That depends. If you just want to change the name that is displayed in-game, just change the entry in module_strings. If you want to rename the entire thing (sco and all), you have to change all 3 files.
Comrade Temuzu 说:Eh, whatever.
[url=http://forums.taleworlds.com/index.php/topic,89831.0.html][b]Arch3r's compregensive scening overview (with multiplayer entrypoints)[/b][/url]
Nordous 说:Comrade Temuzu 说:Eh, whatever.
That won't be 'yes' for me.
Turanien, some breathtaking sceneries, as usual.You have a talent for making nature looking... natural, lol. But I know how hard it is. My first attempts to make a forest made my own eyes bleed.
Tell me more about Vikingr's scening organisation. What do you aim at?I mean after you have allready achieved the status of the best mp mod, driven by unforgetably impressing scenes and ambience...
indeed thanks for those tips! it's really appreciatedNordous 说:Wow, these are some precious tips... I guess I'll stick them some day.![]()
Enable the cheatmenu and there will be an option to besiege the castle in the encounter menu. It will also allow you to instant-build the tower or ladders so you can go straight to the siege scene. ...but there will be the battle going on. I bet there's an option to walk around outside or something, too.Brubar 说:forgive me but I need to ask again. i am stuck without an answer...
I'm trying to scene a siege (castle) but do not know how. I was told to besiege it and then enter edit mode, but i cannot since the castle im editing is a friendly castle...
(
"test_scene",0, #TEMPERED CHANGED FOR MULTIPLE SCENE EDITING
"You enter the test scene.",
"none",
[],
[
("leave",[],"Leave.",[(assign,"$temp_presentation_shown",0),(leave_encounter),(change_screen_return)]),
("enter",[(eq,"$temp_presentation_shown",0)],"choose a siege camp",[(assign,"$temp_scene_type",1),(start_presentation,"prsnt_scene_picker")]),
("enter",[(eq,"$temp_presentation_shown",0)],"choose a castle or town",[(assign,"$temp_scene_type",2),(start_presentation,"prsnt_scene_picker")]),
("jump",[(eq,"$temp_presentation_shown",1)],"Jump to scene",
[ (assign,"$temp_presentation_shown",0),
(set_jump_mission,"mt_ai_training"),
(try_begin),
(eq,"$temp_scene_type",1),
(party_get_slot,":scene","$g_presentation_obj_15_val",slot_center_siege_camp),
(else_try),
(eq,"$temp_scene_type",2),
(party_get_slot,":scene","$g_presentation_obj_15_val",slot_castle_exterior),
(try_end),
(jump_to_scene,":scene"),
(change_screen_mission)
]),
("enter",[(eq,"$temp_presentation_shown",0)],"camp desert",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_desert"],[change_screen_mission]]),
("enter",[(eq,"$temp_presentation_shown",0)],"camp desert forest",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_desert_forest"],[change_screen_mission]]),
("enter",[(eq,"$temp_presentation_shown",0)],"camp plain",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_plain"],[change_screen_mission]]),
("enter",[(eq,"$temp_presentation_shown",0)],"camp plain forest",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_plain_forest"],[change_screen_mission]]),
("enter",[(eq,"$temp_presentation_shown",0)],"camp snow",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_snow"],[change_screen_mission]]),
("enter",[(eq,"$temp_presentation_shown",0)],"camp snow forest",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_snow_forest"],[change_screen_mission]]),
("enter",[(eq,"$temp_presentation_shown",0)],"camp steppe",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_steppe"],[change_screen_mission]]),
("enter",[(eq,"$temp_presentation_shown",0)],"camp steppe forest",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_steppe_forest"],[change_screen_mission]]),
]
),
##TEMPERED scene picker siege camps, castles, towns ############ skirmisher slider##################
("scene_picker",0,mesh_load_window,[
(ti_on_presentation_load,
[ (presentation_set_duration,99999),
(set_fixed_point_multiplier, 1000),
(assign,"$g_presentation_obj_15_val","p_town_1"),
(str_store_party_name,s2,"$g_presentation_obj_15_val"),
#hero slider
(create_slider_overlay, "$g_presentation_obj_15", "p_town_1", "p_castle_48"),
(position_set_x, pos1, 500),
(position_set_y, pos1, 500),
(overlay_set_position, "$g_presentation_obj_15", pos1),
(overlay_set_val, "$g_presentation_obj_15", "$g_presentation_obj_15_val"),
(create_text_overlay, "$g_presentation_obj_17","@ {s2} siege camp.",tf_center_justify),
(position_set_x, pos1, 500),
(position_set_y, pos1, 600),
(overlay_set_position, "$g_presentation_obj_17", pos1),
(position_set_x, pos2,1000),
(position_set_y, pos2,1000),
(overlay_set_size,"$g_presentation_obj_17",pos2),
#CONTINUE BUTTON
(create_game_button_overlay,"$g_presentation_obj_19","@_Continue_",tf_center_justify),
(position_set_x, pos1, 500),
(position_set_y, pos1, 30),
(overlay_set_position, "$g_presentation_obj_19", pos1),
]),
(ti_on_presentation_event_state_change,
[ (store_trigger_param_1, ":object"),
(store_trigger_param_2, ":value"),
(try_begin),
(eq,"$g_presentation_obj_19",":object"),
(assign,"$temp_presentation_shown",1),
(presentation_set_duration,0),
(else_try),
(eq,":object","$g_presentation_obj_15"),
(assign,"$g_presentation_obj_15_val",":value"),
(str_store_party_name, s2,":value"),
(overlay_set_text,"$g_presentation_obj_17", "@ {s2} siege camp.",tf_center_justify),
(try_end),
]),
]),
##

Corran 说:Master Norous!
I'm new to creating new maps and have my first tries now. So far I created a large siege-map for multiplayer, a large Castle along the lines of the main castle of Burghausen Castle, known as the longest castle of Europe.
It's hard work to make it as real as possible and i soon recognized that I'll not be able to construct a real duplicate, referring to appearance and look. But the layout will be most similar and is very interesting.
I will shortly show some screens. The surrounding will not yet be modeled - so much work! - but the main building Part is nearly finished.
My initial question is, if your projekt would be the right thing to share maps representing places existing in real world.
by cheat menu do you mean the Ctrl + # (or the ~) command? because if not i dont know what you mean. and if it is, what do i type in the command line?Caba`drin 说:Enable the cheatmenu and there will be an option to besiege the castle in the encounter menu. It will also allow you to instant-build the tower or ladders so you can go straight to the siege scene. ...but there will be the battle going on. I bet there's an option to walk around outside or something, too.

Btw guys i think i've made the stupidest and noobiest mistake of all time, i need your help big time on this one:
i had to reinstall my mod so i kept "castle_scene_exterior_7", scenes.txt and scene_props.txt as backup files.... well seems this wasnt enough, cause I cant go back to the castle i was scening (in SP). Now the game crashes when i try to enter the courtyard...
I think i lost it all there, what should I have kept as backup files????