Modding Guide: Part One

Want to learn or teach others some of the finer details of Life is Feudal? This section is for the game guides, tutorials and FAQ's.

Maegfaer
Mod Developer
 
Posts: 246
Joined: 26 Sep 2014, 08:01

Re: Modding Guide: Part One

Post by Maegfaer » 07 Aug 2015, 09:23

Ghost_swe79 wrote:I only have a file in the database called cm_objects.xml


You're not looking in the database, that's the file system. The database can only be access through an SQL client. Try HeidiSQL.
Pioneer LiF:YO modder
Author of Life is Balanced
My Modding Guide

Image


Crodak
 
Posts: 2
Joined: 06 Aug 2015, 20:14

Re: Modding Guide: Part One

Post by Crodak » 08 Aug 2015, 06:58

I tried to change the object size... but it doesnt work.... the count is raised in the inventory window, but it doesnt accept the additional overweight things.


i changed in the local file in my steam folder and on the server in the object type table

what may be the reason fpr this ?


Maegfaer
Mod Developer
 
Posts: 246
Joined: 26 Sep 2014, 08:01

Re: Modding Guide: Part One

Post by Maegfaer » 08 Aug 2015, 08:39

Crodak wrote:I tried to change the object size... but it doesnt work.... the count is raised in the inventory window, but it doesnt accept the additional overweight things.


i changed in the local file in my steam folder and on the server in the object type table

what may be the reason fpr this ?


One possible explanation is the patch.sql file overwriting your changes. It is executed at server start. You can check if the database entry have reversed to their old value. If so, then it's most likely patch.sql doing it.
Pioneer LiF:YO modder
Author of Life is Balanced
My Modding Guide

Image

User avatar
Malkom
Beta Tester
 
Posts: 50
Joined: 30 Sep 2014, 11:08

Re: Modding Guide: Part One

Post by Malkom » 08 Aug 2015, 11:40

I changed a lot of things in his recipes on the server. However, the GUI of production remained the same values. Can I change the pictures on the ones that I need?
Image


Maegfaer
Mod Developer
 
Posts: 246
Joined: 26 Sep 2014, 08:01

Re: Modding Guide: Part One

Post by Maegfaer » 08 Aug 2015, 12:08

Malkom wrote:I changed a lot of things in his recipes on the server. However, the GUI of production remained the same values. Can I change the pictures on the ones that I need?


Sounds like you didn't replace the recipe requirements file on the client side.
Pioneer LiF:YO modder
Author of Life is Balanced
My Modding Guide

Image

User avatar
Malkom
Beta Tester
 
Posts: 50
Joined: 30 Sep 2014, 11:08

Re: Modding Guide: Part One

Post by Malkom » 08 Aug 2015, 18:32

Thx, it worked. I'm just not paying attention.
Image


Maegfaer
Mod Developer
 
Posts: 246
Joined: 26 Sep 2014, 08:01

Re: Modding Guide: Part One

Post by Maegfaer » 10 Aug 2015, 21:30

Maegfaer wrote:
Crodak wrote:I tried to change the object size... but it doesnt work.... the count is raised in the inventory window, but it doesnt accept the additional overweight things.


i changed in the local file in my steam folder and on the server in the object type table

what may be the reason fpr this ?


One possible explanation is the patch.sql file overwriting your changes. It is executed at server start. You can check if the database entry have reversed to their old value. If so, then it's most likely patch.sql doing it.


I encountered this issue myself, and had to append my SQL code to dump.sql to not have my database changes overwritten. Things changed since last year it seems.
Pioneer LiF:YO modder
Author of Life is Balanced
My Modding Guide

Image


Shabobado84
 
Posts: 5
Joined: 21 Aug 2015, 22:51

Re: Modding Guide: Part One

Post by Shabobado84 » 22 Sep 2015, 15:33

Hi Maegfaer I am really interested in modding the skill tree of my server so that non of the skills have prerequisite skills. So far i have played around with skill_types.xml on both client and server side. I changed the parrent values of all the skills to 0 and changed the group values so that all the skills are all visible in the GUI but it still dosnt seem to work :cry: Is this mod even possible? I think the problem im running into is that I cant seem to find the skill_type table mentioned in your moding guide. Would you be so kind as to post a file path? I would appreciate any advice!

Thanks for your time!


Hoshiqua
Alpha Tester
 
Posts: 1057
Joined: 18 Jan 2014, 14:48

Re: Modding Guide: Part One

Post by Hoshiqua » 08 Oct 2015, 19:32

It is not something you find with a "file path", it is a table in the server's database. To access it you will need an SQL client. Very happy to see some pioneer modder such as you try out my idea :D


Speeva22
 
Posts: 11
Joined: 07 Nov 2014, 05:57

Re: Modding Guide: Part One

Post by Speeva22 » 18 Dec 2015, 07:59

Maegfaer wrote:
Maegfaer wrote:
Crodak wrote:I tried to change the object size... but it doesnt work.... the count is raised in the inventory window, but it doesnt accept the additional overweight things.


i changed in the local file in my steam folder and on the server in the object type table

what may be the reason fpr this ?


One possible explanation is the patch.sql file overwriting your changes. It is executed at server start. You can check if the database entry have reversed to their old value. If so, then it's most likely patch.sql doing it.


I encountered this issue myself, and had to append my SQL code to dump.sql to not have my database changes overwritten. Things changed since last year it seems.


Can u elaberate on what u mean by append SQL code to dump.sql. mine keeps overwriting.


LadyCaticornx3
 
Posts: 2
Joined: 01 Dec 2015, 13:57

Re: Modding Guide: Part One

Post by LadyCaticornx3 » 21 Dec 2015, 04:55

Maegfaer wrote:
Officinale wrote:What do I need to set to be able to flatten paved roads on my server?


Extract the attached ZIP in /scripts/server/ on the server-side

On the client-side, edit the file /scripts/cm_substances.cs and find the StoneRoad entry (should be the last one). Change canBeShaped = 0 to canBeShaped = 1

In /data/skill_types.xml (both server and client side), add substance 177 to all the appropriate terraforming (flatten etc) abilities.


The attachment is no longer available to download. :(


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

Re: Modding Guide: Part One

Post by Halvdal » 10 Apr 2016, 01:07

Can anyone please upload the attachment file with the modified file? That would be very nice.

:cry:


Funboy
 
Posts: 6
Joined: 30 Aug 2014, 01:58
Location: Italy

Re: Modding Guide: Part One

Post by Funboy » 11 Jun 2016, 07:44

Hi, I want to completely remove the skills to craft poison, or better to hinibite the use the poison from my server , with the aim of making the most spectacular and longest fights.

There are also willing to disable the entire class of alchemy to do so .
You know show me how to do?

maybe acting on this part of skill_types.xml :

<ID>15</ID>
<Name>Alchemy</Name>
<Parent>14</Parent>
<Group>1</Group>
<PrimaryStat>Int</PrimaryStat>
<SecondaryStat>Agi</SecondaryStat>
<Icon>art\2D\skills\Alchemy.png</Icon>
<UnknownIcon>art\2D\skills\Alchemy_u.png</UnknownIcon>
<Passive>184</Passive>
<DescLvl0>185</DescLvl0>
<DescLvl30>186</DescLvl30>
<DescLvl60>187</DescLvl60>
<DescLvl90>188</DescLvl90>
<DescLvl100>189</DescLvl100>
<MasterMessageID>518</MasterMessageID>
<GMMessageID>519</GMMessageID>
<skill_mult>1</skill_mult>
<abilities>
<ability lvl="0" name="Mix a Cocktail" id="59">
<duration const="">2</duration>
<chance>0.1</chance>
<ability_skill_mult>1000</ability_skill_mult>
<entities>
<entity type="unmovable_obj">
<ent_reqs>
<ent_req type="state">complete</ent_req>
<ent_req type="object_type_id">140 519</ent_req>
<ent_req type="claim" intruder="jh_only"></ent_req>
</ent_reqs>
</entity>
<entity type="movable_obj">
<ent_reqs>
<ent_req type="state">complete</ent_req>
<ent_req type="object_type_id">109</ent_req>
<ent_req type="claim" intruder="jh_only"></ent_req>
</ent_reqs>
</entity>
</entities>
<requirements>
</requirements>
<results>
<animation>perform</animation>
<sound>player_perform</sound>
<sstam_spent>10</sstam_spent>
</results>
</ability>

can i change the
<ability lvl="0" name="Mix a Cocktail" id="59">
to
<ability lvl="101" name="Mix a Cocktail" id="59">

?
Image


Diegobh
 
Posts: 16
Joined: 25 Jul 2015, 00:27

Re: Modding Guide: Part One

Post by Diegobh » 18 Feb 2018, 03:15

Maegfaer wrote:.


Good night!

Could you help me, please?

Where could i change the fuel time consumption on forges, klin, forge and anvril, cooking pot, camp fire and all, please?

Someway it's using the fuel too much fast. I don't knew the reason, but im using too materials to create a few things.

I can't find where change it.

Thank you very much :D


Black_JackFW95
True Believer
 
Posts: 1
Joined: 09 Jun 2016, 20:47

Re: Modding Guide: Part One

Post by Black_JackFW95 » 16 Jul 2020, 15:41

Hi,

i would like to change the max. Skill level for the Training Dummy and the Archery Target, from 60 to 100

And i want to change the Stacksize from Throwing Knife, Throwing Spear and Throwing Axe from 3 or 5 to 10.

Can someone help me?

It would be very nice
Thanks in advance

Black_JackFW95


Kbw.bamberg
 
Posts: 1
Joined: 26 Oct 2020, 14:08

Re: Modding Guide: Part One

Post by Kbw.bamberg » 26 Oct 2020, 14:25

Hey,

How can i edit the owner timer on horsecarts and other mounts?
Where i must search and how its called exactly?
Thanks anyways!

Return to Guides and Tutorials