Author Topic: Mod Tweak: Expanded Armor/Weapon Merchant Inventories  (Read 4044 times)

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Hypno Toad

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Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« on: March 16, 2012, 12:21:07 AM »
For 1.391.

I was always a bit puzzled why things like Scale Armor, Lamellar, and some colors/styles of other armors and helmets never ever showed up in merchant inventories under any circumstances; and yet many troops and some nobles have them, as if they appeared out of thin air. Likewise many of them were not purchasable through the "famous" smiths either, nor were they worth purchasing. The only way to aquire them was by attakcing deserters who have them in quantity, or just getting lucky in a battle.

So I modified the item_kinds so that most of the "missing" armors (and some weapons) now has a chance of showing up in merchant inventories. You'll see larger varities of armor colors and helmets, as well as a few armors that I dont think any troops or nobility wear. Most of them have normal stats and prices, and many are regionally dependant. Longbows and Composite bows have a small chance of showing up in weapon vendors now. Anything with the name "noble" or "king" in it has a very small chance of showing up (equal chance to Kingly Mail)

Here's the item_kinds file.

http://www.gamefront.com/files/21436228/item_kinds1.rar Just install this in the Brytenwalda module folder. Be sure to create a backup of the old file in case you want to revert.

Here's an example of the kinds of things that might show up:



(I have disabled armor penalty on my game)

Note that all of these changes are pretty modest, you wont see noble mail and jute helmets flying out the wazoo, you'll just see a rare helmet or set of armor show up every once in a while, so this expands the selection that you can choose from. This was a quick job so I might have missed some stuff, lemme know if there's issues.

This will overwrite any changes you've made to items_kind (if you've made any), also this will probably not "work" with the next brytenwalda patch, so for future reference dont use this in the next version.
« Last Edit: March 16, 2012, 09:06:11 PM by Hypno Toad »
A noble spirit embiggens the smallest man.

Toba

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #1 on: March 16, 2012, 03:15:24 AM »
Well i tested this and it seems to be very bugged. Few bugs i noticed: Some of my teulu horsmen were invinsible, just like their shields and my one shield aswell(in battle). And eguipment's in stores were also sometimes invinsible, and there comes an error when you click it: can't find the item.

Hypno Toad

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #2 on: March 16, 2012, 08:08:33 PM »
Well i tested this and it seems to be very bugged. Few bugs i noticed: Some of my teulu horsmen were invinsible, just like their shields and my one shield aswell(in battle). And eguipment's in stores were also sometimes invinsible, and there comes an error when you click it: can't find the item.

That's quite odd, havn't noticed anything like that. Are you using 1.391?

edit:

Sorry, looks like Gamefront tampered with the raw text format and garbled some stuff.

I've .rar'ed it this time, unpack the item_kinds into the brytenwalda module folder. Make sure you have a backup.

http://www.gamefront.com/files/21436228/item_kinds1.rar


This is for 1.391 only.
« Last Edit: March 16, 2012, 09:05:42 PM by Hypno Toad »
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Uhtred Ragnarson

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #3 on: March 16, 2012, 11:42:22 PM »
why not make it 1.392?
"Put all the evils in the world behind a door and tell man not to open it, and he will open it, because there is such joy in chaos" - Bernard Cornwell.
I actually managed to down one of them once, get their weapon and shield and down the rest.
Seriously gave me a half-boner after I did that - taught me more about LIFE than The Expendables did.

Idibil

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Uhtred Ragnarson

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #5 on: March 17, 2012, 07:56:04 PM »
Has anyone tried this? Is it stable? If so, thank the gods :D
"Put all the evils in the world behind a door and tell man not to open it, and he will open it, because there is such joy in chaos" - Bernard Cornwell.
I actually managed to down one of them once, get their weapon and shield and down the rest.
Seriously gave me a half-boner after I did that - taught me more about LIFE than The Expendables did.

Hypno Toad

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #6 on: March 17, 2012, 09:41:45 PM »
Has anyone tried this? Is it stable? If so, thank the gods :D

I've tried it :P

I sent it to one of my buddies to test and he hasn't reported any problems. I think that first issue there was because rather than download the file, gamefront just sends you the raw text and garbled some of the formating. Everything is all snugged up in .rar now.

Added  :D

http://forums.taleworlds.com/index.php?topic=154472.msg3709901#msg3709901

Thanks :)
A noble spirit embiggens the smallest man.

tromozil

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #7 on: May 28, 2012, 01:54:00 PM »
sounds like a good mod.

Please, make a release for the newest version. I'd love to get those longbows. Now I don't see any way to get them.

ellwoodis

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #8 on: June 02, 2012, 09:05:44 PM »
Is this included in 1.394 update released yesterday?
I tried to replace the itemkinds with this one and the game crashed with the note: too many lines in itemkinds

Hypno Toad

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #9 on: June 03, 2012, 08:16:43 PM »
Item_kinds is always updated with new lines almost every patch, ergo why this is for 1.391.

I might take another crack at it now that we're at 1.394
A noble spirit embiggens the smallest man.

TheNewKing

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #10 on: June 11, 2012, 02:00:34 PM »
its this working with new version 1.394 now?

Swoo

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #11 on: June 16, 2012, 11:24:28 AM »
its this working with new version 1.394 now?

Sorry for the thread res, but this is listed under the compatible for .395 in Alternative Downloads, yet if I read this thread right it's not?

I just want more items, heh. So, it's all good to drop into the game, or not? And does it take a new game, or save compatible?

Idibil

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #12 on: June 16, 2012, 11:25:15 AM »
Sorry, I will change this. I dont know if this is compatible with 1.395, autor should say it.

Swoo

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #13 on: June 20, 2012, 05:26:35 PM »
Sorry, I will change this. I dont know if this is compatible with 1.395, autor should say it.

Oh not a problem, man. I was just confused as to whether it would work or not.

I downloaded an older version of Brytenwalda because I wanted to try the changes he has in here and I have to say, you have to make those changes basic to the default version of the game. It has been so nice seeing new stuff, and a lot of it is really awesome stuff too. If Brytenwalda has any sort of negative (and it's a small nitpick, which says a lot of the quality of the mod) is that I wish it had more item variation...especially Pict body-paint armors (which sadly don't seem to be in this). So this helps out a lot. I really love how in this mod you can keep non-metal armor viable for such a long time, and only break it out when it's time to have fun storming the castle, or smack those Hv.I parties around.

Canute84

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Re: Mod Tweak: Expanded Armor/Weapon Merchant Inventories
« Reply #14 on: September 07, 2012, 12:39:40 PM »
Compatible Brytenwalda v1.396?