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

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

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

Post by Maegfaer » 05 Feb 2015, 15:13

With support from the 'Life is Feudal' team, I have been able to develop a modding tool for the community. It is called 'Your Own Mod', and it should enable you to develop your own mods for 'Life is Feudal: Your Own' without requiring advanced technical skills!

'Your Own Mod' is still actively under construction and will be updated in the future to support more features, allowing you to customize this amazing game even more!

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.)

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Your Own Mod
Manual
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SKuDD3r
 
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Re: [Tool] Your Own Mod

Post by SKuDD3r » 05 Feb 2015, 15:23

May want to post the requirements for using the software. Example, 32/64 bit, OS.. It does not work on xp 64 bit for example.


Maegfaer
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Re: [Tool] Your Own Mod

Post by Maegfaer » 05 Feb 2015, 15:24

SKuDD3r wrote:May want to post the requirements for using the software. Example, 32/64 bit, OS.. It does not work on xp 64 bit for example.


What kind of error did you get? It's a 32 bit application, so I'm afraid the problem is Windows XP then. If you let me know what went wrong, I'll see if I can fix it.
Last edited by Maegfaer on 05 Feb 2015, 15:29, edited 1 time in total.
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SKuDD3r
 
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Re: [Tool] Your Own Mod

Post by SKuDD3r » 05 Feb 2015, 15:28

Image


Maegfaer
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Re: [Tool] Your Own Mod

Post by Maegfaer » 05 Feb 2015, 15:30

SKuDD3r wrote:Image


Thank you, I think I already found the problem!
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SKuDD3r
 
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Re: [Tool] Your Own Mod

Post by SKuDD3r » 05 Feb 2015, 15:32

Is this a VS 2012 application?

If so... Project Properties -> General -> Platform Toolset -> Visual Studio 2012 - Windows XP (v110_xp)

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PapaHedge
 
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Re: [Tool] Your Own Mod

Post by PapaHedge » 05 Feb 2015, 15:40

I like where this is going! :good:
Last edited by PapaHedge on 05 Feb 2015, 15:51, edited 1 time in total.


Maegfaer
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Re: [Tool] Your Own Mod

Post by Maegfaer » 05 Feb 2015, 15:48

SKuDD3r, would you be so kind to give this patch a try before I update the main download? Thanks!
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SKuDD3r
 
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Re: [Tool] Your Own Mod

Post by SKuDD3r » 05 Feb 2015, 15:50

Maegfaer wrote:SKuDD3r, would you be so kind to give this patch a try before I update the main download? Thanks!


Does the trick. That Patch works with XP. Did you add the redistributable?


Maegfaer
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Re: [Tool] Your Own Mod

Post by Maegfaer » 05 Feb 2015, 16:05

SKuDD3r, MVS2013, but yeah, it was the platform toolset. :good:
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SKuDD3r
 
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Re: [Tool] Your Own Mod

Post by SKuDD3r » 05 Feb 2015, 16:14

Looks good so far, nice work.


Sanctifiedevil
 
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Re: [Tool] Your Own Mod

Post by Sanctifiedevil » 05 Feb 2015, 17:08

Before I download, can I get a brief overview of what all this is going to let me edit? Is it mainly just crafting recipes?


Maegfaer
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Re: [Tool] Your Own Mod

Post by Maegfaer » 05 Feb 2015, 17:10

Sanctifiedevil wrote:Before I download, can I get a brief overview of what all this is going to let me edit? Is it mainly just crafting recipes?


Crafting recipes and object stats, although not all is supported yet. For example, weapon damage values are not in yet (but armour values are). Skill Ability support is being worked on and should be implemented soon.
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Sp00nzer
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Re: [Tool] Your Own Mod

Post by Sp00nzer » 05 Feb 2015, 17:31

Nice!
in god we trust


Remystemple
 
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Re: [Tool] Your Own Mod

Post by Remystemple » 05 Feb 2015, 19:17

Pretty amazing tool . thanks for the work.


Remystemple
 
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Re: [Tool] Your Own Mod

Post by Remystemple » 05 Feb 2015, 23:55

noticed something about the armor attributes. I have modified armor stats. and this program seems to be only seeing the client side armor values , and i think they don't matter when the server side values are changed. i tested this out. am i over looking something?


Maegfaer
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Re: [Tool] Your Own Mod

Post by Maegfaer » 06 Feb 2015, 07:14

Remystemple wrote:noticed something about the armor attributes. I have modified armor stats. and this program seems to be only seeing the client side armor values , and i think they don't matter when the server side values are changed. i tested this out. am i over looking something?


The 'cm_equipTypes.xml' file contains the armour stats, it is exported to both client and server data folders. If you install both properly everything should be fine.
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Officinale
 
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Re: [Tool] Your Own Mod

Post by Officinale » 07 Feb 2015, 17:12

Problemsignatur:
Problemereignisname: APPCRASH
Anwendungsname: Your Own Mod.exe
Anwendungsversion: 0.0.0.0
Anwendungszeitstempel: 54d39000
Fehlermodulname: Your Own Mod.exe
Fehlermodulversion: 0.0.0.0
Fehlermodulzeitstempel: 54d39000
Ausnahmecode: c0000005
Ausnahmeoffset: 00018809
Betriebsystemversion: 6.3.9600.2.0.0.272.7
Gebietsschema-ID: 1031
Zusatzinformation 1: 5861
Zusatzinformation 2: 5861822e1919d7c014bbb064c64908b2
Zusatzinformation 3: a10f
Zusatzinformation 4: a10ff7d2bb2516fdc753f9c34fc3b069

Appears after selecting Game folder on Server


Remystemple
 
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Re: [Tool] Your Own Mod

Post by Remystemple » 07 Feb 2015, 20:28

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 ?


Bufferen
 
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Re: [Tool] Your Own Mod

Post by Bufferen » 08 Feb 2015, 15:08

It would be soooooo nice for the game if there was a mod, that could do something, like make the animals (mostly wolfs and bears) move around, or something else, so the players have to be more scared?


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?

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