I am currently using warband version 1.134 and the module system for 1.134. If I upgrade to 1.143 will I need a new module system for that version or can i continue using the same one?
Many thanks.
I apologise if this has been covered somewhere already.
As a sidenote... you can develop a mod for 1.143 using 1.134's module system. You just can't use any of the new features from 1.143 (eg: multiplayer_is_dedicated_server is unavailable)
Also, your stores will be missing bolts, arrows, bullets, etc.
Too bad TW had to break ranged weapon compatability.
Incorrect: the 1.134 module system will work fine with 1.143, after making a few small tweaks to fix bugs like the missing items at merchants, or the new behaviours of ti_on_agent_hit and ti_on_scene_prop_hit (if your mod uses them in a certain way). I don't know the exact change needed to fix the missing item bug, since I've only ever done multiplayer mods, but I think it might be something to do with calling reset_item_probabilities more times in script_refresh_center_inventories; in any case people probably want to merge 1.143 or use it as a new base, since there seems to be quite a few changes to trading scripts which are probably bug fixes.
Specialist said:
You just can't use any of the new features from 1.143 (eg: multiplayer_is_dedicated_server is unavailable)
That operation was definitely not added in version 1.143 - it has been in warband since at least 1.105 (first public release); there are other operations added or changed in 1.142 though.
If you are playing on the 1.143 engine, then you need to at least make the small triggers and script changes to accomodate the engine changes in handling merchant gear or else ammo, helms and guantlets won't appear in your shops after a month or so in-game.
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