LSP Animations Tavern Animation Pack

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el xabeo de la cova said:
this is fantastic :grin: :grin: :grin: :grin: :grin:! I've downloaded to my mod introduce "hispania 1200". I have observed that in the youtube video background noise heard in the tavern with many voices of people, but I have not found the files as posted. can you upload it please?  :wink:

This is happening for me as well.  The resource is working great, people are sitting and drinking, the bard is playing and I can hear the bards music.  I don't hear the tavern patrons like I can on the op's video.  Are we missing a sound file?

Any help would be greatly appreciated.

This is so awesome.  Thank you for sharing!
 
Greetings,

I am a total noob at modding, and just starting to work with Python and compiling mods.  I was able to get the Tavern Animation Pack working, except for one thing.    The instruments for the bards, along with the hands of those drinking are not showing textures.  Showing as bright white.    Running build_module, I do not get any errors, but when I run WRECK, I am getting the following error:

"too many elements in module 'mission_templates' entity 'town_default' (6 parsed out of total 7):  ('town_default', 0, -1, 'Default town visit', 'list[len=41]', 'list[len=1]', 'list[len=11]')

Any ideas on how to make sure that my textures are working correctly?
 
lanrick said:
Greetings,

I am a total noob at modding, and just starting to work with Python and compiling mods.  I was able to get the Tavern Animation Pack working, except for one thing.    The instruments for the bards, along with the hands of those drinking are not showing textures.  Showing as bright white.    Running build_module, I do not get any errors, but when I run WRECK, I am getting the following error:

"too many elements in module 'mission_templates' entity 'town_default' (6 parsed out of total 7):  ('town_default', 0, -1, 'Default town visit', 'list[len=41]', 'list[len=1]', 'list[len=11]')

Any ideas on how to make sure that my textures are working correctly?

Did you put the brf into the resource folder of your mod?  Did you properly name the meshes in the items.py?
 
That error is related to too many lists in a tuple. It wont effect your textures.

So do as Ruthven said but also make sure your materials and textures are correctly in the correct brf.
 
Thanks for the replies all!    Even though I have not posted, always loved how helpful the community is here.  Have made my own custom mods before, but always with the cut and paste method, never compiling using python.  My only experience programing was with BASIC back in the dos days.  Guess it is true an old dog can learn new tricks sometimes (if I can get this working)

Did you put the brf into the resource folder of your mod?  Did you properly name the meshes in the items.py?

The dedal_tavern_anims.brf is in the mod resource folder.    For the items.py file, I just did a copy and paste into the file before compiling. 

Ruthven said:
The error is probably from something else. Open module.ini and make sure scan_module_textures is set to 1.

I was ready to kick myself, as I knew this from cutting and pasting stuff into a new module, and could not remember if I had done it here.    Checking this morning, it is set to 1. 

produno said:
That error is related to too many lists in a tuple. It wont effect your textures.

So do as Ruthven said but also make sure your materials and textures are correctly in the correct brf.

So I have more than a couple of tuple?  Sorry, bad pun.    I will double check the items.  My initial guess from what everyone has siad is that I probably did not insert in the items.py correctly.  That would explain why the people eating look fine, and it is only the instruments of the bards and the hands of the drinkers look shaky.
 
Hi  :grin: thats a nice OSP but i got a Big problem  :shock:
i cant install it because i got soooo mutch Errors Please help me  :cry:
i Really Love it Please anyone can Please anyone of you Send me the Files Finished ?
Please i Pay if you want pls i cant get it to work my Email : [email protected]
if anyone send the files finishd  i say really thank you so mutch and like i said i pay if you want but please help me :???:
Cya Anon  :oops:
 
pleae can some post the correct positio for the code ito the .py fiels

I made all as described in the files but when complie I get a bunch of erros.

is there a modmderger version of this kit??

errors o compile
Code:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables.py", line 12, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 66, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 6, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 7, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_mission_tmps.py", line 5, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_game_menus.py", line 8, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\process_operations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeTavern\Module_system 1.16
6\module_mission_templates.py", line 94
    ("town_default",0,-1,
    ^
IndentationError: unexpected indent
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .
 
you probably closed the (mission_templates =[) block with an extra "]" in the previous line(s), thus python is expecting sth to be written in the begining of the line, just remove that extra "]"
 
holy **** --..what i'm wrong....

Code:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\process_operations.py", line 13, in <module>
    from module_items import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_items.py", line 1240
    ]
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables.py", line 5, in <module>
    from module_triggers import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_triggers.py", line 9, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 3, in <module>
    from module_map_icons import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_map_icons.py", line 2, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Exporting faction data...
Traceback (most recent call last):
  File "process_items.py", line 4, in <module>
    from module_items import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_items.py", line 1240
    ]
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_scenes.py", line 2, in <module>
    from module_scenes import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_scenes.py", line 5, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Traceback (most recent call last):
  File "process_troops.py", line 4, in <module>
    from module_troops import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_troops.py", line 247, in <module>
    [itm_leather_jerkin, itm_leather_boots],
NameError: name 'itm_leather_jerkin' is not defined
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 4, in <module>
    from module_scene_props import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_scene_props.py", line 7, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Traceback (most recent call last):
  File "process_tableau_materials.py", line 5, in <module>
    from module_tableau_materials import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_tableau_materials.py", line 6, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Traceback (most recent call last):
  File "process_presentations.py", line 4, in <module>
    from module_presentations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_presentations.py", line 7, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 4, in <module>
    from module_game_menus import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_game_menus.py", line 8, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Exporting quest data...
Traceback (most recent call last):
  File "process_info_pages.py", line 4, in <module>
    from module_info_pages import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_info_pages.py", line 8, in <module>
    from module_constants import DPLMC_DIPLOMACY_VERSION_STRING
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Traceback (most recent call last):
  File "process_scripts.py", line 4, in <module>
    from module_scripts import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_scripts.py", line 4, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Traceback (most recent call last):
  File "process_mission_tmps.py", line 5, in <module>
    from module_mission_templates import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_mission_templates.py", line 8, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Traceback (most recent call last):
  File "process_game_menus.py", line 5, in <module>
    from module_game_menus import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_game_menus.py", line 8, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Traceback (most recent call last):
  File "process_simple_triggers.py", line 2, in <module>
    from module_simple_triggers import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_simple_triggers.py", line 14, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Traceback (most recent call last):
  File "process_dialogs.py", line 5, in <module>
    from module_triggers import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_triggers.py", line 9, in <module>
    from module_constants import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_constants.py", line 511, in <module>
    num_trade_goods = itm_siege_supply - itm_spice
NameError: name 'itm_siege_supply' is not defined
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\process_operations.py", line 13, in <module>
    from module_items import *
  File "C:\Games\Mount&Blade Warband1166\Modules\NativeMODTavern\Module_system 1
.166\module_items.py", line 1240
    ]
    ^
SyntaxError: invalid syntax
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .
 
Hi everyone!
I tried to add this osp (which is awsome) to my mod which is just a native one with a few graphical changes but I certainly did something wrong.

Compilation went good but after I load my game I see those messages in the game log:

SCRIPT ERROR ON OPCODE 2060: Invalid Menu ID: -10468733; LINE NO: 4:
At Simple trigger trigger no: 5.
At Simple trigger trigger no: 5.

It goes on like this for several lines but the numbers in red change at every line.

And the game crashs when I get into the streets or a tavern.

Can someone tell me where to look for my mistake?

 
Caerbannog said:
SCRIPT ERROR ON OPCODE 2060: Invalid Menu ID: -10468733; LINE NO: 4:
At Simple trigger trigger no: 5.
At Simple trigger trigger no: 5.

If you are not using modmerger/etc you can look directly at your module_simple_triggers.py. Count them from 0 to 5 (6th in there), your error is happening at line 4 (5th code line)

--> remember that in MBScript you count from 0, not 1.

You can also check your simple_triggers.txt to find out which is trigger no.5 (6th)
 
Thank you for the fast reply.

I only use module_system_1166. But this is my first mod so I'm a beginner.

I tried to find the right trigger and the line in it, in my module_simple_triggers.py but I certainly must count it wrong because what I find makes no sense (something about music).

And by the way I don't understand why this files is the problem because I didn't change anything in it regarding the changes required  for this OSP.

Here is the beginnning of my my module_simple_triggers.py:
from header_common import *
from header_operations import *
from header_parties import *
from header_items import *
from header_skills import *
from header_triggers import *
from header_troops import *
from header_music import *

from module_constants import *

####################################################################################################################
# Simple triggers are the alternative to old style triggers. They do not preserve state, and thus simpler to maintain.
#
#  Each simple trigger contains the following fields:
# 1) Check interval: How frequently this trigger will be checked
# 2) Operation block: This must be a valid operation block. See header_operations.py for reference.
####################################################################################################################



simple_triggers = [

# This trigger is deprecated. Use "script_game_event_party_encounter" in module_scripts.py instead 
  (ti_on_party_encounter,
  [
    ]),


# This trigger is deprecated. Use "script_game_event_simulate_battle" in module_scripts.py instead
  (ti_simulate_battle,
  [
    ]),


  (1,
  [
      (try_begin),
        (eq, "$training_ground_position_changed", 0),
        (assign, "$training_ground_position_changed", 1),
(set_fixed_point_multiplier, 100),
        (position_set_x, pos0, 7050),
        (position_set_y, pos0, 7200),
        (party_set_position, "p_training_ground_3", pos0),
      (try_end),
 
      (gt,"$auto_besiege_town",0),
      (gt,"$g_player_besiege_town", 0),
      (ge, "$g_siege_method", 1),
      (store_current_hours, ":cur_hours"),
      (eq, "$g_siege_force_wait", 0),
      (ge, ":cur_hours", "$g_siege_method_finish_hours"),
      (neg|is_currently_night),
      (rest_for_hours, 0, 0, 0), #stop resting
    ]),


  (0,
  [
      (try_begin),
        (eq, "$bug_fix_version", 0),   
     
        #fix for hiding test_scene in older savegames
        (disable_party, "p_test_scene"),
        #fix for correcting town_1 siege type
        (party_set_slot, "p_town_1", slot_center_siege_with_belfry, 0),
        #fix for hiding player_faction notes
        (faction_set_note_available, "fac_player_faction", 0),
        #fix for hiding faction 0 notes
        (faction_set_note_available, "fac_no_faction", 0),
        #fix for removing kidnapped girl from party
        (try_begin),
          (neg|check_quest_active, "qst_kidnapped_girl"),
          (party_remove_members, "p_main_party", "trp_kidnapped_girl", 1),
        (try_end),
        #fix for not occupied but belong to a faction lords
        (try_for_range, ":cur_troop", lords_begin, lords_end),
          (try_begin),               
            (troop_slot_eq, ":cur_troop", slot_troop_occupation, slto_inactive),
            (store_troop_faction, ":cur_troop_faction", ":cur_troop"),
            (is_between, ":cur_troop_faction", "fac_kingdom_1", kingdoms_end),         
            (troop_set_slot, ":cur_troop", slot_troop_occupation, slto_kingdom_hero),         
          (try_end),
        (try_end), 
        #fix for an error in 1.105, also fills new slot values
        (call_script, "script_initialize_item_info"), 
       
        (assign, "$bug_fix_version", 1),   
      (try_end), 

      (eq,"$g_player_is_captive",1),
      (gt, "$capturer_party", 0),
      (party_is_active, "$capturer_party"),
      (party_relocate_near_party, "p_main_party", "$capturer_party", 0),
    ]),


#Auto-menu
  (0,
  [         
    (try_begin),
      (gt, "$g_last_rest_center", 0),
      (party_get_battle_opponent, ":besieger_party", "$g_last_rest_center"),
      (gt, ":besieger_party", 0),
      (store_faction_of_party, ":encountered_faction", "$g_last_rest_center"),
      (store_relation, ":faction_relation", ":encountered_faction", "fac_player_supporters_faction"),
      (store_faction_of_party, ":besieger_party_faction", ":besieger_party"),
      (store_relation, ":besieger_party_relation", ":besieger_party_faction", "fac_player_supporters_faction"),
      (ge, ":faction_relation", 0),
      (lt, ":besieger_party_relation", 0),
      (start_encounter, "$g_last_rest_center"),
      (rest_for_hours, 0, 0, 0), #stop resting
    (else_try),
      (store_current_hours, ":cur_hours"),
      (assign, ":check", 0),
      (try_begin),
        (neq, "$g_check_autos_at_hour", 0),
        (ge, ":cur_hours", "$g_check_autos_at_hour"),
        (assign, ":check", 1),
        (assign, "$g_check_autos_at_hour", 0),
      (try_end),
      (this_or_next|eq, ":check", 1),
      (map_free),
      (try_begin),
        (ge,"$auto_menu",1),
        (jump_to_menu,"$auto_menu"),
        (assign,"$auto_menu",-1),
      (else_try),
        (ge,"$auto_enter_town",1),
        (start_encounter, "$auto_enter_town"),
      (else_try),
        (ge,"$auto_besiege_town",1),
        (start_encounter, "$auto_besiege_town"),
      (else_try),
        (ge,"$g_camp_mode", 1),
        (assign, "$g_camp_mode", 0),
        (assign, "$g_infinite_camping", 0),
        (assign, "$g_player_icon_state", pis_normal),
       
        (rest_for_hours, 0, 0, 0), #stop camping
                 
        (display_message, "@Breaking camp..."),
      (try_end),
    (try_end),
    ]),


#Notification menus
  (0,
  [
    (troop_slot_ge, "trp_notification_menu_types", 0, 1),
    (troop_get_slot, ":menu_type", "trp_notification_menu_types", 0),
    (troop_get_slot, "$g_notification_menu_var1", "trp_notification_menu_var1", 0),
    (troop_get_slot, "$g_notification_menu_var2", "trp_notification_menu_var2", 0),
    (jump_to_menu, ":menu_type"),
    (assign, ":end_cond", 2),
    (try_for_range, ":cur_slot", 1, ":end_cond"),
      (try_begin),
        (troop_slot_ge, "trp_notification_menu_types", ":cur_slot", 1),
        (val_add, ":end_cond", 1),
      (try_end),
      (store_sub, ":cur_slot_minus_one", ":cur_slot", 1),
      (troop_get_slot, ":local_temp", "trp_notification_menu_types", ":cur_slot"),
      (troop_set_slot, "trp_notification_menu_types", ":cur_slot_minus_one", ":local_temp"),
      (troop_get_slot, ":local_temp", "trp_notification_menu_var1", ":cur_slot"),
      (troop_set_slot, "trp_notification_menu_var1", ":cur_slot_minus_one", ":local_temp"),
      (troop_get_slot, ":local_temp", "trp_notification_menu_var2", ":cur_slot"),
      (troop_set_slot, "trp_notification_menu_var2", ":cur_slot_minus_one", ":local_temp"),
    (try_end),
    ]),

  #Music,
  (1,
  [
      (map_free),
      (call_script, "script_music_set_situation_with_culture", mtf_sit_travel),
    ]),

  (0,
[
  #escort caravan quest auto dialog trigger
  (try_begin),
        (eq, "$caravan_escort_state", 1),
        (party_is_active, "$caravan_escort_party_id"),

        (store_distance_to_party_from_party, ":caravan_distance_to_destination","$caravan_escort_destination_town","$caravan_escort_party_id"),
        (lt, ":caravan_distance_to_destination", 2),
       
        (store_distance_to_party_from_party, ":caravan_distance_to_player","p_main_party","$caravan_escort_party_id"),
        (lt, ":caravan_distance_to_player", 5),

        (assign, "$talk_context", tc_party_encounter),
        (assign, "$g_encountered_party", "$caravan_escort_party_id"),
        (party_stack_get_troop_id, ":caravan_leader", "$caravan_escort_party_id", 0),   
        (party_stack_get_troop_dna, ":caravan_leader_dna", "$caravan_escort_party_id", 0),   
       
        (start_map_conversation, ":caravan_leader", ":caravan_leader_dna"),
      (try_end),
     
      (try_begin),
        (gt, "$g_reset_mission_participation", 1),
       
        (try_for_range, ":troop", active_npcs_begin, kingdom_ladies_end),
          (troop_set_slot, ":troop", slot_troop_mission_participation, 0),
        (try_end),
      (try_end),
]),

(24,
[
    (try_for_range, ":kingdom_no", npc_kingdoms_begin, npc_kingdoms_end),
      (faction_get_slot, ":faction_morale", ":kingdom_no",  slot_faction_morale_of_player_troops),

  (store_sub, ":divisor", 140, "$player_right_to_rule"),
  (val_div, ":divisor", 14),
  (val_max, ":divisor", 1),
 
      (store_div, ":faction_morale_div_10", ":faction_morale", ":divisor"), #10 is the base, down to 2 for 100 rtr   
      (val_sub, ":faction_morale", ":faction_morale_div_10"),         

      (faction_set_slot, ":kingdom_no",  slot_faction_morale_of_player_troops, ":faction_morale"),
    (try_end),
]),


(4, #Locate kingdom ladies
    [
      #change location for all ladies
      (try_for_range, ":troop_id", kingdom_ladies_begin, kingdom_ladies_end),
        (neg|troop_slot_ge, ":troop_id", slot_troop_prisoner_of_party, 0),
        (call_script, "script_get_kingdom_lady_social_determinants", ":troop_id"),
        (assign, ":location", reg1),
        (troop_set_slot, ":troop_id", slot_troop_cur_center, ":location"),
      (try_end),
]),


(2, #Error check for multiple parties on the map
[
(eq, "$cheat_mode", 1),
(assign, ":debug_menu_noted", 0),
(try_for_parties, ":party_no"),
(gt, ":party_no", "p_spawn_points_end"),
(party_stack_get_troop_id, ":commander", ":party_no", 0),
(is_between, ":commander", active_npcs_begin, active_npcs_end),
(troop_get_slot, ":commander_party", ":commander", slot_troop_leaded_party),
(neq, ":party_no", ":commander_party"),
(assign, reg4, ":party_no"),
(assign, reg5, ":commander_party"),

(str_store_troop_name, s3, ":commander"),
(display_message, "@{!}{s3} commander of party #{reg4} which is not his troop_leaded party {reg5}"),
(str_store_string, s65, "str_party_with_commander_mismatch__check_log_for_details_"),

(try_begin),
(eq, ":debug_menu_noted", 0),
(call_script, "script_add_notification_menu", "mnu_debug_alert_from_s65", 0, 0),
(assign, ":debug_menu_noted", 1),
(try_end),
(try_end),
]),

 
(24, #Kingdom ladies send messages
[
(try_begin),
(neg|check_quest_active, "qst_visit_lady"),
(neg|troop_slot_ge, "trp_player", slot_troop_prisoner_of_party, 1),
(neg|troop_slot_ge, "trp_player", slot_troop_spouse, active_npcs_begin),

(assign, ":lady_not_visited_longest_time", -1),
(assign, ":longest_time_without_visit", 120), #five days

(try_for_range, ":troop_id", kingdom_ladies_begin, kingdom_ladies_end),

#set up message for ladies the player is courting
(troop_slot_ge, ":troop_id", slot_troop_met, 2),
(neg|troop_slot_eq, ":troop_id", slot_troop_met, 4),

(troop_slot_eq, ":troop_id", slot_lady_no_messages, 0),
(troop_slot_eq, ":troop_id", slot_troop_spouse, -1),

(troop_get_slot, ":location", ":troop_id", slot_troop_cur_center),
(is_between, ":location", walled_centers_begin, walled_centers_end),
(call_script, "script_troop_get_relation_with_troop", "trp_player", ":troop_id"),
(gt, reg0, 1),

(store_current_hours, ":hours_since_last_visit"),
(troop_get_slot, ":last_visit_hour", ":troop_id", slot_troop_last_talk_time),
(val_sub, ":hours_since_last_visit", ":last_visit_hour"),

(gt, ":hours_since_last_visit", ":longest_time_without_visit"),
(assign, ":longest_time_without_visit", ":hours_since_last_visit"),
(assign, ":lady_not_visited_longest_time", ":troop_id"),
(assign, ":visit_lady_location", ":location"),

(try_end),

(try_begin),
(gt, ":lady_not_visited_longest_time", 0),
(call_script, "script_add_notification_menu", "mnu_notification_lady_requests_visit", ":lady_not_visited_longest_time", ":visit_lady_location"),
(try_end),

(try_end),
]),
 
 
#Player raiding a village
# This trigger will check if player's raid has been completed and will lead control to village menu.
  (1,
  [
      (ge,"$g_player_raiding_village",1),
      (try_begin),
        (neq, "$g_player_is_captive", 0),
        #(rest_for_hours, 0, 0, 0), #stop resting - abort
        (assign,"$g_player_raiding_village",0),
      (else_try),
        (map_free), #we have been attacked during raid
        (assign,"$g_player_raiding_village",0),
      (else_try),
        (this_or_next|party_slot_eq, "$g_player_raiding_village", slot_village_state, svs_looted),
        (party_slot_eq, "$g_player_raiding_village", slot_village_state, svs_deserted),
        (start_encounter, "$g_player_raiding_village"),
        (rest_for_hours, 0),
        (assign,"$g_player_raiding_village",0),
        (assign,"$g_player_raid_complete",1),
      (else_try),
        (party_slot_eq, "$g_player_raiding_village", slot_village_state, svs_being_raided),
        (rest_for_hours, 3, 5, 1), #rest while attackable
      (else_try),
        (rest_for_hours, 0, 0, 0), #stop resting - abort
        (assign,"$g_player_raiding_village",0),
        (assign,"$g_player_raid_complete",0),
      (try_end),
    ]),

  #Pay day.
  (24 * 7,
  [
    (assign, "$g_presentation_lines_to_display_begin", 0),
    (assign, "$g_presentation_lines_to_display_end", 15),
    (assign, "$g_apply_budget_report_to_gold", 1),
    (try_begin),
      (eq, "$g_infinite_camping", 0),
      (start_presentation, "prsnt_budget_report"),
    (try_end),
    ]),

  # Oath fulfilled -- ie, mercenary contract expired?
  (24,
  [
      (le, "$auto_menu", 0),
      (gt, "$players_kingdom", 0),
      (neq, "$players_kingdom", "fac_player_supporters_faction"),
      (eq, "$player_has_homage", 0),
 
  (troop_get_slot, ":player_spouse", "trp_player", slot_troop_spouse),
 
  #A player bound to a kingdom by marriage will not have the contract expire. This should no longer be the case, as I've counted wives as having homage, but is in here as a fallback
  (assign, ":player_has_marriage_in_faction", 0),
  (try_begin),
(is_between, ":player_spouse", active_npcs_begin, active_npcs_end),
(store_faction_of_troop, ":spouse_faction", ":player_spouse"),
(eq, ":spouse_faction", "$players_kingdom"),
    (assign, ":player_has_marriage_in_faction", 1),
  (try_end),
  (eq, ":player_has_marriage_in_faction", 0),
 
      (store_current_day, ":cur_day"),
      (gt, ":cur_day", "$mercenary_service_next_renew_day"),
      (jump_to_menu, "mnu_oath_fulfilled"),
    ]),

  # Reducing luck by 1 in every 180 hours
  (180,
  [
    (val_sub, "$g_player_luck", 1),
    (val_max, "$g_player_luck", 0),
    ]),
 
Caerbannog said:
And by the way I don't understand why this files is the problem because I didn't change anything in it regarding the changes required  for this OSP.

that is how things work. They are all connected, so a small change can have deep impact if you are not aware how the system works.

Code:
 (jump_to_menu, ":menu_type"),

you can also see that OPCODE 2060 is
Code:
jump_to_menu = 2060  # (jump_to_menu, <menu_id>),
                                      # Opens the specified game menu. Note this only happens after the current block of code completes

Seens that is the line where the error explodes. You are setting a invalid menu for the notification popup (that screen that tells you when a village is under attack, etc) in another part of the modules, and when the game tries to use the invalid value it gives you the script error.

1) Somewhere it detects a event that should be displayed as a popup and sets values for the message
2) On that trigger it tries to load those values and show you the popup. Invalid value so it can't, and there goes the red lines

Did you change anything else in your modules? Looks like you had a issue on your merging, as the OSP itself does not touch that feature. Or you did not recompiled the entire source and started a new game (can't continue a old save)

 
Before I tried to add tavern animations I combined the following things:

- the faces of the floris mod
- More_Metal_Sound_2_2
- mountblade-warband_texture_pack_World_Map_HD_v1.2
- And also I changed the two loading screens and main menu screens

But I only used Module System for the OSP. The first changes where made by editing module.ini and copy/paste required ressources and textures.

EDIT- I did try to start a new game and the game crashes at character creations.
 
Caerbannog said:
EDIT- I did try to start a new game and the game crashes at character creations.

You can learn about modding and figure out where you went wrong (that way you can start doing your own edits too), or start over. Recover your backup before you added this OSP and try again.

You can also try using Winmerge/similar software to compare the before-after code and see if you can spot your mistake(s)
 
Btw thanks for your advices.

So I did compile the osp with a vanilla native module and it starts.
I got no errors in game log but I do have a bunch of bugs in the taverns (Jesus Christ standing npc, things like that...)
So I'll start over with a blank Native module and put my changes step by step starting with this OSP.

EDIT - So I just compiled the osp and it works with a native. I run into the two bugs I read about before in that thread
(the tab key not working and the silly looking bard). I'll scroll up and read again to figure out a solution.

EDIT - Bard Problem solved thanks to Stan233 and tab key bug too (it was because of a mistake I made in module_mission_templates.py)
Everything works perfectly now. Now I'll try to merge again the other things I did before.

Thanks everyone.

 
So I managed to merge everything and everything seems to work fine except for one thing.
Sometimes the Musicans spawn but don't play any intrument, they just stand.
Sometime they spawn sitting at a table and play normaly.
But when they are not sitting at a table they do nothing.
 
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