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#11
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It's recommended to remove all mods that are not compatible with KBMaster (or to remake them so they'll be compatible with KBM) if you want to install KBMaster-compatible ones.
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#12
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2.) changing .lng files has not play-impact on the game, you can even use the mods/play the game without them... you will just get the CODE instead of explanation text... but as long you know what it does... ![]() 3.) I removed interface MOD - as it is part of KB Master MOD (at least so I believe) but I kept camera mod - and it worked (I am not using armywalk mod at all) But here is totally bulletproof double-check anyone can do anytime: open all mods and write down / or remember / or screenshot the files it contains (even in sub-folders) if you see the same file is in more MOD's - this could be and probably is a problem... if none of the MOD's contains a file from another, means that each MOD has unique file system in it. you are FINE. (in praxis this means that you may have 20 mods, but in these mods is only one "wifes.txt" file... should you have 2 of this file - you better remove on of these two mods 4.) I have tried KB Master in 165 (not in 164) and it worked fine (but I have not played for long... next day I upgradet to 1.7) -> but there is real chance that it may cause problems, as the patches change many of the files that the MOD is based on
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WOK pan? You sure mean WOG... Equilibrium? You sure mean Equlibris... |
#13
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So...I'll clear the situation
![]() KBMaster is a mod for modders. It allows to make replaces or to sdd lines to core .lua files. So if one mod uses arena.lua and another one does the same they were not compatible with each other. Now this problem is solved by KBM (thanks to NyRe, tav and others). But the mods need to be designed specially for KBM to work together. If someone needs to know how does it work..I'll describe ![]() P.S. It also contains interface mod (eng_translation is comming this night ![]() |
#14
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iv got trouble updating to v 1.7...after i use the patch it will prompt a msg box saying unknown error..iv already removed the previous mods iv done...my ver is 1.6b7..what seems to be the problem?
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#15
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fyi I converted the army-shop mod to be non-KBMaster so I could use it with my other mods along with the english interface mod (none of which use the same files as the army-shop mod). If anyone wants it, I'll upload it to this thread unless Lestas' objects.
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#16
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lol
English interface mod is included in KBMaster (it'll be uploaded here this night). So there's no need to download uncompatible mods ![]() |
#17
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#18
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bman can you post a link to your work? if possible..it would be much appreciated..tnx
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#19
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Is there any mod that allow enemies to respawn? Thank you
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#20
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Hi all,
I have refactored the Army Shop mod in a way that it does not require the KBMaster framework anymore. Be sure to check the readme (included); there is a trade-off to getting rid of the KBMaster framework(!): Code:
Army Shop Mod u5 ================ A "mobile" shop. It allows you to hire unit into the existing army slots, up to their maximum count - however, you have to pay double price for the new recruits. It is based on the mod_17_Master_103_army_shop.kfs, however this has been re-factored not to require the KBMaster (compatibility mod). The trade-off by using this one instead of the KBMaster version is this: since some files have been directly modified, there may be conflict(s) with other mods. These files are: - items.txt - itextures.dat - logic_hero.lua Credits are due to SayNt for the original mod. Known issues ============ Issue #1. Symptom: Sometimes the dialog options to purchase units do not show up properly. Problem: It appears this happens when you increase your leadership (by picking the appropriate skill) and do not close the hero dialog before talking with the army camp merchant. I seems that it is not possible to fix this without modifying other scripts - I decided to leave it alone instead. Solution: Leave the dialog and open it again. Updates ======= u0 - Improved the text in the dialog. u1 - Earlier, if you did not have enough gold, you could not buy recruits at all. I implemented a check vs. the amount of gold you have - so you can still buy the amount of units you can afford. u2 - Fixed a bug: now the "Use" option of the item is disabled properly (you must talk with the merchant before you can use it). Updated text on all dialogs (and, consequently the Russian language files have been completely removed). Re-factored the scripts a bit again and added additional checks. u3 - Fixed a bug: now the proper dialog options will be shown right away. u4 - Several changes: - The amount of available gold is now shown in the dialog. - It is no longer necessary to use the item anymore; the units are purchased right away as you make your choice. - It is no longer necessary to open the dialog over and over again - after purchase, you are taken right back where you were. - Merged the two script files into one. - Refactored repeated code sections into re-usable functions. - Moved code that is commonly usable (by other mods) into a separate script file (new_scripts.lua) u5 - Very minor refactor again. Usage ===== 1. Start a new game or load an existing game. 2. Wait for a short while (10 secs or so), and the army shop item will be added to your inventory. 3. Right-click on the item and select "talk". This allows you to review the offers and make a selection. 4. Once you make a selection, the appropriate amount of recruits will be added and the gold will be taken from you. 5. Enjoy not having to rush back to certain places periodically (vs. paying double price). Installation ============ Put the mod_17_army_shop_refactor.kfs file in the <King's Bounty>\DATA\MODS directory (if the directory does not exist, you need to create it). Uninstallation ============== Delete the file(s) you added during the installation. 16th of January, 2009 Csimbi This is for the 1.7 English version. *** Edit2 Updated the package. See note about "u1". *** Edit3 Updated the package yet again. See note about "u2". *** Edit4 Updated the package yet again. See note about "u3". *** Edit5 Updated the package yet again. See note about "u4". *** Edit6 Updated the package yet again. See note about "u5". Last edited by Csimbi; 01-16-2009 at 11:46 AM. |
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