0 просмотров
Рейтинг статьи
1 звезда2 звезды3 звезды4 звезды5 звезд
Загрузка...

Mount & Blade: Сохранение/SaveGame (Сохранение для Истории Героя)

Mount & Blade: Сохранение/SaveGame (Сохранение для Истории Героя)

It seems that you’re using an outdated browser. Some things may not work as they should (or don’t work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

GOG.com is a digital distribution platform – an online store with a curated selection of games, an optional gaming client giving you freedom of choice, and a vivid community of gamers. All of this born from a deeply rooted love for games, utmost care about customers, and a belief that you should own the things you buy.

What is GOG.com about?

GOG.com is a digital distribution platform – an online store with a curated selection of games, an optional gaming client giving you freedom of choice, and a vivid community of gamers. All of this born from a deeply rooted love for games, utmost care about customers, and a belief that you should own the things you buy.

What is GOG.com about?

This is a bit late, but if you are still having issues or if anyone else has this problem and comes across this thread, here are some things you can try;

1) Saving in game on a different slot. Most likely will not work.

2) Go to C:UsersUSERNAMEDocumentsMount&Blade Warband Save Games and there should be a folder for the Module you are playing (for example, if your issue is in Vikings Conquest, that’s the folder) right click that folder and change its name to something like Vikings Conquest_bak or Vikings Conquest v2. Anything. Next, create a new folder called Vikings Conquest. That’s right, it should be named as if it were the original one but should have nothing in it. Now, load up your game (assuming you can’t load up an old save but you just can save a new save) and try saving. If it is successful, delete v2 folder and you are done. If it works, drag any old saves one at a time into this new folder and test. If one of them triggers unable to save errors, that save is corrupted.

4) Be sure your anti-virus is NOT blocking the game (this means adding Mount & Blade as an exception to whatever anti-virus program you are using). This is absolutely known to cause saving issues.

5) Be sure you are running the game as admin and windows 7 compatibility and have FULL ACCESS to the Documents location. You can check if you have full access to Documents and your save files (read only etc) by right clicking the save folder and going to properties and seeing if it says «read only».

If you are still encountering issues after the troubleshooting listed here, please post and I can try to help you further. It could be that you lost access rights to the entire Documents area or something like that, or you just need to verify the game as something is broken or your save file just got corrupted (if you aren’t starting new).

[Tool][SaveEditor] WarBender — savegame editor [released/1.0.4]

Go to page

int19h

Recruit

WarBender is a save game editor for Mount & Blade: Warband.

Features:

  • Allows editing all the data in the save: factions, troops, parties, items.
  • User-friendly editing of troop skills and item modifiers
  • Multi-window interface to see and edit objects side by side
  • Bulk editing (select and edit multiple objects at once)
  • Quick search by name or ID
  • Supports all modules
  • Rich slot metadata provided out of the box for Native
  • Slot metadata is extensible via XML to enable it for other modules
  • Displays sizes in bytes of game objects as stored in the save file
  • Backed by a reusable .NET library with a public API

As far as module support goes, it can edit any M&B save, but it only «knows» names and types of faction, party, troop etc slots for Native. So for Native, you get the kind of experience that you can see on the second screenshot; it will even show different slots for objects of the same type where appropriate (e.g. village-specific slots only for villages, or marriage-related slots only for kingdom lords and ladies).

If you load a save from a different module, you get an option of assuming the same slots as Native (might give incorrect representation), or assuming nothing and just showing them as raw numbers. However, users (or module authors!) can also provide the description of slots for their module as an XML file, and the app can then load and use those. This is how such XML looks for Native. There’s no docs other than the file itself for the time being — more on this will be coming in the future.

kalarhan

Python Saint
Count

MnbSaveGameEditor was very useful back when I was playing/testing/Dev mods, so nice to see a new project that is also open source.

Читать еще:  Spongebob Cannon Hamburger: Губка Боб - Кэннон Гамбургеригры

For testing mods a suggestion is that you include a tutorial on how to extract (print) values from globals, specific slots (like troop X, slot Y), specific values (like quest state), and so on. That is the sort of thingy that can help debug quicker. Remember most modders don’t know any Python.

On working with different modules: tutorial on how to setup the globals and slots constants, so you can have like VC or Floris savegame displaying the correct names (which are not the same as in Native shorter list).

Eventually moderators will move this to the tools section, so no worries there.

kalarhan

Python Saint
Count

Modding is done with MBScript, so most modders don’t need to learn even basic Python. So even a simple concept like a loop will look strange and thus the need for a simple, but step by step, tutorial.

Do keep in mind that modding is on a low phase now, with few mods under development. We are not in 2011 or 2014 anymore, so there won’t be that many coders that could use your tool. That said I would think the common use will be to open a save, find some value (flag), edit and save (similar to the older tool), using the GUI (player friendly), so anything you can do to make this process less tech will be a bonus.

NPC99

Grandmaster Knight

Not sure if this is the right place to post about it; please let me know if it’s not!

I have two projects that I’ve been working on for a while, and I’m getting to the point where it’s time to release something and ask for help testing it.

WarBender is a GUI editor that lets you load saved games, edit them, dump them as XML (and load it back), and eventually write them back. It lets you view or edit multiple objects at a time or side by side.

To give it a try, download it from here:
https://github.com/int19h/WarBender/releases/tag/0.1.0

(This should be considered a pre-release of beta quality at this point. Expect bugs! Back up your saves before you run it.)

WarBend is a Python library that backs the GUI in WarBender. If you know Python, this lets you do complicated queries and bulk edit operations on the object graph stored in the save. Example:

3 times faster for this workload — and we’re talking seconds here, not milliseconds).

int19h

Recruit

I might be confused about what exactly the incompatibility entails (really only ever ran into it with M&B upgrades, where the save format itself used to change — a long time ago). If all items are the same, is the problem basically just newly added items (locations, factions, troops, . ) not being present in the old save? Or are we talking about ID remapping? Also, are there any concerns wrt slots?

Adding missing stuff from the module system into the save can be done, but not always trivial for everything, because of all the dependencies between different structures in places — e.g. if you add a new faction, then size of the «relations» array for every faction also changes. So the conversion script would need to patch those as well. I’m not sure if there really are any other special cases like that though. But mostly it sounds like taking the data from various tables in .py files, and using it to drive the library.

int19h

Recruit

int19h

Recruit

Ironically, the reason why I started working on this is because the other editor didn’t have convenient batch edits to do things like «let’s see what happens when all lords are upstanding and love the marshal»

Finding the flag is interesting. I’m thinking if the ability to search nodes in the tree might come in handy. The catch is that it uses internal IDs mostly, not names that players normally see. So you get something like «kingdom_1_lord» instead of «King Harlaus» etc. The names aren’t actually present in the save at all unless the entity was renamed (where it’s even possible at all, like with troops). But they can be loaded from module_troops, of course — just means that the needs to be a little bit more smarts about what to get from where.

NPC99

Grandmaster Knight

I might be confused about what exactly the incompatibility entails (really only ever ran into it with M&B upgrades, where the save format itself used to change — a long time ago). If all items are the same, is the problem basically just newly added items (locations, factions, troops, . ) not being present in the old save? Or are we talking about ID remapping? Also, are there any concerns wrt slots?

Adding missing stuff from the module system into the save can be done, but not always trivial for everything, because of all the dependencies between different structures in places — e.g. if you add a new faction, then size of the «relations» array for every faction also changes. So the conversion script would need to patch those as well. I’m not sure if there really are any other special cases like that though. But mostly it sounds like taking the data from various tables in .py files, and using it to drive the library.

Читать еще:  Snail Bob 7: Улитка Боб 7игры

I wasn’t envisaging anything as significant as a new faction. M&B converts everything into numbers. So related items/entities are best grouped together to facilitate loop checks — try for range from polearm1 to polearmsend. Inserting a new item into such a list makes saves incompatible as ID files are simple sequence lists, which are regenerated on each compile — every item/entity after a new insert is recompiled with an enum one larger than the previous version. Adding new items to the end of files avoids this problem but makes loop checks etc, problematic. All I was envisaging was ID remapping from a comparison of the ID files plus an adjustment for new slots based on a comparison of the old and new module_constants.py files. Thinking about it, the second part will be pointless without default values to populate any new slots — so that part is probably impractical.

PS an old duscussion on save compatibility:

I’ve looked at Warband’s save game structure to try to understand what changes break save game compatibility and where placeholders might be useful (assuming the number of related slots aren’t changed).

1. Global variables — only the number appears to be held, suggesting placeholders could work with some dummy code to avoid unused warnings.
2. Triggers & Simple triggers — placeholders appear impractical as the timer details are held in the save game file.
3. Quests — uncertain if placeholders would be of any value — details held may only be populated once a quest is initiated.
4. Info pages — I doubt these change often enough to worry about.
5. Sites/Scenes — placeholders with dummy sco files appear possible, but I’m uncertain whether they would prove useful for new towns or castles due to the numbers required.
6. Factions — placeholders appear possible (with some way to change saved relationships), but pointless as existing factions would have already carved up the saved map
7. Party templates — placeholders appear possible.
8. Parties — placeholders appear to only be practical for static parties where the initial position can be predicted as this will be fixed in the saved game file.
9. Troops — troop placeholders may avoid breaking a saved game, but seem pointless as the skills, proficiencies, level, equipment etc. appear to be fixed in the saved game to that specified in the dummy placeholder, which will be wrong when such troops are subsequently spawned.
10. Items — item placeholders appear possible provided their item flags can be predicted/pre-set

Unless I’m missing something, placeholders might avoid game crashes, but can’t allow the new troop/item to feature properly in an old game. How do other mods build save game compatibility into their upgrades?

being awhile since I cared about savegame compatibility, but to add to your list above. In general you can’t add stuff in the middle, unless you have a placeholder, and some files will crash if you add anything new (like a new trigger).

1) you need to copy the variables.txt from your folder before doing a new compilation. This way it will keep the same order for old variables, and it will add new ones at the bottom of the list. If you don’t, it will create a new list on alphabetic order. As the savegame uses that order (and not the name) to read the globals, any change will mess with your game.

2) triggers need to be kept on the same ID (order). You can use placeholders at the end of the file with a short timer like 24hours, and re-use them in the future. When you change the timer, it will eventually update the savegame (in this case, within 24 hours)
a alternative is to use generic triggers (0, 1, 6, . hours) and call scripts from them. Put those scripts inside try_block so any condition you have won’t affect the others. If your new code is not performance heavy, you won’t notice any lag or issues.

3) you need to keep the ID. VC had a problem with this, so if you check their code you will notice several blank quests used in their code. A clean way to use placeholder is to replace the name with a custom variable on your code
instead of using «qst_blank_quest_30», you could use a constant QUEST_MAYOR_STONE on dialogs, scripts, etc

5 8 ) remember to update any slots for towns, etc
also depending on what you add, only new saves will see them (like VC and the new locations for RE edition)

6) you could add new areas to the map, etc, and make it compatible with old saves.

9) problematic for sure, altho you can update a troop with code (some of the stats), so you would need to plan ahead. I am not sure which operations you would have for F&S tho.

See trigger below (VC code) for a example of the things they had to do to keep updating old files.

mountandblade

2 044 пользователя находятся здесь

МОДЕРАТОРЫ

  • TaleWorlds inactive account
  • AutoModerator Bot
  • Avagantamos101 GOD MOD
  • dryykon Brandis
  • Tall_Fellow CSS Maestro
  • Wandering__Bard It Is Thursday, My Dudes
  • Mephistopholees Grognard
  • Saultnami King of the Vaegirs
  • BorgarQueen Post Åsk
  • Dr_Herpatitis_Z Boyar of Yarograd
  • . и ещё 4 »
Читать еще:  The Grand Theft Auto IV: Сохранение/SaveGame (Игра пройдена на 100%) [PS3]

Welcome to Reddit,

the front page of the internet.

and join one of thousands of communities.

отправлено 5 лет назад автор slasly Reddit

Want to add to the discussion?

[–]jared9929 5 очков 6 очков 7 очков 5 лет назад (0 дочерних комментарев)

[–]schtak -1 очков 0 очков 1 очко 5 лет назад (0 дочерних комментарев)

  • о reddit
  • блог
  • о reddit
  • реклама
  • careers
  • помощь
  • правила сайта
  • Reddit help center
  • реддикет
  • mod guidelines
  • связаться с нами
  • приложенияи инструменты
  • Reddit for iPhone
  • Reddit for Android
  • mobile website

Использование данного сайта означает, что вы принимаете пользовательского соглашения и Политика конфиденциальности. © 2020 reddit инкорпорейтед. Все права защищены.

REDDIT and the ALIEN Logo are registered trademarks of reddit inc.

π Rendered by PID 8968 on r2-app-08a1ad8edd88c3a89 at 2020-05-07 07:41:16.451831+00:00 running 557bc36 country code: CH.

Экспорт персонажа в играх серии Mount & Blade

Экспорт персонажа — легальная и крайне полезная функция всех игр серии Mount & Blade от разработчиков, которая реализует перенос важнейших характеристик главного героя из одной версии игры (модуля) в другую.

Поддерживаются любые моды сторонних авторов.

Полезность прежде всего заключается в огромной экономии времени (прокаченного персонажа можно переносить в неограниченное количество миров), а также корректировке нужных параметров до желаемого уровня, например, с целью протестировать понравившийся мод в «режиме бога» (это из области изящного читерства, которое не требует трейнеров, программ-взломщиков и пр.)

Порядок действий при экспорте/импорте персонажа

Экспорт

кнопки экспорта/импорта персонажа

  • 1. Загрузите игру (мод) из которой вы хотите экспортировать персонажа.
  • 2. Откройте вкладку «Персонаж» (горячая клавиша C)
  • 3. Нажмите на кнопку «Статистика» (в левом нижнем углу экрана)
  • 4. Нажмите на «Экспорт персонажа»

Импорт

был Сварог, стал Конь в пальто

  • 1. Убедитесь в наличии текстового файла с параметрами импортируемого персонажа в специальной папке (см. примерные пути папок для переноса)
  • 2. Создайте персонажа в новой игре (моде) с именем своего старого персонажа.
  • 3. После начала игры откройте вкладку «Персонаж» (горячая клавиша C)
  • 4. Нажмите на кнопку «Статистика» (в левом нижнем углу экрана)
  • 5. Нажмите на «Импорт персонажа»
  • 6. После чего при желании можно изменить имя персонажа

FAQ по переносу персонажей

Что переносится?

  • Опыт (в том числе уровень)
  • Неизрасходованные очки атрибутов, умений, навыков
  • Деньги
  • Базовые характеристики (сила, ловкость, интеллект, харизма)
  • Умения (торговля, лидерство, верховая езда, тактика, атлетика и пр.)
  • Навыки владения оружием

Что не переносится?

  • Честь
  • Известность
  • Инвентарь
  • Экипировка (в том числе лошадь)
  • Владения (города, замки)
  • Принадлежность к фракции
  • Компаньоны (спутники)
  • Отряд

Примерные пути папок для переноса персонажей

Mount&Blade:

Mount&Blade. Warband:

Mount&Blade. With Fire and Sword:

c:UsersПользовательDocumentsMount&Blade With Fire and SwordCharacters

Пример текстового файла экспортируемого персонажа

charfile_version = 1
name = Сварог
xp = 5160425
money = 98935

attribute_points = 0
skill_points = 0
weapon_points = 0

strength = 28
agility = 26
intelligence = 20
charisma = 37

trade = 1
leadership = 10
prisoner_management = 5
reserved_skill_1 = 0
reserved_skill_2 = 0
reserved_skill_3 = 0
reserved_skill_4 = 0
persuasion = 8
engineer = 2
first_aid = 0
surgery = 0
wound_treatment = 0
inventory_management = 6
spotting = 0
path-finding = 0
tactics = 8
tracking = 0
trainer = 7
reserved_skill_5 = 0
reserved_skill_6 = 0
reserved_skill_7 = 0
reserved_skill_8 = 0
looting = 0
horse_archery = 5
riding = 7
athletics = 6
shield = 6
weapon_master = 8
reserved_skill_9 = 0
reserved_skill_10 = 0
reserved_skill_11 = 0
reserved_skill_12 = 0
reserved_skill_13 = 0
power_draw = 8
power_throw = 0
power_strike = 7
ironflesh = 8
reserved_skill_14 = 0
reserved_skill_15 = 0
reserved_skill_16 = 0
reserved_skill_17 = 0
reserved_skill_18 = 0

one_handed_weapons = 423
two_handed_weapons = 294
polearms = 306
archery = 466
crossbows = 209
throwing = 164
firearms = 0

face_key_1 = 18000040d
face_key_2 = 36db6db6db6db6db

Обратите внимание на наличие 18 резервных скиллов, которые разработчики предусмотрели для творческого потенциала мододелов.

Как не прокачивая персонажа начать играть в режиме Бога или самый простой способ читерства

  • 1. Начните новую игру.
  • 2. Создайте нового персонажа, не заморачиваясь при этом «тонкой настройкой» скиллов.
  • 3. Откройте вкладку «Персонаж» (горячая клавиша C)
  • 4. Нажмите на кнопку «Статистика» (в левом нижнем углу экрана)
  • 5. Нажмите на «Экспорт персонажа»
  • 6. Сохраните игру и сделайте выход из нее.
  • 7. Эти действия создадут специальную папку для переноса персонажей (ниже смотри возможные пути ее появления)
  • 8. В папке «CharExport» (для ванильной Mount & Blade) или «Characters» (для Warband и With Fire and Sword) появится текстовый файл с названием в ANSI-кодировке, которое соответствует имени вашего персонажа (например, Сварог означает Сварог)
  • 9. Откройте этот файл с помощью текстового редактора (например, блокнота) и редактируйте любые параметры характеристик персонажа (выставляя нужные значения)
  • 10. Загрузите сохраненную игру
  • 11. Проделайте пункты 3 и 4
  • 12. Нажмите на «Импорт персонажа»
  • 13. Играйте и получайте удовольствие от «режима Бога»

char_export.txt

This folder holds character definition files exported and imported from the game.

To export a character:
Go to the character Window and click on statistics button, then select «export character»

To import a character:
Give your character the same name as the character you want to import.
Go to the character Window and click on statistics button, then select «import character«

Мнения-отзывы игроков о функции переноса персонажа

Этот импорт-экспорт персонажа наверно не функция, а самая большая ошибка строителей игры. Кажется ништяцким, а на самом деле дает только читерство. Тестировала пару модов, статистика импортэкспорт даже выглядит забавно… бери и прописывай характеристики бога, только стремление честной оценки и сдерживало…
Mari

Что делает опытный игрок в игре? Он просто переносит своего персонажа из одной игры в другую. И тут уже нет ничего похабного. Имею персонажа 52 уровня (без единого кода). Знаком со всеми известными модами к этой игре. Играйте честно и играть будет в радость.
Artemii

Я думаю что как раз для тестирования эта фишка и заточена. Если хочешь по быстрому оценить мод, пробежавшись по карте и не шугаясь от многочисленных гопников. К примеру в Бритенвальде встреча с Данами на 1 лвл закончится фразой: выйти без сохранения. А что касается остального,так ни один уважающий себя фан МиБ этой фишей пользоватся не будет.
DragonFlame

Ссылка на основную публикацию
Статьи c упоминанием слов:
Adblock
detector