[Tool] Your Own Mod - Now with melee weapon damage support!

Place for sharing your game modifications for Life is Feudal: Your Own

Koiecks
 
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Re: [Tool] Your Own Mod

Post by Koiecks » 09 Feb 2015, 01:06

I run my server thru bluefang, where do I install this to get it to work?
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Remystemple
 
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Re: [Tool] Your Own Mod

Post by Remystemple » 09 Feb 2015, 07:07

this is still showing the data from my client file. the armor attributes is what i'm looking at. i changed all of them. verified that the changes stuck, but the mod is still only reading the client side file.


Maegfaer
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Re: [Tool] Your Own Mod

Post by Maegfaer » 09 Feb 2015, 07:21

Officinale wrote:Problemsignatur:
Appears after selecting Game folder on Server


Just to confirm, you did select the client folder right, not the server folder?

Remystemple wrote:so. after a server wipe i was looking through the recipes for armor. and my changes were reverted of course (in the database) but when i use the mod tool it shows the recipes from my client side file. (they are still modified recipes ) not the server file. so it shows me that the royal armors all require steel when in fact they don't until i change it in the database. am i missing something ?


Have you appended the contents of <server>/data/mod.sql to the patch.sql file?


Koiecks wrote:I run my server thru bluefang, where do I install this to get it to work?


You need access to the server files, for example through FTP or Remote Desktop Connection.
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Remystemple
 
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Re: [Tool] Your Own Mod

Post by Remystemple » 09 Feb 2015, 08:05

am i supposed to select the dedicated server folder? rather then the game folder?


Maegfaer
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Re: [Tool] Your Own Mod

Post by Maegfaer » 09 Feb 2015, 12:13

Remystemple wrote:am i supposed to select the dedicated server folder? rather then the game folder?


Please check the last part of the manual, "Applying your mod to the game", it explains how to get it to work on the server-side as well.
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Koiecks
 
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Re: [Tool] Your Own Mod

Post by Koiecks » 09 Feb 2015, 14:48

Ok, got it, thanks for the assist
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Moonseeker
 
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Re: [Tool] Your Own Mod

Post by Moonseeker » 13 Feb 2015, 10:48

Hello,

what happens if a client don't install the mod?
There should be a mechanism in the server to make the client download and install all mods before allowing the client to enter the game.

Moon

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Respectful
 
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Re: [Tool] Your Own Mod

Post by Respectful » 15 Feb 2015, 02:20

I have access to FTP with my server, hosted through bluefang, but how would I do that with the tool? I'm not sure what to put for the location of the client folder. Or should I put my own IP, make the mod using my own client folder and then add it?

Basically, how would I create a mod without hosting a dedicated server off of my computer? Or do I have to do that to upload it to my hosted server?


Revv
 
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Re: [Tool] Your Own Mod

Post by Revv » 18 Feb 2015, 01:37

Tried to use this today to add some crafting recipes for honey, flour and wine. I'm sure it is all set up correct but nothing is showing up in game. I set it so to make flour you need mortar & pestle and 5 wheat but still can't get it working. I double-triple checked all the right files are where they need to be on server and client too. Is there supposed to be a modified skill_type.xml file to add the new recipe to the mortar and pestle or a cooking building? Because there was no skill_type.xml made when I saved or exported the mod

*EDIT
So it seems the first one I made must have got corrupted in the save/export process because I couldn't even load it back up in YOM. So I made a fresh new mod and it is working fine now, thanks so much for an awesome tool!


Revv
 
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Re: [Tool] Your Own Mod

Post by Revv » 18 Feb 2015, 05:40

So I had success getting flour to work by making it so people can craft it at the kitchen just using 5 wheat but I cannot for the life of me get it to work the same way for wine or honey. Anyone else get something working to craft wine or honey? Or anything else for that matter?

*EDIT

I will add that I can get wine and honey showing up in the cooking menu at the kitchen and everything looks set right I can even craft but at the end of the animation/process nothing happens. It doesn't consume the ingredients and it doesn't give the result?


Ylva
 
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Re: [Tool] Your Own Mod

Post by Ylva » 18 Feb 2015, 20:41

Hey, I was wondering if things like the day night schedule and possibly weather might be added to this modding tool?


Remystemple
 
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Re: [Tool] Your Own Mod

Post by Remystemple » 22 Feb 2015, 00:23

day night cycle is controlled in basic game config. a gm could control weather using /weather fair cloudy or rain.

but messing with the weather cycles can be bad for growth.


Throne
 
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Re: [Tool] Your Own Mod

Post by Throne » 10 Mar 2015, 14:30

Editing the container size for the warehouses doesn't appear to work. I've tried upping it from 3000 to 9000 and 30000 and neither are sticking. Conversely, container size for coop was doubled and worked fine.


Gms0012
 
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Re: [Tool] Your Own Mod

Post by Gms0012 » 17 Mar 2015, 19:22

i have a question...

must the client really be updated too???

is it not enough, if i only update the database where our server runs?


for example.. i just want to change the store limit of some things...

the clients use the remote db too,,, why cant i only change the things there?

thanks
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Garvony
 
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Re: [Tool] Your Own Mod

Post by Garvony » 22 Mar 2015, 21:50

What would i put as my "host" if im trying to work with this from a private server im hosting locally? ive tried using my own IP as i believe that i am the "host" in this case but it doesnt seem to work?

any help would be appreciated. Thanks

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Razoreqx
 
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Re: [Tool] Your Own Mod

Post by Razoreqx » 09 Apr 2015, 05:32

Just a note. I attempted to use this tool to add player vendors. When the patch runs on the client side it corrupted the game.

I was able to edit my client manually, changing the asset value on the Merchant building with the new ID's to the appropriate tables, and it functioned perfectly as intended.
As far as I can tell I would have to create a custom client for players to download to add this functionality. A bit disappointing.

Question:
Is there a scheduled date for the API release and will the API be able to call graphic assets from the mod folder? UI menu's, models, and custom textures.

Thanks.
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Maegfaer
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Re: [Tool] Your Own Mod - Now with melee weapon damage suppo

Post by Maegfaer » 08 May 2015, 10:15

UPDATE - 8 May 2015 :Yahoo!:
You can now mod melee weapon damage and wounds. These are server-side only changes, so your players don't need to download (new) files for damage and wound changes to work!

To make clear which statistics are server-side only changes, those are now displayed in bold text in the application.

Stay tuned for further weapon support, including creation of completely new weapons! (The latter will require client-side changes as well though.)

Check the original post for an updated download link!
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Maegfaer
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Re: [Tool] Your Own Mod - Now with melee weapon damage suppo

Post by Maegfaer » 08 May 2015, 10:19

Throne wrote:Editing the container size for the warehouses doesn't appear to work. I've tried upping it from 3000 to 9000 and 30000 and neither are sticking. Conversely, container size for coop was doubled and worked fine.


Did you append the contents from the generated mod.sql file to the patch.sql file on your server? If not, a previous official patch will keep overwriting the changes of your database.

In addition, client-side files need to be updated as well for the container size changes to work.

Garvony wrote:What would i put as my "host" if im trying to work with this from a private server im hosting locally? ive tried using my own IP as i believe that i am the "host" in this case but it doesnt seem to work?

any help would be appreciated. Thanks


Have you tried 127.0.01? It's the default the application takes.
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Gms0012
 
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Re: [Tool] Your Own Mod - Now with melee weapon damage suppo

Post by Gms0012 » 08 May 2015, 10:32

cool. will test the update later :)
great work
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Hoshiqua
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Re: [Tool] Your Own Mod - Now with melee weapon damage suppo

Post by Hoshiqua » 24 May 2015, 15:21

Hey ! I have a problem : When I set the DB informations and then the client folder on the software, I click "ok" and then it says "read database" and it just stops working. It keeps running but it seems to be endlessly stuck at that point.


NavyS34l
 
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Re: [Tool] Your Own Mod - Now with melee weapon damage suppo

Post by NavyS34l » 11 Jul 2015, 03:57

So I tried to add my BlackBox server to this and after entering the information and press 'OK' the window just blinks and resets to default. I have tried the serverIP:port

Ports tried (Connection Port, DB port, FTP port, Query port)

They all seem to have the same result. I double checked the username and password again, which with entered in plain text is easy enough to review.

Has anyone encountered this issue?

Or is this strictly to make changes locally and then upload?
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Malkom
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Re: [Tool] Your Own Mod - Now with melee weapon damage suppo

Post by Malkom » 17 Aug 2015, 04:12

This tool is obsolete. Wrong code file leads to incorrect display of armor and much more. :(
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Maegfaer
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Re: [Tool] Your Own Mod - Now with melee weapon damage suppo

Post by Maegfaer » 17 Aug 2015, 19:59

Malkom wrote:This tool is obsolete. Wrong code file leads to incorrect display of armor and much more. :(


I'm in the process of updating it.
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Zak_Preston
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Re: [Tool] Your Own Mod - Now with melee weapon damage suppo

Post by Zak_Preston » 09 Sep 2015, 10:32

Hello! How can I mod weapon damage values manually? I'd also like to fix bow's and x-bow's projectile drop to pre-nerf values. Could you please help me?


Bogu
 
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Re: [Tool] Your Own Mod - Now with melee weapon damage support!

Post by Bogu » 17 Oct 2015, 10:42

Hi.
When i make a changes after connecting to database (doesn't metter if with your instruction and program or just tru navicat), after restarting, server seems to replace all the changes for standard.

Where i make mistake? I did everythink like instruction is sayin (together with patch changes and mod copying)

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Malkom
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Re: [Tool] Your Own Mod - Now with melee weapon damage support!

Post by Malkom » 17 Oct 2015, 13:26

Bogu wrote:Hi.
When i make a changes after connecting to database (doesn't metter if with your instruction and program or just tru navicat), after restarting, server seems to replace all the changes for standard.

Where i make mistake? I did everythink like instruction is sayin (together with patch changes and mod copying)

After each restart, the server starts a file "dump.sql" that is likely and rolls back your changes.
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Bogu
 
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Re: [Tool] Your Own Mod - Now with melee weapon damage support!

Post by Bogu » 17 Oct 2015, 13:48

Malkom wrote:
Bogu wrote:Hi.
When i make a changes after connecting to database (doesn't metter if with your instruction and program or just tru navicat), after restarting, server seems to replace all the changes for standard.

Where i make mistake? I did everythink like instruction is sayin (together with patch changes and mod copying)

After each restart, the server starts a file "dump.sql" that is likely and rolls back your changes.



Thank you man! That was it! I delete the file and everything work as it should be ;)

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Ghost_swe79
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Re: [Tool] Your Own Mod - Now with melee weapon damage support!

Post by Ghost_swe79 » 04 Nov 2015, 10:47

Hello

Im trying to connect to a BF server and when choosing select your game client’s folder:

It loads but instantly chrashes for some reason? anyone have a clue whats up with that?


Fodda
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Re: [Tool] Your Own Mod - Now with melee weapon damage support!

Post by Fodda » 27 Nov 2015, 08:37

hi
Is this Tool still functional after the latest updates?

I have just downloaded it and inputting the server credentials goes fine, it crashes after selecting my client game folder though

any ideas?


NVA_Lee22
 
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Re: [Tool] Your Own Mod - Now with melee weapon damage support!

Post by NVA_Lee22 » 28 Nov 2015, 18:41

I have the same problem that it crashes after selecting the client folder :(

I tried to run as admin and set the compability to xp and win7.
I have Win 8.1 64bit.

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