I might be able to help, but you would need to give far more information for the purposes of debugging.
I might be able to help, but you would need to give far more information for the purposes of debugging.
Does this mod modify terrain generation in any way?
Find this in the cstm_scripts.py file:
# Set the allocated equipment funds for each troop level
for i in xrange(64):
inventory_value = round(240 * math.exp(i*0.13) - 225, -1)
new_start_operations.append((troop_set_slot, "trp_cstm_inventory_values", i, inventory_value))
#print "Setting inventory value for level %d to %d" % (i, inventory_value)
Modify 'inventory_value' to your heart's content.
Source file restructuring to make it easier to find what may need to be changed when merging into another mod
:)
Are you using Morgh's to edit the item_kinds1.txt file or the module_items.py file?
From experience adding a new item successfully through itemkinds1.txt allows it to appear in merchant shops as merchandise but not in the cheat menu. I'm not sure why, but I'm guessing lists such as the one used for cheatmenu are decided when compiled rather than dynamically afterwards.
I am just guessing, but I believe this mod creates a list defined in cstm_ordered_items, which then has trouble identifying any new items added via itemkinds1.txt.
If you are using Morgh's to edit module_items also check that the item has a value greater than 0.
Confirm it's the correct directory -> it should be something like
C:\SteamLibrary\steamapps\common\MountBlade Warband\Modules
And confirm your warband version is 1.161 or higher.
Yes, it means Diplomacy is holistically included. There is no indication the mod will or will not appear on steam workshop.
Cool, it threw me off a bit as I wasn't expecting changes within the module_xxx files, but it's a lovely little addition.
Is the yell_on_charge in mission_templates something you implemented or part of a diplomacy update?
My bad, I thought that video was still relevant to 2.1. Maybe an FAQ with the next version might water down a lot of the merging questions.
The one-handed variants are sold but the two-handed are not so that may be what you are remembering.
Line 90 of cstm_scripts provided in the module source. I would use Notepad++ to edit the module files.
The sarranid axes are missing because they do not have a merchandise flag in the module code. As for the polearm voulge, I'm only guessing, but might be because 'voulge' is defined twice in module_items.
You can edit the amount of money available by editing the expression that defines how much is available at line 90 of cstm_scripts.
round(240 * math.exp(i*0.13) - 225, -1)
You could use something like:
round(280 * math.exp(i*0.14) - 300, -1)
Which should increase the funds of tier 5 troops by about 50% whilst still keeping lower unit funds reasonably low.
Quote the author above: "A Clash of Kings won't be possible unfortunately because the developer of that mod doesn't want to release their source code. It can definitely be integrated into mods that do have source available though."
If I'm getting naked troops in party screen using 2.1, on both the provided module and also a module compiled from the provided source, is there any way I can troubleshoot or identify the problem?
Hi there,
I am experiencing the issue of custom troops appearing naked in party screen after loading a saved game, even using the latest version 2.1. Either pressing 'Talk' in party screen or going into a battle with afflicted troop seems to refresh their image/presentations.
Furthermore sometimes a troop doesn't seem to save at all, I cannot say for certain why, but it seems to have something to do with how much I change the troop between finalisations; in a word the more I change a troop between tiers, the more it seems willing to save.
Any help would be appreciated as to why this might be happening.
EDIT: Using version 1.172
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