SP Native Native Mod Compilation - NMC 1.153 beta2 released

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Seriously though, nobody else has come across this: itm_dplmc_coat_of_plates_red_constable :error when trying to add items to the module and recompile?
 
I've deleted the formations completely and there was indeed a small block of code from CC that altered the fade out sequence. Tomorrow, I'll test it further.

Moshein_Gunn 说:
Seriously though, nobody else has come across this: itm_dplmc_coat_of_plates_red_constable :error when trying to add items to the module and recompile?
I've added the hidden chain warhorse that came with Warband 1.127 to items.py and it works without any problems. Where did you put your new items?

Geroro 说:
Ok, i was playing a little bit more with that problem i have with weapons.Something is wrong with polearm/2-handed weapons.Instead of changing polearm to 2-handed it changes to polearm-polearm.look on my screenshots.And in battle when i press X to change Great Long Axe from polearm to 2-handed the icon changes to Long Axe(not Great Long Axe).Something is wrong here.So test this and see if you have the same issues.
Great Long Axe? There are usually 2 of these poleaxes. One is a polearm, the other one is a 2handed weapon. The 2handed version usually has "_alt" behind its name in module_items.py. Sounds a bit fishy... Could it be connected with the switch mode funtion? That's the one you can use when wielding a thrown weapon like the jarid. There's a jarid and a jarid_melee. If an enemy comes close, you can press a button and then your character uses jarid_melee, a polearm, to keep the enemy at distance. If you press it again, the character uses the normal jarid again.
Could it be the same with these poleaxes? I have switched their positions because I thought they were different weapons. I must test that.
 
just a suggestion but why not make a Custom faction that we can use to make our own troops in? similar to the Custom faction in Custom Settlements and give us the option to make our own troop trees as well as use our own troops with our lords or our recruiters. really thats all this mod needs to make me happy, although im more than sure there are others who would want this kind of customization option.
 
I added the items with morgh's and just put them at the end of the list. It couldn't have to do with using morgh's could it? Did you just edit the module_items.py with IDLE? When I go to compile, it runs smooth until: exporting scene data... :then it goes into: Traceback <most recent call last>
File "precess_scenes.py", line 15, in <module>
from process_operations import*

ect, ect

NameError: name 'itm_dplmc_coat_of_plates_red_constable' is not defined.


All I did was add barfs helm to the module_items.py, I didn't even mess with scene_data.py, or any others. I think the error has to do with not being able to find the armor that was assigned for the constable character, because I can't find that coat of plates anywhere, only the other 2.
 
Bismarck 说:
Great Long Axe? There are usually 2 of these poleaxes. One is a polearm, the other one is a 2handed weapon. The 2handed version usually has "_alt" behind its name in module_items.py. Sounds a bit fishy... Could it be connected with the switch mode funtion? That's the one you can use when wielding a thrown weapon like the jarid. There's a jarid and a jarid_melee. If an enemy comes close, you can press a button and then your character uses jarid_melee, a polearm, to keep the enemy at distance. If you press it again, the character uses the normal jarid again.
Could it be the same with these poleaxes? I have switched their positions because I thought they were different weapons. I must test that.
yeah thats the problem. in morgs you can see the option selected "Next weapon as melee".
 
I dont think you understand what i say.I do switch ingame with X.Switching Great Long Axe should switch from polearm to 2-handed.But it doesnt.It switches to Long Axe,thats completely different weapon.And it stays Polearm again.

I dont think there are 2 versions of these weapons as you say.Great Long Axe is always polearm/2-handed,instead in your mod its Polearm/Polearm.You can see it on the screenshot.
 
I do understand what you say, Geroro. The problem is simple: I've switched some weapons who belong to each other. These special poleaxes need an accompanying poleaxe_alt to work properly, but I thought they were different and put them in different places. Easy to fix.

@Moshein_Gunn:
I have no experience with Morgh's editor, but I don't trust it anyway. The best choice for editing the game is the module_system. Point. Other programms can contain errors. Install python and have a look at module_items.py. Adding the helm is very easy. Copy another helm, paste it between the other helmets, edit the stats, rename the helm and finished.

Snyperwolf 说:
just a suggestion but why not make a Custom faction that we can use to make our own troops in? similar to the Custom faction in Custom Settlements and give us the option to make our own troop trees as well as use our own troops with our lords or our recruiters. really thats all this mod needs to make me happy, although im more than sure there are others who would want this kind of customization option.
This mod now allows you to choose the player kingdom as culture and it comes with a custom troop tree. You can choose your unit's equipment to a certain degree. It's also quite easy to change them with the help of the python files.

I'll be uploading the new version today if everything should run smoothly.
 
I figured it out. The problem is that the itm_dplmc_coat_of_plates_red_constable is inserted after the end of the items list, all you have to do is insert it before the last item on the list. Works great now.
 
question. is this like combination of diplomacy, formations, and commander thing? already in one? and wondering if it's compatible with saves from diplomacy?
 
gwanjun 说:
question. is this like combination of diplomacy, formations, and commander thing? already in one? and wondering if it's compatible with saves from diplomacy?

No, you need start new game.
 
This is a great project, I have already learnt a great deal from reading this thread and "messing" about myself, but apart from generating errors I have not been able to fix formations, so I will await the new upload and see how it was done. I have been playing using the Custom Commander Mod with PL merged and it has been very good except for the problems with HP, (which made some fights very difficult if not impossible). Diplomacy added will make it pretty near perfect for me, so I will keep looking for the latest update, or perhaps a fix posted by someone with more nohow than I to either make formations work, or delete it.  :grin:
 
I found a glitch. When you activate the banners on your back/heroes. It comes out as like white. Unless there's a certain trigger to have it as your banner. Because I started out with a flag/nobleman.

 
Originally, I wanted to upload the improved version, but with the release of the new version of diplomacy, I might rebuild everything from scratch. Maybe that banner issue gets fixed this way.
 
Any chance we can get a bugged/fixed/planned list in the OP.  After 7 pages its getting hard to tell what is still broken or got fixed in this mod.

Also, mod version numbers PLEASE!!!!! I can't tell, if anything, has changed since the last time I tried this mod.

On a personal note:
Dump all of the stuff from Custom Commander that effects combat stats.  This mod is fantastic for adding new features like diplomacy and formations etc. but leave the vanilla combat system alone.  That should only be tailored to the individual modders taste, like weapon packs and equipment mods. 
 
I reinstalled this mod with Polished Landscapes and I am having a weird bug.

EDIT: Never mind I figured it out.  Just me being stupid.
 
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