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This is the second part of my modding tutorial. In this part, I will give specific instructions on how to add items, faces, hairs and how to replace any Native resource you find unsuitable for your mod.
So, first of all, you will need to find an OSP relevant to your needs. There are many places that are "warehouses" for free resources. I will list some of the with their links:
-Taleworlds Forums: Forums.taleworlds.com
-MbRepository(a bit outdated, but I still find it extremely useful) : Mbrepository.com
-The Nexus: Nexusmods.com
There are there different pages for Vanilla M&B, Warband and With Fire and Sword.
Also, if you know russian(or you can manage with Google translation), there is the RusMnB site which has the work of some very talented poeple: Rusmnb.ru
Okay, now you have an Item pack, let's see its contents. Most -if not all- OSPs come with 2 folders. Resource and Textures. So, let's put them in-game. You will need two tools(porgrams for that). OpenBRF and an Item Editor(I use Morgh's M&B Editor and that's what I will use in the tutorial. These are both free and available in the sites I mentioned earlier. OpenBRF enables you to see the .grf files(the 3d model) and the Editor let's you put any item you want in the game.
Step by Step guide for item Implementation:
1)Copy the contents of the Resource Folder into the Resource folder of your module(MyMod).
2)Copy the contents of the Textures Folder into the Textures folder of your Module(they are a bunch of .dds files).
3)Open your module.ini and close to the end of the file(I put it after load_mod_resource = town_houses_e ) add this line load_mod resource = ...After the equalizer(leaving a space!) you will write the name of the .brf file you copied inside the Resource folder. EXAMPLE: You downloaded some swords, and the .brf file is named crusaderswords.brf. You add this line "load_mod_resource = crusaderswords(the .brf is the file suffix and will not be written, of course).
4)Now, the items resources can be read, but the items themselves are not into the game yet. To do that, open your Editor and find a relevant item to use a template. Click Add Item and in your upper right, you will see a box where the item mesh goes. Open the .brf resource and select the model of the desired item(a sword, for instance). The right click-rename(or F2, the Rename keyboard shortcut) and copy the name of the mesh. And the copy it to the box I mentioned and click Update mesh. Now, you need to write the itm_ name the Name of the item and in the box where it says plural, you write the same thing, not Swords, but Sword, for example. Then, you can edit the item's price, weight, damage, speed, armor value etc. Also, you can change its flags(abilities) if you want, to make it sound wooden or metallic, change scabbard position etc. Also, don't forget that if you have a sword, the have two meshes, one for the blade on for the scabbard, so make it accordingly.
5)Click Add Item and then Save Changes(create back-ups first!) and you are done.
Now, when you are making a mod, it is understandable that you will not need every Native Item and in fact, most of the times you won't need anything but the horses, Trade Goods and things like that. So, instead of adding a tone of items along with the native ones, here's what you can do: Edit the Native items. Let's show that by an example: You are making a mod about Rome and you plan to make the Nordic Native faction into Roman Empire. Nords use Nordic Helmets, Byrnies(and others) and Nordic swords. So, do that: Instead of making new items, find these, for example Nordic Sword and then replace the mesh with a Gladius Model you have. Of course, editing its properties is necessary(the damage and the length, for example). Click Update item and Save changes. From now on, all the units who use the Nordic sword will have a gladius! That way, you will greatly speed your work, as you will have all your nordic units use your desired items, from the beginning.
ATTENTION!!! Don not edit Heraldic Items OR use them as templates for non-Heraldic items. If you do, all sorts of texture problems will ensue. That goes for the Heraldic Mail Armors and all the shields. To use a shield as a template, always use the wooden, nordic, steel or Norman Kite shields!
So, that's about all things related to items. Now, how to implement new hair:
1)As you did for the items, you copy the Textures in the Textures folder(if they come with new textures) and the resouce in the respective folder.
2)Add the line in the module.ini, using after the equaliser the name of the .brf(e.g. load_mod_resource = amazinghairsYO).
3) Now, open the .brf, and click rename and copy the name of the hair you will use.
4)Open the skins.txt file(where all things related to face, hair and beard lie) and find the place where are the hair. ATTENTION!!! There is a different place for male and female hair! The male are close to the start of the file(you will see some line named man_hair 1, man_hair_t etc.). Go to the end of that line, leave 2 spaces from the last hair and paste the hair mesh's name you copied. VERY IMPORTANT: Don't forget to add as many hairs you added to the number thaat exists before the hairs. For men I think it's 20, so if you added 3 more hair, replace the 20 with 23. For female it's 7 and you just need to find the woman_hair entries(close to the bottom of the file). Easy as that!
The same proccess can be done for beards! As for new faces, all the face packs that exist, come with installation instructions, so your covered, as well.
Finally, OSPs are free and as the name suggests, Open for usage, but please, give credits to the original maker of the OSP. It is appreciated!
For any questions, clarifications or anything else, leave a comment and ask me or contact me, I always answer!
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