[MOD] BasilMod::Ravens

Place for sharing your game modifications for Life is Feudal: Your Own
User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

[MOD] BasilMod::Ravens

Post by Custodian » 10 Jan 2016, 02:32

Greetings, feudalists!

Forget about Global Chat!
There is only one true way to deliver a message!
Check your bows! Ravens are flying!

Video demonstration.


This mod is part of BasilMods bundle.
This mod requires BasilMod::Pack v3+ installed running on the server.

This version is a standalone version, i.e. you do not require actual "raven" inventory item, or paper & ink to write and send messages.
Standalone version does not support personal address book for the character.
Server admin defines whenever you can send messages to anyone, or only within your guild.

There is no feedback on successful or failed delivery. Once you send your raven, there is no guarantee, that your message will be delivered. Thugs can shutdown your raven and intercept/read your message. Life is Feudal.

This mod is intended to be used in RP/PvP situations and in conjunction with other mods, like diplomacy. For instance, if you are planning a siege, and enemy scouts are looking for the ravens to get through your plans, or if you are under siege and calling for the help.

Client-side installation and configuration
Spoiler


Server-side installation and configuration
Spoiler
Last edited by Custodian on 07 Mar 2016, 20:37, edited 1 time in total.

User avatar
HolyCrusader
Beta Tester
 
Posts: 251
Joined: 24 Nov 2014, 15:47

Re: [MOD] BasilMod::Ravens

Post by HolyCrusader » 10 Jan 2016, 09:03

Excellent mod - a great feature to add would be message flooding protection (people can just send a flood of ravens and they would have so many popups on the other person's screen)


MacDante
 
Posts: 95
Joined: 12 May 2015, 10:08

Re: [MOD] BasilMod::Ravens

Post by MacDante » 10 Jan 2016, 10:47

BRILLIANT!!! its WORKS !!! perfectly!

One question. When i turn on option RAVENS in GUILD ONLY, can GM still send ravens to all players ?

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 10 Jan 2016, 11:26

Twiztedmike wrote:Excellent mod - a great feature to add would be message flooding protection (people can just send a flood of ravens and they would have so many popups on the other person's screen)

As mentioned, this version does not require any inventory items for the messasge to be sended. Flood protection is not a subject for this standalone mod.

MacDante wrote:When i turn on option RAVENS in GUILD ONLY, can GM still send ravens to all players ?

No GM cannot do that. Will function will be added in next release.


MacDante
 
Posts: 95
Joined: 12 May 2015, 10:08

Re: [MOD] BasilMod::Ravens

Post by MacDante » 10 Jan 2016, 11:57

And Next one idea. Maeby is possibility add components to RAVEN, like one chicken.

You want send letter take chicken from coop and send him :)

You must have some chickens in backpack if you wan send letter from mountain far from own land:)

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 10 Jan 2016, 12:06

MacDante wrote:And Next one idea.

As description states:
Custodian wrote:This version is a standalone version, i.e. you do not require actual "raven" inventory item, or paper & ink to write and send messages.


Jjreed
 
Posts: 6
Joined: 19 Mar 2014, 23:33

Re: [MOD] BasilMod::Ravens

Post by Jjreed » 20 Jan 2016, 00:50

this isnt installing to people who long into my server did we do something wrong


Cono
Zealous Believer
 
Posts: 22
Joined: 06 Jan 2016, 05:01

Re: [MOD] BasilMod::Ravens

Post by Cono » 20 Jan 2016, 01:43

JJreed,

Do you have BasilMod::Pack installed on the server, and do you have the clients installing BasilMod::Pack on their clients?

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 26 Feb 2016, 00:06

Ravens mod updated. It now requires BasilMod::pack v4.

Changes:
Spoiler


MacDante
 
Posts: 95
Joined: 12 May 2015, 10:08

Re: [MOD] BasilMod::Ravens

Post by MacDante » 19 May 2016, 14:47

Basil is any problem wit mod, after last patch i don't see any players in RAVEN dialog Window.

I had this bug on version of BasilMod (v4)
Now i use new BASILMOD (v5) and still is this same problem.


Halvdal
 
Posts: 107
Joined: 20 Jan 2016, 13:36

Re: [MOD] BasilMod::Ravens

Post by Halvdal » 19 May 2016, 22:04

Same here...

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 19 May 2016, 23:18

MacDante wrote:Basil is any problem wit mod, after last patch i don't see any players in RAVEN dialog Window.

Confirmed and fixed. Download new version from dropbox.
After update server should report "BasilMod::Ravens v2 loaded".


MacDante
 
Posts: 95
Joined: 12 May 2015, 10:08

Re: [MOD] BasilMod::Ravens

Post by MacDante » 20 May 2016, 08:54

TY :)


Katrianna
 
Posts: 5
Joined: 09 Aug 2016, 09:15

Re: [MOD] BasilMod::Ravens

Post by Katrianna » 15 Aug 2016, 01:31

I'm not getting anything when I hit J, no one is getting any messages, nothing

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 16 Aug 2016, 06:05

Katrianna wrote:I'm not getting anything when I hit J, no one is getting any messages, nothing

Make sure that mod is installed correctly and loaded (is active) on server where you are playing.
Share your server and client logs with me.


Katrianna
 
Posts: 5
Joined: 09 Aug 2016, 09:15

Re: [MOD] BasilMod::Ravens

Post by Katrianna » 17 Aug 2016, 19:34

MAIN.CS
Code: Select all
("BasilMod/motd/motd.cs");
("BasilMod/ravens/ravens.cs");


then in the mods folder /ravens
CONFIG.CS
Code: Select all
/*
   BasilMod::Ravens server configuration file
   2015 Basil Semuonov
*/

$BasilMod::Ravens::onlyGuildMembers = false;
$BasilMod::Ravens::pickTimeout = 300000;
$BasilMod::Ravens::minMessageLength = 30;


Katrianna
 
Posts: 5
Joined: 09 Aug 2016, 09:15

Re: [MOD] BasilMod::Ravens

Post by Katrianna » 17 Aug 2016, 19:37

the only thing i changed was the 5 to 30 because you can't even type a sentence with only 5 letters available to a person.

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 17 Aug 2016, 19:40

Katrianna wrote:MAIN.CS
Code: Select all
("BasilMod/motd/motd.cs");
("BasilMod/ravens/ravens.cs");


You have error in your main.cs file. You missing "exec" function call when specifing mod path.
Also, as mod description states, you MUST have basilmod::pack installed and running on your server.

Katrianna wrote:the only thing i changed was the 5 to 30 because you can't even type a sentence with only 5 letters available to a person.

5 is a MINIMUM length of a message. If message length is shorter than this number, it cannot be sended.

User avatar
RetroLogi
 
Posts: 137
Joined: 29 Dec 2014, 15:49
Location: Italia

Re: [MOD] BasilMod::Ravens

Post by RetroLogi » 26 Aug 2016, 15:26

I all, have a problem with this mod. When i launch exec("BasilMod/ravens/ravens.cs"); string into the consolle, they show me this error:
44160 Missing File: BasilMod/ravens/ravens.cs!

P.S. Mod is correctly installed!

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 26 Aug 2016, 16:11

RetroLogi wrote:I all, have a problem with this mod. When i launch exec("BasilMod/ravens/ravens.cs"); string into the consolle, they show me this error:
44160 Missing File: BasilMod/ravens/ravens.cs!

This means mod file "BasilMod/ravens/ravens.cs.dso" is not installed at your server.

RetroLogi wrote:P.S. Mod is correctly installed!

No, it is not. You will not get such error, if mod is correctly installed.

User avatar
RetroLogi
 
Posts: 137
Joined: 29 Dec 2014, 15:49
Location: Italia

Re: [MOD] BasilMod::Ravens

Post by RetroLogi » 26 Aug 2016, 19:12

Custodian wrote:
RetroLogi wrote:P.S. Mod is correctly installed!

No, it is not. You will not get such error, if mod is correctly installed.

Sure, i resolve! thx for all


DopeyZero9
 
Posts: 9
Joined: 04 Aug 2016, 08:20

Re: [MOD] BasilMod::Ravens

Post by DopeyZero9 » 29 Aug 2016, 15:57

RetroLogi wrote:
Custodian wrote:
RetroLogi wrote:P.S. Mod is correctly installed!

No, it is not. You will not get such error, if mod is correctly installed.

Sure, i resolve! thx for all



How did you go about resolving this issue?

Players on my server are having the same problem I'm guessing,

I have figured out how to use the "Ravens" mod but my players cannot, as it seems the exec fails to launch the script? however when I manually installed this mod onto my client-side I downloaded the file, unzipped into the basilmod folder in my game folder and it is named "Raven".

I then went onto the server and launched exec in the server command and it said "BasilMod Ravens v2 loaded" and then it works.

How do I fix this?

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 29 Aug 2016, 19:18

DopeyZero9 wrote:I then went onto the server and launched exec in the server command and it said "BasilMod Ravens v2 loaded" and then it works.

adding exec line to main.cs, or manual execution of the mod at server console does not depend on your client installation.

DopeyZero9 wrote:How do I fix this?

You dont need to manually install anything on the client for the ravens mod. The only thing you need is BasilMod::Pack (basilmodloader.zip) installed on your LiF client.

Follow installation steps:
1) Make sure you have basilmod::pack installed and running on your server. If not, then:
1.1) Download and install BasilMod::Pack to your server
1.2) Add basilmod::pack exec line to the end of your main.cs file
2) Download and install BasilMod::Ravens to your server. (be aware, that mod contains serveral files and folders, and all of them should be placed to basilmod/ravens/ folder on your server.
3) Add basilmod::ravens exec line to the end of your main.cs file after basilmod::pack exec line.

When you load your LiF:Yo client, make sure that you have basilmod::pack version diplayed at the bottom-right corner. Join the server and server will load all the requirements for you. Goto your ingame control settings, and adjust a keyboard bind.


DopeyZero9
 
Posts: 9
Joined: 04 Aug 2016, 08:20

Re: [MOD] BasilMod::Ravens

Post by DopeyZero9 » 29 Aug 2016, 20:34

Custodian wrote:When you load your LiF:Yo client, make sure that you have basilmod::pack version diplayed at the bottom-right corner. Join the server and server will load all the requirements for you. Goto your ingame control settings, and adjust a keyboard bind.


Thank you for the reply, I have followed all of these steps accordingly and to detail.

- BasilMod:Pack was loaded onto my server, I run Gm Announcements and some others that you have made just fine. However, when using the Ravens Mod this is not the case. This is my main.cs line

Spoiler


And in my Server Files - Root Folder/basilmod/ravens - in this folder contains

Client Folder - Contents
ravens.cs.dso
ravens.gui.dso

2 other Files Named
config.cs
raven.cs.dso

----

Everything seems to be in working order, any other ideas?

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 29 Aug 2016, 20:47

DopeyZero9 wrote:
Spoiler


First of all, all your mod exec lines are not added at the end of the file. You have added all lines before the "}" which is obviously not the end of the files.

DopeyZero9 wrote:2 other Files Named
config.cs
raven.cs.dso

File should be named as "ravens.cs.dso". You should not rename mod files.

If reverting file name back to original name would not help you, share you server log file with me.


DopeyZero9
 
Posts: 9
Joined: 04 Aug 2016, 08:20

Re: [MOD] BasilMod::Ravens

Post by DopeyZero9 » 29 Aug 2016, 20:56

Custodian wrote:File should be named as "ravens.cs.dso". You should not rename mod files.

If reverting file name back to original name would not help you, share you server log file with me.


Sorry Sir, I never renamed the file, this is what it was renamed when it was loaded onto the server. I will try this.

and sorry I thought under
exec- Pack was where I put the exec lines lol.

I'm new, please roast lightly.


Hieve
 
Posts: 39
Joined: 11 Sep 2016, 05:52

Re: [MOD] BasilMod::Ravens

Post by Hieve » 18 Sep 2016, 04:26

Custodian wrote:
Twiztedmike wrote:Excellent mod - a great feature to add would be message flooding protection (people can just send a flood of ravens and they would have so many popups on the other person's screen)

As mentioned, this version does not require any inventory items for the messasge to be sended. Flood protection is not a subject for this standalone mod.


------------------------------------------------------------------------

i got to push this, a flood protection would be really useful.
A small timeout between the messages would be really good to have(like you can only send messages every 30-60s)
Image


Helena
 
Posts: 12
Joined: 23 Jan 2016, 17:46

Re: [MOD] BasilMod::Ravens

Post by Helena » 28 Sep 2016, 14:21

Is there a possibility to change the mod , so that one have to have a chicken in the inventory to send a message? And After you sent the message the chicken dissappear

User avatar
Custodian
Mod Developer
 
Posts: 655
Joined: 08 Jun 2015, 14:58
Location: Lisbon

Re: [MOD] BasilMod::Ravens

Post by Custodian » 28 Sep 2016, 14:28

Te_quiero wrote:Is there a possibility to change the mod , so that one have to have a chicken in the inventory to send a message? And After you sent the message the chicken dissappear

basilmod-ravens-t16554/#p67074

User avatar
RetroLogi
 
Posts: 137
Joined: 29 Dec 2014, 15:49
Location: Italia

Re: [MOD] BasilMod::Ravens

Post by RetroLogi » 10 Oct 2016, 10:08

MacDante wrote:You want send letter take chicken from coop and send him :)


I have similar idea, but more realistic. The ravens were thrown from the aviary to another aviary.
The mod is great now, but if you could change it so that the raven flew from coop to coop and messages were left inside, would be even better. Obviously there must be a chicken in the coop

Return to Game mods

cron