Mount And Blade Morghs Editor

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I. BEFORE DOING ANYTHING…

BASE RULES

Morgh's Mount & Blade WB/WFAS Editor Supports: Mount & Blade: Warband v1.113 up to v1.143 / Mount & Blade: With Fire & Sword v1.138 up to v1.143. Morghs 에디터 사용 방법. MorghsMBWB-WFASEditor 를 실행합니다. Configuration 에 Change module settings 을 클릭합니다. Text compiled files configuration 에 Browse 를 클릭합니다. Module 폴더가 있는 설치 경로를 설정해줍니다. ( 워밴드 또는 모드 ) Save configuration.

  1. Welcome to Morgh's Mount & Blade WB/WFAS Editor - official thread!Current version is v1.50This tool supports powerful editing of TXT compiled files AND.
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1. Always start a new game after you changed things. Don’t use saved games (or you have to play your saved game for a long time, until things change!)

2. NEVER change the existing structure of a module, because this is indexed. You can change values, but never delete existing troops, items, parties,… which are part of the module your are modifying!

3. I repeat what “SirGrom”, a forum user said, because he is absolutely right:

“However it is a fairly powerful tool, and a simple mistake when creating the new unit could cause a lot of problems, so I would make sure that everything is as you want it to be. If nothing else, start slow and work your way forward. Make one new unit, and don’t change anything about it, simply a copy of whatever template you use, like simply editing the name. Then see if that works, and if it does, continue to edit it to see if you can find the exact problem.”

4. Use the editor for adding troops, items and else. Only use a text editor if you know what you do!


II. FIRST STEPS

1. Make a backup of your module you want to modify

2. Unpack the editor to a directory of your choice, then start the editor

3. Setup the module paths.

3.1. New users should use “TXT compiled files” only! – Set the module path (where the module.ini is).

Mount And Blade Warband Morgh's Editor Tutorial

3.2. Experienced users can use Python or both systems. Set (also) the Module System path.


III. THE PYTHON EDITORS

This guide only helps at the text based editors!

The Python editors are for users who know what the Taleworlds module system is and who know what Python is!

I think, for those people it is not necessary to explain how my pyhton editor’s works.
The only thing to know is the update button. Always hit it, if you change data. And, hit it before you select another data record from the list!


IV. THE TEXT EDITORS

1. GENERAL

Every time you change things on existing factions, items, troops and party templates you must hit the UPDATE button!

This will store changes from the input mask to the variables in the memory. Without that, your changes will be lost if you select a new entry from the list and even if you save your data!

Save your work often! The save function can also generate backups of you original data.

If you switch to another editor you will be prompted to save your work, if you changed things.

Blade


2. TROOP EDITOR

Here you can add/change troop data. One of the most interesting parts of the game.

ADDING TROOPS

1. Start the troop editor in the main menu.

2. Select a troop as template for a new troop. If you want an archer, use a vaegir archer (no.52) for example.

3. Hit “Add” button at the top right of the form

4. Edit troop data:

First set troop ID (should be unique!), name and plural name. Then you can set an upgrade path (if the unit levels up it can be upgraded to the selected troop). After that, you can set the faction of the troop (Neutral, bandits, kingdoms, and else).

Set the stat values INT, STR, AGI, CHA – they should be 3,6,9,12,15,18,21,… and not values like 5,7,11,13,14,17,… Each skill point requires three points set to its base stat. Ironflesh 5 requires strength 15 – for example. If you set crossbows to 150 also set weapon master to 3 (which requires agi 9).

You see all these value dependencies at the character screen IN THE GAME! A lot of values will be overwritten by ingame scripts. These are random values, so don’t wonder if the values are different to yours…

Add items to the troop’s inventory. Every item in the troop’s inventory will be used randomly. This is necessary if you don’t want 100 clone warriors in your army.

Set the flags. If you want a mounted unit, then set the mounted flag for example.

The face code is generated in the game (character screen). Set your M&B configuration to “Edit Mode” in the advanced options (the configuration BEFORE the game is started!!!) – then press CTRL+E while generating the troops face. This will display the face code.

The best way is always to use the best template for your new unit.

5. Before doing anything else… hit the add troop button in the top right of the form. Without that, data is lost, even if you save your work. If you want to abort adding a troop, just select a new one from the list.

6. Set the way you want to integrate your unit.

6.1. The easiest way are the upgrade paths. So use the upgrade path from a unit, which is already in the game. My favourite example is the “trp_swadian_recruit” (no.35) – because this is the first used standard soldier in the list. Use his upgrade paths for example to link to your “trp_juck_norris” :) – you have created at the end of the list. The Swadian recruit will be “Juck Norris” when he levels up. Remember this is an example, not more.

6.2. The next way is a party template. You can integrate your unit as member in one of the templates at the party templates editor -> see party templates editor!

6.3. Adding it to a menu. There’s no way at this time to do this with my editor, because I removed the most powerful feature – the menu wizard.

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EDITING TROOPS

1. Select a troop.

2. Edit data (see above, step 4 at adding troops).

3. Hit update button.


3. ITEM EDITOR

Here you can add/change item data. This is also one of the most interesting parts of the game.

ADDING ITEMS

1. Start the item editor in the main menu.

2. Select an item as template for a new item. If you want an archer, use a “Vaegir archer” (no. 52) for example.

3. Hit “Add” button at the top right of the form.

4. Edit item data:

First set item ID (should be unique!), name and plural name.

Set the flags, caps, modifiers and values which are part of the specified item type!

The type flag identifies the item type. These are unique, you can’t set more than one type.
Don’t forget the “merchandise flag” – without you NEVER will find your item at a merchant…

Abstract art fashion. The modifiers are only specifications of the quality of your item.

The abundance value defines the rarity of an item. Higher value = less rarity.

Don’t setup impossible combinations.

Take a look to the existing items which values you can use for your selected item type.

5.Edit meshes:

A huge number of users want to change the item meshes. Select a mesh from the combo box, then change its name at the right side of the combo box. Hit the update button below to update the mesh’s name.

Also you can add/delete meshes to/from the meshes list (combo box)
6. Before doing anything else… hit the add item button in the top right of the editor. Without that, data is lost, even if you save your work.

If you want to abort adding an item, just select a new one from the list.

7. The integration of items appends to the units which are using the items – and the merchants which are selling the items. The third way are the menus, but not in my editor…

EDITING ITEMS

1. Select an item.

2. Edit data (see above, step 4 and 5 at adding items).

3. Hit update button.


4. FACTION EDITOR

To add new factions, you MUST use the module system from Taleworlds!

CHANGING VALUES

1. Start the faction editor at the main menu

2. Select a faction from the list

3. Edit faction data:

Set ID, name, color and faction relations.
In most cases people only want to change the color.

4. Hit update button.


5. PARTIES EDITOR

This editor is necessary to set up the parties. The list contains the locations of towns, castles, villages and also spawn points, bridges and else.

To add new parties, you MUST use the module system from Taleworlds!

CHANGING VALUES

1. Start the parties editor at the main menu

2. Select a party from the list

3. Edit party data:

Set ID, name, faction and X/Y position.

The flags are necessary to set the party visible, show its faction, defenders and else.

The icon mask defines the icon which will be shown at the overland map.

The target party list contains the troops the party has. That’s not more than a list that will be shown in the game. Without a game script these troops won’t do anything.

The party templates field is not used by Taleworlds. They do their spawns with triggers and scripting. I never tried to setup a party_template for a spawn point or else.

Also the AI behavior is not used by Taleworlds at these parties. They do scripting.

The AI settings also won’t affect anything.

5. Hit update button.


6. PARTY TEMPLATES EDITOR

This editor is necessary to set up the troops in a party template.
Party templates are used by the game to spawn parties at the overland map or for reinforcements and else.

To add new party templates, you MUST use the module system from Taleworlds!

CHANGING VALUES

1. Start the party templates editor at the main menu

2. Select a party template from the list

3. Edit party templates data:

Set ID, name, faction.

The personality is used to set up the aggressiveness, courage and banditness.

Members. The most interesting thing at party templates and also one of the ways to get your self-created units to the game!
Here you can set which troops are in the template and how many of it.

The loot field is for experienced users or also of no need, I never used it, but it was part of the party templates header in the module system, so I integrated it.

Menus are deprecated, simple_triggers won’t work any longer.

4.Hit update button.

Morgh's Mount & Blade WB/WFAS Editor
Supports: Mount & Blade: Warband v1.113 up to v1.143 / Mount & Blade: With Fire & Sword v1.138 up to v1.143
Features
Module System editors (Warband ONLY!):
- module_items .py
- module_troops .py
- module_party_templates .py
TXT editors (WB/WFAS):
- troops.txt (all features, flags)
- factions.txt (all features, flags)
- parties.txt (all features, flags)
- party_template.txt (all features, flags)
- item_kinds1.txt (all features, flags)
Latest changes (v1.39 / v1.40)
General changes:
- Module System editor is for Warband only, it won't work with the WFAS v1.143 Module System!
Text item editor changes:
- Added WFAS v1.143 capabilities:
overswing_spear
overswing_musket
thrust_musket
- Added WFAS v1.43 flags:
itp_is_pike
itp_offset_musket
itp_no_blur
- Marked the special WFAS capabilities and flags with ' (WFAS) ' behind their names
The editor's official home and download page is: http://mountandblade.mircon.de/wp/morghs-mb-wbwfas-editor/
You'll find there also a version history!
Official support forum thread: https://forums.taleworlds.com/index.php/topic,105928.0.html

I'll give a fast support, but only at the official thread!
Morgh