IDrownFish of the Seven Seas wrote:
someproteinguy wrote:
Also, ever since I learned the module system for Mount and Blade was written in python I've been having the urge to make my own mod. We'll see how long this lasts, but they made changing the game so ridiculously easy it has the potential to keep me occupied for a while.
That's pretty cool. I've never tried modding, but that makes me want to.
Well, it would, if Python made sense. That **** confusing.
The files are actually pretty straight forward, I bet you could figure out half of it without even playing the game. Here's the data for one of the bandit units:
Quote:
["steppe_bandit","Steppe Bandit","Steppe Bandits",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_horse|tf_guarantee_ranged|tf_mounted,0,0,fac_outlaws,
[itm_arrows,itm_sword_khergit_1,itm_winged_mace,itm_spear, itm_light_lance,itm_nomad_bow,itm_nomad_bow,itm_short_bow,itm_jarid,itm_leather_steppe_cap_a,itm_leather_steppe_cap_b,itm_nomad_cap,itm_nomad_cap_b,itm_khergit_armor,itm_steppe_armor,itm_leather_vest,itm_hide_boots,itm_nomad_boots,itm_leather_covered_round_shield,itm_leather_covered_round_shield,itm_saddle_horse,itm_steppe_horse,itm_steppe_horse],
def_attrib|level(12),wp(100),knows_riding_4|knows_horse_archery_3|knows_power_draw_3,khergit_face_young_1, khergit_face_old_2],
Making it even better, when you run the script that compiles the mod it ends up storing most of the data for the game in text files. In fact the very first tweak I made was going in and adjusting some of the items. If you wanted to change the armor rating on a piece of gear you merely open up the text files and delete the "35" and replace it with "50" and it's reflected in the game next time you launch.
Obviously some things are more complicated, but even adding things like new items and npcs is something that anyone with a little coding experience could do without breaking a sweat.
Edited, Sep 24th 2014 11:58am by someproteinguy
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