hey, i know you love showing how you have decompiled stuff
so once again i know how to decompile too
any tom dick or harry can too
as i said in my op
``i see the decompiled in the old layout``look
["animal_dog","Dog", [("animal_dog", 0),("animal_dog_2", imodbit_patched)], 0, 0,10, weight(0)|abundance(100)|hit_points(25)|spd_rtng(70)|shoot_speed(19)|weapon_length(50), imodbits_none, []],
["dog_companion_horse","Dog", [("animal_dog", 0)], itp_type_horse, 0,10, weight(0)|abundance(100)|hit_points(350)|horse_maneuver(90)|horse_speed(30)|weapon_length(55), imodbits_none, []],
problem is the decompiler.exe uses a out of date coding
so while you can see individual module files, you cant compile it together
its good for STEALING PEOPLES SCRIPTS
but not for re-decompiling
sometimes it works if u delete this and that,
like zulu even without the source code, most of the files were compatible with nw, so i would use nw source files as a base, and then add in/ snip out what i needed, wasnt too hard
but in the case of viking conquest it doesnt work at all as most of the constants/ factions/operations awere added after the vanilla decomp
Note: I just had a look at the new vc code and the dogs are actually invisible agents on horses that looks like dogs
Now do the math...
of course, the warband engine is too dumb to give a.i intelligence to itp_horse or itp_animal, so it is a NPC stuck to a horse, then treated like a companion, or just retextured as a horse, either i dont care.
heck, i havent even looked at the scripts or temps and as a coder i can tell you that is how they would have achieved it
as the only way of making a dog as a NPC
with the warband engine, unless taleworlds gave access to the hard coded stuff