Normal M&B Module System for version 1.010

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Nethoras 说:
well whenever I try to start the game with a module that I used the mod system on it freezes at the point of "launching game", this has nothing to do with anything I have done, as I have tried it with native, using an unmodded copy of the mod system, I havent gotten any error messages excluding this one a single time, usually my computer just freezes.
error_wtf.png


and yes, I have noticed it has nothing to do with mount&blade...

I am getting this problem as well, i set up a new mercenary troop, loaded the module, start new game, freeze on launching game...

i also have an HP, and had to restart my computer, but i received no error message... still think we both need help
 
It's probably because the HP tools are also written in python.
Therefore there's a (hidden) python subfolder in you (hidden) HP folder and the path in your windows environment variables is pointing to this folder by default.
What happens if you try to remove that path?
(and maybe replace it by your 'real' python folder, which is probably of a more recent version than the one used by HP)
Although, you should try this only if you know what you're doing. I'm not a python specialist (far from it) and I don't want to be responsible for f***ing up your PC...
 
the module system wants to export to C:\program files\mount&blade, but i've got it installed on my D drive. any solution for this insanity?
 
solecist 说:
the module system wants to export to C:\program files\mount&blade, but i've got it installed on my D drive. any solution for this insanity?

You can change the target folder in module_info.py
 
Coledash 说:
solecist 说:
the module system wants to export to C:\program files\mount&blade, but i've got it installed on my D drive. any solution for this insanity?

You can change the target folder in module_info.py

THANK YOU! I remember doing that a year ago but this time around i COULD NOT find the file that changed the export directory and started wondering if i had just imagined that it existed in the first place.
 
ZKOARNAGE 说:
noob question but how to use mod system

Download python, open up the module system, edit the files.  But first, use the search function and you don't have to be a noob.
 
cant start the program need another progam to use but the net and the pc cant find it. can anybody help me?
 
Madawg 说:
What happens if you try to remove that path?

I'm having the same problem as the others, running on Vista32.  Stuck at "loading game".  I've also tried it on an unmodded Native module and I've taken your advice Madwank (removing the path) to no avail.  As it stands now I'm essentially locked out of modding, which is sad. :sad:
 
Trying out Python for the first time and I'm getting a whole mess of syntax errors. These errors are coming off of just downloading the module system and python, then copying the native directory to a temporary directory (I'm following the tutorial).

The error is always created at the closing quotation marks. For example, the first error is a Syntax Error in process_global_variables.py line 25, then it prints "Error in trigger:" with an up carrot under the second quotation mark. When I open this file in Idle and I Run -> Check Module, it highlights the second quotation mark with a pop up window that says "syntax error". I've tried removing the quotation marks, but that just leads to other errors. This error seems to appear on every file that the batch tries to access.

In any case, this shouldn't with freshly downloaded files.

The only thing I can think of is that what is actually needed is an older version of python. Has anyone else seen this type of error? What version of python is typically used?

-z
 
Well, I guess everybody has to start somewhere.

MPNJ 说:
cant start the program need another progam to use but the net and the pc cant find it. can anybody help me?
Have you downloaded python?

Zander 说:
Trying out Python for the first time and I'm getting a whole mess of syntax errors. These errors are coming off of just downloading the module system and python, then copying the native directory to a temporary directory (I'm following the tutorial).

The error is always created at the closing quotation marks. For example, the first error is a Syntax Error in process_global_variables.py line 25, then it prints "Error in trigger:" with an up carrot under the second quotation mark. When I open this file in Idle and I Run -> Check Module, it highlights the second quotation mark with a pop up window that says "syntax error". I've tried removing the quotation marks, but that just leads to other errors. This error seems to appear on every file that the batch tries to access.

In any case, this shouldn't with freshly downloaded files.

The only thing I can think of is that what is actually needed is an older version of python. Has anyone else seen this type of error? What version of python is typically used?

-z
I'm guessing you added something at the end of a file, after the last "]" bracket. If not, it would be nice of you to show us what you added so we can find the mistake in it. Also, seeing as the module system documentation is for .808 or something like that, it's best not to follow the tutorial, but just to read through it so you get a basic understanding. As some of the information is out of date, it will probably not work which will just lead you (and other beginning modders) to much confusion.

MarkQuinn 说:
Madawg 说:
What happens if you try to remove that path?

I'm having the same problem as the others, running on Vista32.  Stuck at "loading game".  I've also tried it on an unmodded Native module and I've taken your advice Madwank (removing the path) to no avail.  As it stands now I'm essentially locked out of modding, which is sad. :sad:
No idea what to do there, sorry.
 
MarkQuinn 说:
Madawg 说:
What happens if you try to remove that path?

I'm having the same problem as the others, running on Vista32.  Stuck at "loading game".  I've also tried it on an unmodded Native module and I've taken your advice Madwank (removing the path) to no avail.  As it stands now I'm essentially locked out of modding, which is sad. :sad:

Okay we're in business.  For the others having this problem, try using Python version 2.5.x.  Worked for me.
 
Ruthven 说:
I'm guessing you added something at the end of a file, after the last "]" bracket. If not, it would be nice of you to show us what you added so we can find the mistake in it. Also, seeing as the module system documentation is for .808 or something like that, it's best not to follow the tutorial, but just to read through it so you get a basic understanding. As some of the information is out of date, it will probably not work which will just lead you (and other beginning modders) to much confusion.

Thanks Ruthven,

I had this whole post written up going into detail about what I did exactly. While getting the right links and stuff I went back to the python web page  ( http://www.python.org/download/ ) and noticed that they had a note that their latest version, 3.0, may not be compatible with some older scripts. That's the one I downloaded sure enough. It was also just released on 3 December, so not many others will have used it. I downloaded and installed 2.6.1 and that worked just fine.

If there's a place to note it (other than what I'm doing here), it might be a good idea to put into a sticky that Python 3.0 does not work with the module system scripts, users should download 2.6.1. The link to 2.6.1 is also in the main Python page, so it's not hard to find, but most people will just pick the highest release number and download that.

-z
 
Hi,

This is possibly a newbie question but I notice that there's a difference between the files that come with 1.011 Native and the files generated by 1.010 module system. The numbers that represent variables in the output files differ from each other. For instance, while the variable $auto_besiege_town is represented by 144115188075856071 in 1.011 Native, the same variable is represented by 144115188075856072 in the output generated by the 1.010 module system. Wouldn't this difference cause any problems?
 
Lord Kinlar 说:
Hi,

This is possibly a newbie question but I notice that there's a difference between the files that come with 1.011 Native and the files generated by 1.010 module system. The numbers that represent variables in the output files differ from each other. For instance, while the variable $auto_besiege_town is represented by 144115188075856071 in 1.011 Native, the same variable is represented by 144115188075856072 in the output generated by the 1.010 module system. Wouldn't this difference cause any problems?

Shouldn't cause any problems, unless you want your mod to be savegame compatible with Native 1.011
 
Is this compatible with v 1.011?

Im having problems using this godly tool.. :???:

I followed this tutorial here www.taleworlds.com/mb_module_system.html but without success. As i understood, when you change the module file, the other files are substitued. I changed the module_items.py, and then "builded" with the build_module.bat. Without effect in game. I could only change the items with the original item_kinds1.txt.

Help :neutral:
 
Yep, this is compatible. There is no actual difference in the two versions, really. Your main problem is most likely that you haven't set up your file module_info. It needs to point to the direct folder that you're modding. Here's some advice on how:

Next, we must make the Module System use the new folder as its target. To do that, open the file module_info.py for editing (Right click on the file and select "Edit with IDLE"; or open the file with Notepad or your preferred text editor) and change export_dir to point to your new folder. For example, if the folder for your module is: c:/Program Files/Mount&Blade/Modules/MyNewModule  You should change this line as follows:

export_dir = "C:/Program Files/Mount&Blade/Modules/MyNewModule/"

More info here: http://forums.taleworlds.com/index.php/topic,5408.msg844007.html#new

Good luck with it.
 
Elenmmare 说:
Yep, this is compatible. There is no actual difference in the two versions, really. Your main problem is most likely that you haven't set up your file module_info. It needs to point to the direct folder that you're modding. Here's some advice on how:

Next, we must make the Module System use the new folder as its target. To do that, open the file module_info.py for editing (Right click on the file and select "Edit with IDLE"; or open the file with Notepad or your preferred text editor) and change export_dir to point to your new folder. For example, if the folder for your module is: c:/Program Files/Mount&Blade/Modules/MyNewModule  You should change this line as follows:

export_dir = "C:/Program Files/Mount&Blade/Modules/MyNewModule/"

More info here: http://forums.taleworlds.com/index.php/topic,5408.msg844007.html#new

Good luck with it.

I was curious. I noticed after making changes to the troops.txt using Hokie's Unofficial troop editor I saved and expected my changes to be seen respectively in the text file. After opening it in Notepad it seems no changes had been made but after reloading the file in the editor it retained all my revisions.

So I conduct an experiment. I've been compiling the module system into an empty module folder. No text files are found in directory according to Windows Vista Explorer. The troop editor finds the troops.txt file fine. So I try and do it with a folder straight out of the root directory. First compile, no txt file. Second compile it miraculously appears. After it appears I keep trying to compile into the M&B supposedly empty mod folder I had made earlier. Explorer still shows no files. Game still loads the mod. Darndest thing I've seen if you ask me.

Any explanation? Magic? Hidden files? Or is Windows Vista playing tricks on me...

 
lemster001 说:
Elenmmare 说:
Yep, this is compatible. There is no actual difference in the two versions, really. Your main problem is most likely that you haven't set up your file module_info. It needs to point to the direct folder that you're modding. Here's some advice on how:

Next, we must make the Module System use the new folder as its target. To do that, open the file module_info.py for editing (Right click on the file and select "Edit with IDLE"; or open the file with Notepad or your preferred text editor) and change export_dir to point to your new folder. For example, if the folder for your module is: c:/Program Files/Mount&Blade/Modules/MyNewModule  You should change this line as follows:

export_dir = "C:/Program Files/Mount&Blade/Modules/MyNewModule/"

More info here: http://forums.taleworlds.com/index.php/topic,5408.msg844007.html#new

Good luck with it.

I was curious. I noticed after making changes to the troops.txt using Hokie's Unofficial troop editor I saved and expected my changes to be seen respectively in the text file. After opening it in Notepad it seems no changes had been made but after reloading the file in the editor it retained all my revisions.

So I conduct an experiment. I've been compiling the module system into an empty module folder. No text files are found in directory according to Windows Vista Explorer. The troop editor finds the troops.txt file fine. So I try and do it with a folder straight out of the root directory. First compile, no txt file. Second compile it miraculously appears. After it appears I keep trying to compile into the M&B supposedly empty mod folder I had made earlier. Explorer still shows no files. Game still loads the mod. Darndest thing I've seen if you ask me.

Any explanation? Magic? Hidden files? Or is Windows Vista playing tricks on me...

Anyone?
 
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