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User Name Group Member Since File Listings Comments
jordan Uploader Oct 26, 2007, 02:20:58 pm 1 12
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1  M&B Item Editor May 04, 2011 24.3 95,976 4.9 / 5.0 142,100 27.6 KB 44
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IP: logged
 Re: M&B Item Editor (v 1.0.0.1)  » posted under M&B Item Editor on Dec 09, 2012, 10:55:26 pm
jordan wrote:
DatrixTSW wrote:
jordan wrote:
DatrixTSW wrote:
jordan wrote:
DatrixTSW,

The error you posted indicates that the program could not parse an integer from the item file you tried to load. Basically, all the attributes are stored as text, but should be readable numbers. In the item file you loaded, where my program expected a numeric value, it found something incorrect. For example, a sword might have a damage value of 50, but if it says 5A in the file, this kind of error would result.

If the item file loads OK in the game still, I'm confused as to what it could be, because I would think the game would have the same problem. Feel free to email your item file, and I can take a look in the debugger to find out what item/attribute is causing the problem.
Jordan,

what is your e-mail then?

Also, I think I found a minor discrepancy in the itemkinds1.txt file for the diplomacy file it seems that 4 items are below the end_item and shouldn't have been there so I fixed it and now they are above the item_end (or end_item). Will this fix it only "time will tell (the creeper)". :lol: . However I highly doubt it would be that easy to fix that and itemeditor work with the file so easily.

Edit: Tried it didn't work... oh well time to find that discrepancy where should I look in the file if I was to look or should I just scan the entire file?

12/7/12
Edit: Or am I talking to a wall now?
If I can recall, my email should show in the 'About' menu option. I'm not home at the moment, so I can't check at present.

I should have done this sooner but I uploaded the itemkinds1.txt file to my angelfire website so here is the link for it:
itemkinds1.txt

12/09/12
Edit: What kind of debugger program do you use to find out errors in the code with Mount and Blade Mods So I might be able to do it too?
The debugger is built into visual studios with which I wrote the code. You wouldn't be able to use it unless you have the source code for the app you want to debug. I'll take a look at your file now.
The error is on the item itm_dplmc_coat_of_plates_red_constable. After the main line, there is a second line starting with " 0". This indicates this item is not faction related. The line after that should be a number indicating if the item has any triggers, but is blank. The next line looks like the trigger line ("0"), so if you delete the blank line, it should work (it worked for me).

Again, change:

itm_dplmc_coat_of_plates_red_constable ...
0

0


To:

itm_dplmc_coat_of_plates_red_constable ...
0
0

IP: logged
 Re: M&B Item Editor (v 1.0.0.1)  » posted under M&B Item Editor on Dec 09, 2012, 09:31:50 pm
DatrixTSW wrote:
jordan wrote:
DatrixTSW wrote:
jordan wrote:
DatrixTSW,

The error you posted indicates that the program could not parse an integer from the item file you tried to load. Basically, all the attributes are stored as text, but should be readable numbers. In the item file you loaded, where my program expected a numeric value, it found something incorrect. For example, a sword might have a damage value of 50, but if it says 5A in the file, this kind of error would result.

If the item file loads OK in the game still, I'm confused as to what it could be, because I would think the game would have the same problem. Feel free to email your item file, and I can take a look in the debugger to find out what item/attribute is causing the problem.
Jordan,

what is your e-mail then?

Also, I think I found a minor discrepancy in the itemkinds1.txt file for the diplomacy file it seems that 4 items are below the end_item and shouldn't have been there so I fixed it and now they are above the item_end (or end_item). Will this fix it only "time will tell (the creeper)". :lol: . However I highly doubt it would be that easy to fix that and itemeditor work with the file so easily.

Edit: Tried it didn't work... oh well time to find that discrepancy where should I look in the file if I was to look or should I just scan the entire file?

12/7/12
Edit: Or am I talking to a wall now?
If I can recall, my email should show in the 'About' menu option. I'm not home at the moment, so I can't check at present.

I should have done this sooner but I uploaded the itemkinds1.txt file to my angelfire website so here is the link for it:
itemkinds1.txt

12/09/12
Edit: What kind of debugger program do you use to find out errors in the code with Mount and Blade Mods So I might be able to do it too?
The debugger is built into visual studios with which I wrote the code. You wouldn't be able to use it unless you have the source code for the app you want to debug. I'll take a look at your file now.
IP: logged
 Re: M&B Item Editor (v 1.0.0.1)  » posted under M&B Item Editor on Dec 07, 2012, 05:12:11 pm
DatrixTSW wrote:
jordan wrote:
DatrixTSW,

The error you posted indicates that the program could not parse an integer from the item file you tried to load. Basically, all the attributes are stored as text, but should be readable numbers. In the item file you loaded, where my program expected a numeric value, it found something incorrect. For example, a sword might have a damage value of 50, but if it says 5A in the file, this kind of error would result.

If the item file loads OK in the game still, I'm confused as to what it could be, because I would think the game would have the same problem. Feel free to email your item file, and I can take a look in the debugger to find out what item/attribute is causing the problem.
Jordan,

what is your e-mail then?

Also, I think I found a minor discrepancy in the itemkinds1.txt file for the diplomacy file it seems that 4 items are below the end_item and shouldn't have been there so I fixed it and now they are above the item_end (or end_item). Will this fix it only "time will tell (the creeper)". :lol: . However I highly doubt it would be that easy to fix that and itemeditor work with the file so easily.

Edit: Tried it didn't work... oh well time to find that discrepancy where should I look in the file if I was to look or should I just scan the entire file?

12/7/12
Edit: Or am I talking to a wall now?
If I can recall, my email should show in the 'About' menu option. I'm not home at the moment, so I can't check at present.
IP: logged
 M&B Item Editor (v 1.0.0.1)  » posted under M&B Item Editor on Dec 04, 2012, 10:09:10 pm
DatrixTSW,

The error you posted indicates that the program could not parse an integer from the item file you tried to load. Basically, all the attributes are stored as text, but should be readable numbers. In the item file you loaded, where my program expected a numeric value, it found something incorrect. For example, a sword might have a damage value of 50, but if it says 5A in the file, this kind of error would result.

If the item file loads OK in the game still, I'm confused as to what it could be, because I would think the game would have the same problem. Feel free to email your item file, and I can take a look in the debugger to find out what item/attribute is causing the problem.
IP: logged
 Re: M&B Item Editor  » posted under M&B Item Editor on Jan 20, 2009, 10:39:49 pm
Go ahead.
IP: logged
 Re: M&B Item Editor  » posted under M&B Item Editor on May 06, 2008, 10:54:27 am
Google .NET framework and download it from Microsoft's site.
IP: logged
 Re: M&B Item Editor  » posted under M&B Item Editor on May 01, 2008, 03:48:01 pm
I haven't tried it yet...I'll take a look soon.
IP: logged
 Re: M&B Item Editor  » posted under M&B Item Editor on Apr 05, 2008, 02:12:15 pm
What operating system are you using? Do you have .NET framework installed?
IP: logged
 Re: M&B Item Editor  » posted under M&B Item Editor on Dec 17, 2007, 09:24:07 am
Mitch95, I've checked and this still works with version .900 - .903 except for item triggers. If you don't care about the flintlock or torch (the only 2 items with triggers, and they don't show in the game normally anyways) you can use this version to edit.

If you want to retain the triggers for those two items, you can still use my editor. Just make a copy of item_kinds1.txt first, make your changes, and then cut and paste the trigger lines from the copy back under the flintlock and torch.
IP: logged
 Re: M&B Item Editor  » posted under M&B Item Editor on Dec 17, 2007, 09:20:04 am
Accuracy is in the foot armor field. If left at 0, it defaults to 99. That is why it doesn't look like there is accuracy stored for bows, because they are all 99 by default. I am working on a new version that labels the field appropriately when viewing ranged weapons.
IP: logged
 Re: M&B Item Editor  » posted under M&B Item Editor on Nov 22, 2007, 11:53:55 pm
Oops, it appears the ranged weapon accuracy is not stored in the foot armor field. In fact, I don't see it anywhere. I'm not sure it is an editable attribute, using this file anyways.
IP: logged
 Re: M&B Item Editor  » posted under M&B Item Editor on Nov 21, 2007, 11:27:35 am
Quote:
Looks really good, but how do some more detailed instructions would be great. For example, how would I go about adding pistols and muskets to the game and having them sold by merchants?
Sorry, but I don't know much about inserting items in terms of what you need to do aside from the item_kinds1.txt. Check the M&B forums for details of adding models, etc.

Also, marking an item as itp_merchandise should allow them to be sold by merchants.
Quote:
Also, how do you go about editing the accuracy of ranged weapons? Also, I'm assuming that the game determines range as a function of missile speed and accuracy?
It looks like the accuracy is stored in the item's 'foot armor' field. I will look to update the label for ranged weapons.

Range is most affected by 'missile speed' I believe.
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