LSP Animations Tavern Animation Pack

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I have a problem, I add this to my mod and everything went well from the first attempt. But I have a problem with de shield animation, is as if I had no shield. Other person in the forum (caballerosdecalradia.net) has the same problem, not just me...

2ex4flx.png
 
Hey. Can someone tell me if casual user without knowledge of modding can play this? Can I just mix these files with native and play mod or do I need some program to compile? If so, which program? ty in advance.
 
fennix said:
Hey. Can someone tell me if casual user without knowledge of modding can play this? Can I just mix these files with native and play mod or do I need some program to compile? If so, which program? ty in advance.

even merging mods requires some modding know-how. If you want to learn the Forge has tutorials, guides, etc.
https://forums.taleworlds.com/index.php/topic,240255.0.html

Or you can look for mods that use this kit and just play them.
 
I wish to bump this topic with some concerns. One issue is that I have just noticed, is that the tavern townspeople no longer spawn in the latest patch, and I can't figure out why.

I'm dumb. Figured out the issue, it was my own fault. Managed to limit tavern-goers to each kingdom as well (no sarranid taverngoers in swadia for instance).
 
(troop_get_type, ":gender", ":your_musican_troop_no"), # Returns troop current skin (i.e. gender).
(try_begin),
    (eq, ":gender", 1),# 1 for female, 0 - male
    (mission_tpl_entry_add_override_item,"mt_town_default",":your_entry","itm_dedal_lira"),
(else_try),
    (mission_tpl_entry_add_override_item,"mt_town_default",":your_entry","itm_dedal_lutnia"),
(try_end),
 
I have tried to install the mod. Compilation works fine, and there are no error messages in-game, but I am getting some weird bugs. I used the 1.171 module system.

The most obvious one is that the sitting tavern guests sit at essentially random positions, such as on stairs.


Any idea what might be going wrong here?



Solution (thanks to somebody): I had failed to correctly overwrite the SceneObj/*.sco files with those provided by the mod.
 
Somebody said:
Did you replace the SceneObj folder?

Yes, but my buildscript overwrote them again  :facepalm:

Anyway, with this being fixed, I have a working ModMerger version :smile:

Yael.at said:

Update 2017-12-05 fixed broken Google-drive link. Apparently, google drive has a download limit, so I'll probably upload these scripts somewhere else some time.
Code:
<!-- -*- mode: markdown; coding: utf-8 -*- -->

# TAVERN ANIMATIONS - MODMERGER


## 1. INSTALLATION

  1. Install a version of **Python 2.x** and make sure that the
     command ``python`` points to the python2 executable. The Warband
     module system does *not* work with any variant of Python 3!

  2. Download the Mount&Blade:Warband module system or any equivalent
     set of scripts. Set up the required parameters (such as the
     variable ``export_dir`` in ``module_info.py``) as explained
     therein.
     
  3. Install the ``ModMerger`` system into the module-system directory.
  
  4. Aquire the original Mod [(OSP) Tavern Animations Pack][1]
     by [Slawomir of Aaarrghh][2]. Unpack the contents into tehe
     directory you specified as ``export_dir``. The ``.py`` files can
     be omitted. If the ``export_dir`` already contains a
     ``module.ini`` add the contents from the Tavern-Animations
     ``module.ini`` file to the existing ``module.ini`` instead of
     overwriting it.
  
  5. Add the ``ta_*.py`` files to the module-system directory.
  
  6. Add ``ta`` to ``mods_active`` in ``modmerger_options.py``, e.g.
  
         ## ----- modmerger_options.py ------
         # ...
         mods_active = [
           'SOME_OTHER_MOD_PREFIX',
           'ta',
         ]
         # ...
  
  7. Execute ``build_module.bat`` from the module system. If errors are 
     reported, it may be necessary to rerun ``build_module.bat``.
     
## 2. CREDITS

The ModMerger scripts automate the installation steps described in the
``to module_*.py`` files of the
original [(OSP) Tavern Animations Pack][1]
by [Slawomir of Aaarrghh][2]. 

The Modmerger scripts were created by [Yael.at][3] in 2017.

The resource files, and original modifications instructions were
created by [Slawomir of Aaarrghh][2] in 2014. To the best of my
knowledge he created the resources himself.

The original ``info.txt`` file read

    You can use contents of this pack without asking for my permission, as long as you:
    - use it for M&B games
    - use it for non-commercial purposes
    - give credit
    
    Daedalus / Slawomir of Aaarrghh
    [email protected] 

<!-- LINKS -->

[1]: https://forums.taleworlds.com/index.php/topic,299774.0.html
[2]: https://forums.taleworlds.com/index.php?action=profile;u=17331
[3]: https://forums.taleworlds.com/index.php?action=profile;u=485224
Code:
## Header from original file

from header_common import *
from header_animations import *

amf_priority_jump           = 2
amf_priority_ride           = 2
amf_priority_continue       = 1
amf_priority_attack         = 10
amf_priority_cancel         = 12
amf_priority_defend         = 14
amf_priority_defend_parry   = amf_priority_defend + 1
amf_priority_throw          = amf_priority_defend + 1
amf_priority_blocked        = amf_priority_defend_parry
amf_priority_parried        = amf_priority_defend_parry
amf_priority_kick           = 33
amf_priority_jump_end       = 33
amf_priority_reload         = 60
amf_priority_mount          = 64
amf_priority_equip          = 70
amf_priority_rear           = 74
amf_priority_striked        = 80
amf_priority_fall_from_horse= 81
amf_priority_die            = 95



horse_move = 10000
combat     = 20000
defend     = 35000
blow       = 40000

attack_parried_duration = 0.6
attack_blocked_duration = 0.3
attack_blocked_duration_thrust = attack_blocked_duration + 0.3
attack_parried_duration_thrust = attack_parried_duration + 0.1
defend_parry_duration_1 = 0.6
defend_parry_duration_2 = 0.6
defend_parry_duration_3 = 0.8
ready_durn     = 0.35
defend_duration = 0.75
defend_keep_duration = 2.0
cancel_duration = 0.25

blend_in_defense = arf_blend_in_3
blend_in_ready = arf_blend_in_6
blend_in_release = arf_blend_in_5
blend_in_parry = arf_blend_in_5
blend_in_parried = arf_blend_in_3


blend_in_walk = arf_blend_in_3
blend_in_continue = arf_blend_in_1

#### Animations begin here

animations = [
    ["sitting_drinking_low", acf_enforce_all, amf_priority_die|amf_play,
     [20.0, "dedal_sitting_drinking_low", 0, 311, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
    ["sitting_low", acf_enforce_all, amf_priority_die|amf_keep,
     [18.0, "dedal_sitting_low", 3, 301, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
    ["lute_sitting", acf_enforce_all, amf_priority_die|amf_play,
     [2.05, "dedal_lute_sitting", 3, 7, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
    ["lute_standing", acf_enforce_all, amf_priority_die|amf_play,
     [2.05, "dedal_lute_standing", 3, 7, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
    ["lyre_sitting", acf_enforce_all, amf_priority_die|amf_play,
     [2.05, "dedal_lyre_sitting", 3, 7, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
    ["lyre_standing", acf_enforce_all, amf_priority_die|amf_play,
     [2.05, "dedal_lyre_standing", 3, 7, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
]
Code:
# -*- coding: cp1254 -*-
from header_common import *
from header_dialogs import *
from header_operations import *
from header_parties import *
from header_item_modifiers import *
from header_skills import *
from header_triggers import *
from ID_troops import *
from ID_party_templates import *
from module_constants import *
from ta_util import *


ta_dialogs = [
    ##Tavern commoner's dialog turned off
    [anyone|plyr,"start",[(eq,"$talk_context",tc_tavern_talk),(is_between,"$g_talk_troop",walkers_begin,walkers_end)],
     "This person looks quite busy. I think I shouldn't interrupt...","close_window",[]],

    ##Tavern random musicans dialog turned off
    [anyone|plyr,"start",[(eq,"$talk_context",tc_tavern_talk),(is_between,"$g_talk_troop","trp_musican_male","trp_musicans_end")],
     "This person looks quite busy. I think I shouldn't interrupt...","close_window",[]],
]


def modmerge(var_set):
    diag = var_set['dialogs']
    diag[3:3] = ta_dialogs # Might not be robust against mixing with other mods?
Code:
from header_game_menus import *
from header_parties import *
from header_items import *
from header_mission_templates import *
from header_music import *
from header_terrain_types import *
from module_constants import *

from pprint import pprint
from ta_util import *

game_menus = [] # Needed by modmerger, so... meh.

ta_verbose = False

ta_dedal_tavern_replacer_pattern = [
    (try_begin),
    (party_get_slot, ":tavern_minstrel", "$current_town", slot_center_tavern_minstrel),
    '*',
    (set_visitor, ":cur_entry", ":tavern_minstrel"),
    (val_add, ":cur_entry", 1),
    (try_end)
]

ta_dedal_tavern_replacer = (
    (try_begin),
      (party_get_slot, ":tavern_minstrel", "$current_town", slot_center_tavern_minstrel),
      (assign,":bard",0),#dedal
      (gt, ":tavern_minstrel", 0),
      (assign,":bard",1),#dedal
      (set_visitor, ":cur_entry", ":tavern_minstrel"),
      (val_add, ":cur_entry", 1),
    (else_try),  
      (store_add, ":alternative_town", "$current_town", 9),
      (try_begin),
        (ge, ":alternative_town", towns_end),
        (val_sub, ":alternative_town", 22),
      (try_end),
      (party_get_slot, ":tavern_minstrel", ":alternative_town", slot_center_tavern_minstrel),                           
      (gt, ":tavern_minstrel", 0),
      (assign,":bard",1),#dedal
      (set_visitor, ":cur_entry", ":tavern_minstrel"),
      (val_add, ":cur_entry", 1),
    (try_end)
)

# This pattern should be at the end.
ta_dedal_tavern_extension_pattern = [
      (change_screen_mission), 
    (try_end),
]

ta_dedal_tavern_extension = (
      #dedal begin
      (try_for_range,":entry",32,41),
        (store_random_in_range,":r",0,100),
        (gt,":r",50),#random chance of spawning 
        (try_begin),
          (eq,":bard",0),
          (store_random_in_range,":r",0,15),
          (gt,":r",13),
          (mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
          (store_random_in_range,":r",0,2),
          (try_begin),
            (eq,":r",0),
            (mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lutnia"),
          (else_try),
            (mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lira"),
          (try_end),
          (store_random_in_range,":dna",0,1000),
          (store_random_in_range,":troop","trp_musican_male","trp_musicans_end"),
          (set_visitor,":entry",":troop",":dna"),
          (assign,":bard",1),
        (else_try),
          (store_random_in_range,":town_walker",town_walkers_begin,town_walkers_end),
          (store_random_in_range,":dna",0,1000),
          (mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
          (store_random_in_range,":r",0,10),
          (try_begin),
            (gt,":r",2),
            (mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_kufel"),
          (try_end),
          (set_visitor,":entry",":town_walker",":dna"),
        (try_end),
      (try_end),
      #dedal end
      (change_screen_mission),
    (try_end)
)

def modmerge(var_set):
    '''
    Called by 'modmerger'
    var_set is a ``dict`` of module variables.
    '''
    ## Menu format: 
    ##   idx 4 contains the actions associated with the menu (script?)
    ##   idx 5 contains options to display, if any.
    mgame = var_set['game_menus']
    itown, mtown = ta_get(mgame, 'town')
    options = mtown[5]
    itavern, otavern = ta_get(options, 'town_tavern')
    operations = otavern[3]
    ta_replace_sequence_range(
        operations,
        ta_dedal_tavern_replacer_pattern,
        ta_dedal_tavern_replacer,
        verbose=ta_verbose)
    ta_replace_sequence_range(
        operations,
        ta_dedal_tavern_extension_pattern,
        ta_dedal_tavern_extension,
        verbose=ta_verbose)
Code:
#### HEADER FROM module_items.py

from module_constants import *
from ID_factions import *
from header_items import  *
from header_operations import *
from header_triggers import *

imodbits_none = 0
imodbits_horse_basic = imodbit_swaybacked|imodbit_lame|imodbit_spirited|imodbit_heavy|imodbit_stubborn
imodbits_cloth  = imodbit_tattered | imodbit_ragged | imodbit_sturdy | imodbit_thick | imodbit_hardened
imodbits_armor  = imodbit_rusty | imodbit_battered | imodbit_crude | imodbit_thick | imodbit_reinforced |imodbit_lordly
imodbits_plate  = imodbit_cracked | imodbit_rusty | imodbit_battered | imodbit_crude | imodbit_thick | imodbit_reinforced |imodbit_lordly
imodbits_polearm = imodbit_cracked | imodbit_bent | imodbit_balanced
imodbits_shield  = imodbit_cracked | imodbit_battered |imodbit_thick | imodbit_reinforced
imodbits_sword   = imodbit_rusty | imodbit_chipped | imodbit_balanced |imodbit_tempered
imodbits_sword_high   = imodbit_rusty | imodbit_chipped | imodbit_balanced |imodbit_tempered|imodbit_masterwork
imodbits_axe   = imodbit_rusty | imodbit_chipped | imodbit_heavy
imodbits_mace   = imodbit_rusty | imodbit_chipped | imodbit_heavy
imodbits_pick   = imodbit_rusty | imodbit_chipped | imodbit_balanced | imodbit_heavy
imodbits_bow = imodbit_cracked | imodbit_bent | imodbit_strong |imodbit_masterwork
imodbits_crossbow = imodbit_cracked | imodbit_bent | imodbit_masterwork
imodbits_missile   = imodbit_bent | imodbit_large_bag
imodbits_thrown   = imodbit_bent | imodbit_heavy| imodbit_balanced| imodbit_large_bag
imodbits_thrown_minus_heavy = imodbit_bent | imodbit_balanced| imodbit_large_bag

imodbits_horse_good = imodbit_spirited|imodbit_heavy
imodbits_good   = imodbit_sturdy | imodbit_thick | imodbit_hardened | imodbit_reinforced
imodbits_bad    = imodbit_rusty | imodbit_chipped | imodbit_tattered | imodbit_ragged | imodbit_cracked | imodbit_bent


#### ITEM DECLARATIONS

items = [
    ["dedal_kufel","Kufel",[("dedal_kufelL",0)],	itp_type_hand_armor,0,0,weight(1),0],
    ["dedal_lutnia","Lutnia",[("dedal_lutniaL",0)],	itp_type_hand_armor,0,0,weight(1),0],
    ["dedal_lira","Lira",[("dedal_liraL",0)],		itp_type_hand_armor,0,0,weight(1),0],
]
Code:
from header_common import *
from header_operations import *
from header_mission_templates import *
from header_animations import *
from header_sounds import *
from header_music import *
from header_items import *
from module_constants import *
from pprint import pprint
from ta_util import *


mission_templates = [] # Needed by modmerger

ta_dedal_tavern_animations_triggers = (
  ti_on_agent_spawn,1,0,[
    (eq, "$talk_context", tc_tavern_talk),
    (store_trigger_param_1,":agent"),
    (agent_get_troop_id,":troop",":agent"),
    (try_begin),
      (is_between,":troop","trp_musican_male","trp_musicans_end"),
      (try_begin),
        (agent_has_item_equipped,":agent","itm_dedal_lutnia"),
        (agent_set_stand_animation, ":agent", "anim_lute_sitting"),
        (agent_set_animation, ":agent", "anim_lute_sitting"),
        (agent_play_sound,":agent","snd_dedal_tavern_lute"),
      (else_try),
        (agent_has_item_equipped,":agent","itm_dedal_lira"),
        (agent_set_stand_animation, ":agent", "anim_lyre_sitting"),
        (agent_set_animation, ":agent", "anim_lyre_sitting"),
        (agent_play_sound,":agent","snd_dedal_tavern_lyre"),
      (try_end),
      (store_random_in_range,":r",0,300),
      (agent_set_animation_progress,":agent",":r"),
    (else_try),
      (is_between,":troop",tavern_minstrels_begin,tavern_minstrels_end),
      (try_begin),
        (agent_has_item_equipped,":agent","itm_dedal_lutnia"),
        (agent_set_stand_animation, ":agent", "anim_lute_standing"),
        (agent_set_animation, ":agent", "anim_lute_standing"),
        (agent_play_sound,":agent","snd_dedal_tavern_lute"),
      (else_try),
        (agent_has_item_equipped,":agent","itm_dedal_lira"),
        (agent_set_stand_animation, ":agent", "anim_lyre_standing"),
        (agent_set_animation, ":agent", "anim_lyre_standing"),
        (agent_play_sound,":agent","snd_dedal_tavern_lyre"),
      (try_end),
      (store_random_in_range,":r",0,300),
      (agent_set_animation_progress,":agent",":r"),
    (else_try),
      (is_between,":troop",walkers_begin,walkers_end),
      (try_begin),
        (agent_has_item_equipped,":agent","itm_dedal_kufel"),
        (agent_set_stand_animation, ":agent", "anim_sitting_drinking_low"),
        (agent_set_animation, ":agent", "anim_sitting_drinking_low"),
        (store_random_in_range,":r",0,300),
      (else_try),
        (agent_set_stand_animation, ":agent", "anim_sitting_low"),
        (agent_set_animation, ":agent", "anim_sitting_low"),
        (store_random_in_range,":r",0,300),
      (try_end),
      (agent_set_animation_progress,":agent",":r"),
    (try_end),
  ],[]
)

ta_dedal_sitting_people = [
    (1,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#32
    (2,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#33
    (3,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#34
    (4,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#35
    (5,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#36
    (6,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#37
    (7,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#38
    (8,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#39
    (10,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#40
]


def modmerge(var_set):
    '''
    Used by ``modmerger``
    '''
    mission_templates = var_set['mission_templates']
    itown, ttown = ta_get(mission_templates,'town_default')
    spawnrecords = ttown[4]
    triggers = ttown[5]
    spawnrecords.extend(ta_dedal_sitting_people)
    triggers.insert(0, ta_dedal_tavern_animations_triggers)
Code:
from header_sounds import *

sounds = [
    ("dedal_tavern_lute",	sf_priority_6|sf_vol_5|sf_looping, ["dedal_tavern_lute_1.ogg","dedal_tavern_lute_2.ogg","dedal_tavern_lute_3.ogg"]),
    ("dedal_tavern_lyre",	sf_priority_6|sf_vol_6|sf_looping, ["dedal_tavern_lyre_1.ogg","dedal_tavern_lyre_2.ogg","dedal_tavern_lyre_3.ogg"]),
]
Code:
#### HEADER SUBSET FROM module_troops.py
from header_common import *
from header_items import *
from header_troops import *
from header_skills import *
from ID_factions import *
from ID_items import *
from ID_scenes import *

def wp(x):
  n = 0
  r = 10 + int(x / 10)
  n |= wp_one_handed(x)
  n |= wp_two_handed(x)
  n |= wp_polearm(x)
  n |= wp_archery(x)
  n |= wp_crossbow(x)
  n |= wp_throwing(x)
  return n

def wpe(m,a,c,t):
   n = 0
   n |= wp_one_handed(m)
   n |= wp_two_handed(m)
   n |= wp_polearm(m)
   n |= wp_archery(a)
   n |= wp_crossbow(c)
   n |= wp_throwing(t)
   return n

def wpex(o,w,p,a,c,t):
   n = 0
   n |= wp_one_handed(o)
   n |= wp_two_handed(w)
   n |= wp_polearm(p)
   n |= wp_archery(a)
   n |= wp_crossbow(c)
   n |= wp_throwing(t)
   return n
   
def wp_melee(x):
  n = 0
  r = 10 + int(x / 10)
  n |= wp_one_handed(x + 20)
  n |= wp_two_handed(x)
  n |= wp_polearm(x + 10)
  return n

#Skills
knows_common = knows_riding_1|knows_trade_2|knows_inventory_management_2|knows_prisoner_management_1|knows_leadership_1
knows_common_multiplayer = knows_trade_10|knows_inventory_management_10|knows_prisoner_management_10|knows_leadership_10|knows_spotting_10|knows_pathfinding_10|knows_tracking_10|knows_engineer_10|knows_first_aid_10|knows_surgery_10|knows_wound_treatment_10|knows_tactics_10|knows_trainer_10|knows_looting_10
def_attrib = str_7 | agi_5 | int_4 | cha_4
def_attrib_multiplayer = int_30 | cha_30
knows_lord_1 = knows_riding_3|knows_trade_2|knows_inventory_management_2|knows_tactics_4|knows_prisoner_management_4|knows_leadership_7
knows_warrior_npc = knows_weapon_master_2|knows_ironflesh_1|knows_athletics_1|knows_power_strike_2|knows_riding_2|knows_shield_1|knows_inventory_management_2
knows_merchant_npc = knows_riding_2|knows_trade_3|knows_inventory_management_3 #knows persuasion
knows_tracker_npc = knows_weapon_master_1|knows_athletics_2|knows_spotting_2|knows_pathfinding_2|knows_tracking_2|knows_ironflesh_1|knows_inventory_management_2

lord_attrib = str_20|agi_20|int_20|cha_20|level(38)

knight_attrib_1 = str_15|agi_14|int_8|cha_16|level(22)
knight_attrib_2 = str_16|agi_16|int_10|cha_18|level(26)
knight_attrib_3 = str_18|agi_17|int_12|cha_20|level(30)
knight_attrib_4 = str_19|agi_19|int_13|cha_22|level(35)
knight_attrib_5 = str_20|agi_20|int_15|cha_25|level(41)
knight_skills_1 = knows_riding_3|knows_ironflesh_2|knows_power_strike_3|knows_athletics_1|knows_tactics_2|knows_prisoner_management_1|knows_leadership_3
knight_skills_2 = knows_riding_4|knows_ironflesh_3|knows_power_strike_4|knows_athletics_2|knows_tactics_3|knows_prisoner_management_2|knows_leadership_5
knight_skills_3 = knows_riding_5|knows_ironflesh_4|knows_power_strike_5|knows_athletics_3|knows_tactics_4|knows_prisoner_management_2|knows_leadership_6
knight_skills_4 = knows_riding_6|knows_ironflesh_5|knows_power_strike_6|knows_athletics_4|knows_tactics_5|knows_prisoner_management_3|knows_leadership_7
knight_skills_5 = knows_riding_7|knows_ironflesh_6|knows_power_strike_7|knows_athletics_5|knows_tactics_6|knows_prisoner_management_3|knows_leadership_9

#These face codes are generated by the in-game face generator.
#Enable edit mode and press ctrl+E in face generator screen to obtain face codes.

reserved = 0
no_scene = 0

swadian_face_younger_1 = 0x0000000000000001124000000020000000000000001c00800000000000000000
swadian_face_young_1   = 0x0000000400000001124000000020000000000000001c00800000000000000000
swadian_face_middle_1  = 0x0000000800000001124000000020000000000000001c00800000000000000000
swadian_face_old_1     = 0x0000000d00000001124000000020000000000000001c00800000000000000000
swadian_face_older_1   = 0x0000000fc0000001124000000020000000000000001c00800000000000000000

swadian_face_younger_2 = 0x00000000000062c76ddcdf7feefbffff00000000001efdbc0000000000000000
swadian_face_young_2   = 0x00000003c00062c76ddcdf7feefbffff00000000001efdbc0000000000000000
swadian_face_middle_2  = 0x00000007c00062c76ddcdf7feefbffff00000000001efdbc0000000000000000
swadian_face_old_2     = 0x0000000bc00062c76ddcdf7feefbffff00000000001efdbc0000000000000000
swadian_face_older_2   = 0x0000000fc00062c76ddcdf7feefbffff00000000001efdbc0000000000000000

vaegir_face_younger_1 = 0x0000000000000001124000000020000000000000001c00800000000000000000
vaegir_face_young_1   = 0x0000000400000001124000000020000000000000001c00800000000000000000
vaegir_face_middle_1  = 0x0000000800000001124000000020000000000000001c00800000000000000000
vaegir_face_old_1     = 0x0000000d00000001124000000020000000000000001c00800000000000000000
vaegir_face_older_1   = 0x0000000fc0000001124000000020000000000000001c00800000000000000000

vaegir_face_younger_2 = 0x000000003f00230c4deeffffffffffff00000000001efff90000000000000000
vaegir_face_young_2   = 0x00000003bf00230c4deeffffffffffff00000000001efff90000000000000000
vaegir_face_middle_2  = 0x00000007bf00230c4deeffffffffffff00000000001efff90000000000000000
vaegir_face_old_2     = 0x0000000cbf00230c4deeffffffffffff00000000001efff90000000000000000
vaegir_face_older_2   = 0x0000000ff100230c4deeffffffffffff00000000001efff90000000000000000

khergit_face_younger_1 = 0x0000000009003109207000000000000000000000001c80470000000000000000
khergit_face_young_1   = 0x00000003c9003109207000000000000000000000001c80470000000000000000
khergit_face_middle_1  = 0x00000007c9003109207000000000000000000000001c80470000000000000000
khergit_face_old_1     = 0x0000000b89003109207000000000000000000000001c80470000000000000000
khergit_face_older_1   = 0x0000000fc9003109207000000000000000000000001c80470000000000000000

khergit_face_younger_2 = 0x000000003f0061cd6d7ffbdf9df6ebee00000000001ffb7f0000000000000000
khergit_face_young_2   = 0x00000003bf0061cd6d7ffbdf9df6ebee00000000001ffb7f0000000000000000
khergit_face_middle_2  = 0x000000077f0061cd6d7ffbdf9df6ebee00000000001ffb7f0000000000000000
khergit_face_old_2     = 0x0000000b3f0061cd6d7ffbdf9df6ebee00000000001ffb7f0000000000000000
khergit_face_older_2   = 0x0000000fff0061cd6d7ffbdf9df6ebee00000000001ffb7f0000000000000000

nord_face_younger_1 = 0x0000000000000001124000000020000000000000001c00800000000000000000
nord_face_young_1   = 0x0000000400000001124000000020000000000000001c00800000000000000000
nord_face_middle_1  = 0x0000000800000001124000000020000000000000001c00800000000000000000
nord_face_old_1     = 0x0000000d00000001124000000020000000000000001c00800000000000000000
nord_face_older_1   = 0x0000000fc0000001124000000020000000000000001c00800000000000000000

nord_face_younger_2 = 0x00000000310023084deeffffffffffff00000000001efff90000000000000000
nord_face_young_2   = 0x00000003b10023084deeffffffffffff00000000001efff90000000000000000
nord_face_middle_2  = 0x00000008310023084deeffffffffffff00000000001efff90000000000000000
nord_face_old_2     = 0x0000000c710023084deeffffffffffff00000000001efff90000000000000000
nord_face_older_2   = 0x0000000ff10023084deeffffffffffff00000000001efff90000000000000000

rhodok_face_younger_1 = 0x0000000009002003140000000000000000000000001c80400000000000000000
rhodok_face_young_1   = 0x0000000449002003140000000000000000000000001c80400000000000000000
rhodok_face_middle_1  = 0x0000000849002003140000000000000000000000001c80400000000000000000
rhodok_face_old_1     = 0x0000000cc9002003140000000000000000000000001c80400000000000000000
rhodok_face_older_1   = 0x0000000fc9002003140000000000000000000000001c80400000000000000000

rhodok_face_younger_2 = 0x00000000000062c76ddcdf7feefbffff00000000001efdbc0000000000000000
rhodok_face_young_2   = 0x00000003c00062c76ddcdf7feefbffff00000000001efdbc0000000000000000
rhodok_face_middle_2  = 0x00000007c00062c76ddcdf7feefbffff00000000001efdbc0000000000000000
rhodok_face_old_2     = 0x0000000bc00062c76ddcdf7feefbffff00000000001efdbc0000000000000000
rhodok_face_older_2   = 0x0000000fc00062c76ddcdf7feefbffff00000000001efdbc0000000000000000

man_face_younger_1 = 0x0000000000000001124000000020000000000000001c00800000000000000000
man_face_young_1   = 0x0000000400000001124000000020000000000000001c00800000000000000000
man_face_middle_1  = 0x0000000800000001124000000020000000000000001c00800000000000000000
man_face_old_1     = 0x0000000d00000001124000000020000000000000001c00800000000000000000
man_face_older_1   = 0x0000000fc0000001124000000020000000000000001c00800000000000000000

man_face_younger_2 = 0x000000003f0052064deeffffffffffff00000000001efff90000000000000000
man_face_young_2   = 0x00000003bf0052064deeffffffffffff00000000001efff90000000000000000
man_face_middle_2  = 0x00000007bf0052064deeffffffffffff00000000001efff90000000000000000
man_face_old_2     = 0x0000000bff0052064deeffffffffffff00000000001efff90000000000000000
man_face_older_2   = 0x0000000fff0052064deeffffffffffff00000000001efff90000000000000000

merchant_face_1    = man_face_young_1
merchant_face_2    = man_face_older_2

woman_face_1    = 0x0000000000000001000000000000000000000000001c00000000000000000000
woman_face_2    = 0x00000003bf0030067ff7fbffefff6dff00000000001f6dbf0000000000000000

swadian_woman_face_1 = 0x0000000180102006124925124928924900000000001c92890000000000000000
swadian_woman_face_2 = 0x00000001bf1000061db6d75db6b6dbad00000000001c92890000000000000000

khergit_woman_face_1 = 0x0000000180103006124925124928924900000000001c92890000000000000000
khergit_woman_face_2 = 0x00000001af1030025b6eb6dd6db6dd6d00000000001eedae0000000000000000

refugee_face1 = woman_face_1
refugee_face2 = woman_face_2
girl_face1    = woman_face_1
girl_face2    = woman_face_2

mercenary_face_1 = 0x0000000000000000000000000000000000000000001c00000000000000000000
mercenary_face_2 = 0x0000000cff00730b6db6db6db7fbffff00000000001efffe0000000000000000

vaegir_face1  = vaegir_face_young_1
vaegir_face2  = vaegir_face_older_2

bandit_face1  = man_face_young_1
bandit_face2  = man_face_older_2

undead_face1  = 0x00000000002000000000000000000000
undead_face2  = 0x000000000020010000001fffffffffff

#NAMES:

tf_guarantee_all = tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_gloves|tf_guarantee_helmet|tf_guarantee_horse|tf_guarantee_shield|tf_guarantee_ranged
tf_guarantee_all_wo_ranged = tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_gloves|tf_guarantee_helmet|tf_guarantee_horse|tf_guarantee_shield

#### TAVERN ANIMATIONS MOD TROOPS

troops = [
    ["musican_male","Musican","Musican",tf_guarantee_boots|tf_guarantee_armor,0,0,fac_commoners,[itm_short_tunic,itm_linen_tunic,itm_tabard,itm_woolen_hose,itm_blue_hose],def_attrib|level(4),wp(60),knows_common,man_face_young_1, man_face_old_2],
    ["musican_female","Musican","Musican",tf_female|tf_guarantee_boots|tf_guarantee_armor,0,0,fac_commoners,[itm_blue_dress,itm_dress,itm_woolen_dress,itm_peasant_dress,itm_woolen_hose,itm_blue_hose,itm_wimple_a,itm_wimple_with_veil,itm_female_hood],def_attrib|level(2),wp(40),knows_common,woman_face_1,woman_face_2],
    ["musicans_end","_","_",tf_inactive,0,0,0,[],0,0,0,0],
]
Code:
from pprint import pprint

def ta_pprint(treeish):
    '''
    Pretty-print compact.
    '''
    if isinstance(treeish, tuple):
        a,b = '()'
    elif isinstance(treeish, list):
        a,b = '[]'
    else:
        print repr(treeish)
        return

    def _pr(x,maxlen=50):
        r = repr(x)
        if len(r) > maxlen:
            return r[:maxlen-3] + '...'
        else:
            return r
            

    if len(treeish) == 0:
        print a,b
        return

    if len(treeish) == 1:
        print a, _pr(treeish[0]), b
        return

    if True:
        print a, _pr(treeish[0]), ','
        for item in treeish[1:-1]:
            print ' ', _pr(item), ','
        print ' ', _pr(treeish[-1]), b


def ta_eq(a,b):
    '''
    Compares two items.
    Case-insensitive if possible.
    '''
    try:
        return a.lower() == b.lower()
    except:
        return a == b


def ta_get(tree, id):
    '''
    Return first item in **tree** which equals **ID** as pair
    **(index, item)**.

    If a string, comparison is not case-sensitive.
    '''
    for idx, item in enumerate(tree):
        if (isinstance(item,(list,tuple))
            and len(item) >= 1
            and ta_eq(item[0], id) ):
            return idx, item
    raise KeyError('No item matching', id)
                

def ta_find_sequence(tree,sequence,offset=0):
    '''
    Finds start-index of exact occurrence of SEQUENCE in TREE.
    
    OFFSET items at the beginning are skipped (default 0).
    '''
    sequence = tuple(sequence)
    for idx in range(offset, len(tree)-len(sequence)+1):
        tree_sequence = tuple(tree[idx:idx+len(sequence)])
        if tree_sequence == sequence:
            return idx
    raise KeyError('Sequence not in tree', sequence)

def ta_find_sequence_range(tree,pattern):
    '''
    Returns (CONTENT,STARTINDEX,ENDINDEX) corresponding to PATTERN.

    PATTERN may contain '*' items, which delimit sequences to look
    for, e.g.
    
        ((try_begin),
         (do_stuff),
         '*',
         (something),
         '*',
         (try_end))
    '''
    parts = [[]]
    for item in pattern:
        if item == '*':
            parts.append([])
        else:
            parts[-1].append(item)
    start = ta_find_sequence(tree,parts[0])
    end = start + len(parts[0])
    for part in parts[1:]:
        part_start = ta_find_sequence(tree, part, end)
        end = part_start + len(part)
    content = tree[start:end]
    return content,start,end

def ta_replace_sequence_range(tree,pattern,replacement,verbose=False):
    '''
    Replaces the region found with ``ta_find_sequence_range(TREE,PATTERN)`` with REPLACEMENT.
    '''
    content,start,end = ta_find_sequence_range(tree,pattern)
    tree[start:end]= replacement
    if verbose:
        print('========== ta_replace_sequence_range ==========')
        print('---------- PATTERN ----------')
        pprint(pattern)
        print('---------- BEFORE ----------')
        pprint(content, indent=2)
        print('---------- AFTER ----------')
        pprint(replacement, indent=2)
        print('==========================================')
    


def ta_interact(globals,locals):
    import code
    var_dict = globals
    var_dict.update(locals)
    code.InteractiveConsole(var_dict).ta_interact()
 
Vankod said:
I have the same problem such as Yael.at
I came to the conclusion that the matter lies in the game_menus.py

For me the problem was not having correctly overwritten the SceneObj/*.sco files with those provided by the mod. The python snippets are fine, when correctly merged into the module system.
 
Yael.at, yes, the modular system compiles without errors. But I'm trying to create my own scenes based on these animations, and it seems that in the game_menus code there is a random and superfluous spawn
 
Hello, I'm trying to put this OSP on a Single-Player world where I can try out mods since it's my first time and this caught my eyes.
But every time I confirm the build_module, I get a lot of syntax errors and I don't know where I went wrong.

What can I do to make it work?

https://pastebin.com/9D0BgFMi
 
Master_Anuca said:
What can I do to make it work?

invalid syntax, which means you added the code on the wrong place or forgot something. Only way to help you is if you show us the code. The compiler is indicating that the likely issue is around line 16078 of file module_mission_templates.py.

You can visit the Q&A thread if you need help with coding.

Cheers
 
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