Hi, I'm still kind of new to the modding of mount & blade WB. I see the comment further down that explains how to add the items to prophesy of pendor, but I don't see the "Item_kinds1" from spak. Am I missing something?
EDIT: nevermind I got it. There is probably a betten and easir way, but here is exactly what I did: (Before you start, back up your PoP folder in case you mess up) First download and extract OSP Spak_Items. In the PoP module's folder open "item_kinds1.txt". Then in the Spak folder go to resources. I had to do each "item_kinds_--.txt" file one at a time-- for example: Open "item_kinds_armor.txt", then starting at first item line (" itm_2full_plate_armor Plate_Armor") copy and paste everything into the bottom of "item_kinds1.txt", making sure the spacing between the paste and the item above is correct (i.e. one line between). Go through and copy and paste all the "item_kinds_--.txt" text/item lines into "item_kinds1.txt", except "item_kinds_bows_arrows.txt", it was giving me an error for too many arrow variations, so I might try to fix that later. If you don't want to add all of the "item_kinds_--" (e.g. just the armor and weapons) just add which every kinds you want. If you don't use all the item kinds minus bows/arrows, here are the number of items from each kinds file: item_kinds_armor=58, item_kinds_mounts=32, item_kinds_shields=39, item_kinds_weapons=17. Go to the top of PoP's "item_kinds1.txt", add the number of items added to the 1540--Without the bow/arrows, I changed the number at the top from 1540 to 1686. Save and exit PoP's "item_kinds1.txt".
From Spak's resource folder, add all the .brf files into the PoP resource folder except for "spak_bows_arrows.brf" and the "town and village houses replacer" folder--I will try to get them to work later.
For the textures, I had to make a copy of Spak's Textures folder (just in case I screw up), search "bow" and delete all the textures for bows--again, I will try to get them to work later. Add all the textures from Spak's now-bow-less Textures folder to PoP's textures folder and accept any overwrites when prompted.
In the main PoP folder, open "module.ini", go to the bottom of the file, add a blank line under the last line (for me it was "load_mod_resource = ACOK_carpets"). If you followed wha I did and didn't include the bows/arrows item_kinds and you added all the textures minus bows, then copy and paste this after the blank line: load_mod_resource = asmoday_tower load_mod_resource = skeleton_helmets load_mod_resource = skeletons_bandits load_mod_resource = spak_armor load_mod_resource = spak_house load_mod_resource = spak_mounts load_mod_resource = spak_objects load_mod_resource = spak_shields load_mod_resource = spak_trees load_mod_resource = spak_weapons load_mod_resource = watermill
This is basically adding all the .brf file names from Spak's resources to "module.ini". Save and exit. It's still early but I haven't had any errors. If anyone knows an easier/better way of adding spak's osp to PoP, please let me know as all the old instructions and guides I found online are outdated.
This pack is excellent I thank you for the effort and time you put into it. Question has anyone got the modsys entries for these, I have entered them all in my module items py and they work fine but most of the produced itemkind text files numbers do not match the itemkind provided by the mod.
The new update is awesome! Thank You for your work,the models are really great :D Also,would You happen to have the skins.txt with those skeletons models? Im trying to get their heads to work but when i load their head as skltface_a its colour changes to white :/
Hi! Link to skins.txt: https://www.dropbox.com/s/teclryjgbtc68jr/skins.txt?dl=0 The names of the models are different: skeleton_head = sklt_head skeleton_bandit_body = sklt_body skeleton_calf_l = sklt_calf_l skeleton_ = sklt_ Dargor. The man who made them alive https://forums.taleworlds.com/index.php?action=profile;u=68128 http://rusmnb.ru/index.php?action=profile;u=1507
All you need to do, since he included an item_kinds1.txt, is post your the resource and texture files into PoP's module folder, then add the line "load_mod_resource = spak_meshes" into your module.ini and add the items from his item_kinds1.txt to PoP's item_kinds1.txt.
The thing about his item_kinds1.txt is that he just posted his ENTIRE item_kinds1.txt into there, so you need to find up to where it says I believe "Sarranid Charger", because that's the last item on the native items. After you find that, delete that and everything above it and add everything from "Great_helm_new" to the end into PoP's item_kinds1.txt. You will also then need to update the item count at the top of PoP, and I think when everything is accounted for, this mod adds 103(?) items into the game. Don't quote me on that though. I'm not sure if he set the abundance of all the items to 100, so depending on that every shop you come across may or may not be flooded with the new items In this case, I suggest getting Morgh's editor so you can change the values, or you can directly change the values in the item_kinds1.txt but that takes significantly more effort.
Sorry if this is a bit confusing, I tried to make it as simple as possible.
To add to what apk222 said, the last item in native item_kinds1.txt is "itm_warhorse_steppe Steppe_Charger". If you open that file in this item pack and look for that line, without the quotes, then every item listed underneath it should be new. Everything UP TO that line is identical to the items in the native file.
Hi! Man, thank you for doing such an intersting stuff, very climatic. I am going to use it for my vampire order in mod I am creating: http://www.moddb.com/mods/paradigm-worlds I Will give all needed credits of course. Thank again! Great Equipment!
I just looked at brf - first - it is not my thing, but - maybe you should give some info that here are many more items than just on pictures!
I thought you did few armours and you've created items for a whole new faction! Absolutely great! I love the Necronomicon book. Amazing!
Man, were you able to add all the armor and find them in the game? Why all the equipamenos appear, but the four blacks of the first photo do not. Can you help me? If my English is so bad, sorry, I had to use the translator kkk
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where these skeletons at doe
EDIT: nevermind I got it. There is probably a betten and easir way, but here is exactly what I did:
(Before you start, back up your PoP folder in case you mess up) First download and extract OSP Spak_Items. In the PoP module's folder open "item_kinds1.txt". Then in the Spak folder go to resources. I had to do each "item_kinds_--.txt" file one at a time-- for example: Open "item_kinds_armor.txt", then starting at first item line (" itm_2full_plate_armor Plate_Armor") copy and paste everything into the bottom of "item_kinds1.txt", making sure the spacing between the paste and the item above is correct (i.e. one line between). Go through and copy and paste all the "item_kinds_--.txt" text/item lines into "item_kinds1.txt", except "item_kinds_bows_arrows.txt", it was giving me an error for too many arrow variations, so I might try to fix that later. If you don't want to add all of the "item_kinds_--" (e.g. just the armor and weapons) just add which every kinds you want. If you don't use all the item kinds minus bows/arrows, here are the number of items from each kinds file: item_kinds_armor=58, item_kinds_mounts=32, item_kinds_shields=39, item_kinds_weapons=17. Go to the top of PoP's "item_kinds1.txt", add the number of items added to the 1540--Without the bow/arrows, I changed the number at the top from 1540 to 1686. Save and exit PoP's "item_kinds1.txt".
From Spak's resource folder, add all the .brf files into the PoP resource folder except for "spak_bows_arrows.brf" and the "town and village houses replacer" folder--I will try to get them to work later.
For the textures, I had to make a copy of Spak's Textures folder (just in case I screw up), search "bow" and delete all the textures for bows--again, I will try to get them to work later. Add all the textures from Spak's now-bow-less Textures folder to PoP's textures folder and accept any overwrites when prompted.
In the main PoP folder, open "module.ini", go to the bottom of the file, add a blank line under the last line (for me it was "load_mod_resource = ACOK_carpets"). If you followed wha I did and didn't include the bows/arrows item_kinds and you added all the textures minus bows, then copy and paste this after the blank line:
load_mod_resource = asmoday_tower
load_mod_resource = skeleton_helmets
load_mod_resource = skeletons_bandits
load_mod_resource = spak_armor
load_mod_resource = spak_house
load_mod_resource = spak_mounts
load_mod_resource = spak_objects
load_mod_resource = spak_shields
load_mod_resource = spak_trees
load_mod_resource = spak_weapons
load_mod_resource = watermill
This is basically adding all the .brf file names from Spak's resources to "module.ini". Save and exit. It's still early but I haven't had any errors. If anyone knows an easier/better way of adding spak's osp to PoP, please let me know as all the old instructions and guides I found online are outdated.
Question has anyone got the modsys entries for these, I have entered them all in my module items py and they work fine but most of the produced itemkind text files numbers do not match the itemkind provided by the mod.
Also,would You happen to have the skins.txt with those skeletons models? Im trying to get their heads to work but when i load their head as skltface_a
its colour changes to white :/
https://www.dropbox.com/s/teclryjgbtc68jr/skins.txt?dl=0
The names of the models are different:
skeleton_head = sklt_head
skeleton_bandit_body = sklt_body
skeleton_calf_l = sklt_calf_l
skeleton_ = sklt_
Dargor. The man who made them alive
https://forums.taleworlds.com/index.php?action=profile;u=68128
http://rusmnb.ru/index.php?action=profile;u=1507
ERROR: get_object failed for texture: HookSword_spak
The thing about his item_kinds1.txt is that he just posted his ENTIRE item_kinds1.txt into there, so you need to find up to where it says I believe "Sarranid Charger", because that's the last item on the native items. After you find that, delete that and everything above it and add everything from "Great_helm_new" to the end into PoP's item_kinds1.txt. You will also then need to update the item count at the top of PoP, and I think when everything is accounted for, this mod adds 103(?) items into the game. Don't quote me on that though. I'm not sure if he set the abundance of all the items to 100, so depending on that every shop you come across may or may not be flooded with the new items In this case, I suggest getting Morgh's editor so you can change the values, or you can directly change the values in the item_kinds1.txt but that takes significantly more effort.
Sorry if this is a bit confusing, I tried to make it as simple as possible.
I am going to use it for my vampire order in mod I am creating: http://www.moddb.com/mods/paradigm-worlds
I Will give all needed credits of course. Thank again! Great Equipment!
I just looked at brf - first - it is not my thing, but - maybe you should give some info that here are many more items than just on pictures!
I thought you did few armours and you've created items for a whole new faction! Absolutely great! I love the Necronomicon book. Amazing!
If my English is so bad, sorry, I had to use the translator kkk