm_Earendil said:You could simply replace the villages by castle by switching the icons of them and replacing the respective scenes. Then your castles would produce basic stuff though, not sure if you want that but you also mentioned that you want to replace villages...
I see, that's what I wanted to know. Since it's possible and not hardcoded, all I have to do is baby step my way till I reach my goal and succeed.kalarhan said:the entire economy and center system (village, castles and towns) is defined on the modsys, so you can do whatever you want with it (no limitation or hardcoded stuff in your way). Same goes for the menus used for them, and which options those menus have.
Most probably the code snippet inside the module_parties is handling all the icons on the world map and thus also the icons of villages. The part which you have here assigns to these 'parties' an icon depending on their status (normal, looted, etc.) which also depends on their position of the map. Not every village has an unique icon, some are in a winter region, sand region, etc.. If you see the same in a Native module system it is with a very high probability not redundant, modders would have already removed it otherwiseBeefBacon said:Dj_FRedy said:BeefBacon said:I'm in the process of removing unwanted towns and villages and bumped into a lot of this sort of thing:
...
# script_process_village_raids
# Input: none
# Output: none
# called from triggers every two hours
I don't think you know very well what you're doing, you should try to learn a little more about coding and how things work before deleting something...
No... I know what the script does but again, I'm just wondering why the village model is assigned in both module_parties and module_scripts. Seems as though it should be one or the other. Presumably one overrides the other. If I really was completely in the dark as to what the script did, your answer would be even less helpful than it is already. I'm trying to learn. That's why I'm here.
(is_between, ":village_no", "p_village_85", "p_village_87"),
Well, I only mentioned the easy and fast way, in which you would only have to edit/deactivate the economic settings of the villages since you mentioned that you want to replace villages which means for me that you won't need them. Then you could have made edits to the villages menues etc. afterwards.Algerian.Sultan said:Well, what I meant was removing villages completely and using castles as new villages, I know how to change icons, that's easy. Menus, not that hard as well, but economy never touched it before.[Bcw]Btm_Earendil said:You could simply replace the villages by castle by switching the icons of them and replacing the respective scenes. Then your castles would produce basic stuff though, not sure if you want that but you also mentioned that you want to replace villages...
But I got my answer from kalarhan.
I see, that's what I wanted to know. Since it's possible and not hardcoded, all I have to do is baby step my way till I reach my goal and succeed.kalarhan said:the entire economy and center system (village, castles and towns) is defined on the modsys, so you can do whatever you want with it (no limitation or hardcoded stuff in your way). Same goes for the menus used for them, and which options those menus have.
Thanks kalarhan For your help.
PS: is there anything I need to be aware of, or should I just start besieging the module system from now on?
[Bcw]Btm_Earendil said:Most probably the code snippet inside the module_parties is handling all the icons on the world map and thus also the icons of villages. The part which you have here assigns to these 'parties' an icon depending on their status (normal, looted, etc.) which also depends on their position of the map. Not every village has an unique icon, some are in a winter region, sand region, etc.. If you see the same in a Native module system it is with a very high probability not redundant, modders would have already removed it otherwise
Village 85 is included, it starts counting there until village 87 which isn't included anymore. I recommend to read Lav's expanded header_operations (http://forums.taleworlds.com/index.php/topic,213060.0.html) and the introduction to the MS Syntax (https://forums.taleworlds.com/index.php/topic,142422.0.html).
And I partially agree with DJ_FRedy, it is not the best idea to start in the middle of everything how to do it^^