- Best answers
With v0.23 I'll be regularly releasing the source code for the mod from now on to help folks making sub-mods do so in an easier manner. The source can be found on the Nexus download page for Silverstag and contains a readme that I'll quote below.
Since my time working with the Floris project I've been a fan of making source files freely available for tweaking, but I've been rather sluggish with getting that done for Silverstag. One hurdle was making sure I had permission to release everything as OSP that was not already open source or specifically designed by the Silverstag team. With that having been done the only roadblock was deciding on the level of release I wanted to allow. I will designate my views below on what I request fellow modders do with the source files supplied.
FREQUENTLY ASKED QUESTIONS:
1. Can I make a completely new mod using Silverstag as a base for it?
YES. I ask the following things be done though:
[*] The new mod may not use the Silverstag name as part of its name to prevent confusion.
[*] The Silverstag team should be credited for their work.
[*] I'd appreciate being made aware of your mod project. I'll even help promote it within Silverstag's forum.
2. Can I make a sub-mod / patch for Silverstag and host it within the Silverstag forums?
YES. I actively encourage this. Sub-mods may retain the Silverstag name as long as it is clear that it is a sub-mod (example: "Silverstag: <sub-mod name>" or <patch name> (Silverstag v0.23 Patch)). I'm not as concerned with how you name it such as that it is clear to the community what it is and which version of Silverstag it is compatible with.
3. Can I pull a feature from Silverstag to put in another mod?
YES. Please note that Silverstag is heavily reliant upon the Warband Script Enhancer (WSE) to function and each of its features are very interrelated which makes it difficult to pull out an individual one. Any features pulled out that are not specificly created by the Silverstag team have been credited within our download thread on the Taleworlds forum. Please ensure you're giving credit to the correct folks and if you're unsure I'd be happy to answer questions of this nature.
4. Do you provide technical support for any of the above?
NO. The source files are well segregated into modmerger kits and generally follow a naming convention that will point you in the right direction of where to look. If you're unsure where something is after looking I can help you with that, but I'm generally not interested in giving detailed instructions on how to remove / alter a feature within the mod. It really depends on the number of and nature of the requests.
MODULE SYSTEM SETUP NOTES:
[*] "Build_module" is the main compiling batch file to use. The build_presentations & build_troops ones are used for quick partial compiles / reloads when only working within those types of files.
[*] Check the "slots" excel file within the documentation folder to see where slot numbers have been used by the various source kits. This information should be up to date.
[*] When scripts are used from a source not within the main module_scripts or the kit you're currently within it will generally have a comment following stating which file to look into. A common exception to this are "gpu" scripts which are found in the generic presentation utilities kit for building interfaces.
[*] There are a number of kits that are retained solely for preserving save games and will be removed upon the next save breaking update. Some of these caused issues while integrated and just have not had their resources / code removed entirely or were left in a disabled state. Beta Testing Suite, Dynamic Damage and Emoticons are all examples of this and should be left disabled.
Thanks for your interest and I hope you can gain some use out of the materials supplied. I look forward to seeing what creations you come up with and would love to hear about them for possible inclusion into the Silverstag mod.