Official Tools?

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Is there no official tool for editing M&B (Warband in my case only)? I see alot of 'unofficial' this and that only. And the module tutorial section has #10 labeled 'outdated and obsolete'. Appears to me the game is not really modable so much as reprogrammable. To modify a game you should not be required to learn Python or have a user develop a map editing tool. I searched the forums and found some Thorgrimm and B....something or other threads etc for map editing. Maybe the in game editor can do this? Also possible is I did not try the right combination of words searching? 252 pages in one forum usually ends up causing a ton of bogus search hits, and I found plenty of those.

I realize modules have been released and overall the support is very good by TaleWorlds. The fact that it is even possible to change the game is more than alot of developers give. They even read all suggestions and consider them. But it just seems to me modding a game should be much easier than learning a new language (Python).

This is not meant as a troll bait thread, please respond with help, links to where help is, or the like. Especially links to user friendly tools.

Thanks.
 
Well 1st off python has little to do with modding the game.  It's just used to create the scripts the game uses.  All you really need to know is where to download it. 

No there are not any official "tools"  but your given almost every drop of code to create the game scripts. (and change as you wish)

As for the map editing it can be a pain but it is possible for both M&B and Warband with some little understanding of what your doing.

Is it easy?  If you have never taken so much as a high school programming class. No it's not.      to me.... probably the easiest game to mod I've seen.    I like it this way.  Most of the mods you get are going to be made from hard work from people that care and NOT 500 mods that do nothing but change a few graphics and add some pathetic over powered weapon.

Well, there's my $0.02

 
kosiam said:

I don't really know how you define modding in that case. I havn't played a game that had a set of official tools, other than a scene maker (which M&B, and Warband also offers).

Also, if we just had tools that could do anything for us, the idea of modding, at least the idea of modding as I know it, would pretty much fall apart, since everyone would just make their own thing.
 
I agree it is not easy ;p

So Python is not really used as a language, then what are those .py files we need to edit? They are very hard to understand. For instance I did not really like the way recruited 'bandits' (sea, desert, etc) leveled up into expensive recruits and wanted to change it. I could not make heads or tails on where the code or tables are for the leveling of them. I use Notepad++ and searched inside files for sea raiders. Not alot of insight there.

Maybe identifying a better way to understand the logical flow of the .py files would help? Have I missed a manual somewhere that explains how to interpret those 'tuples' or whatever those 'how to use the module system' guides called them? Or is this a unique approach by TaleWorlds?

I found a TweakMB after posting, made by a user. This thing is very nice for changing many features I did not like. One thing I would really like would be some bandit type random troops to beat up on. I am on day 300 something, have 800+ reknown, 120ish honor and have progressed past the bandits really. I have put Lethwin in as ruler of the Nords, but the Vaegirs snapped up many of the castles and towns as I was beating up the Nord armies. So really all I did was expand Vaegirs Kingdom. I am not high enough to go full on against all factions and don't feel like the pretender routes will be beneficial.  Anyway, went way too deep explaining why I think we need a more advanced enemy troop, non factioned so we don't make anyone mad when we whip em.

Would anyone be kind enough to provide insight on how to do this? Or should I just take one of the existing ones and up them as I think I could do that.

As far as games with dev provided tools, NWN2 comes to mind, as does Origin Dragon Age or something like that (never really liked that game though). What was that other one....King's Bounty maybe or so? Even with the tools it was not easy, but you could figure it out.

Thank you for the answers so far, every bit of info helps!
 
A kind of complete explanation about the functioning of the Module System; http://forums.taleworlds.com/index.php/board,12.0.html

It may be quite out of date and incomplete, but you can grasp the general things from it though.

Oh yes, with the MS you can actually modify or add anything to M&B and Warband that you can't with developer tools etc., with some exceptions of course.
 
kosiam said:
I agree it is not easy ;p

So Python is not really used as a language, then what are those .py files we need to edit? They are very hard to understand. For instance I did not really like the way recruited 'bandits' (sea, desert, etc) leveled up into expensive recruits and wanted to change it. I could not make heads or tails on where the code or tables are for the leveling of them. I use Notepad++ and searched inside files for sea raiders. Not alot of insight there.

Maybe identifying a better way to understand the logical flow of the .py files would help? Have I missed a manual somewhere that explains how to interpret those 'tuples' or whatever those 'how to use the module system' guides called them? Or is this a unique approach by TaleWorlds?

I found a TweakMB after posting, made by a user. This thing is very nice for changing many features I did not like. One thing I would really like would be some bandit type random troops to beat up on. I am on day 300 something, have 800+ reknown, 120ish honor and have progressed past the bandits really. I have put Lethwin in as ruler of the Nords, but the Vaegirs snapped up many of the castles and towns as I was beating up the Nord armies. So really all I did was expand Vaegirs Kingdom. I am not high enough to go full on against all factions and don't feel like the pretender routes will be beneficial.  Anyway, went way too deep explaining why I think we need a more advanced enemy troop, non factioned so we don't make anyone mad when we whip em.

Would anyone be kind enough to provide insight on how to do this? Or should I just take one of the existing ones and up them as I think I could do that.

As far as games with dev provided tools, NWN2 comes to mind, as does Origin Dragon Age or something like that (never really liked that game though). What was that other one....King's Bounty maybe or so? Even with the tools it was not easy, but you could figure it out.

Thank you for the answers so far, every bit of info helps!
It's UNofficial, but Morgh's Tools sounds like just what you need, it lets you make new troops, modify old troops and troop advancement trees, plus other stuff you haven't asked for.
 
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