SP Fantasy NeverWinter 1.0 MOD

What's your oppinion on this mod?

  • It sounds like a great mod, can't wait for it to appear.

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  • Hmmm, well it has some potential...

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  • I don't know...

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  • No, it sounds awfull...

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  • A mod?! A mod?!?! Hey, you guys hear that!!! This guy thinks he can make a mod!!! [start laughing]

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TheHybrid 说:
2. How can I change the interior of Zendar? For example, instead of grass to be snow.

For zendar I think you have to alter the model, but I'm not sure. Terrains is one long hex code, so if you don't know what to alter in that code, you have a problem. (allthough making a new terrain is no problem witht the terrain generator). I don't know if the ground is specified in any brf mesh though. check it out
 
Scion 说:
TheHybrid 说:
2. How can I change the interior of Zendar? For example, instead of grass to be snow.

For zendar I think you have to alter the model, but I'm not sure. Terrains is one long hex code, so if you don't know what to alter in that code, you have a problem. (allthough making a new terrain is no problem witht the terrain generator). I don't know if the ground is specified in any brf mesh though. check it out
It'd be much easier to change ground1.dds into a snowy texture.
 
All right...enough people, okay!
I've fixed the Thor Map Editor problem by myslef thanks to Janus and most textures are changed, a few item textures are changed. Whole list of changes:
-New map
-New people
-New textures [including a few item textures]
-New items.
I need just two more things:
1. Please guide me step-by-step, with all the details, HOW to change the interior scenes [for example, in Zendar to be snow and add a table in a tavern somewhere etc.] ?
2. If I created new textures for the inventory, quests etc. windows, is the only way to apply them by OVERWRITTING the C:\Mount&Blade\Textures folder ??
 
Listen, the modding community is glad to help new modders, and always do his best to write tutorials or create tools. But you won't get any help from people here if you don't search for basic things yourself. If you had read a few posts & tutorials in the Mod Discussion forum, you would know that implementing multiplayer is impossible, that adding a stable is impossible because it's a part of the Zendar center mesh (you'll need to model a stable yourself if you want to add it in a tavern), that textures can be kept separate for each mod and don't need to overwrite the vanilla ones. And if you had taken some time to read the two posts above yours, you'd know how to change Zendar's grass into snow.
Now please stop insulting people, stop demanding, and start searching.
 
OK, I'm off to change the ground1.dds
Thanks for everything and please understand: first mod, 13-year-old creator, allowed max. 2 hours of internet / day [dial-up]; so it's not that easy. :sad:
 
you just seem to take so easy on it, but it can take a lot of time making a mod. and you actually do have to read a lot to be able to make new items, new cities and so on. all modders have to do that.

btw be aware of that you have to match the current dds format (I think). the free importer/exporter mentioned all over the place gives you all you need. and, replacing ground1.dds with snow eliminates grass - all grass terrains will then be covered with snow.
 
yes, but the map is only snow, muntains and water, so it doesn't matter.

Last question:

This is the situation:

Let's say that I have 3 mods: Native, Northern Kingdoms and NeverWinter [mine]. ALL the files in the C:\Mount&Blade\Textures folder are NOT changed. When I start the game and choose the Native mod, everything's normal. When I choose the Northern Kingdoms mod, there are different textures. I noticed in the NK folder a folder called textures in which there are the modded textures. I'VE MADE MY MOD FOLLOWING THE SAME RULE, by addind a Texture fodler with the changed textures. However, when I run the mod, all the textures are just like the NATIVE ONES.

PLEASE explain, or at least give a URL to someplace that contains answers.
 
Texture & Material editor released
http://forums.taleworlds.com/viewtopic.php?t=7777

http://forums.taleworlds.com/viewtopic.php?t=6332

http://www.mbrepository.com/modules/PDdownloads/

You could have found this yourself with minimal effort (and IQ)
 
...Okay, trust me, you should not be trying to make mods. It can only end in tears.

I can understand being supportive to new modders and all, but this... *just shakes his head and walks away*

Serpentinely,
Winter
 
Seems that my last wonderful post got deleted! *cries* :mad:

:sad:

Oh and Winter is right! *walks away slowly and stabs a random innocent person on his way back to his palace*
 
give the kid a break. he's prob not even in high school and hes tryin to make a mod. so leave him alone. btw, you can use the search to find things on the forum so that you can find answers to your questions without getting everyone mad at you
 
IT'S ready!!!
I've sent the info about the mod to www.mbrepository.com and am waiting for the mail message.
It'll be ready for d/l in a few days.
 
A new map, all snowy terrain, some new names, some new NPC's..? I think that quite sums it up.
 
TheHybrid 说:
for example, in Zendar to be snow ?

I'm answering this one since it's not something everyone knows, and because someone said you need to override the grass texture, which is not true; you only need to copy and modify the sargoth_square mesh. This way you can still have grass textures available in your mod.

1. Copy CommonRes/scene_zendar.brf to Modules/mymod/Resources/scene_zendar_snowy.brf

2. Start Lurb's BRFView. Open scene_zendar_snowy.brf.

3. Rename all sargoth_squareX meshes to sargoth_square_snowyX where X is a number.

4. Select the first mesh, sargoth_square. Notice that the material for this mesh is "grassy_ground". Change it to "snow". Press "Set".

5. Save.

6. Using the Official Editor (see instructions elsewhere for how to use this package), edit module_scenes.py, find this entry:

插入代码块:
  ("zendar_center",0,"sargoth_square", "bo_sargoth_square", (-24,-22),(21,13),-100,"0",
    ["the_happy_boar","","zendar_merchant"],[]),

Change it to use your new snowy scene:

插入代码块:
  ("zendar_center",0,"sargoth_square_snowy", "bo_sargoth_square", (-24,-22),(21,13),-100,"0",
    ["the_happy_boar","","zendar_merchant"],[]),

7. Save and compile.

8. Edit Modules/mymod/module_info.txt, add the line:

插入代码块:
load_module_resouce = scene_zendar_snowy

9. Done! Start M&B and enjoy your new snow-covered Zendar.

Creating different seasonal scenes for the Zendar marketplace so that it appears different depending on the time of year (spring, summer, autumn, winter) is left as an extra-credit exercise for the reader. :smile:
 
All right, everythings ready.

I went to www.mbrepository.com and went to Request Upload Acces and sent the admin the info on the mod and it said that I'll recieve a mail message pretty soon wether I can post the mod or not.

However, since I still got time, PLEASE, I'm begging you, tell me how to make the mod's custom textures work without having to copy&paste them to the C:\...\Mount&Blade\Textures folder, thus overwriting the original ones in there.

Unless I do this, they don't work. :???:

PLEASE HELP! :sad:

With duty and service,
:twisted: TheHybrid :twisted:
 
Mod Folder. Open module_info.txt. change scan_module_textures = 0 to scan_module_textures = 1

And feel free to idolize me now. :razz:
 
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