(80) Txt Tweaks for Europe 1200 Updated 06-20-2016

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Subitai

Knight at Arms
Hey all,   

I began a Tweak Mod investigation on what I could get to work for Warband E1200 as of V.22  using WB version 1.153.  Most will still work for current versions of Warband.  :grin:

I decided to do it because if any of you know of how COOL kefka95  is...he(or she?) is the one who put together all of the tweaks from the famous 82 tweaks thread from Vanilla Mount & Blade to make the awesome tool: TweakMB: A Mount & Blade Tweaking Utility

However it doesn't support E1200...so that's why I decided to play around with these.  So what I've tried to do is make it easy for people to see in spoilers exactly how to do the tweaks and how they have been converted for use to Europe 1200.  I personally believe many of these make my E1200 game that much better... Enjoy! 

Credit Due:  I cannot and DO-NOT take any credit for other peoples work, although I've actually made 2 myself :grin:  Most have been fairly easy to convert over to E1200, but some of them have taken me many hours of trial and error.

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START: As always when using tweaks like this make backups of your files and only Change things one at a time.  Unless you're like me and confident in changing a boatload of them at once!  :razz: 

Renounce / Rebel & keep your stuff tweak  100% Mine  :cool: (Ref #32)
  Difficulty level:  easy

This one is 100% mine so even as a hack i'm kinda proud of getting this far.

Description:   I have been desperately trying to figure out a way to rebel against my king without loosing my properties to him.  In other words when I renounce my oath, I get all my stuff but also my "Former" faction will now be at WAR with me.  I can accept the war part but anyway I figured out a cool way to do it.  Even if you don't want to keep this option in effect, you can still make these quick text changes = SAVE  and then revert the file to it's previous condition. 

Essentially I have succeeded but I think it could be allot better.  Enjoy !!!

In Menus.txt search for:

menu_camp_action 0 Choose_an_action: none 0 6
mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856145 4 0 32 2  144115188075856145 0 2133 2 144115188075856143 0 2133 2 144115188075856144 0 2133 2 144115188075856145 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135260  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135262  .  mno_action_rename_kingdom  3 31 2 144115188075856649 1 542 3  432345564227567674 21 0 542 3 432345564227567674 11 360287970189639680  Rename_your_kingdom.  1 900 1 1513209474796486683  .  mno_action_modify_banner  1 31  2 144115188075856141 1  {!}Cheat:_Modify_your_banner.  1 900 1 1513209474796486684  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1  864691128455135264  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135255  .

Add one to Blue to make it 7  (this is to account for adding 1 more option)
add line in Red  mno_leave_faction_hold  1 2330 2 2  144115188075856919  Renounce_your_oath_and_rule_your_lands,_including_{s2},_in_your_own_name.  4 1 4 936748722493063396 144115188075856919 360287970189639680  0 1 2 936748722493063544 0 1 2 936748722493063546 360287970189639680 2040 0  .

DETAIL: I put mine right after the "Select_a_book_to_read" option, keeping in mind there are 2 Spaces after the end "."


It should look exactly like this when you're done:

menu_camp_action 0 Choose_an_action: none 0 7
mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856145 4 0 32 2  144115188075856145 0 2133 2 144115188075856143 0 2133 2 144115188075856144 0 2133 2 144115188075856145 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135260  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135262  .  mno_leave_faction_hold  1 2330 2 2  144115188075856919  Renounce_your_oath_and_rule_your_lands,_including_{s2},_in_your_own_name.  4 1 4 936748722493063396 144115188075856919 360287970189639680  0 1 2 936748722493063544 0 1 2 936748722493063546 360287970189639680 2040 0  .  mno_action_rename_kingdom  3 31 2 144115188075856649 1 542 3  432345564227567674 21 0 542 3 432345564227567674 11 360287970189639680  Rename_your_kingdom.  1 900 1 1513209474796486683  .  mno_action_modify_banner  1 31  2 144115188075856141 1  {!}Cheat:_Modify_your_banner.  1 900 1 1513209474796486684  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1  864691128455135264  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135255  .

Notes:  In effect when you click on the "Camp"menu / "take an action" submenu = You will get another choice to:    "Renounce your oath and rule your lands, including ?__ ?  in your own name".
  For example a castle name will be listed in this spot ?__ ? and it could refer to an earlier occasion perhaps,  when your KING had Denied you THIS Castle and you had accepted his decision.  In effect, it will now be yours.  AGAIN...There is no CANCEL choice option after clicking on this. 

- But other than that, IT WORKS!!!!  You can rebel AND keep all your Lands, for how long is another matter.  :lol: :lol:

VERY IMPORTANT!  
-  One way to use this is just for a temporary Renounce and Keep your stuff tweak but then RESTORE your original  "Menus.txt" file afterward.
-  Did I mention that There is no CANCEL choice options for this new Tweak so make sure you WANT to Rebel.
-  If you decide to leave it, don't get tired one day and click on it by accident.  :razz:
>>>HELP REQUEST Here's the part where I beg you guys for some help to make this tweak a cool viable menu option :oops: :oops:
Korinov or anybody,
I need help by someone who understands Tweak code better than me.  I have figured out allot but here is my research for making this a viable choice in the Camp menus.

Basically this is an attempt to add a CANCEL option if you change your mind.

Part A: In menus.txt:  Look for this:

menu_camp_action 0 Choose_an_action: none 0 6
mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856145 4 0 32 2 144115188075856145 0 2133 2 144115188075856143 0 2133 2 144115188075856144 0 2133 2 144115188075856145 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135260  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135262  .  mno_action_rename_kingdom  3 31 2 144115188075856649 1 542 3 432345564227567674 21 0 542 3 432345564227567674 11 360287970189639680  Rename_your_kingdom.  1 900 1 1513209474796486683  .  mno_action_modify_banner  1 31 2 144115188075856141 1  {!}Cheat:_Modify_your_banner.  1 900 1 1513209474796486684  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1 864691128455135264  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135255  .


-My plan was to add one to blue 6 to make it 7 and add something like this:  mno_action_leave_faction  0  Renounce_your_vassal_oath!.  1 2060 1 864691128455135­­_ _ _  .   

- I have tried entering this line right after the Select_a_book_to_read.  1 2060 1 864691128455135262  .  mno_action_leave_faction  0  Renounce_your_vassal_oath!.  1 2060 1 864691128455135­­513  .  As an example

= What this does is put a new option under the  Camp / take an action...menu.  Renounce_your_vassal_oath!  By clicking on that you would get the 2 choices below in part B. 
  This I have succeeded in doing but my problem is I'm not sure what the final 3 digits of that 864... number really should be?    The highest instance of this number string I found was  864691128455135511  so I tried to use a number higher than that but i'm still unsure.  So i'm not sure if its a problem or not. 


Part B  Next I (We) would need to add these lines somewhere:

menu_leave_faction 0 menu_camp_action_leave_faction 0 You_wish_to_renounce_your_vassal_oath_and_keep_your_lands: none 0 3
mno_leave_faction_give_back  0  Renounce_your_oath_and_give_up_your_holdings.  2 1 2 936748722493063544 1 2040 0  .  mno_leave_faction_hold  1 2330 2 2 144115188075856919  Renounce_your_oath_and_rule_your_lands,_including_{s2},_in_your_own_name.  4 1 4 936748722493063396 144115188075856919 360287970189639680 0 1 2 936748722493063544 0 1 2 936748722493063546 360287970189639680 2040 0  .  mno_leave_faction_cancel  0  Remain_loyal_and_accept_the_decision.  1 2040 0  .

Or alternately to cut out the part about "giving up all your holdings"  ( since normally if you renounce to your king directly, you loose all your properties anyway) I thought about this:

menu_camp_action_leave_faction 0 You_wish_to_renounce_your_vassal_oath_and_keep_your_lands: none 0 2  mno_leave_faction_hold  1 2330 2 2 144115188075856919  Renounce_your_oath_and_rule_your_lands,_including_{s2},_in_your_own_name.  4 1 4 936748722493063396 144115188075856919 360287970189639680 0 1 2 936748722493063544 0 1 2 936748722493063546 360287970189639680 2040 0  .  mno_leave_faction_cancel  0  Remain_loyal_and_accept_the_decision.  1 2040 0  .


- As I went down the file...I tried to place the lines in red below here to stay consistent:

menu_camp_action_read_book 0 Choose_a_book_to_read: none 0 8
mno_action_read_book_1  3 150 1 288230376151711825 547 3 288230376151711825 3 0 2325 2 1 288230376151711825  {s1}.  2 2133 2 144115188075855918 288230376151711825 2060 1 864691128455135263  .  mno_action_read_book_2  3 150 1 288230376151711826 547 3 288230376151711826 3 0 2325 2 1 288230376151711826  {s1}.  2 2133 2 144115188075855918 288230376151711826 2060 1 864691128455135263  .  mno_action_read_book_3  3 150 1 288230376151711827 547 3 288230376151711827 3 0 2325 2 1 288230376151711827  {s1}.  2 2133 2 144115188075855918 288230376151711827 2060 1 864691128455135263  .  mno_action_read_book_4  3 150 1 288230376151711828 547 3 288230376151711828 3 0 2325 2 1 288230376151711828  {s1}.  2 2133 2 144115188075855918 288230376151711828 2060 1 864691128455135263  .  mno_action_read_book_5  3 150 1 288230376151711829 547 3 288230376151711829 3 0 2325 2 1 288230376151711829  {s1}.  2 2133 2 144115188075855918 288230376151711829 2060 1 864691128455135263  .  mno_action_read_book_6  3 150 1 288230376151711830 547 3 288230376151711830 3 0 2325 2 1 288230376151711830  {s1}.  2 2133 2 144115188075855918 288230376151711830 2060 1 864691128455135263  .  mno_action_read_book_7  3 150 1 288230376151711831 547 3 288230376151711831 3 0 2325 2 1 288230376151711831  {s1}.  2 2133 2 144115188075855918 288230376151711831 2060 1 864691128455135263  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135255  .
menu_camp_action_read_book_start 0 {s1} none 11 2133 2 1224979098644774912 144115188075855918 2325 2 2 1224979098644774912 4 0 2172 3 1224979098644774913 360287970189639680 2 527 3 1224979098644774914 1224979098644774912 4 2147483680 2 1224979098644774914 1224979098644774913 2320 2 1 1585267068834415029 2133 2 144115188075856135 1224979098644774912 5 0 2320 2 1 1585267068834415030 3 0 1
mno_continue  0  Continue...  1 2060 1 864691128455135255  .  menu_camp_action_leave_faction 0 You_wish_to_renounce_your_vassal_oath_and_keep_your_lands: none 0 2  mno_leave_faction_hold  1 2330 2 2 144115188075856919  Renounce_your_oath_and_rule_your_lands,_including_{s2},_in_your_own_name.  4 1 4 936748722493063396 144115188075856919 360287970189639680 0 1 2 936748722493063544 0 1 2 936748722493063546 360287970189639680 2040 0  .  mno_leave_faction_cancel  0  Remain_loyal_and_accept_the_decision.  1 2040 0  .

- It worked...it gives you an option to renounce and you have the option to cancel your decision if you change your mind.  But it messed up some of the other menu choices.  I must be missing something, I can't figure it out. 

So can anybody help me with this, pretty please????

Tweak to access your companions inventory as storage (Ref #77)
* I'm so Stoked I wrote this one myself!!!!

Difficulty level: A simple copy and paste

In conversation.txt  look for: dlga_member_talk:view_member_char_requested 69631 15  0 What_can_you_tell_me_about_your_skills?  180  0 NO_VOICEOVER

E1200 lines:

dlga_member_talk:member_trade 69631 15  0 Let_me_see_your_personal_equipment.  178  0 NO_VOICEOVER
dlga_member_trade:do_member_trade 4095 178  0 Very_well,_it's_all_here...  179  1 2051 0 NO_VOICEOVER
dlga_do_member_trade:member_talk 4095 179  0 Anything_else?  15  0 NO_VOICEOVER
dlga_member_talk:member_trade 69631 15  0 Let_me_see_your_inventory.  1790  0 NO_VOICEOVER
dlga_member_trade:do_member_trade 4095 1790  0 Very_well,_take_a_look...  1791  1 2042 0 NO_VOICEOVER
dlga_do_member_trade:member_talk 4095 1791  0 Anything_else?  15  0 NO_VOICEOVER

dlga_member_talk:view_member_char_requested 69631 15  0 What_can_you_tell_me_about_your_skills?  180  0 NO_VOICEOVER
dlga_view_member_char_requested:do_member_view_char 4095 180  0 All_right,_let_me_tell_you...  181  1 2046 0 NO_VOICEOVER
dlga_member_talk:member_separate 69631 15  0 We_need_to_separate_for_a_while.  182  2 1 2 936748722493063610 144115188075855895 2133 2 144115188075855946 72057594037927936 NO_VOICEOVER

Details:
*  All you have to do is paste the 3 blue lines right above the red just like it is above.
-  I changed the purple text to add the word "Personal" equipment...but you can leave it as it is in default. 

Notes:
- What this does it give you access to the Inventory of your companions. So you can use them for storage, even for horses!  This has an interesting side effect:  It's almost like your heros are a pawn shop! You can see how much cash they have.

- It uses a script that deals with buying and selling, so technically when you give them something it pays you the value of the item (even a horse).  But when you take it back you then have to pay the same value for it.  Thus it's an even trade.    The Pawn part is cool, because I often have to spend my own money to UPgrade my heros equipment.  Now with this tweak you can "Pawn an Item" for some cash but then you have to pay it back later if you want the item back.

- This makes total sense to me.  Now I don't have to spend 5000+ of my own money so early in the game to upgrade my Medics (Hildegard) armor.  She can help with the costs...dang straight! 

How to level up your lords and change their equipment...with PIC (Ref #6)
  Difficulty level:  Easy

Details: After you give a fief to a companion you can't level them up anymore, or change their equipment because they become lords. Same goes for lords you convinced to join your side.  In conversation.txt look for this line in RED
dlga_lord_talk:lord_talk_preoffer 69631 449  3 31 2 1 0 2147483680 2 144115188075856061 2 30 2 144115188075855900 0 I_have_an_offer_for_you.  571  0 NO_VOICEOVER

Easiest way to find line is to open the conversation.txt file:
Hit Crtl + A to "Select all" then Hit Ctrl + F to "Find"  Simply enter the 1st part of the line like:  "dlga_lord_talk:lord_talk_preoffer".... Boom easy to find. 

Paste this in Blue Below it:

dlga_lord_talk:lord_trade 69631 449 2 31 2 144115188075855897 432345564227567674 2147484208 3 144115188075855895 8 0 Let_me_see_your_equipment. 1787 0 NO_VOICEOVER
dlga_lord_trade:do_lord_trade 4095 1787 0 Very_well,_it's_all_here... 1788 1 2051 0 NO_VOICEOVER
dlga_do_lord_trade:lord_talk 4095 1788 0 Anything_else? 449 0 NO_VOICEOVER
dlga_lord_talk:view_lord_char_requested 69631 449 2 31 2 144115188075855897 432345564227567674 2147484208 3 144115188075855895 8 0 What_can_you_tell_me_about_your_skills? 1789 0 NO_VOICEOVER
dlga_view_lord_char_requested:do_lord_view_char 4095 1789 0 All_right,_let_me_tell_you... 1788 1 2046 0 NO_VOICEOVER


In case you need to see, this section of lines will look like this when you're done:

dlga_lord_talk:lord_talk_preoffer 69631 449  3 31 2 1 0 2147483680 2 144115188075856061 2 30 2 144115188075855900 0 I_have_an_offer_for_you.  571  0 NO_VOICEOVER
dlga_lord_talk:lord_trade 69631 449 2 31 2 144115188075855897 432345564227567674 2147484208 3 144115188075855895 8 0 Let_me_see_your_equipment. 1787 0 NO_VOICEOVER
dlga_lord_trade:do_lord_trade 4095 1787 0 Very_well,_it's_all_here... 1788 1 2051 0 NO_VOICEOVER
dlga_do_lord_trade:lord_talk 4095 1788 0 Anything_else? 449 0 NO_VOICEOVER
dlga_lord_talk:view_lord_char_requested 69631 449 2 31 2 144115188075855897 432345564227567674 2147484208 3 144115188075855895 8 0 What_can_you_tell_me_about_your_skills? 1789 0 NO_VOICEOVER
dlga_view_lord_char_requested:do_lord_view_char 4095 1789 0 All_right,_let_me_tell_you... 1788 1 2046 0 NO_VOICEOVER

dlga_lord_talk:lord_give_troops 69631 449  2 31 2 144115188075855897 432345564227567674 2147484208 3 144115188075855895 8 0 I_want_to_give_some_troops_to_you.  572  0 NO_VOICEOVER

Notes:
I recently started my own kingdom and quickly promoted one of my companions "Fulk Fitz Warin" to a Vassal (I gave him a village)  A few days later he showed up and I was able to use my new options.  Here is a screen shot of it:

mb3-2.jpg


MAN I worked HARD to get this one to work!!! I'm so glad it's working really good so far with NO ERRORS in a few hours of gameplay.  :grin: :grin:

***********
- His Equipment:  When I made him a Vassal he had slightly different  equipment than when I finally found him again a few days later.  The game had taken his military hammer away, put him on a horse (courser) and he only had a Lance for his melee weapon.  I quickly changed that because that's not how I had him set up prior to his promotion.

- View SKILLS:  It's SO Awesome that you can view and upgrade his skills now! 
************

So unless a problem comes up with this one:  I'm gonna say that this awesome tweak is WORKING!! :grin:  as of 12-20-2013

Placing (Garrison) troops in your village - manage village defense militia (Ref #2)
  Difficulty level:  easy

In menus.txt look for "mno_village_manage"

2147483678 2 1224979098644774922 21 2133 2 144115188075856210 0 5 0 2133 2 144115188075856210 1 3 0 14

mno_village_manage  4 2147484189 3 144115188075856176 35 2 2147484189 3 144115188075856176 35 1 2147484209 3 144115188075856176 39 1 541 3 144115188075856176 7 360287970189639680  Manage_this_village.  2 2133 2 144115188075856152 864691128455135321 2060 1 864691128455135330  .  mno_recruit_volunteers  1 1 1 936748722493063594  Recruit_Volunteers.  5 4 0 1 1 936748722493063514 5 0 2060 1 864691128455135323 3 0  .  mno_village_center  3 2147484189 3 144115188075856176 35 2 2147484189 3 144115188075856176 35 1 2147484209 3 144115188075856176 39 1  Go_to_the_village_center.  28 4 0 1 1 936748722493063514 5 0 521 3 1224979098644774912 144115188075856176 10 1261 1 1224979098644774912 1262 0 521 3 1224979098644774913 144115188075856176 25 1263 2 11 1224979098644774913 1 1 936748722493063513 4 0 200 1 504403158265495553 546 3 504403158265495553 1 144115188075856176 2147483850 1 504403158265495553 2147483851 1 504403158265495553 1263 2 45 360287970189641188 3 0 4 0 200 1 504403158265495594 2147485921 0 546 3 504403158265495594 1 144115188075856176 2147483850 1 504403158265495594 2147483851 1 504403158265495594 1263 2 45 360287970189644784 3 0 1911 1 792633534417207299 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_village_center.  mno_expel_culture  4 200 1 504403158265495587 2147483850 1 504403158265495587 2147483851 1 504403158265495587 546 3 504403158265495587 1 144115188075856176  Deal_with_the_Infidels.  2 1 3 936748722493063438 144115188075856176 -2 2060 1 864691128455135461  .  mno_village_elder_talk  3 2147484189 3 144115188075856176 35 2 2147484189 3 144115188075856176 35 1 2147484209 3 144115188075856176 39 1  Speak_with_the_Village_Elder.  28 4 0 1 1 936748722493063514 5 0 521 3 1224979098644774912 144115188075856176 10 1261 1 1224979098644774912 1262 0 521 3 1224979098644774913 144115188075856176 25 1263 2 11 1224979098644774913 1 1 936748722493063513 4 0 200 1 504403158265495594 2147485921 0 546 3 504403158265495594 1 144115188075856176 2147483850 1 504403158265495594 2147483851 1 504403158265495594 1263 2 45 360287970189644784 3 0 4 0 200 1 504403158265495553 546 3 504403158265495553 1 144115188075856176 2147483850 1 504403158265495553 2147483851 1 504403158265495553 1263 2 45 360287970189641188 3 0 1911 1 792633534417207299 1910 1 1224979098644774912 2049 1 1224979098644774913 3 0  Door_to_the_village_center.  mno_village_buy_food  2 541 3 144115188075856176 35 0 2147484209 3 144115188075856176 39 1  Buy_supplies_from_the_peasants.  6 4 0 1 1 936748722493063514 5 0 521 3 1224979098644774912 144115188075856176 25 2042 1 1224979098644774912 3 0  .
mno_village_station_troops 4 2147484189 3 144115188075856176 35 2 2147484189 3 144115188075856176 35 1 2147484209 3 144115188075856176 39 1 541 3 144115188075856176 7 360287970189639680 Station_a_garrison_here... 1 2043 1 1 .   mno_village_attack_bandits  1 561 3 144115188075856176 39 1  Attack_the_bandits.  15 521 3 1224979098644774912 144115188075856176 39 521 3 1224979098644774913 144115188075856176 10 1261 1 1224979098644774913 1262 0 1264 3 0 1224979098644774912 144115188075856207 1264 3 2 360287970189639705 144115188075856208 1020 0 1691 1 0 2133 2 144115188075856153 0 1911 1 792633534417207310 1910 1 1224979098644774913 2133 2 144115188075856152 864691128455135328 2060 1 864691128455135276 2133 2 144115188075856115 1 2048 0  .  mno_village_wait  2 541 3 144115188075856176 130 1 541 3 144115188075856176 7 360287970189639680  Wait_here_for_some_time.  12 2133 2 144115188075856038 144115188075856176 2133 2 144115188075856211 144115188075856176 4 0 132 1 648518346341351424 1608 2 1224979098644774912 648518346341351424 4 0 31 2 1224979098644774912 5 372 1 28 3 0 3 0 1031 3 168 5 1 2040 0  .  mno_collect_taxes_qst  8 541 3 144115188075856176 35 0 2147484209 3 144115188075856176 39 1 200 1 504403158265495593 526 3 1224979098644774912 504403158265495593 6 546 3 504403158265495593 1 144115188075856176 2147484194 3 504403158265495593 11 4 2322 2 1 1224979098644774912 526 3 72057594037927941 504403158265495593 11  {reg5?Continue_collecting_taxes:Collect_taxes}_due_to_{s1}.  1 2060 1 864691128455135355  .  mno_train_peasants_against_bandits_qst  4 541 3 144115188075856176 35 0 200 1 504403158265495629 2147483852 1 504403158265495629 546 3 504403158265495629 1 144115188075856176  Train_the_peasants.  1 2060 1 864691128455135361  .  mno_village_hostile_action  3 541 3 144115188075856176 35 0 2147484209 3 144115188075856176 39 1 2147483679 2 144115188075856256 144115188075856264  Take_a_hostile_action.  1 2060 1 864691128455135322  .  mno_village_reports  1 31 2 144115188075856141 1  {!}CHEAT!_Show_reports.  1 2060 1 864691128455135369  .  mno_village_leave  0  Leave...  1 2040 1 0  .

Details:
- In the line right above "mno_village_manage" you should see it ends with a 13....Change that to 14
- Add lines in Blue
- make sure you leave a space after 0 . in Green 
- I would also make sure there is a space before "mno_village_attack_bandits"

** Personal Notes:

I had to go beyond my normal abilities to figure this out because once again...all our E1200 files were a little different.  I'm proud of figuring this out however. 

On my test village it had 66 villagers in there: 61 farmers and 5 women.  I removed them and waited a week...then there were 13 farmers and 4 women.  So of course the game was replacing them.  I'm not totally certain what the limiter is or how it calculates the new additions of villagers, because I then dropped in a 150 troops and waited another week.  Afterwards no NEW peasants were added.    I also was lucky enough to have an enemy lord attempt to raid my village whilst I waited....I can Confirm that my new defense garrison was indeed in the fight and not just a bunch of farmers.

I have to admit that this tweak falls under the category of a TOTAL HACK  :oops:...for these reasons:
- Free farmers and women
- Unlimited garrison capacity
- No wages need to be paid for garrisoned troops that I could see

But since i'm a good boy and I actually try to role play in my game i'll try to set limits for myself.  For example, if i'm an Almohad I might only drop a max of 20 Black Guards in there as "village defense force".  :razz:

Use at your own discretion.

*** As of 12-6-2013  It WORKS!!!!!!!!!!!!!!!!!!!!

Tweak % chance of capturing enemy lords (aka defeated lord being able to escape) (Ref #13)
Capturing Enemy Lords    Difficulty Level:  Super Easy

Note: If anyone is annoyed at the capture rate of lords for the player, you can modify it in scripts.txt. The script is:

Warband Native lines:
Quote
cf_check_hero_can_escape_from_player -1
11 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495583 1073742370 3 504403158265495583 2 1224979098644774912 546 3 504403158265495583 4 1224979098644774912 2133 2 1224979098644774913 1 3 0 31 2 1224979098644774913 0 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 80

That number at the end that I highlighted red (80 by default) is the % chance that heroes escape from the player. You could change it to anything from 0 to 100, 0 being capture them every time, 100 being escape every time. This doesn't affect the capture rate of npc v npc battles, only player v npc.


!! It looks different in my file for Europe 1200 Beta 9  V.22

Europe 1200 lines, my file version looks like this:
Quote
cf_check_hero_can_escape_from_player -1
28 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495622 1073742370 3 504403158265495622 2 1224979098644774912 546 3 504403158265495622 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189644966 2147483678 2 1224979098644774912 360287970189644968 4 0 200 1 504403158265495678 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 2147483678 2 1224979098644774915 70 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 31 2 1224979098644774914 1

I will attempt to change 70 to 0,  testing....    As of 12-4-2013 WORKS!!!

Add to Character info screen your relation as a Number (Ref #14)
  Difficulty level: Soooo easy

Character info screen to show your relation with lords as a #.

It's quite easy, actually. Just open up strings.txt and find:  str_lord_info_string

str_lord_info_string {reg6?:{reg4?{s54}_is_the_ruler_of_{s56}.^:{s54}_is_a_vassal_of_{s55}_of_{s56}.^}}Renown:_{reg5}._Controversy:_{reg15}.^{reg9?{reg3?She:He}_is_the_{reg3?lady:lord}_of_{s58}.:{reg3?She:He}_has_no_fiefs.}{s59}^{s49}

This is where it gets the text for the lord's pages. The relation is already stored by the script (in order to get the line of text that it displays), we just need to add a direct reference to it. It's stored as register 0, so to display the number all you'd have to do is add {reg0}. But let's make it a bit more fancy.

Change it to this:
str_lord_info_string {reg6?:{reg4?{s54}_is_the_ruler_of_{s56}.^:{s54}_is_a_vassal_of_{s55}_of_{s56}.^}}Renown:_{reg5}._Controversy:_{reg15}.^{reg9?{reg3?She:He}_is_the_{reg3?lady:lord}_of_{s58}.:{reg3?She:He}_has_no_fiefs.}{s59}^{s49}^Relation:_{reg0}.

What I added is in blue. What this does is the ^ makes it start on a new a line, then it says "Relation: #." You could also delete the {s49} if you wanted - that's the bit that gives the general feeling text (like "They are fond of you" or whatever).

Note that this IS savegame compatible, but it won't show up until the notes on that particular troop get updated. This isn't done unless something changes, like if they lose or gain land or something. Changing relation updates it too.

* Note to self...I copied exactly ^Relation:_{reg0}.  = with the period ( . ) at the end right after ^{s49}^Relation:_{reg0}.
As of 12-4-2013 WORKS!!!

Tweak the Honor / Relation loss for refusal to ransom lords, Parts A & B (Ref #12)
  Difficulty Level:  Baby easy

I feel strongly about (A) because when I'm at War with someone and they RAID and Kill my villagers...I don't feel it's dishonorable to make them rot in my dungeon for their crimes.

Honor lost for refusal to ransom lords is in menus.txt

E1200 Lines:
mno_ransom_accept  0  Accept_the_offer.  4 1528 2 360287970189639680 72057594037927948 1616 3 144115188075856963 144115188075856962 1 1 2 936748722493063658 144115188075856962 2040 0  .  mno_ransom_reject  0  Reject_the_offer.  4 1 3 936748722493063437 144115188075856962 -4 1 2 936748722493063444 -1 2133 2 144115188075855990 1 2040 0  .

(A) The -1 is the amount of honor to subtract. It's only 1 honor lost by default.
I'm going to test by changing the -1 to 0,  AS OF 12-4-2013 it works!!!

(B) Change -4 to 0, Tweak the Relation loss for refusal of Ransom.  Not verified but fairly certain it'll work.

Tweak - How to Allow Accessing Inventory During a Siege (Ref # 1)
  Difficulty level:  Piece of Cake

**************************************
I personally only use this by Running back to my troops and then I hit the "I" key...I don't use it when I'm on the ladder or after I've entered the castle.

**************************************
Tweak:
The lack of baggage during a siege is annoying. Short of going into every single scene and making a 20mb download just to add baggage to them all, the easiest way of modding in inventory access to sieges is to just make it work by pressing the inventory key. So this is what I did. I'll leave it to you to regulate how you use it - run back to your troops and pretend you're opening baggage before you re-arm during combat if you like, it's just nice to be able to do it at all.

The file you need to edit is mission_templates.txt

* You'll need to look for mst_castle_attack_walls_belfry and mst_castle_attack_walls_ladder, and you'll be looking at the parts at the bottom of these entries (right before the next mst_ entry).  Look for: -22.000000 0.000000 0.000000  1 1106 1 216172782113783919  0


The red being the line you actually need to edit - that's telling the game what to do once you push the inventory key. The way it's set now tells you that you can't access your inventory. Instead we change it to this:
-22.000000 0.000000 0.000000 1 2075 1 1 0

**  All you actually have to change is the 1106 to 2075 and the 216172782113783919 to 1. This tells it to trigger the key as normal (aka open inventory) when you press the inventory key.

For clarity (in case I lost someone) What you'll want to see is this for the end of the belfry script:
Quote

0.000000 0.000000 0.000000  0  3 73 1 22 2147484551 1 1513209474796486693 900 1 1513209474796486693
0.100000 0.000000 0.000000  0  2 903 1 1513209474796486693 1 1 936748722493063536
-22.000000 0.000000 0.000000  1 1106 1 216172782113783919  0

I changed it to:
0.000000 0.000000 0.000000  0  3 73 1 22 2147484551 1 1513209474796486693 900 1 1513209474796486693
0.100000 0.000000 0.000000  0  2 903 1 1513209474796486693 1 1 936748722493063536
-22.000000 0.000000 0.000000  1 2075 1 1  0


And this for the end of the ladder one:
Quote
0.000000 0.000000 0.000000  0  3 73 1 22 2147484551 1 1513209474796486693 900 1 1513209474796486693
0.100000 0.000000 0.000000  0  2 903 1 1513209474796486693 1 1 936748722493063536
-22.000000 0.000000 0.000000  1 1106 1 216172782113783919  0

I changed it to:
0.000000 0.000000 0.000000  0  3 73 1 22 2147484551 1 1513209474796486693 900 1 1513209474796486693
0.100000 0.000000 0.000000  0  2 903 1 1513209474796486693 1 1 936748722493063536
-22.000000 0.000000 0.000000  1 2075 1 1  0

Once these changes are done, the next time you siege a castle or defend a castle pressing "I" will open your inventory. Not quite as elegant as baggage boxes, but much simpler. Enjoy!


As of 12-4-2013 it works AWESOME!!!

I have Done both and they work perfectly. :smile:

Change the minimum amount of damage for PLAYER and his Heros to Continue Fighting and Contribute to Party Skills
  Difficulty level:  Oh my gosh, ridiculously easy

*****************************************
This is a very simple one that I'm sure everyone knows about
*****************************************

To Change the minimum amount of damage for PLAYER and his Heros to Continue Fighting and Contribute to Party Skills.

The lines are in the module.ini file for whichever module you are using.

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

Note:  For example to make your heros last longer on the battlefield just lower the 15 in Red to same as YOU = 5

Blood Tweak  Subitai's improved blood pattern that shoots out!
  Difficulty Level:  Easy, a simple copy and paste. 

Subitai's IMPROVED Blood Tweak with even more blood in a better pattern that shoots out!  Here's the pattern that I alter'd for myself. 

= Raw text you can paste this right into your particle_systems.txt over the matching text to change the particle physics.

psys_game_blood 12800 prt_mesh_blood_1 5000 5.650000 3.000000 0.500000 10.000000 10.000000
0.000000 1.000000 1.000000 1.000000
0.100000 0.900000 1.000000 0.900000
0.100000 0.700000 1.000000 0.700000
0.100000 0.700000 1.000000 0.700000
0.100000 0.020000 2.000000 0.318000
0.000000 0.050000 0.000000 0.600000 1.500000 1.200000 0.000000
0.000000 0.000000
psys_game_blood_2 12800 prt_mesh_blood_3 5000 0.800000 3.000000 0.900000 10.000000 10.000000
0.100000 0.600000 1.000000 0.010000
0.100000 0.500000 1.000000 0.700000
0.100000 0.500000 1.000000 0.700000
0.100000 0.500000 1.000000 0.700000
0.100000 0.150000 2.500000 1.150000
0.000000 0.050000 0.000000 0.900000 1.600000 0.200000 0.900000
0.000000 0.000000 

Blood Tweak has always worked for me...it's awesome compared to native

Thanks a TON to "Niel_V" .  For more info here is his link: 

Topic: [Warband] Blood enhancement tweak v0.5

http://forums.taleworlds.com/index.php/topic,143179.0.html



Just trying to contribute to this great mod... enjoy!!!

"O"
 
Tweak to cancel asses prices menu..hit by mistake (Ref # 26)
  Difficulty level:  Easy

Detail:  If you've ever clicked on "Asses Prices" by mistake you'll notice that there's No way to back out of that.  Whereby you'll loose a few game hours having to wait for this to happen.  Suks if you didn't really mean to hit it and especially if you're in a hurry.  I do it all the time and it's very annoying when it happens so I modified a tweak by Hardrada to work for Europe 1200 v.22 .  Here it is:

Open up Menus.txt and search for menu_town_trade_assessment_begin  It should look like this:

menu_town_trade_assessment_begin 0  You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area.^You_listen_closely,_trying_to_work_out_the_best_deals_around. none 1 2319 1 42 1 

I change BLUE to 0 2

I deleted the 2319 1 42 1

Then add this with one space after the "."  =  mno_back_to_town_menu  0  Head_back.  1 2060 1 864691128455135344


If you want see what it should look like here it is:

mno_assess_prices  3 2204 2 1224979098644774912 144115188075856176 2190 3 1224979098644774913 1224979098644774912 432345564227567674 30 2  1224979098644774913 0  Assess_the_local_prices.  1 2060 1 864691128455135372  .  mno_trade_with_arms_merchant  1 561 3 144115188075856176 21 1  Trade_with_the_arms_merchant.  2 521 3 1224979098644774912 144115188075856176 21 2042 1 1224979098644774912  .  mno_trade_with_armor_merchant  1 561 3  144115188075856176 22 1  Trade_with_the_armor_merchant.  2 521 3 1224979098644774912 144115188075856176 22 2042 1 1224979098644774912  .  mno_trade_with_horse_merchant  1 561 3 144115188075856176 24 1  Trade_with_the_horse_merchant.  2 521 3 1224979098644774912 144115188075856176 24 2042 1  1224979098644774912  .  mno_trade_with_goods_merchant  1 561 3 144115188075856176 23 1  Trade_with_the_goods_merchant.  2 521 3 1224979098644774912  144115188075856176 23 2042 1 1224979098644774912  .  mno_back_to_town_menu  0  Head_back.  1 2060 1 864691128455135344  .
menu_town_trade_assessment_begin 0  You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area.^You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 2
mno_continue  0  Continue...  9 2133 2 144115188075856038 144115188075856176 2133 2 144115188075856215 1 1 2 936748722493063590 1369094286720630784 2108 2  72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856211 144115188075856176 2133 2 144115188075856232 -1 1030 3  1224979098644774912 5 0 2040 0  .  mno_back_to_town_menu  0  Head_back.  1 2060 1 864691128455135344  .
menu_town_trade_assessment 512 As_the_party_member_with_the_highest_trade_skill_({reg2}),_{reg3?you_try_to_figure_out:{s1}_tries_to_figure_out}

NOTES:

As of 12-26-2013, this tweak is working well in my game and no problems

NEW GAME REQ Tweak to enable garrisoning of your companions (Ref # 25)
Thanks to MageLord and Lord Kinlar      Difficulty level:   Easy to Fair depending on your confidence level

Notes:  Although this tweak is fairly easy to implement...there are some things you need to know:

- In order for this tweak to work, you must start a new game.  Sorry that is the nature of how games in Warband are saved after version 1.x.  Neither of the 1.x versions will update the troop info from troops.txt once you start a new game.  When you start a new game it saves the entire troops file in your savegame, so any changes made to the troops file after that won't take effect until you start another new game.

- The numbers 268435472 to be replaced with 16  both are representative of MALES

- The numbers 268435473 to be replaced with 17  both are representative of Females

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Start:  You need to open troops.txt and change all instances of 268435472 to 16, EXCEPT for the first one (unless you want to be able to garrison yourself!) and then change the few instances of 268435473 to 17 for the female companions (you could change all of them, but that would make all the wives and daughters garrisonable - it probably wouldn't hurt anything to do that, though).

So basically go into whatever text editor you use, open up the replace window, put in 268435472 to be replaced with 16, and hit replace all - then change the first one (YOU)back to 268435472 (unless you want to garrison yourself... not sure what that might do). Then put in 268435473 to be replaced with 17, replace all if you want to be able to garrison your female companions and or noblewomen (I think they are the ones used in escort quests).

***  What I did was: replace all 268435472 instances with 16 (put myself back) and then only changed the female companions from 268435473 to 17.  If you don't want to use the replace feature then you can "select all" and "Find" each companion individually by name that you want to change.


To see an example, the 1st few lines in the file will look like this:  (This is YOU if you're a male)
trp_player Player Player 0 268435472 0 0 57 0 0
  -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  4 4 4 4 0
15 15 15 15 15 15 0
0 0 0 0 0 0
  6442450945 3952873730080618203 1947355 0 0 0 0 0


Selomon looks like this now:  trp_npc23 Selomon Selomon 0 16 0 0 1 0 0

Margery Kempe looks like this now:  trp_npc22 Margery_Kempe Margery_Kempe 0 17 0 0 1 0 0


FINAL THOUGHTS:  As of 12-26-2013  It works but...>>>>>>>>>>

This is a really cool tweak and it works for the most part...great even but I did encounter one small bug.  Well small to me. :smile:

DETAILS:   After I put my test hero (William Tell) into my Garrison.  He's on the roster and I can freely remove him and replace him back again no worries.  If I go to the Hall, of course he is also there...

However if I try to speak with him...I get the 2 options "Welcome back, my Friend & Sorry, I can't take on anyone..."

If I say "sorry..."  then it's no problem.  If I choose Welcome back, then that's where the bug happens.  Esentially, it will create a bug where you get a duplicate hero.  One in your garrison and one in your party.  That might be desirable if you're looking to cheat.  :roll:

If you go into manage garrison and manually remove your hero...then your party will again only have one instance of that hero and all is back to normal. 

So basically if you use this Tweak to garrison your heros...just don't talk to them when in the hall and it works fine.

Tweak Village Elder to give new quest after you've asked for one  (Ref # 22b)
  Difficulty = Baby Easy

FROM THEMAGELORD
Here's another one kind of related to the quest timers one. If you turn down a mission, the game sets a slot of that troop to not give you any more quests. For lords and ladies, this is fine - every 36 hours it goes through and resets them all to 0. But on village elders, there's no trigger to set it back - so they will NEVER give you a quest again. This tweak simply changes the check that's done to throw off the thing and make them always offer you quests. It can be done for lords & ladies too if you like, but they sometimes have penalties associated with turning down quests other than just not giving you one again for 36 hours - so you probably wouldn't want to keep asking and turning them down anyway.

Open up conversation.txt and do a search for
Quote
1 540 3 144115188075855885 20 1

That should find 3 instances total in the file. The first is under lord_request_mission_ask, and that deals with lords. The second is under lady_ask_for_quest, and (obviously) it deals with ladies. The third is the village elder one - village_elder_request_mission_ask (which is the one that I primarily made this tweak for). You can change just one or all three, whatever you like.

All you have to do is change the 1 to a 2 or 3 or anything but 0 or 1. I just set mine to 2. What this does is: When it tries to go to that conversation, it checks for the slot to be set to that number. By default it's set to 0, and when you turn down a quest it sets that slot to 1 - so the default 1 makes it come up once you have refused a quest. If you set it to check for 2, it will never come up because nothing ever sets it to 2. And if that one doesn't come up, the next one does - which is the one that actually offers a quest.

Thus you can then refuse a village elder quest without making him stop giving you quests forever.

*******************************************************
I found an E1200 string that looks like this:

dlga_village_elder_request_mission_ask:village_elder_pretalk.1 4095 1590  1 540 3 144115188075855895 20 1 No_{sir/madam},_We_don't_have_any_other_tasks_for_you.  1588  0 NO_VOICEOVER

I will TEST......Setting mine to 2.

NOTES:
My observation is that it works in that when I reject the quest...I can still ask him again (it may take a few pokes) but he'll offer it to you again.  However, after visiting many villages i've come under the assumption that you cannot force the village elder to give you a quest.  Literally meaning if there's NO Jobs availble then you cannot make the Elder give you a quest no matter how many times you click on asking him.    In other words, he kinda already has to have one ready for you for this tweak to work.  Normally if you rejected his offer, it would not offer you another one. 

Tweak to ask a Town Guildmaster for another quest after you already asked for one (Ref #22a)
Difficulty = Super easy

INFO: Here's another one for convenience. A change to the conversation.txt to allow asking a merchant for another quest after you already asked for one (so if you don't like bringing a caravan to X, ask him if he has another job - without having to travel to another city first).

Open up conversation.txt and find:
dlga_mayor_talk:merchant_quest_requested 69631 1470  3 2240 1 1224979098644774912 2147483678 2 1224979098644774912 0 2147483679 2 144115188075856091 144115188075855895 Do_you_happen_to_have_a_job_for_me?  1490  4 2133 2 144115188075856091 144115188075855895 1 2 936748722493063368 144115188075855895 2133 2 144115188075856095 72057594037927936 2133 2 144115188075856092 144115188075856095 NO_VOICEOVER
         
Remove the red, change the 3 to a 2.

What this does is remove the check for if he has already offered you a quest. You'll still have the "About that job..." option if you asked him before, this just lets you see "Do you happen to have a job for me?" along with that. Clicking it generates a new job (and overwrites the job saved as the "About that job...").

After change your file looks like this:
dlga_mayor_talk:merchant_quest_requested 69631 1470  2 2240 1 1224979098644774912 2147483678 2 1224979098644774912 0 Do_you_happen_to_have_a_job_for_me?  1490  4 2133 2 144115188075856091 144115188075855895 1 2 936748722493063368 144115188075855895 2133 2 144115188075856095 72057594037927936 2133 2 144115188075856092 144115188075856095 NO_VOICEOVER

Notes:  As of 1-8-2014 it works great.

Tweak Tournament =Pitfights (NOT Noble Events) betting amounts (Ref #17)
  Difficulty level:  Easily done but a little tedious

Just go into menus.txt and look for menu_tournament_bet and change the appropriate numbers.

The specific bit you're looking for is:
Quote
mno_bet_100_denars  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 100  100_denars.  2 2133 2 144115188075855905 100 2060 1 864691128455135340  .  mno_bet_50_denars  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 50  50_denars.  2 2133 2 144115188075855905 50 2060 1 864691128455135340  .  mno_bet_20_denars  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 20  20_denars.  2 2133 2 144115188075855905 20 2060 1 864691128455135340  .  mno_bet_10_denars  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 10  10_denars.  2 2133 2 144115188075855905 10 2060 1 864691128455135340  .  mno_bet_5_denars  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 5  5_denars.  2 2133 2 144115188075855905 5 2060 1 864691128455135340

Numbers to change highlighted in red. These are the 5 different arena bets - just change them to whatever you like. First number is the name of that menu option. Second number is the amount that you're actually betting (saved to $temp for next steps). Third number is the text that displays, so you know how much you're betting. Fourth number is the amount required to be able to see the option. I don't think you really need to change the first one, since it's just the name and isn't displayed, but I did anyway for consistency.

I multiplied all mine by 10, so the lowest is 50 and highest is 1000. Given the new costs of armor, it seems much more reasonable. Did anyone EVER bet 5, anyway? I mean honestly... 5 denars? What kind of pauper needs to bet that?

This works perfectly - all the other instances dealing with tournament bets reference the numbers set here - the one that takes, gives, all the displaying ones, etc.

Testing 1-22-2014  Multiplied all of mine by 5

Improve your relations with lords and ladies up to "X" by giving them expensive gifts.  Part 1 (Ref #42)
By lord Kinlar 
Difficulty level: easy   

E1200 v.22 lines:    Open conversation.txt and find this line...

dlga_lady_restore_relation_2:lady_restore_relation_2b 81919 1171  7 50 1 1224979098644774912 33 3 1224979098644774912 360287970189641701 360287970189642662 2173 2 1224979098644774913 1224979098644774912 31 2 144115188075855897 1224979098644774913 1 2 936748722493063435 1224979098644774912 2147483678 2 72057594037927936 0 2322 2 1 1224979098644774912 {s1}  1172  1 50 1 144115188075856049 NO_VOICEOVER

then replace the red 0 with any number you want. Any number between 100 and 150 should work without problem.

This process normally only works when your relations with a person is below 0, now it'll work when it's below 100 or whatever the number you pick.

Testing this 1st.... 1-20-2014  set mine to 100

Notes:  You still have to gain a positive relation with a lady prior to using this, for example a dedication after a tournament.

- This solves or a is a boost to major problem that I always had trouble with.  For example when you have your own kingdom and you start handing out fiefs you start to loose relations with other jealous lords.  With this tweak you should be able to keep them in the positive.

- In test I was able to also buy gifts for my king who I only had a " 0 " relation with.  It worked.

If you're not happy with the amount of good relations that a gift provides, you can change it like this... part 2(Ref # 43)
Difficulty level: easy
E1200 v.22 lines: Open conversation.txt find these lines...

dlga_lady_restore_relation_4:lady_restore_relation_5 69631 1174  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075856050 2133 2 72057594037927946 144115188075856050 I_think_a_gift_of_{reg10}_denars_will_do.  1175  2 2133 2 144115188075855918 1 2133 2 144115188075856013 144115188075856050 NO_VOICEOVER
dlga_lady_restore_relation_4:lady_restore_relation_5.1 69631 1174  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075856051 2133 2 72057594037927947 144115188075856051 Maybe_I_can_afford_{reg11}_denars.  1175  2 2133 2 144115188075855918 2 2133 2 144115188075856013 144115188075856051 NO_VOICEOVER
dlga_lady_restore_relation_4:lady_restore_relation_5.2 69631 1174  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075856052 2133 2 72057594037927948 144115188075856052 In_that_case,_I_am_ready_to_spend_{reg12}_denars.  1175  2 2133 2 144115188075855918 3 2133 2 144115188075856013 144115188075856052 NO_VOICEOVER

and change the red 1(1st gift), 2 (2nd gift) and 3 (3rd gift)

Testing this 1st.... 1-20-2014    set mine to 3, 6, 9

Notes:  WORKS!

Not happy with the price of gifts? Part 3 (Ref #44)
Difficulty level: easy

E1200 v.22 lines: Open conversation.txt find these lines...

dlga_lady_restore_relation_3:lady_restore_relation_4 4095 1173  8 2322 2 10 144115188075856049 2133 2 144115188075856050 1000 2133 2 144115188075856051 2000 2133 2 144115188075856052 3000 2133 2 72057594037927946 144115188075856050 2133 2 72057594037927947 144115188075856051 2133 2 72057594037927948 144115188075856052 1506 2 72057594037927940 144115188075856049 You_can_improve_your_relation_with_{s10}_by_sending_{reg4?her:him}_a_gift_worth_{reg10}_denars._But_if_you_can_afford_spending_{reg11}_denars_on_the_gift,_it_would_make_a_good_impression_on_{reg4?her:him}._And_if_you_can_go_up_to_{reg12}_denars,_that_would_really_help_smooth_things_out.  1174  0 NO_VOICEOVER

Testing this 1st.... 1-20-2014  set to 300, 600, 900

Notes:  Works!

Lord relations loss/bonus during fief granting mod (without TweakMB!) (Ref #45)
Difficulty: Fair to Medium   

Originally by by tyrannicide    It took me awhile to discover the exact numbers for E1200

I've been looking for a way to tweak the relations loss and bonuses whilst i'm King.  Sometimes you just can't make anybody happy.  haha

In your scripts.txt file  Search for:  give_center_to_lord -1

In My E1200 file it looks like this:

give_center_to_lord -1
165 23 2 1224979098644774912 1 23 2 1224979098644774913 2 23 2 1224979098644774914 3 4 0 31 2 144115188075856141 1 30 2 1224979098644774913 0 2330 2 4 1224979098644774912 2322 2 5 1224979098644774913 1106 1 1585267068834414755 3 0 4 0 31 2 1224979098644774913 360287970189639680 372 1 50 2133 2 1224979098644774915 1 6 3 1224979098644774916 648518346341351446 648518346341353256 2147483679 2 1224979098644774916 1224979098644774912 541 3 1224979098644774916 7 360287970189639680 2105 2 1224979098644774915 1 3 0 30 2 1224979098644774915 5 372 1 51 3 0 521 3 1224979098644774917 1224979098644774912 7 4 0 31 2 1224979098644774913 -1 2133 2 1224979098644774918 432345564227567674 1677 2 1224979098644774912 0 5 0 31 2 1224979098644774913 360287970189639680 2133 2 1224979098644774918 144115188075856256 5 0 2173 2 1224979098644774918 1224979098644774913 3 0 522 3 1224979098644774919 1224979098644774918 11 4 0 31 2 1224979098644774919 1224979098644774917 1 6 936748722493063645 22 1224979098644774919 1224979098644774912 1224979098644774913 1224979098644774918 500 3 1224979098644774913 47 0 3 0 4 0 31 2 1224979098644774913 -1 1620 2 1224979098644774912 144115188075856256 5 0 31 2 1224979098644774913 360287970189639680 32 2 144115188075856256 0 1620 2 1224979098644774912 144115188075856256 5 0 31 2 1224979098644774913 360287970189639680 2147483681 3 144115188075856256 432345564227567674 432345564227567731 1620 2 1224979098644774912 432345564227567674 5 0 1620 2 1224979098644774912 1224979098644774918 3 0 501 3 1224979098644774912 7 1224979098644774913 4 0 541 3 1224979098644774912 0 4 521 3 1224979098644774920 1224979098644774912 122 32 2 1224979098644774920 0 132 1 1224979098644774920 2204 2 1224979098644774921 1224979098644774912 1620 2 1224979098644774920 1224979098644774921 3 0 4 0 1073742365 3 1224979098644774912 0 3 541 3 1224979098644774912 0 2 32 2 1224979098644774913 -1 520 3 1224979098644774922 1224979098644774913 13 32 2 1224979098644774922 0 2106 2 1224979098644774922 1080863910568919334 2105 2 1224979098644774922 1297036692682702905 1677 2 1224979098644774912 1224979098644774922 3 0 4 0 32 2 1224979098644774913 -1 1 2 936748722493063569 1224979098644774913 3 0 1 2 936748722493063573 1224979098644774912 4 0 32 2 1224979098644774918 0 1 2 936748722493063566 1224979098644774918 3 0 4 0 30 2 1224979098644774917 0 1 2 936748722493063569 1224979098644774917 2173 2 1224979098644774923 1224979098644774917 1 2 936748722493063566 1224979098644774923 3 0 4 0 31 2 1224979098644774914 1 1073742365 3 1224979098644774912 0 3 541 3 1224979098644774912 0 2 2133 2 1224979098644774924 3 4 0 541 3 1224979098644774912 0 3 2133 2 1224979098644774924 9 3 0 6 3 1224979098644774925 0 1224979098644774924 1 2 936748722493063404 1224979098644774912 3 0 6 3 1224979098644774925 0 7 2122 3 1224979098644774926 150 1224979098644774924 2122 3 1224979098644774927 200 1224979098644774924 2136 3 1224979098644774928 1224979098644774926 1224979098644774927 1673 3 1224979098644774912 1224979098644774928 0 3 0 3 0 522 3 1224979098644774919 1224979098644774918 11 2270 1 1224979098644774929 4 0 32 2 1224979098644774929 0 32 2 1224979098644774913 0 1 4 936748722493063671 1224979098644774913 1224979098644774919 10 2105 2 144115188075856913 10 4 0 2147484210 3 1224979098644774918 20 4 2133 2 1224979098644774930 6 5 0 2147484210 3 1224979098644774918 20 8 2133 2 1224979098644774930 5 5 0 2147484210 3 1224979098644774918 20 16 2133 2 1224979098644774930 4 5 0 2147484210 3 1224979098644774918 20 32 2133 2 1224979098644774930 3 5 0 2133 2 1224979098644774930 2 3 0 6 3 1224979098644774931 360287970189641701 360287970189642662 540 3 1224979098644774931 2 2 2147483679 2 1224979098644774931 1224979098644774913 2173 2 1224979098644774932 1224979098644774931 31 2 1224979098644774918 1224979098644774932 2147483679 2 1224979098644774931 1224979098644774919 1 3 936748722493063672 1224979098644774931 1224979098644774913 2123 3 1224979098644774933 72057594037927936 10 2106 2 1224979098644774933 2 2147483679 2 1224979098644774933 0 2112 3 1224979098644774933 -5 3 2107 2 1224979098644774933 1224979098644774930 2108 2 1224979098644774933 2 4 0 540 3 1224979098644774931 154 1224979098644774913 2105 2 1224979098644774933 1 2111 2 1224979098644774933 1 3 0 1 4 936748722493063671 1224979098644774931 1224979098644774919 1224979098644774933 2105 2 144115188075856913 1224979098644774933 4 0 3221225504 2 1224979098644774933 -8 1073742364 3 1224979098644774931 47 1 540 3 1224979098644774931 47 1224979098644774912 1 6 936748722493063645 26 1224979098644774931 1224979098644774912 1224979098644774913 1224979098644774918 3 0 3 0 3 0 4 0 33 3 1224979098644774912 648518346341351446 648518346341352237 6 3 1224979098644774934 648518346341352237 648518346341353256 541 3 1224979098644774934 120 1224979098644774912 2204 2 1224979098644774935 1224979098644774934 2147483679 2 1224979098644774935 1224979098644774918 1 4 936748722493063396 1224979098644774934 1224979098644774913 0 3 0 3 0

Details:

Within look for the Relations delta with the fief assignee: find an occurrence of the number 1224979098644774919 followed by the number 10 (should be the fifth occurrence). That number is the relations delta.  The Blue 10 after the 1224979098644774919 10  =  represents relation gained with the lord you're giving the fief to.  Change as desired.

1st Multiplier for relation losses with other lords if your faction has 1-3 parties: look for the first occurrence of the number 1224979098644774930 6; the following number is the multiplier.

2nd Multiplier for relation losses with other lords if your faction has 4-7 (4-6) parties: look for the second occurrence of the number 1224979098644774930 5; the following number is the multiplier.

3rd Multiplier for relation losses with other lords if your faction has 8-15 (7-9) parties: look for the third occurrence of the number 1224979098644774930 4; the following number is the multiplier.

4rd Multiplier for relation losses with other lords if your faction has 16-31 (10-11) parties: look for the fourth occurrence of the number 1224979098644774930 3; the following number is the multiplier.

5th Multiplier for relation losses with other lords if your faction has more than 32 ( ? ) parties: look for the fifth occurrence of the number 1224979098644774930 2; the following number is the multiplier.

Notes:
- As you can see above, the default values for relation loss as to how many lords are in your kingdom are: 
(1-3 lords -6 relation loss ), (4-7 Lords -5 relation loss) ect...-4,-3,-2

-Set the number directly after the 5 occurrences in red to ZERO if you don't want any relation losses with lords when you grant a Lord a fief.

-The figures in ( ? ) seem to be the group figures (as in numbers of Lords) that has been working for me...as I did a test with 12 vassals under me and put the amounts for relation loss respectively as 4, 3, 2, 1, 0


MY FILE LOOKS LIKE THIS NOW:

give_center_to_lord -1
165 23 2 1224979098644774912 1 23 2 1224979098644774913 2 23 2 1224979098644774914 3 4 0 31 2 144115188075856141 1 30 2 1224979098644774913 0 2330 2 4 1224979098644774912 2322 2 5 1224979098644774913 1106 1 1585267068834414755 3 0 4 0 31 2 1224979098644774913 360287970189639680 372 1 50 2133 2 1224979098644774915 1 6 3 1224979098644774916 648518346341351446 648518346341353256 2147483679 2 1224979098644774916 1224979098644774912 541 3 1224979098644774916 7 360287970189639680 2105 2 1224979098644774915 1 3 0 30 2 1224979098644774915 5 372 1 51 3 0 521 3 1224979098644774917 1224979098644774912 7 4 0 31 2 1224979098644774913 -1 2133 2 1224979098644774918 432345564227567674 1677 2 1224979098644774912 0 5 0 31 2 1224979098644774913 360287970189639680 2133 2 1224979098644774918 144115188075856256 5 0 2173 2 1224979098644774918 1224979098644774913 3 0 522 3 1224979098644774919 1224979098644774918 11 4 0 31 2 1224979098644774919 1224979098644774917 1 6 936748722493063645 22 1224979098644774919 1224979098644774912 1224979098644774913 1224979098644774918 500 3 1224979098644774913 47 0 3 0 4 0 31 2 1224979098644774913 -1 1620 2 1224979098644774912 144115188075856256 5 0 31 2 1224979098644774913 360287970189639680 32 2 144115188075856256 0 1620 2 1224979098644774912 144115188075856256 5 0 31 2 1224979098644774913 360287970189639680 2147483681 3 144115188075856256 432345564227567674 432345564227567731 1620 2 1224979098644774912 432345564227567674 5 0 1620 2 1224979098644774912 1224979098644774918 3 0 501 3 1224979098644774912 7 1224979098644774913 4 0 541 3 1224979098644774912 0 4 521 3 1224979098644774920 1224979098644774912 122 32 2 1224979098644774920 0 132 1 1224979098644774920 2204 2 1224979098644774921 1224979098644774912 1620 2 1224979098644774920 1224979098644774921 3 0 4 0 1073742365 3 1224979098644774912 0 3 541 3 1224979098644774912 0 2 32 2 1224979098644774913 -1 520 3 1224979098644774922 1224979098644774913 13 32 2 1224979098644774922 0 2106 2 1224979098644774922 1080863910568919334 2105 2 1224979098644774922 1297036692682702905 1677 2 1224979098644774912 1224979098644774922 3 0 4 0 32 2 1224979098644774913 -1 1 2 936748722493063569 1224979098644774913 3 0 1 2 936748722493063573 1224979098644774912 4 0 32 2 1224979098644774918 0 1 2 936748722493063566 1224979098644774918 3 0 4 0 30 2 1224979098644774917 0 1 2 936748722493063569 1224979098644774917 2173 2 1224979098644774923 1224979098644774917 1 2 936748722493063566 1224979098644774923 3 0 4 0 31 2 1224979098644774914 1 1073742365 3 1224979098644774912 0 3 541 3 1224979098644774912 0 2 2133 2 1224979098644774924 3 4 0 541 3 1224979098644774912 0 3 2133 2 1224979098644774924 9 3 0 6 3 1224979098644774925 0 1224979098644774924 1 2 936748722493063404 1224979098644774912 3 0 6 3 1224979098644774925 0 7 2122 3 1224979098644774926 150 1224979098644774924 2122 3 1224979098644774927 200 1224979098644774924 2136 3 1224979098644774928 1224979098644774926 1224979098644774927 1673 3 1224979098644774912 1224979098644774928 0 3 0 3 0 522 3 1224979098644774919 1224979098644774918 11 2270 1 1224979098644774929 4 0 32 2 1224979098644774929 0 32 2 1224979098644774913 0 1 4 936748722493063671 1224979098644774913 1224979098644774919 15 2105 2 144115188075856913 10 4 0 2147484210 3 1224979098644774918 20 4 2133 2 1224979098644774930 0 5 0 2147484210 3 1224979098644774918 20 8 2133 2 1224979098644774930 0 5 0 2147484210 3 1224979098644774918 20 16 2133 2 1224979098644774930 0 5 0 2147484210 3 1224979098644774918 20 32 2133 2 1224979098644774930 0 5 0 2133 2 1224979098644774930 0 3 0 6 3 1224979098644774931 360287970189641701 360287970189642662 540 3 1224979098644774931 2 2 2147483679 2 1224979098644774931 1224979098644774913 2173 2 1224979098644774932 1224979098644774931 31 2 1224979098644774918 1224979098644774932 2147483679 2 1224979098644774931 1224979098644774919 1 3.........

Notes:
-Testing 1-24-2014 will set losses to 0.  Will set Gain to 15 for test.  WORKS!!!  But, you can test more moderate numbers if you wish.
- I did a second testing with losses set to 4,3,2,1,0 respectively.  works ok.

Tavern keeper buying drinks, setting the timer and relations 3 parts (Ref # 46,47)
Easy
PART A  How to change the amount of Denars required to buy drinks for everyone in the bar. 
Search conversation.txt and and find this line:

Quote
dlga_tavernkeeper_buy_drinks:tavernkeeper_buy_drinks_2 4095 615  0 Of_course,_{my_lord/my_lady}._I_reckon_{reg5}_denars_should_be_enough_for_that._What_should_I_tell_the_lads?  616  2 2133 2 144115188075855905 1000 2133 2 72057594037927941 144115188075855905

The 1000 is the amount of denars required to buy the wine.

Testing 1-24-2014  set mine to 600 for a test and it works perfectly. 

Part B Tavern keeper buy drinks for relations timer
In conversation.txt and and find this line

My E1200 String:
dlga_tavernkeeper_talk:tavernkeeper_buy_drinks 69631 1327  3 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856064 I'd_like_to_buy_every_man_who_comes_in_here_tonight_a_jar_of_your_best_wine.  1332  0 NO_VOICEOVER

What this does is get the current hours, then subtract 24 from it, then check if that number is greater than the last time you bought wine. Thus 24 hours have to pass before you can buy more. So whatever you set the 24 to is how many hours have to pass between buying wine.

Testing 1-24-2014 Will Test and set my to 12  Works!

Part C Tweak to set the relations bonus amount after buying the drinks

Go into conversation.txt and search for

dlga_tavernkeeper_buy_drinks_2:tavernkeeper_buy_drinks_end 69631 1333  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075855918 2330 2 10 144115188075856176 Let_everyone_know_of_the_generosity_of_{playername}_to_the_people_of_{s10}.  1334  0 NO_VOICEOVER
dlga_tavernkeeper_buy_drinks_end:tavernkeeper_pretalk 4095 1334  0 Don't_worry_{sir/madam}._Your_name_will_be_cheered_and_toasted_here_all_night.  1329  4 1529 2 360287970189639680 144115188075855918 1 3 936748722493063438 144115188075856176 1 2270 1 1224979098644774912 2133 2 144115188075856064 1224979098644774912 NO_VOICEOVER

The number directly following in Red this will be what relation is actually being added.

Testing setting mine to 3  1-24-2014

Just for fun, Tweak to have all your own equipment if you get caught sneaking in and also tweak amount of Guards  Part A & B (Ref #34)
  Easy as pie
Part A  Have your stuff if you get caught sneaking in  
Look in " mission_templates.txt "

E1200 Line:

mst_sneak_caught_fight sneak_caught_fight 2  -1
You_must_fight_your_way_out!

65 0 4100 447 16 1 3  214 213 25
1 4100 447 16 1 3  214 213 25
2 8208 256 16 1 0 
3 8208 256 16 1 0 
4 8208 256 16 1 0 
5 8208 256 16 1 0 
6 8208 256 16 1 0 
7 8208 256 16 1 0 
8 8208 256 16 1 0 
9 8208 256 16 1 0

Testing changed both in blue from 447 to 256  ...  WORKS

Part B  Change the amount of Guards...

Currently, one enemy  spawns at each (guard) entry point. You can increase the number as you wish.

In mission_templates.txt, search for "mst_sneak_caught_fight sneak_caught_fight"
You will see part of the code as follow:
Quote
25 8208 256 16 1 0 
26 8208 256 16 1 0 
27 8208 256 16 1 0 
28 8208 256 16 1 0 
29 8208 256 16 1 0 
30 8208 256 16 1 0 
31 8208 256 16 1 0 
32 8208 256 16 1 0
In the lines starting with number from 25 to 32, change the number "1" near the end to whatever number you want.

I have not tested this yet... but it looks like fun!!!

Tweak King & Non King Leadership morale bonus 2 parts (Ref # 16)
Easy

Part A  For if you're a King You can alter the scripts.txt file to change the value:

In E1200 scripts.txt look for:
Quote
get_player_party_morale_values -1

1224979098644774917 25 5 0

Blue 25 is the X Leadership modifier for king

Note: This represents the morale boost per rank of leadership when you're a king.
You can check it is working by looking at the party morale report and it's leadership factor.

This works!!!

Part B  Leadership NON king Morale Bonus

In E1200 scripts.txt look for
Quote:
get_player_party_morale_values -1

1224979098644774917 17 3 0 2133

Blue 17 is the X Leadership modifier Non-King

Note: This represents the morale boost per rank of leadership when you're NOT a king.
Save.  You can check it is working by looking at the party morale report and it's leadership factor.

= Both are close to each other and will look like this:
get_player_party_morale_values -1
54 1650 2 1224979098644774912 648518346341351424 2133 2 1224979098644774913 0 6 3 1224979098644774914 1 1224979098644774912 1652 3 1224979098644774915 648518346341351424 1224979098644774914 4 0 1507 1 1224979098644774915 2105 2 1224979098644774913 1 5 0 1653 3 1224979098644774916 648518346341351424 1224979098644774914 2105 2 1224979098644774913 1224979098644774916 3 0 3 0 2133 2 144115188075856921 1224979098644774913 2170 3 1224979098644774917 1369094286720630785 360287970189639680 4 0 31 2 144115188075856256 432345564227567674 522 3 1224979098644774918 144115188075856256 11 31 2 1224979098644774918 360287970189639680 2122 3 144115188075856922 1224979098644774917 25 5 0 2122 3 144115188075856922 1224979098644774917 17 3 0 2133 2 ................

Confirmed works like a champ

$$ Edit the amount of Money given for winning battles & XP Gain 2 parts (Ref # 2:cool:
cake
Open up scripts.txt and search for

Part A Money
E1200 string looks like this:

party_give_xp_and_gold -1
38 21 1 1224979098644774912 1 1 936748722493063321 2133 2 1224979098644774913 72057594037927936 2133 2 1224979098644774914 0 1650 2 1224979098644774915 1224979098644774912 6 3 1224979098644774916 0 1224979098644774915 1652 3 1224979098644774917 1224979098644774912 1224979098644774916 2147485155 1 1224979098644774917 1653 3 1224979098644774918 1224979098644774912 1224979098644774916 2171 2 1224979098644774919 1224979098644774917 2120 3 1224979098644774920 1224979098644774919 10 2107 2 1224979098644774920 1224979098644774920 2108 2 1224979098644774920 10 2122 3 1224979098644774921 1224979098644774920 1224979098644774918 2105 2 1224979098644774914 1224979098644774921 3 0 2107 2 1224979098644774914 144115188075856157 2108 2 1224979098644774914 100 2110 2 1224979098644774914 40000 2133 2 1224979098644774922 1224979098644774914 2136 3 1224979098644774923 50 100 2107 2 1224979098644774922 1224979098644774923 2108 2 1224979098644774922 100 1674 2 648518346341351424 1224979098644774922 2122 3 1224979098644774924 1224979098644774914 10 2110 2 1224979098644774924 60000 2136 3 1224979098644774923 50 100 2107 2 1224979098644774924 1224979098644774923 2108 2 1224979098644774924 100 2108 2 1224979098644774924 1224979098644774913 1650 2 1224979098644774915 648518346341351424 6 3 1224979098644774916 0 1224979098644774915 1652 3 1224979098644774917 648518346341351424 1224979098644774916 4 0 1507 1 1224979098644774917 1 3 936748722493063604 1224979098644774917 1224979098644774924 3 0 3 0

That 100 is the divisor for gold (it's multiplied by 50-100 then divided by that). Lowering it to 50 would double the gold, 10 would be 10x the gold, etc.    WORKS

Part B  As far as the direct after-battle xp gain, search scripts.txt for

Quote
2108 2 1224979098644774922 100 1674
The 100 is the divisor for party XP shares. Changing it to 50 would result in double xp for after-battle xp gain.

I have not personally tested Part B myself...but if I did:
- I would 1st save before a battle starts (without the change) win the fight and record the amount of XP.
- Then after, exit the game make change to XP gain and then re-load and try same battle again. 
 
Tweak the build time for towers & also the rolling speed (how fast it moves) (Ref #19)
Easy for both

For Build time Open menus.txt and search for
Quote
2107 2 72057594037927940 6
and
Quote
2107 2 1224979098644774913 6
The 6's are the multiplier for build time. First one is the displayed build time, and second is the one actually assigned (so change them both to be the same thing). If you set them both to 1 it would make siege towers take 1/6th of the current time to build.

For E1200 it looks like this:
menu_construct_siege_tower 0 As_the_party_member_with_the_highest_Engineer_skill_({reg2}),_{reg3?you_estimate:{s3}_estimates}_that_building_a_siege_tower_will_take_{reg4}_hours. none 13 1 2 936748722493063590 1369094286720630792 2133 2 1224979098644774912 72057594037927936 2133 2 1224979098644774913 72057594037927937 2133 2 72057594037927938 1224979098644774912 2121 3 72057594037927940 15 1224979098644774912 2107 2 72057594037927940 6 4 0 31 2 1224979098644774913 360287970189639680 2133 2 72057594037927939 1 5 0 2133 2 72057594037927939 0 2322 2 3 1224979098644774913 3 0 2
mno_build_siege_tower_cont  0  Start_building.  9 2133 2 144115188075856188 2 2270 1 1224979098644774912 1 2 936748722493063590 1369094286720630792 2121 3 1224979098644774913 15 72057594037927936 2107 2 1224979098644774913 6 2120 3 144115188075856194 1224979098644774912 1224979098644774913 2133 2 144115188075856191 144115188075856176 1031 3 240 5 1 2040 0

For Rolling speed of the tower
In scripts.txt search for this:  cf_siege_assign_men_to_belfry

Under that heading, find this line specifically:  2105 2 144115188075856948 1

Note: 
-The Blue 1 adjusts the rolling speed of the tower... If you change that to 2 it would act like it had twice as many men, and move twice as fast.
- I tried 5 just for a test and the thing was really fast!  I reset mine back to 1 however... :smile:

With PICS  [Wifes equipment] If you get tired of the clothes she wears (Ref #52)
  Originally By angerfist    easy

I have converted it over to E1200 for you, Open conversation.txt & Search for:

dlga_spouse_talk:spouse_household_possessions 69631 555  0 Let_us_take_inventory_of_our_household_possessions  1102  1 2041 1 360287970189644770 NO_VOICEOVER
dlga_spouse_household_possessions:spouse_pretalk 4095 1102  0 Anyway,_that_is_the_content_of_our_larder.  1100  0 NO_VOICEOVER
dlga_spouse_talk:close_window 69631 555  0 We_shall_speak_later,_my_{wife/husband}  6  0 NO_VOICEOVER

Add the line in BLUE, to look like this:

dlga_spouse_talk:spouse_household_possessions 69631 555  0 Let_us_take_inventory_of_our_household_possessions  1102  1 2041 1 360287970189644770 NO_VOICEOVER
dlga_spouse_talk:spouse_inverntory_wife 69631 555  0 Let_me_see_your_equipment 0 1 2051 0 NO_VOICEOVER
dlga_spouse_household_possessions:spouse_pretalk 4095 1102  0 Anyway,_that_is_the_content_of_our_larder.  1100  0 NO_VOICEOVER
dlga_spouse_talk:close_window 69631 555  0 We_shall_speak_later,_my_{wife/husband}  6  0 NO_VOICEOVER

Here's my wife in the buff:
mb5-1.jpg


Here she is with one of my crowns and her New LORDLY LEATHER outfit! 
mb6-1.jpg

To join a battle with just about anybody (attackers or defenders) (Ref #5a)
Easy

Look in menus.txt of E1200 Default Lines:  (example search just for " mno_pre_join_help_attackers " )

Details:  This tweak is good for the player who wants to be a bandit / mercenary and in general doesn't care about honor or positive relations.  You don't have to have negative relations to join a battle.


**simply replace both bits in red with 0

mno_pre_join_help_attackers  12 2204 2 1224979098644774912 144115188075856872 2190 3 1224979098644774913 1224979098644774912 432345564227567674 4 0 32 2 1224979098644774913 0 2320 2 3 216172782113787763 5 0 31 2 1224979098644774913 0 2320 2 3 216172782113787764 5 0 2147483678 2 1224979098644774913 0 2320 2 3 216172782113787765 3 0  Move_in_to_help_the_{s2}_{s3}.  4 1303 1 0 2133 2 144115188075856147 144115188075855888 2133 2 144115188075856148 144115188075856872 2060 1 864691128455135282  .  mno_pre_join_help_defenders  12 2204 2 1224979098644774912 144115188075855888 2190 3 1224979098644774913 1224979098644774912 432345564227567674 4 0 32 2 1224979098644774913 0 2320 2 4 216172782113787763 5 0 31 2 1224979098644774913 0 2320 2 4 216172782113787764 5 0 2147483678 2 1224979098644774913 0 2320 2 4 216172782113787765 3 0  Rush_to_the_aid_of_the_{s1}_{s4}.  4 1303 1 1 2133 2 144115188075856147 144115188075856872 2133 2 144115188075856148 144115188075855888 2060 1 864691128455135282  .  mno_pre_join_leave  0  Don't_get_involved.  2 1301 0 2040 0  .

After replacement with 0 looks like this: 
mno_pre_join_help_attackers 0 Move_in_to_help_the_{s2}_{s3}.  4 1303 1 0 2133 2 144115188075856147 144115188075855888 2133 2 144115188075856148 144115188075856872 2060 1 864691128455135282  .  mno_pre_join_help_defenders 0 Rush_to_the_aid_of_the_{s1}_{s4}.  4 1303 1 1 2133 2 144115188075856147 144115188075856872 2133 2 144115188075856148 144115188075855888 2060 1 864691128455135282  .  mno_pre_join_leave  0  Don't_get_involved.  2 1301 0 2040 0  .

To join attackers in a siege (Ref # 5b)
Easy

Details:  -The way I role play this one is to pretend that myself and my companions are joining in a siege to help effect the outcome but i'm not necessarily displaying my Banner...we are just added soldier's joining in on a battle. 

- For even better role play, I would take off (replace) my Heraldic Armor and disguise myself as a generic Merc.  :smile:

In menus.txt search for mno_approach_besiegers and replace all the numbers up until Approach_the_siege_camp with a 0 (zero), in the same way as the quoted post.

E1200 Default lines:
mno_approach_besiegers  6 2204 2 1224979098644774912 144115188075856872 2190 3 1224979098644774913 1224979098644774912 432345564227567674 30 2 1224979098644774913 0 2204 2 1224979098644774912 144115188075855888 2190 3 1224979098644774913 1224979098644774912 432345564227567674 2147483678 2 1224979098644774913 0  Approach_the_siege_camp.  1 2060 1 864691128455135292  .  mno_pass_through_siege  3 2204 2 1224979098644774912 144115188075855888 2190 3 1224979098644774913 1224979098644774912 432345564227567674 30 2 1224979098644774913 0  Pass_through_the_siege_lines_and_enter_{s1}.  1 2060 1 864691128455135291  .  mno_leave  0  Leave.  2 1301 0 2040 0  .

After replacement with 0 looks like this
mno_approach_besiegers 0 Approach_the_siege_camp.  1 2060 1 864691128455135292  .  mno_pass_through_siege  3 2204 2 1224979098644774912 144115188075855888 2190 3 1224979098644774913 1224979098644774912 432345564227567674 30 2 1224979098644774913 0  Pass_through_the_siege_lines_and_enter_{s1}.  1 2060 1 864691128455135291  .  mno_leave  0  Leave.  2 1301 0 2040 0  .

To Join Defenders in a siege (Ref # 5c)
Easy

Details:  -The way I role play this one is to pretend that myself and my companions are joining in a siege to help effect the outcome but i'm not necessarily displaying my Banner...we are just added soldier's joining in on a battle. 

- For even better role play, I would take off (replace) my Heraldic Armor and disguise myself as a generic Merc.  :smile:

This requires a slightly different approach.  First search (in menus.txt ) for "menu_town " exactly with the added space, but without the quotes (" "). On that line search for this row of numbers "2147483678 2 1224979098644774916 0" and delete them. Towards the beginning of the line you notice "none 164" change 164 to 163, and you're good to go. When you go to a besieged town, choose to pass through the lines and you'll be given the option to join the defence.

MY Europe 1200 v.22 looks like this:

menu_town 4352 {s10}_{s14}^{s11}{s12}{s13} none 164 4 0 31 2 144115188075856178 1 1 2 936748722493063653 16384 5 0 1 2 936748722493063653 65536 3 0 2202 1 144115188075856176 1 2 936748722493063574 144115188075856176 2133 2 144115188075856202 0 2319 1 3 1680 2 1224979098644774912 144115188075856176 2204 2 1224979098644774913 144115188075855888 2190 3 1224979098644774914 1224979098644774913 432345564227567674 4 0 32 2 1224979098644774912 0 30 2 1224979098644774914 0 2204 2 1224979098644774915 1224979098644774912 2190 3 1224979098644774916 1224979098644774915 432345564227567674 2147483678 2 1224979098644774916 0 2133 2 ......

Note:  2147483678 2 1224979098644774916 0  deleted and minused 1 from 164

Tweak # of Hours before recruiting Prisoners (A)  and the morale hit (B) (Ref #1:cool:
easy

(Part A) Open up menus.txt and do a search for "mno_camp_recruit_prisoners"

My line in E1200 looks like this:
mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32

Detail: The 24 there is the number of hours between recruiting from prisoners. It's actually the number of hours subtracted from the current time, and it then checks if that number is greater than the last time you recruited. If it is, then it works. Due to this, changing it to 0 would mean you can recruit every few steps on the map. Change it to whatever you like.

Note:  In test I set mine to 2 hrs and it worked fine...I then reset it later to every 12hrs.

(PART B)
Here is where you change your moral hit for recruiting prisoners.

Look in the menus.txt file

mno_camp_recruit_prisoners_accept  1 32 2 144115188075856028 0  Take_them.  5 1216 2 144115188075856028 144115188075856029 1610 3 648518346341351424 144115188075856028 144115188075856029 2122 3 1224979098644774912 -3 144115188075856029 1 2 936748722493063327 1224979098644774912 2060 1 864691128455135251

In the red the -3 is per prisoner you recruit so if you recruit 30 that is a -90 moral hit. Change it to -1 and it is only 30 you might be able to change it to 0 haven't tested that and it might make it no moral hit for recruiting prisoners.

Note: Test Setting mine to -1 and worked fine
Tweak so food items contain allot more food and consumption rate = 2 parts (Ref #36)
Super easy..... oldie from Berpol

NOTE: !!  Easiest way to do this actually is to use "Morghs M&B WB-WFAS Editor"  :cool:

(Part A)
But to do it manually, in items_kinds1.txt  = use "Find" feature to search for food:

Some examples of E1200 food lines : 
itm_honey Honey Honey 1  honey_pot 0  34144267 0 220 0 5.000000 110 40 0 0 0 0 0 0 0 45 0 0

itm_sausages Sausages Sausages 1  sausages 0  34144267 0 85 0 10.000000 110 40 0 0 0 0 0 0 0 60 0 0

itm_apples Fruit Fruit 1  apple_basket 0  34144267 0 44 0 20.000000 130 40 0 0 0 0 0 0 0 75 0 0

itm_bread Bread Bread 1  bread_a 0  34144267 0 50 0 30.000000 110 40 0 0 0 0 0 0 0 75 0 0

Blue Represents the cost and Red is the amount...adjust as you see fit. The position is the same for each food item.

(Part B)

Adjust the amount of food you consume.  By theMageLord

You could edit the trigger that makes you consume food. It triggers every 14 hours, and it's the ONLY one in simple_triggers.txt with that as the timer. So just open up simple_triggers.txt and find this:

E1200 Lines:
14.000000  48 31 2 144115188075856252 0 1650 2 1224979098644774912 648518346341351424 2133 2 1224979098644774913 0 6 3 1224979098644774914 0 1224979098644774912 1653 3 1224979098644774915 648518346341351424 1224979098644774914 2105 2 1224979098644774913 1224979098644774915 3 0 2108 2 1224979098644774913 3 4 0 31 2 1224979098644774913 0 2105 2

the 14 is the # of hours between eating. It's kind of an odd number to consume food, isn't it? I mean, who eats every 14 hours?  A higher number would make it trigger less often. You could also change the # of men it takes to consume 1 unit of food, that's the 3. What it does is take the total number of men and divide by 3, then if it's below 0 it adds 1 (so you always consume at least 1 unit).

NOTES: Part A I'm certain works because it's just item editing.  Part B I haven't touched yet but it looks good.

Tweak village improvement build times... Posting it but not tested yet (Ref # 27)
Pretty easy    Yet another from = TheMageLord

In menus.txt. Look for  " menu_center_improve "  (W/O quotes)

In E1200 it looks like this:
menu_center_improve 0 {s19}_As_the_party_member_with_the_highest_engineer_skill_({reg2}),_{reg3?you_reckon:{s3}_reckons}_that_building_the_{s4}_will_cost_you_{reg5}_denars_and_will_take_{reg6}_days. none 22 1 2 936748722493063592 144115188075856212 2133 2 1224979098644774912 72057594037927936 2320 2 4 0 2320 2 19 1 1 2 936748722493063590 1369094286720630792 2133 2 1224979098644774913 72057594037927936 2133 2 1224979098644774914 72057594037927937 2133 2 72057594037927938 1224979098644774913 2121 3 1224979098644774915 20 1224979098644774913 2107 2 1224979098644774912 1224979098644774915 2108 2 1224979098644774912 20 2123 3 1224979098644774916 1224979098644774912 100 2105 2 1224979098644774916 3 2133 2 72057594037927941 1224979098644774912 2133 2 72057594037927942 1224979098644774916 4 0 31 2 1224979098644774914 360287970189639680 2133 2 72057594037927939 1 5 0 2133 2 72057594037927939 0 2322 2 3 1224979098644774914 3 0 3

The 100 is the amount it divides the cost of the improvement to get the time - so for every 100 denars of cost, it's a day. You could up this to 500 or 1000 to significantly decrease build times. The 3 after that is the amount of days added after it has got the number from dividing - you could set this to 0 to directly knock 3 days off all the build times. While I'm here I might as well note that the 20's are the way engineering skill counts into things. It takes the first 20 minus engineering skill divided by the second 20. So the default is 10 engineering = 50% of the cost and time. You could change them both to 15 to make it 10 engineering give only 1/3 of the cost and time, or even 12 for 1/6 - just don't change it to 10 or less, or it'll be free improvements (which doesn't make much sense!).

NOTE:  I haven't personally tested this yet but the tweak looks pretty SOLID as for my guess if it will work.  :smile:

$$ Tweak to Adjust Amount of Tax Inefficiency of your kingdom (Ref # 57.2)
Difficulty level:  really easy...you just have to find :wink: and change some numbers.

Back Story:  User Ademon, asked if someone knew a way to Change or Adjust the amount lost due to tax Inefficiency.  After searching around I discovered and old tweak that could be used for E1200.  It was posted long ago by the very awesome Kefka95...many thanks to him. 

Here's how I did it:  In your main module folder for E1200 find and Open up PRESENTATIONS.TXT  ( I use "wordpad" btw)

There are 2 sections to search for.  The 1st is, " prsnt_budget_report_e1200 0 112 2 "  and the 2nd is just below it... " prsnt_budget_report 0 112 2 "    They are both located near the bottom/end of the file and kinda long. 

- The 1st one looks like this:
prsnt_budget_report_e1200 0 112 2.....

It's a big file string so search for  " 1224979098644774957 100 2106 "

- The 2nd section is right below it:
prsnt_budget_report 0 112 2......

It's also a big file...search this section for " 1224979098644775017 100 2106 "

The 100 in blue represents the final divider for the tax inefficiency calculation.  For example, changing this to 500 would reduce your tax inefficiency to 1/5th of it's default value.  Likewise, changing it to 20 would increase your tax inefficiency 5x over.

Details:  In my test kingdom I had a huge Inefficiency myself of - $18,000  & I waited a week to confirm it. 

- Then I changed both blue dividers to 600 for a test (so in effect I reduced it by 1/6th)... It totally worked because after a week my new inefficiency amount was around -$3,000. 

As of 3-27-2014...i'm gonna say this tweak works.  But I'll probably revert my personal game back to about only 1/3 of the default inefficiency. 

Change how much renown + for winning the tournament (pitfight) (Ref #10.5)
Easy 

Originally by Tommylaw, I found the lines in E1200

open up menus.txt and find:

menu_town_tournament_won 512 You_have_won_the_tournament_of_{s3}!_You_are_filled_with_pride_as_the_crowd_cheers_your_name._In_addition_to_honour,_fame_and_glory,_you_earn_a_prize_of_{reg9}_denars._{s8} none 30 2330 2 3 144115188075856176 1 3 936748722493063436 360287970189639680 20 1 3 936748722493063438 144115188075856176 1 2133 2 72057594037927945 200 1062 2 250

the red bit is the renown you get if you win, change it to whatever you want

Notes:
- Did a quick test and seemed to work...there may be some other variables but the results I had were definitely higher than the standard 20. 

- I didn't check if this effected renown for winning NOBLE tournaments.  Anyone want to give feedback is welcome. 

Disable Stat loss for games over (757 days) (Ref #15)
Easy

Open up menus.txt and find

menu_permanent_damage 512 {s0} none 33 2133 2 1224979098644774912 1 6 3 1224979098644774913 0 1224979098644774912 2136 3 1224979098644774914 0 4 2172 3 1224979098644774915 360287970189639680 1224979098644774914 4 0 32 2 1224979098644774915 3 2147483679 2 1224979098644774914 3 4 0 31 2 1224979098644774914 0 2320 2 0 1585267068834415049 5 0 31 2 1224979098644774914 1 2320 2 0 1585267068834415050 5 0 2320 2 0 1585267068834415051 3 0 5 0 2147483678 2 1224979098644774912 200 2105 2 1224979098644774912 1 3 0 3 0 4 0 31 2 1224979098644774912 200 4 0 31 2 144115188075856152 -1 1301 0 2040 0 5 0 2060 1 144115188075856152 3 0 5 0 1520 3 360287970189639680 1224979098644774914 -1 3 0 1

The Blue -1 will be where it reduces your stat by 1. Change the -1 to a 0 and you'll effectively take the bite out of stat loss. It will still tell you that you lost a stat, but it won't change. 

I haven't verified if it works because I don't have a game that long yet but if anyone else has one please let me know if it works.

Tweak to let villagers always fight back regardless of your numbers (Ref # 63)
Easy

INFO: - Make villagers always fight back while attempting to raid, or at least fight back while I have a larger party?

- If your party has 25 or less people in it the villagers will fight back.  Change the 25 in the file to a larger number to make them fight against larger parties, setting it to 1000 will make them fight you every time (unless you can bring 1001 soldiers of course).

Open up menus.txt and search for village_start_attack, it should look like this:

menu_village_start_attack 4608 Some_of_the_angry_villagers_grab_their_tools_and_prepare_to_resist_you._It_looks_like_you'll_have_a_fight_on_your_hands_if_you_continue. none 24 2031 1 1441151880758558824 1 2 936748722493063353 648518346341351424 2133 2 1224979098644774912 72057594037927936 1 2 936748722493063353 144115188075856176 2133 2 1224979098644774913 72057594037927936 4 0 32 2 1224979098644774912 25 2060 1 864691128455135339 5 0 1073741855 2 1224979098644774913 0 31 2 144115188075856153 1 4 0 31 2 144115188075856153 1 2136 3 1224979098644774914 -30 -15 1 3 936748722493063438 144115188075856176 1224979098644774914 521 3 1224979098644774915 144115188075856176 7 32 2 1224979098644774915 0 1 3 936748722493063437 1224979098644774915 -3 3 0 2060 1 864691128455135339 5 0 31 2 144115188075856153 -1 2060 1 864691128455135341 3 0 2

5-17-2014  Have set 25 to 300 for test  THIS WORKED

Tweak the Honor gained after allowing a defeated Lord to go free (Ref # 55 & 65)
Easy
* Unsure of it's origin but I made it work for E1200 from desertfighter100

In conversation.txt  look for:

E1200 line:
lga_defeat_lord_answer:defeat_lord_answer_2 69631 367  0 You_have_fought_well._You_are_free_to_go.  369  3 1 3 936748722493063437 144115188075855895 5 1 2 936748722493063444 3 1 6 936748722493063645 13 360287970189639680 -1 144115188075855895 144115188075855897 NO_VOICEOVER

The Blue 3 is the default amount of honor gained when you allow a defeated Lord to be set free...Immediately following a battle i.e.

6-5-2014  Running a test = changing 3 to 10  CONFIRMED WORKS!

Tweak the "Right to Rule" gained when sending companions out to speak on your behalf (Ref #66)
Easy
* Unsure of it's origin but I made it work for E1200 from desertfighter100

In conversation.txt  look for:

E1200 line:
{s21},_at_last_I've_found_you._I've_been_out_spreading_the_word_about_your_claim,_and_am_now_ready_to_rejoin_the_company.  344  10 2133 2 144115188075855886  0 1 2 936748722493063732 3 500 3 144115188075855895 142 1 4 0 33 3 144115188075855994 10 15 1 6 936748722493063645 24 360287970189639680 0 0 0 5 0 33 3  144115188075855994 20 25 1 6 936748722493063645 25 360287970189639680 0 0 0 3 0 NO_VOICEOVER


The Blue 3 is the default amount of RTR gained from your companion going out and supporting your claim to the crown. 

6-5-2014  Running a test = changing 3 to 10  CONFIRMED WORKS!

Tweak Arena award amounts...(3 parts) (Ref #60)
*  Another one I've got to work for E1200 from the "TheMageLord" 

Difficulty is easy but it's it's fairly tedious if you want to do all 3 parts.

(A) If all you care about is how much you win,  In File: conversation.txt first search for this section dlga_arena_master_fight_result:arena_master_pre_talk.2 to get to the right area.

Then look for:  1 3 936748722493063604 360287970189639680 

Each one will be followed directly by numbers  5, 10, 25, 60, and 250. Those are the amounts that are actually given to you.

E1200 Lines:
dlga_arena_master_fight_result:arena_master_pre_talk.2 4095 1653  4 31 2 144115188075856315 0 2147483678 2 144115188075856313 6 2133 2 72057594037927944 144115188075856313 2133 2 72057594037927946 5 You_put_up_quite_a_good_fight_there._Good_moves._You_definitely_show_promise._And_you_earned_a_prize_of_{reg10}_denars_for_knocking_down_{reg8}_opponents.  1652  3 1 3 936748722493063604 360287970189639680 5 1062 2 5 360287970189639680 2133 2 144115188075856113 -1 NO_VOICEOVER
dlga_arena_master_fight_result:arena_master_pre_talk.3 4095 1653  5 31 2 144115188075856315 0 2147483678 2 144115188075856313 10 2133 2 72057594037927944 144115188075856313 2133 2 72057594037927946 10 2133 2 72057594037927948 6 That_was_a_good_fight_you_put_up_there._You_managed_to_take_down_no_less_than_{reg8}_opponents._And_of_course,_you_earned_a_prize_money_of_{reg10}_denars.  1652  3 1 3 936748722493063604 360287970189639680 10 1062 2 10 360287970189639680 2133 2 144115188075856113 -1 NO_VOICEOVER
dlga_arena_master_fight_result:arena_master_pre_talk.4 4095 1653  4 31 2 144115188075856315 0 2147483678 2 144115188075856313 20 2133 2 72057594037927944 144115188075856313 2133 2 72057594037927946 25 Your_performance_was_amazing!_You_are_without_doubt_a_very_skilled_fighter._Not_everyone_can_knock_down_{reg8}_people_in_the_fights._Of_course_you_deserve_a_prize_with_that_performance:_{reg10}_denars._Nice,_eh?  1652  3 1 3 936748722493063604 360287970189639680 25 1062 2 10 360287970189639680 2133 2 144115188075856113 -1 NO_VOICEOVER
dlga_arena_master_fight_result:arena_master_pre_talk.5 4095 1653  3 31 2 144115188075856315 0 2133 2 72057594037927944 144115188075856313 2133 2 72057594037927946 60 That_was_damned_good_fighting,_{playername}._You_have_very_good_moves,_excellent_tactics._And_you_earned_a_prize_of_{reg10}_denars_for_knocking_down_{reg8}_opponents.  1652  3 1 3 936748722493063604 360287970189639680 60 1062 2 10 360287970189639680 2133 2 144115188075856113 -1 NO_VOICEOVER
dlga_arena_master_fight_result:arena_master_pre_talk.6 4095 1653  1 2133 2 72057594037927946 250 Congratulations_champion!_Your_fight_there_was_something_to_remember!_You_managed_to_be_the_last_fighter_standing_beating_down_everyone_else._And_of_course_you_won_the_grand_prize_of_the_fights:_{reg10}_denars.  1652  3 1 3 936748722493063604 360287970189639680 250 1062 2 200 360287970189639680 2133 2 144115188075856113 -1 NO_VOICEOVER


5-17-2014  Will set amounts to test if it works.  5/50  10/100  25/250  60/600 250/2500  RESULT = WORKS!!!!

(B) If you want to make it say the right amount, go back to arena_training_melee_intro_reward and search for:
search for 2133 2 72057594037927946
-  This is where it tells you how much you've won when its giving it to you, and will be the same series of numbers >  5, 10, 25, 60, and 250.

dlga_arena_master_fight_result:arena_master_pre_talk.2 4095 1653  4 31 2 144115188075856315 0 2147483678 2 144115188075856313 6 2133 2 72057594037927944 144115188075856313 2133 2 72057594037927946 5 You_put_up_quite_a_good_fight_there._Good_moves._You_definitely_show_promise._And_you_earned_a_prize_of_{reg10}_denars_for_knocking_down_{reg8}_opponents.  1652  3 1 3 936748722493063604 360287970189639680 5 1062 2 5 360287970189639680 2133 2 144115188075856113 -1 NO_VOICEOVER
dlga_arena_master_fight_result:arena_master_pre_talk.3 4095 1653  5 31 2 144115188075856315 0 2147483678 2 144115188075856313 10 2133 2 72057594037927944 144115188075856313 2133 2 72057594037927946 10 2133 2 72057594037927948 6 That_was_a_good_fight_you_put_up_there._You_managed_to_take_down_no_less_than_{reg8}_opponents._And_of_course,_you_earned_a_prize_money_of_{reg10}_denars.  1652  3 1 3 936748722493063604 360287970189639680 10 1062 2 10 360287970189639680 2133 2 144115188075856113 -1 NO_VOICEOVER
dlga_arena_master_fight_result:arena_master_pre_talk.4 4095 1653  4 31 2 144115188075856315 0 2147483678 2 144115188075856313 20 2133 2 72057594037927944 144115188075856313 2133 2 72057594037927946 25 Your_performance_was_amazing!_You_are_without_doubt_a_very_skilled_fighter._Not_everyone_can_knock_down_{reg8}_people_in_the_fights._Of_course_you_deserve_a_prize_with_that_performance:_{reg10}_denars._Nice,_eh?  1652  3 1 3 936748722493063604 360287970189639680 25 1062 2 10 360287970189639680 2133 2 144115188075856113 -1 NO_VOICEOVER
dlga_arena_master_fight_result:arena_master_pre_talk.5 4095 1653  3 31 2 144115188075856315 0 2133 2 72057594037927944 144115188075856313 2133 2 72057594037927946 60 That_was_damned_good_fighting,_{playername}._You_have_very_good_moves,_excellent_tactics._And_you_earned_a_prize_of_{reg10}_denars_for_knocking_down_{reg8}_opponents.  1652  3 1 3 936748722493063604 360287970189639680 60 1062 2 10 360287970189639680 2133 2 144115188075856113 -1 NO_VOICEOVER
dlga_arena_master_fight_result:arena_master_pre_talk.6 4095 1653  1 2133 2 72057594037927946 250 Congratulations_champion!

(C) And then if you want it to tell you the prizes correctly in the conversation when asking about prizes... Go back to arena_training_melee_intro_reward and look for the group of lines like this:
Quote
2133 2 72057594037927947 5    ** Incremental rise, look for  ..72057594037927948 10 /  .. 72057594037927949 25 /  ..72057594037927950 60 /  ..72057594037927951 250  Respectively

> That's telling the reward for tier 1. Go through and set the 5, 10, 25, 60, and 250 in that series so that it will display correctly. THEN you go to arena_training_melee_explain_reward (the next dialog) and do the same there. These are both basically the same dialog, but one is called when you very first ask for the reward, and the second is called when you ask again later.

dlga_arena_training_melee_intro_reward:arena_training_melee_intro_2 4095 1646  9 2133 2 72057594037927937 3 2133 2 72057594037927947 5 2133 2 72057594037927938 6 2133 2 72057594037927948 10 2133 2 72057594037927939 10 2133 2 72057594037927949 25 2133 2 72057594037927940 20 2133 2 72057594037927950 60 2133 2 72057594037927951 250 There_is,_actually._Some_of_the_wealthy_townsmen_offer_prizes_for_those_fighters_who_show_great_skill_in_the_fights._If_you_can_beat_{reg1}_opponents_before_going_down,_you'll_earn_{reg11}_denars._You'll_get_{reg12}_denars_for_striking_down_at_least_{reg2}_opponents,_{reg13}_denars_if_you_can_defeat_{reg3}_opponents,_and_{reg14}_denars_if_you_can_survive_long_enough_to_beat_{reg4}_opponents._If_you_can_manage_to_be_the_last_{man/fighter}_standing,_you'll_earn_the_great_prize_of_the_fights,_{reg15}_denars._Sounds_good,_eh?  1645  1 2133 2 144115188075856111 1 NO_VOICEOVER
dlga_arena_training_melee_explain_reward:arena_master_melee_pretalk 4095 1657  9 2133 2 72057594037927937 3 2133 2 72057594037927947 5 2133 2 72057594037927938 6 2133 2 72057594037927948 10 2133 2 72057594037927939 10 2133 2 72057594037927949 25 2133 2 72057594037927940 20 2133 2 72057594037927950 60 2133 2 72057594037927951 250

Notes:  I haven't tried B or C but they seem very likely to work so if anyone does it please leave feedback for me.  :smile: 

Dictate who commands battle, you or someone else (regardless of marshall) (Ref #54)
  Another easy one picked up from the "theMageLord" 

Go into scripts.txt and find this script:
agent_reassign_team -1
25 23 2 1224979098644774912 1 1700 1 1224979098644774913 4 0 30 2 1224979098644774913 0 1704 1 1224979098644774912 1706 1 1224979098644774912 1716 2 1224979098644774914 1224979098644774912 2147483679 2 1224979098644774914 648518346341351424 2133 2 1224979098644774915 1 2204 2 1224979098644774916 1224979098644774914 4 0 31 2 1224979098644774916 144115188075856122 33 3 144115188075856122 432345564227567629 432345564227567635 542 3 144115188075856122 7 360287970189639680 2133 2 1224979098644774915 0 5 0 1652 3 1224979098644774917 1224979098644774914 0 2147483681 3 1224979098644774917 360287970189639861 360287970189639971 2133 2 1224979098644774915 0 3 0 31 2 1224979098644774915 1 1770 2 1224979098644774918 1224979098644774913 2105 2 1224979098644774918 2 1771 2 1224979098644774912 1224979098644774918 3 0

Change that 1 to a 0 and you'll always be in command, even if you're helping the King himself.

-edit- Or, if you want to have them command themselves even if you ARE the marshall, leave the 1 alone and change the 0 to a 1. You could also change the 0 to a 1 if you want even lordless parties like manhunters to use the AI instead of your orders.

*** I HAVE NOT TESTED THIS MYSELF...it's a low priority for me.  If someone does use it, please leave feedback for me.  :smile:


 
Way to change the maximum number of Bandit types spawned   (Ref # 67b)
** BONUS EFFECT...for me this tweak had the added bonus of improving my main map travel speed.
  Difficulty...fairly easy

MAP TRAVEL LAG Reference thread: http://forums.taleworlds.com/index.php/topic,306490.0.html

Open up scripts.txt and search for:  spawn_bandits -1

- Once there, the numbers to look at are 2147483678 2 1224979098644774917
That's a less than check, if the total parties on the map is less than (?) when the script is run, it spawns more.

-  There are 4 instances of this number series to look for and it's the numbers in Red right after them:
2147483678 2 1224979098644774917 4 = Marauders
2147483678 2 1224979098644774917 3 = Bandits
2147483678 2 1224979098644774917 2 = Brigands
2147483678 2 1224979098644774917 6 = Looters

If you want to see the actual E1200 lines:
spawn_bandits -1
48 2281 3 1224979098644774912 648518346341351483 648518346341351482 11 1 1224979098644774913 1609 2 1224979098644774914 1224979098644774913 4 0 1073741855 2 1224979098644774914 576460752303423501 1073741855 2 1224979098644774914 576460752303423500 1073741855 2 1224979098644774914 576460752303423499 31 2 1224979098644774914 576460752303423494 2281 3 1224979098644774915 648518346341351424 1224979098644774913 4 0 2147483678 2 1224979098644774912 1224979098644774915 1680 2 1224979098644774916 1224979098644774913 2147483678 2 1224979098644774916 1 1232 1 1224979098644774913 3 0 3 0 3 0 4 0 2310 2 1224979098644774917 576460752303423500 2147483678 2 1224979098644774917 4 1103 1 20 1100 2 648518346341351424 576460752303423500 3 0 4 0 2310 2 1224979098644774917 576460752303423499 2147483678 2 1224979098644774917 3 1103 1 20 1100 2 648518346341351424 576460752303423499 3 0 4 0 2310 2 1224979098644774917 576460752303423501 2147483678 2 1224979098644774917 2 1103 1 20 1100 2 648518346341351424 576460752303423501 3 0 4 0 2310 2 1224979098644774917 576460752303423494 2147483678 2 1224979098644774917 6 1103 1 20 1100 2 648518346341351424 576460752303423494 2133 2 1224979098644774918 72057594037927936 4 0 200 1 504403158265495623 1603 3 1224979098644774918 262144 1 5 0 1603 3 1224979098644774918 262144 0 3 0 3 0

Details:
- What I did was to lower each spawn check to 1.
- You could also put 0 for looters if you didn't want to see them anymore... or whatever you decide. 
- I turned on Cheat Ctrl + T to see how many bandits of ANY type where roaming around. 
- Then I hunted and killed as many of each type I could find.
- After a couple of days only...I noticed very few bandit types available that I could see and a big difference in my travel lag.  I could go LONG distances w/o stuttering. 
- I do have a decent PC system for running Warband with plenty of ram and a good video card.  But still, I needed this tweak to help me.

*** Lastly one obvious tip to improve Map lag in E1200 don't play with "no quitting without saving option on" which autosaves when you enter towns, battle scenes etc. Try to start a game with quitting without saving enabled.

EDIT
In my personal game I prefer Brigands, so I put zero for all the rest and just 4 for Brigands.  Meaning every bandit spawn there are only 4 parties of Brigands to fight.  Works great!

Change the number of troops recruited in villages (Ref # 51 & 70)
Difficulty level: Fairly easy...or it could be hard if you're not good at word problems :razz: 

* Of course I referenced themagelord's tweak to find where to look in E1200

In scripts.txt  look for  update_volunteer_troops_in_village -1

E1200 Lines:

update_volunteer_troops_in_village -1
38 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 2204 2 1224979098644774914 1224979098644774912 522 3 1224979098644774915 1224979098644774914 10 521 3 1224979098644774916 1224979098644774912 19 4 0 33 3 1224979098644774912 648518346341352237 648518346341353256 522 3 1224979098644774917 1224979098644774916 41 5 0 33 3 1224979098644774912 648518346341351446 648518346341351537 522 3 1224979098644774917 1224979098644774916 42 5 0 33 3 1224979098644774912 648518346341351537 648518346341352237 522 3 1224979098644774917 1224979098644774915 43 522 3 1224979098644774918 1224979098644774915 44 3 0 2133 2 1224979098644774919 1 2133 2 1224979098644774920 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774920 1224979098644774913 2108 2 1224979098644774920 2 2105 2 1224979098644774920 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774920 0 3 0 4 0 33 3 1224979098644774912 648518346341351446 648518346341351537 2105 2 1224979098644774920 6 3 0 2107 2 1224979098644774920 3 2120 3 1224979098644774921 2 1224979098644774919 2108 2 1224979098644774920 1224979098644774921 2136 3 1224979098644774922 0 1224979098644774920 501 3 1224979098644774912 92 1224979098644774917 501 3 1224979098644774912 94 1224979098644774918 501 3 1224979098644774912 93 1224979098644774922


The 7 is where it sets the default maximum, which is the max number you get with less than 5 relation. The 5 is the minimum relation to get additional troops. If relationship is above 5, it takes relationship and divides it by 2 and then adds 10 as the new maximum. Then at the bottom it takes a random number between 0 and the maximum set above, and saves that as the amount of troops available in the village. So with default settings a relationship of 50 would give you anywhere between 0 and 35 troops. You could change the 2 to a 1 to make it take the full relationship. Finding a random number between X and Y where X is higher than Y might cause problems too, so don't raise the 0 more than about 5 if you do change it.

Details:
- First off you could try raising the 7 maximum to a higher number

- Obviously getting higher than 5 relation with the village can get you more volunteers

- In the default example he gave it looks like this:  with a relationship of 50  it would be divided by 2 to give you 25....then you would add 10 to = 35.    That's how he came up with 0-35 troops.

- when he says "You could change the 2 to a 1 to make it take the full relationship" he means:  In the same default example with a relationship of 50 it would be divided by 1 to still be 50...then you'd add 10 to = 60.  Meaning 0-60 possible troops.

- You could probably increase the 10 to a higher number as well

- I would take his advice and not really touch the 0

Final notes:

I just researched this and put this up because at least 2 people asked for it.  I have not tested it myself yet.  But i'd appreciate if someone else would try it out and leave some feedback.

My best guess as to if this will work...is VERY LIKELY!!  As per my experiences with txt tweaking. 

***  As always...make a save copy of your  scripts.txt first.  Then you'll have a backup if you screw something up. 

Tweak The prosperity for Village Cattle / Grain quests (Ref # 41)
  An easy tweak

In conversation.txt, search for  1 3 936748722493063600 144115188075856176 4

- There should be 2 instances of it, the first is for the cattle quest and the second is for the grain quest.
- That's where it calls the prosperity script to change the village's prosperity, the 4 is the amount to change it by.

E1200 Lines Cattle:
dlga_start:village_elder_deliver_cattle_thank 4095 0  5 33 3 144115188075855895 360287970189643653 360287970189644672 2240 1 1224979098644774912 31 2 1224979098644774912 504403158265495628 202 1 1224979098644774912 526 3 72057594037927941 504403158265495628 10 My_good_{sir/madam}._Our_village_is_grateful_for_your_help._Thanks_to_the_{reg5}_heads_of_cattle_you_have_brought,_we_can_now_raise_our_own_herd.  1585  5 1064 1 400 1 3 936748722493063600 144115188075856176 4 1 3 936748722493063438 144115188075856176 5 1 2 936748722493063553 504403158265495628 1 6 936748722493063645 4 360287970189639680 144115188075856176 -1 -1 NO_VOICEOVER


E1200 Lines GRAIN:
dlga_village_elder_deliver_grain_thank:village_elder_deliver_grain_thank_2 4095 1614  1 2330 2 13 144115188075856176 My_good_{lord/lady}._You_have_saved_us_from_hunger_and_desperation._We_cannot_thank_you_enough,_but_you'll_always_be_in_our_prayers._The_village_of_{s13}_will_not_forget_what_you_have_done_for_us.  1615  7 526 3 1224979098644774912 504403158265495625 10 1536 3 360287970189639680 288230376151711863 1224979098644774912 1064 1 400 1 3 936748722493063600 144115188075856176 4 1 3 936748722493063438 144115188075856176 5 1 2 936748722493063553 504403158265495625 1 6 936748722493063645 4 360287970189639680 144115188075856176 -1 -1 NO_VOICEOVER

Notes: Again...it's summer people, I haven't tested this myself but it seems Really Good as per chances of success.  If anyone does use it...please leave some feedback so I can confirm it works.

Change faction / lord relation loss when defending your village (ref # 29)
Pretty easy

Someone in the past had posted this Tweak query:
when you attack a Lord whom you are at war with, you lose Faction and Standing with that Lord and his faction. If Lord Jones is in the process of pillaging one of my villages, why should I take a hit for trying to stop him? Absolutely retarded.  Can this be fixed so that no standing hit or faction loss occurs?

In conversation.txt. look for

E1200 string:
dlga_party_encounter_lord_hostile_ultimatum_surrender:close_window 4095 623  0 {s43}  6  8 1 3 936748722493063644 144115188075855895 216172782113785915 1 3 936748722493063443 144115188075856264 -3 4 0 32 2 144115188075855898 -10 1 3 936748722493063437 144115188075855895 -1 3 0 2133 2 144115188075855941 1 2133 2 144115188075855942 0 NO_VOICEOVER

The -3 is the faction relation loss, and the -1 is the lord relation loss. Changing them both to 0 would effectively stop the relation loss (It'd still call the scripts, it just wouldn't DO anything).

Notes:
- I haven't done this one myself...but it looks really solid.  If anyone does use it...please leave me some feedback.

Increase number of prisoners (for each point of prisoners management) (Ref #72)
Easy

** Not really too Necessary IMO because Korinov had already increased the number per prisoner mngt point to = 10.  But just for those folks who like to be SLAVE DRIVERS, here you go:

In scripts.txt

E1200 Lines:
game_get_party_prisoner_limit -1
6 2133 2 1224979098644774912 360287970189639680 2133 2 1224979098644774913 0 2170 3 1224979098644774914 1369094286720630786 1224979098644774912 2122 3 1224979098644774913 1224979098644774914 10 2133 2 72057594037927936 1224979098644774913 2075 1 72057594037927936


10 is the current multiplier (x your Prisoner mgmt skill)  = number of prisoners you can capture.

This WORKS!!! 

Tweak to make farmers & townsmen recruitable from the tavern Part A.   (Ref #75)
Adjust the number range of Mercs for hire Part B
Easy

In scripts.txt, search for update_mercenary_units_of_towns -1

(Part A ) Change the 360287970189639707 to 360287970189639705 (just subtract 2). This will move the pointer up 2 place and will make farmer and townsman available for recruit.

E1200 Lines:
update_mercenary_units_of_towns -1
14 6 3 1224979098644774912 648518346341351446 648518346341351537 2204 2 1224979098644774913 1224979098644774912 4 0 1073741855 2 1224979098644774913 432345564227567680 31 2 1224979098644774913 432345564227567682 2136 3 1224979098644774914 360287970189639707 360287970189639724 2147483679 2 1224979098644774914 360287970189639722 5 0 2136 3 1224979098644774914 360287970189639707 360287970189639722 3 0 501 3 1224979098644774912 90 1224979098644774914 2136 3 1224979098644774915 3 8 501 3 1224979098644774912 91 1224979098644774915 3 0

Testing... Reduced 360287970189639707 by 2 = WORKS, I was able to hire townsman in tavern :smile:

Notes: 
- This was for fun to see if I could do it.
- Attached is a pic of the 1st townsman I was able to hire...they would upgrade to Watchman and so forth. 
-  Not really a necessary tweak unless you are playing very hard core and need another avenue for cheap recruits.  Usually by the time you have money, it's probably easier to just hire all those awesome Merc Pavise Crossbowman. :smile:
mb12.jpg


(Part B) The 3 8 are the min and max for random amount.
** I haven't messed with the 3-8 numbers but in theory you could jack up the random number of MERCS available!  Testing.....

Edit: HOLY COW IT WORKS!!  I adjust the number range of mercs from 3-8 to 9-20 just to try it...it worked!!  Check out the 19 Hired Blades!!

mb13.jpg


Notes:
- Notice the 3 8 doesn't actually have a Hyphen "-".  So when I changed it, it looked like this "... 9 20 ... "  (with one space still in between)
- After I made switch, it took a few days for changes to take effect.

$$  Tweak the percentage that leadership reduces troop wages (Ref #73)
Difficulty = Easy

The 5 is the percentage to reduce troop wages per leadership point. This shouldn't be raised much, if any, because at 10 it would effectively make troop wages 0 at 10 leadership, but the minimum is 1 so you'd pay 1 for everything.

In Scripts.txt  look for: E1200 Lines:

game_get_troop_wage -1
96 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 1224979098644774914 0 4 0 1073741855 2 1224979098644774912 360287970189639680 31 2 1224979098644774912 360287970189641185 5 0 33 3 1224979098644774912 360287970189642656 360287970189642662 5 0 2171 2 1224979098644774915 1224979098644774912 2133 2 1224979098644774914 1224979098644774915 2105 2 1224979098644774914 3 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 25 3 0 4 0 2147483681 3 1224979098644774912 360287970189641701 360287970189641730 152 1 1224979098644774912 2107 2 1224979098644774914 5 2108 2 1224979098644774914 3 3 0 4 0 33 3 1224979098644774912 360287970189639707 360287970189639722 2107 2 1224979098644774914 3 2108 2 1224979098644774914 2 3 0 4 0 33 3 1224979098644774912 360287970189640788 360287970189640798 2107 2 1224979098644774914 3 2108 2 1224979098644774914 2 3 0 4 0 33 3 1224979098644774912 360287970189639723 360287970189639724 2107 2 1224979098644774914 3 2108 2 1224979098644774914 2 3 0 4 0 1073741857 3 1224979098644774912 360287970189639870 360287970189639876 1073741857 3 1224979098644774912 360287970189639870 360287970189639876 1073741857 3 1224979098644774912 360287970189639935 360287970189639941 1073741857 3 1224979098644774912 360287970189639963 360287970189639969 1073741857 3 1224979098644774912 360287970189639997 360287970189640003 1073741857 3 1224979098644774912 360287970189640044 360287970189640048 1073741857 3 1224979098644774912 360287970189640070 360287970189640075 1073741857 3 1224979098644774912 360287970189640101 360287970189640107 1073741857 3 1224979098644774912 360287970189640169 360287970189640175 1073741857 3 1224979098644774912 360287970189640200 360287970189640206 1073741857 3 1224979098644774912 360287970189640217 360287970189640220 1073741857 3 1224979098644774912 360287970189640232 360287970189640236 1073741857 3 1224979098644774912 360287970189640249 360287970189640252 1073741857 3 1224979098644774912 360287970189640272 360287970189640277 1073741857 3 1224979098644774912 360287970189640288 360287970189640292 1073741857 3 1224979098644774912 360287970189640307 360287970189640313 1073741857 3 1224979098644774912 360287970189640328 360287970189640334 1073741857 3 1224979098644774912 360287970189640346 360287970189640350 1073741857 3 1224979098644774912 360287970189640453 360287970189640459 1073741857 3 1224979098644774912 360287970189640474 360287970189640480 1073741857 3 1224979098644774912 360287970189640496 360287970189640527 1073741857 3 1224979098644774912 360287970189640521 360287970189640527 1073741857 3 1224979098644774912 360287970189640545 360287970189640551 1073741857 3 1224979098644774912 360287970189640565 360287970189640571 1073741857 3 1224979098644774912 360287970189640607 360287970189640613 1073741857 3 1224979098644774912 360287970189640628 360287970189640634 1073741857 3 1224979098644774912 360287970189640651 360287970189640657 1073741857 3 1224979098644774912 360287970189640681 360287970189640687 1073741857 3 1224979098644774912 360287970189640702 360287970189640708 1073741857 3 1224979098644774912 360287970189640730 360287970189640736 1073741857 3 1224979098644774912 360287970189640777 360287970189640782 1073741857 3 1224979098644774912 360287970189640816 360287970189640822 1073741857 3 1224979098644774912 360287970189640866 360287970189640872 1073741857 3 1224979098644774912 360287970189640927 360287970189640933 1073741857 3 1224979098644774912 360287970189640954 360287970189640959 1073741857 3 1224979098644774912 360287970189641115 360287970189641120 1073741857 3 1224979098644774912 360287970189641125 360287970189641130 1073741857 3 1224979098644774912 360287970189641135 360287970189641140 33 3 1224979098644774912 360287970189641145 360287970189641150 2107 2 1224979098644774914 7 2108 2 1224979098644774914 2 3 0 4 0 33 3 1224979098644774912 360287970189641701 360287970189641730 2107 2 1224979098644774914 2 3 0 2170 3 1224979098644774916 1369094286720630785 360287970189639680 2122 3 1224979098644774917 5 1224979098644774916 2121 3 1224979098644774918 100 1224979098644774917 2107 2 1224979098644774914 1224979098644774918 2108 2 1224979098644774914 100 4 0 2147483679 2 1224979098644774912 360287970189639680 2147483679 2 1224979098644774912 360287970189641185 2147483681 3 1224979098644774912 360287970189642656 360287970189642662 2111 2 1224979098644774914 1 3 0 2133 2 72057594037927936 1224979098644774914 2075 1 72057594037927936

Notes:
-I haven't actually applied this tweak yet to E1200 but got this to work perfectly on another MOD i'm playing part time..."The Sword and the AXE" by changing it to "9" and it worked great... But I put it back to default :smile:

$$ Tweak the divisor for garrisoned wages (Ref# 74) 
Easy  In Scripts.txt look for: 

E1200 Lines
calculate_player_faction_wage -1
32 2133 2 1224979098644774912 0 2133 2 1224979098644774913 0 11 1 1224979098644774914 2133 2 1224979098644774915 0 4 0 1073742365 3 1224979098644774914 0 3 541 3 1224979098644774914 0 2 541 3 1224979098644774914 7 360287970189639680 2133 2 1224979098644774915 1 3 0 1073741855 2 1224979098644774914 648518346341351424 31 2 1224979098644774915 1 1650 2 1224979098644774916 1224979098644774914 6 3 1224979098644774917 0 1224979098644774916 1652 3 1224979098644774918 1224979098644774914 1224979098644774917 1653 3 1224979098644774919 1224979098644774914 1224979098644774917 1 3 936748722493063187 1224979098644774918 1224979098644774914 2133 2 1224979098644774920 72057594037927936 2107 2 1224979098644774920 1224979098644774919 4 0 31 2 1224979098644774915 1 2105 2 1224979098644774913 1224979098644774920 5 0 2105 2 1224979098644774912 1224979098644774920 3 0 3 0 3 0 2108 2 1224979098644774913 2 2121 3 1224979098644774921 14 144115188075856826 2107 2 1224979098644774912 1224979098644774921 2108 2 1224979098644774912 14 2120 3 72057594037927936 1224979098644774912 1224979098644774913

The 2 is what it divides garrisoned troops' wages by (default 2, so 1/2 price), 3 would be 1/3 price...

This worked in Sword & Axe, should work here too.

Tweak % chance to be offered ransoms(A) & Frequency (B)  (Ref# 69)
Easy

(A) Open up scripts.txt and find: offer_ransom_amount_to_player_for_prisoners_in_party -1

The 30 below is the chance for any given prisoner lord to have a ransom offered on any given day (it checks once a day). It's actually that number +1 chance in 100 (since it's a less than or equal to, and the range is 0 to 99). If you change it to -1 it should never ever offer ransoms, or if you make it 0 it will be a 1 in 100 chance.

This could also obviously be used to increase the chance of ransom, if you wanted to turn it into a cash machine

E1200 Line
offer_ransom_amount_to_player_for_prisoners_in_party -1
23 23 2 1224979098644774912 1 2133 2 1224979098644774913 0 1651 2 1224979098644774914 1224979098644774912 6 3 1224979098644774915 0 1224979098644774914 31 2 1224979098644774913 0 1656 3 1224979098644774916 1224979098644774912 1224979098644774915 1507 1 1224979098644774916 1073742364 3 1224979098644774916 2 2 540 3 1224979098644774916 2 6 2173 2 1224979098644774917 1224979098644774916 2136 3 1224979098644774918 0 100 4 0 542 3 1224979098644774917 21 0 2147483680 2 1224979098644774918 30 2147483679 2 144115188075855990 1 2133 2 1224979098644774914 0 2133 2 1224979098644774913 1 2133 2 144115188075856962 1224979098644774916 2133 2 144115188075856963 1224979098644774912 2060 1 864691128455135378 3 0 3 0 2133 2 72057594037927936 1224979098644774913


(B)  Here's the timer which triggers the (Part A) script too, in case you want to change frequency of it triggering (simple_triggers.txt):

E1200 Lines

24.000000  16 2147483680 2 144115188075856006 0 32 2 144115188075856256 0 2147483679 2 144115188075856256 432345564227567674 31 2 144115188075856010 0 520 3 1224979098644774912 360287970189639680 30 2133 2 1224979098644774913 0 4 0 33 3 1224979098644774912 360287970189641701 360287970189642662 2173 2 1224979098644774914 1224979098644774912 31 2 1224979098644774914 144115188075856256 2133 2 1224979098644774913 1 3 0 31 2 1224979098644774913 0 2272 1 1224979098644774915 32 2 1224979098644774915 144115188075856027 2060 1 864691128455135316

The 24 is the # of hours between triggering the above script.

Tweak the relation increase for visiting a lady and dedicating her a victory (Ref# 7)
cake ... an old one from Bigby Wolf

*About dedicating tournament win for reputation with a lady (search for this in conversation.txt) -

Search:  dlga_lady_talk:lady_tournament_dedication_reaction

Original Mount & Blade lines:
Quote
3 2107 2 144115188075856094 2
The red number is a multiplier, it multiplies by 2 (or more/less all depends what kind of lady- hard to please, romantic etc.)
For example if the number is 2 my relations with "loves to hunt and ride" lady changed to 4, with "kind and gentle temperament" it changed to 8. So if you wish change it to higher number. I play now with mine set to 10.

Europe1200 Lines:
dlga_lady_talk:lady_tournament_dedication_reaction 69631 1131  4 1506 2 1224979098644774912 360287970189639680 31 2 1224979098644774912 0 32 2 144115188075856044 3 2147484208 3 360287970189639680 30 360287970189641701 My_lady,_I_would_like_to_dedicate_my_successes_in_this_recent_tournament_to_you  1146  25 4 0 32 2 144115188075856044 3 2106 2 144115188075856044 3 2107 2 144115188075856044 2 5 0 2133 2 144115188075856044 0 3 0 4 0 540 3

Notes:  I changed the 2 to a 9 and worked in Sword & Axe and also in Brytenwalda...it should work fine in E1200 as well.

Tweak to increase chance of recruiting prisoners from your party (Ref#37a)
Open the file menus.txt and search for the following text:

menu_camp_recruit_prisoners 0 You_offer_your_prisoners_freedom_if_they_agree_to_join_you_as_soldiers._{s18} none 57 2133 2 1224979098644774912 0 1651 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1656 3 1224979098644774915 648518346341351424 1224979098644774914 2147485155 1 1224979098644774915 2105 2 1224979098644774912 1 3 0 4 0 31 2 1224979098644774912 0 2060 1 864691128455135261 5 0 31 2 144115188075856143 0 2270 1 144115188075856145 2136 3 1224979098644774916 0 100 2170 3 1224979098644774917 1369094286720630791 360287970189639680 2121 3 1224979098644774918 15 1224979098644774917 2107 2 1224979098644774918 4 4 0 2147483678 2 1224979098644774916 1224979098644774918 2133 2 144115188075856143 -7 5 0 2133 2 1224979098644774912 0 1651 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1656 3 1224979098644774915 648518346341351424 1224979098644774914 2147485155 1 1224979098644774915 2105 2 1224979098644774912 1 3 0 2136 3 1224979098644774919 0 1224979098644774912 6 3 1224979098644774914 0 1224979098644774913 1656 3 1224979098644774915 648518346341351424 1224979098644774914 2147485155 1 1224979098644774915 2106 2 1224979098644774919 1 2147483678 2 1224979098644774919 0 2133 2 1224979098644774913 0 2133 2 144115188075856143 1224979098644774915 1657 3 144115188075856144 648518346341351424 1224979098644774914 3 0 3 0 4 0 32 2 144115188075856143 0 1633 2 1224979098644774920 648518346341351424 2110 2 144115188075856144 1224979098644774920 2133 2 72057594037927937 144115188075856144 32 2 144115188075856144 0 4 0 32 2 144115188075856144 1 2133 2 72057594037927938 1 5 0 2133 2 72057594037927938 0 3 0 2324 3 1 144115188075856143 144115188075856144 2320 2 18 1585267068834415027 5 0 2320 2 18 1585267068834415028 3 0 3 0 3

Detail:
Persuasion gives you a better chance of recruiting prisoners from your party. What it does is take the blue 15 minus your persuasion score, multiplied by the green 4  and that is the chance of them rejecting. So 0 persuasion gives a 60% chance of rejection, while 10 persuasion gives a 20% chance of rejection. I don't know what happens when you get a rejecting chance lower than 0, so the blue 15 should never be lower than the max skill level and the green 4 should never be lower than 0.

* Not tried it myself but it looks good :smile:

Way to edit the odds you are caught when trying to sneak in an enemy town  (Ref # 49)
In menus.txt it looks to be this area:

E1200 Lines:

mno_town_sneak  8 4 0 541 3 144115188075855888 0 3 2320 2 7 216172782113787381 5 0 2320 2 7 216172782113787382 3 0 31 2 144115188075856177 1 31 2 144115188075856181 0  Disguise_yourself_and_try_to_sneak_into_the_{s7}  19 522 3 1224979098644774912 144115188075856264 30 1601 2 1224979098644774913 648518346341351424 1602 2 1224979098644774914 648518346341351424 2105 2 1224979098644774913 1224979098644774914 2107 2 1224979098644774913 2 2108 2 1224979098644774913 3 2120 3 1224979098644774915 1224979098644774912 1224979098644774913 2136 3 1224979098644774916 0 100 4 0 1073741854 2 1224979098644774916 1224979098644774915 31 2 144115188075856184 144115188075855888 2133 2 144115188075856184 0 2133 2 144115188075856178 1 2133 2 144115188075856179 1 2060 1 864691128455135374 2133 2 144115188075856115 1 5 0 2060 1 864691128455135375 3 0  .

Details:
the script adds the number of your companions and your prisoners, multiplies with 2 and divides by 3 and compares that to a random number between 0 and 100 .

If you increase the 2 or decrease the 3 you increase your odds to get caught.
If you decrease the 2 or increase the 3 you decrease your odds to get caught.

If you increase the 0 you are able to sneak into town with smaller parties without a chance to get caught.
As you noticed increasing the 100 gives you a wider range of random numbers so you will get caught less often.

* Not tried it myself but it looks good :smile:

Tweak amount to pay for Peace (Ref # 53)
Just a little modifier to adjust the price for buying peace with a kingdom

open conversations.txt

E1200 Line:
dlga_lord_ask_pardon:lord_ask_pardon_2.1 4095 548  6 542 3 144115188075855897 11 144115188075855895 2147484210 3 432345564227567674 11 1 2121 3 1224979098644774912 4 144115188075855900 2107 2 1224979098644774912 1224979098644774912 2122 3 72057594037927952 1224979098644774912 10 2335 2 4 144115188075855897

Details:
the red is the cost multiplier. So lets say you need to pay 6400 denars for peace, changing the multiplier to 1 will make the cost 640 denars.
Changing it to 0 makes it free.

* Untested but should work...someone care to try it out for me?

Change the amount of time to appoint a new marshal in your kingdom (Ref # 56)
In conversation.txt

E1200 Lines:
dlga_minister_change_marshal:minister_pretalk 4095 297  3 2270 1 1224979098644774912 2106 2 1224979098644774912 144115188075855961 2147483678 2 1224979098644774912 48 You_have_just_made_such_an_appointment,_

The red number is the amount of time between you can appoint a new marshal

* Untested...anybody wanna try it?

Change the amount of relation loss with the lord's faction you attack (Ref #57)
in conversation.txt

- The red number is the amount of relation loss with the faction which lord you attack, change it to 0 so you will lose no relation.
- I made it -1 and it worked

dlga_party_encounter_lord_hostile_ultimatum_surrender:close_window 4095 623  0 {s43}  6  8 1 3 936748722493063644 144115188075855895 216172782113785915 1 3 936748722493063443 144115188075856264 -3 4 0 32 2 144115188075855898 -10 1 3 936748722493063437 144115188075855895 -1 3 0 2133 2 144115188075855941 1 2133 2 144115188075855942 0 NO_VOICEOVER

Notes: I've used this successfully in the Mod Sword & Axe, so i'm pretty sure it should work here :smile:
 
Part A  Enable (make easier) to donate money to villagers for relation gain
Part B  Edit the amount you pay for that gain
Part C  Edit the amount of Relation you gain for "Said" donation.  Total hack if you set too high!!

(Ref # 87 A-C)
Another set of tweaks converted over to E1200 from "tommylaw"

All of them are in the conversation.txt, look for the following lines in E1200:

Part A Make it so instead of closing the conversation after they talk, it directs you to the option of paying to help them out.

dlga_town_dweller_ask_situation:town_dweller_talk 4095 1693  1 2147484209 3 144115188075856176 50 30 Times_are_hard,_ {sir/madam}._We_work_hard_all_day_and_yet_we_go_to_sleep_hungry_most_nights.  1684  0 NO_VOICEOVER

dlga_town_dweller_ask_situation:town_dweller_talk.1 4095 1693  1 2147484209 3 144115188075856176 50 70 Times_are_hard,_ {sir/madam}._But_we_must_count_our_blessings.  1684  0 NO_VOICEOVER

*** Change the number in Blue (1684) at the end of the line to 1694, so it looks like:

dlga_town_dweller_ask_situation:town_dweller_talk 4095 1693  1 2147484209 3 144115188075856176 50 30 Times_are_hard,_ {sir/madam}._We_work_hard_all_day_and_yet_we_go_to_sleep_hungry_most_nights.  1694  0 NO_VOICEOVER

dlga_town_dweller_ask_situation:town_dweller_talk.1 4095 1693  1 2147484209 3 144115188075856176 50 70 Times_are_hard,_ {sir/madam}._But_we_must_count_our_blessings.  1694  0 NO_VOICEOVER
Testing E1200 set to 1694 ....WORKS!!!!

Part B  To change the amount you pay them:

dlga_town_dweller_poor:town_dweller_poor_paid 69631 1694  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 300  Then_take_these_300_denars._I_hope_this_will_help_you_and_your_family.  1695  1 1529 2 360287970189639680 300 NO_VOICEOVER

The red 300 is the amount you pay them, change that as you will.
You might also want to change the blue 300 as that is the minimum amount of money you must have for them to beg for money, so change this to whatever you change the red number to.
Not necessary, but for the sake of professionalism, you might also want to change the green 300, what they ask for in actual conversation, to whatever you change the red number to.

Testing E1200 set to 100 each....WORKS!!!

Part C  Relation gain for donating

The red number is the relationship boost, change to whatever you want.

dlga_town_dweller_poor_paid:close_window 4095 1695  0 {My_lord/My_good_lady}.__You_are_so_good_and_generous._I_will_tell_everyone_how_you_helped_us.  6  4 1 3 936748722493063438 144115188075855888 1 1 2 936748722493063517 144115188075855896 2133 2 1224979098644774912 72057594037927938 1 4 936748722493063510 144115188075855888 1224979098644774912 2 NO_VOICEOVER 

Testing, set mine to 3 on  2-3-2015 ..... WORKS!!!! 

NOTES:
- Part A is really TOO convenient...it makes it so easy to enable paying for relation...use at your own discretion.

- Also, Part C can be a total hack if you set it TOO high.  I recommend not setting it higher than 3 or else the game is too easy.

- It works in both Towns and Villages.

**  Obviously, there does need to be some sort of poverty or hardship for there to be a need of a donation.  Of course if the town / village is RICH, there is no need for the donation and so the option would not be available in that case. 
Txt tweaks to increase your party size (REF # 89)
  Options for increasing your party size via:  Renown, Base value amount and each pt of Leadership

In scripts.txt

game_get_party_companion_limit -1
43 2133 2 1224979098644774912 360287970189639680 2133 2 1224979098644774913 30 2170 3 1224979098644774914 1369094286720630785 1224979098644774912 2172 3 1224979098644774915 1224979098644774912 3 2107 2 1224979098644774914 5 2105 2 1224979098644774913 1224979098644774914 2105 2 1224979098644774913 1224979098644774915 520 3 1224979098644774916 1224979098644774912 7 2123 3 1224979098644774917 1224979098644774916 20 2105 2 1224979098644774913 1224979098644774917 4 0 32 2 144115188075856256 0 542 3 144115188075856256 11 1224979098644774912 2105 2 1224979098644774913 100 2133 2 72057594037927942 100 5 0 2133 2 72057594037927942 0 3 0 4 0 31 2 144115188075856274 1310238 2133 2 72057594037927943 1 5 0 2133 2 72057594037927943 0 3 0 2133 2 1224979098644774918 0 2133 2 1224979098644774919 1224979098644774913 6 3 1224979098644774920 648518346341351446 648518346341353256 541 3 1224979098644774920 7 1224979098644774912 2105 2 1224979098644774918 1 541 3 1224979098644774920 0 2 2105 2 1224979098644774913 20 3 0 2121 3 1224979098644774919 1224979098644774913 1224979098644774919 2133 2 72057594037927944 1224979098644774919 4 0 32 2 1224979098644774918 0 2105 2 1224979098644774913 10 2133 2 72057594037927945 10 5 0 2133 2 72057594037927945 0 3 0 2133 2 72057594037927936 1224979098644774913 2075 1 72057594037927936

- The red 20 is what you're looking for the amount of renown it takes to increase parties by +1, you could perhaps make it 10 for example.
- The blue 30 is the base value amount for your troops
- The green 5 is how much each point in leadership gives you.

NOTES:

I haven't messed with these numbers myself yet.  I'm fine with how the numbers are.  I'm just posting these in case anyone wants to try them.  As always save your file 1st, make changes and then please leave feedback if it worked for you. 

Change the amount of renown gained after battles (Ref # 10.6)
A way to change the amount of renown gained after battles

Fairly easy changes converted to E1200....originally for M&B by SPD_Phoenix

In Scripts.txt look for E1200 lines:

calculate_renown_value -1
21 1 3 936748722493063318 648518346341351424 0 2133 2 1224979098644774912 72057594037927936 1 3 936748722493063318 648518346341351439 0 2133 2 1224979098644774913 72057594037927936 1 3 936748722493063318 648518346341351441 0 2133 2 1224979098644774914 72057594037927936 2105 2 1224979098644774914 1 2122 3 1224979098644774915 1224979098644774913 100 2108 2 1224979098644774915 1224979098644774914 2133 2 1224979098644774916 1224979098644774913 2107 2 1224979098644774916 1224979098644774915 2108 2 1224979098644774916 100 2107 2 1224979098644774916 1224979098644774912 2108 2 1224979098644774916 1224979098644774914 2123 3 144115188075856940 1224979098644774916 5 2110 2 144115188075856940 2500 2130 1 144115188075856940 2125 2 144115188075856940 144115188075856940 2131 1 144115188075856940 2133 2 72057594037927944 144115188075856940 1106 2 1585267068834414804 4294967295

Details:
The first 100 is sort of multiplier for enemy strength. Increase it will give you slightly more renown.
The second 100 is sort of friendly multiplier (divider to be exact). Decrease this number will give slightly more renown.
The 5 is the divider. Only 1/5 of the above enemy/friend strength will be counted. Decrease this number will give more renown.
The 2500 is the cap. Square root of 2500. So, the cap is 50. Change this number to increase the cap. 10,000 will make the cap at 100.

Notes:

I haven't personally tested it yet...but it looks very good IMO, please leave feedback if you try it.

Change persuasion to be based on charisma (or any stat) (Ref #20)
*This one is sort of an oddity...I decided to put it up.  Admittedly, I have not messed with this as of late...I'm too busy running my kung fu school and bass fishing on the side.  But I thought I better put this stuff up in case anyone might want to try it.


Changing skills to rely on different stats is actually quite easy, just open up skills.txt and find Quote:

skl_persuasion Persuasion 2 10 This_skill_helps_you_make_other_people_accept_your_point_of_view._It_also_lowers_the_minimum_level_of_relationship_needed_to_get_NPCs_to_do_what_you_want._(Personal_skill)

Detail:
Change the 2 to a 3 and it will use charisma.  These are the values = 0 is strength, 1 is agility, 2 is int, 3 is charisma. 

Tweak to RAISE OR LOWER the chance of king giving you a property that you've captured. (Ref # 8:cool:
Originally by TML
IN Scripts.txt.

Actually this is only a small part of a larger posted tweak but I thought it might be useful.  There are a few other things going on to determine the calculations like:

1st defining the value of towns, castles & villages. 2nd your Renown and relationship with king and 3rd a random number is generated....blah blah blah.

* It then checks whether or not YOU'VE captured the place personally – if you did, it multiplies it by 3 and then divides it by 2. That effectively gives you a 50% higher score for capturing it. You could change these numbers to give the one capturing it an even bigger chance if you like.

To increase your chance: changing the blue 3 to 30 and the blue 2 to 1, that would result in whoever takes it getting it almost always.

To Decrease your chance for example to 1/5th : changing the blue 3 to 1 and the blue 2 to 5, that would decrease your chance for the King to give you the town or castle you just captured.

WHY IS THIS SIGNIFICANT???  Because many times I have read where players are constantly being given their properties to them when in fact they don't really want them.  I've often heard of players complaining that they "Wish the King would NOT give them a captured castle and therefore the player would get the chance to rebel.  This tweak can help solve that problem. 


E1200 Lines to look for:

calculate_troop_score_for_center -1
41 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 1 6 3 1224979098644774915 648518346341351446 648518346341353256 2133 2 1224979098644774916 0 4 0 31 2 1224979098644774912 360287970189639680 541 3 1224979098644774915 7 -2 2133 2 1224979098644774916 1 3 0 1073742365 3 1224979098644774915 7 1224979098644774912 31 2 1224979098644774916 1 4 0 541 3 1224979098644774915 0 3 2105 2 1224979098644774914 4 5 0 541 3 1224979098644774915 0 2 2105 2 1224979098644774914 2 5 0 2105 2 1224979098644774914 1 3 0 3 0 520 3 1224979098644774917 1224979098644774912 7 2120 3 1224979098644774918 500 1224979098644774917 2108 2 1224979098644774918 1224979098644774914 2136 3 1224979098644774919 50 100 2107 2 1224979098644774918 1224979098644774919 4 0 541 3 1224979098644774913 28 1224979098644774912 2107 2 1224979098644774918 3 2108 2 1224979098644774918 2 3 0 4 0 31 2 1224979098644774912 360287970189639680 522 2 1224979098644774920 144115188075856256 1 2 936748722493063435 1224979098644774920 2133 2 1224979098644774921 72057594037927936 2107 2 1224979098644774921 2 2105 2 1224979098644774918 1224979098644774921 3 0 2133 2 72057594037927936 122497909864477491

Notes:
Again..i havn't tested this myself yet...but it looks very good for testing.  Also, I really like the part of solving the problem of kings being too generous.  Of course, if people didn't want to get a kingdom that way...they could always just use MY tweak Renounce / Rebel & keep your stuff tweak without having to use this one.  :cool:

Misc Relations Hits or Gains....
(A) Relation hit when you capture someone  (Ref# 13.1)
EASY!
in the conversation.txt file

Find this "dlga line" below: see the blue line: 1 3 936748722493063437 144115188075855895 = The number after it is what you want to edit.

dlga_defeat_lord_answer:defeat_lord_answer_1 69631 367  0 You_are_my_prisoner_now.  368  6 500 3 144115188075855895 8 648518346341351424 1614 3 648518346341351424 144115188075855895 1 1 3 936748722493063437 144115188075855895 -3 1 3 936748722493063441 144115188075855897 -3 1 2 936748722493063615 144115188075855895 1 6 936748722493063645 12 360287970189639680 -1 144115188075855895 144115188075855897 NO_VOICEOVER

Details:
I had changed the RED -3 to -6 for a test and it  WORKS!  Feel Free to experiment with your own changes.
(B) Relation gain for freeing a defeated Lord  (Ref#13.2)
EASY!
in the conversation.txt file

Find this "dlga line" below: see the blue line: 1 3 936748722493063437 144115188075855895 = The number after it is what you want to edit.

dlga_defeat_lord_answer:defeat_lord_answer_2 69631 367  0 You_have_fought_well._You_are_free_to_go.  369  3 1 3 936748722493063437 144115188075855895 5 1 2 936748722493063444 10 1 6 936748722493063645 13 360287970189639680 -1 144115188075855895 144115188075855897 NO_VOICEOVER

Details:
I tested by changing the red 5 to 20  WORKS!! Feel Free to experiment with your own changes.

Alter the troop tiers of Caravans  ( Ref # 64 )
Pretty easy...  Originally By Hardrada

I think I found the line for Europe 1200...as always, it's recommended to save your file 1st before editing.

Detail:
Sometimes you get an annoying quest to capture certain types of troops.

A way to change the rank of soldiers needed in the capture certain amount of enemy prisoners, to get lower rank soldiers (easier to nick from caravans, etc)

The type of troop is set in scripts.txt.  search for 45 1 2136 3 1224979098644775010 42  ( it will be located about 12-15 lines above get_dynamic_quest -1  )

* Hint, more specifically you can search for get_dynamic_quest -1

The game picks a troop type from tier two to tier five.  45 refers to tier five troops, 42 refers to tier two troops.  Changing 45 to 44 and 42 to 41 will make it choose  a troop from tiers one to four instead, for example.  Adjust this as you wish.

E1200 LINES:

...144115188075856256 1224979098644774914 1 2 936748722493063373 1224979098644774914 2133 2 1224979098644774958 72057594037927936 2120 3 1224979098644775009 45 1 2136 3 1224979098644775010 42 1224979098644775009 522 3 1224979098644774962 1224979098644774958 1224979098644775010 32 2 1224979098644774962 0 2136 3 1224979098644774931 3 7 2133 2 1224979098644774923 1224979098644774962 2133 2 1224979098644774925 1224979098644774958 2133 2 1224979098644774934 1 2171 2 1224979098644774936 1224979098644774962 2105 2 1224979098644774936 5 2107 2 1224979098644774936 1224979098644774936 2108 2 1224979098644774936 5 2107 2 1224979098644774936 1224979098644774931 2133 2 1224979098644774935 1224979098644774936 2133 2 1224979098644774922 1224979098644774947 2133 2 1224979098644774938 90 2133 2 1224979098644774939 20 3 0 3 0 3 0 3 0 4 0 2147483679 2 1224979098644774922 -1 4 0 132 1 1224979098644774924 2204 2 1224979098644774925 1224979098644774924 3 0 506 3 1224979098644774922 2 1224979098644774923 506 3 1224979098644774922 1 1224979098644774924 506 3 1224979098644774922 4 1224979098644774927 506 3 1224979098644774922 3 1224979098644774925 506 3 1224979098644774922 15 1224979098644774926 506 3 1224979098644774922 7 1224979098644774928 506 3 1224979098644774922 8 1224979098644774929 506 3 1224979098644774922 9 1224979098644774930 506 3 1224979098644774922 10 1224979098644774931 506 3 1224979098644774922 20 1224979098644774934 506 3 1224979098644774922 21 1224979098644774935 506 3 1224979098644774922 22 1224979098644774936 506 3 1224979098644774922 19 1224979098644774937 506 3 1224979098644774922 23 1224979098644774938 506 3 1224979098644774922 24 1224979098644774939 506 3 1224979098644774922 11 0 506 3 1224979098644774922 6 1224979098644774912 506 3 1224979098644774922 12 1224979098644774917 506 3 1224979098644774922 13 1224979098644774932 506 3 1224979098644774922 14 1224979098644774933 3 0 2133 2 72057594037927936 1224979098644774922
get_dynamic_quest -1

NOTES:
- Since it's a Script.txt file it may require a restart (of that i'm unsure)

-  Also, since the Mod is in the process of RE-boot I have not tested this yet but i'm just putting it out there if anyone wants it.  Please post your results if you try it.

Equip regular troops like companions  Ref # (100)
I've been sitting on this old tweak for  a while now, 

An old one from vanilla Mount and Blade that I modified to work for E1200 from Lord Kinlar

In Conversation.txt search for these lines below:

dlga_member_chat:regular_member_talk 4095 13  0 Your_orders_{sir/madam}?  1753  0 NO_VOICEOVER
dlga_regular_member_talk:view_regular_char_requested 69631 1753  0 Tell_me_about_yourself  1754  0 NO_VOICEOVER
dlga_view_regular_char_requested:do_regular_member_view_char 4095 1754  0 Aye_{sir/madam}._Let_me_tell_you_all_there_is_to_know_about_me.  1755  1 2046 0 NO_VOICEOVER
dlga_do_regular_member_view_char:regular_member_talk 4095 1755  0 Anything_else?  1753  0 NO_VOICEOVER
dlga_regular_member_talk:close_window 69631 1753  0 Nothing._Keep_moving.  6  0 NO_VOICEOVER

Add lines in Blue and it should look like this when you're done:

dlga_member_chat:regular_member_talk 4095 13  0 Your_orders_{sir/madam}?  1753  0 NO_VOICEOVER
dlga_regular_member_talk:regular_member_trade 69631 1753  0 Let_me_see_your_equipment.  1792  0 NO_VOICEOVER
dlga_regular_member_trade:regular_member_talk 4095 1792  0 Very_well,_it's_all_here...  1755  1 2051 0 NO_VOICEOVER

dlga_regular_member_talk:view_regular_char_requested 69631 1753  0 Tell_me_about_yourself  1754  0 NO_VOICEOVER
dlga_view_regular_char_requested:do_regular_member_view_char 4095 1754  0 Aye_{sir/madam}._Let_me_tell_you_all_there_is_to_know_about_me.  1755  1 2046 0 NO_VOICEOVER
dlga_do_regular_member_view_char:regular_member_talk 4095 1755  0 Anything_else?  1753  0 NO_VOICEOVER
dlga_regular_member_talk:close_window 69631 1753  0 Nothing._Keep_moving.  6  0 NO_VOICEOVER

==========================================================================
* DISCLAIMER...I haven't fully tested this completely, could make errors down the road.    But it does seem to work....use at your own discretion.

**  This is definitely a cheat / hack so it's mainly for FUN or Messing around with only. 

*** As always, save your conversation.txt 1st prior to testing and if not happy just revert back. 

Details:
- I changed the necessary numbers and also added a dialog line to make it work for Europe 1200.
- The results are varied...i'm not a 100% certain if you change one set of troops , THEN ALL THE TROOPS LOOK LIKE THAT.
-  It seems as if you have to click on "Let me see your equipment"  multiple times and take everything off of them.  When you do that however the MOD keeps putting stock equipment back on.  So you get a TON of free Stuff!!  I did it about 5 times

- I then added to some Welsh Verteran LongBowmen:  Gnezdovo Helmet (45 armor) and Lamellar (Armor 48...)  see pics.  For some of the troops it seemed to use my added armor, not for others. 

Pics:
mb22.jpg

mb21.jpg


Please leave feedback if you decide to try it...what effects does it have in your game?

FEEDBACK from Black_Scythe  It works like a charm! You just have to change all their clothes, and it's done. Thank you!

Tweak to see the time next to the date  (ref # 9:cool:
Easy    an old one from 2008 by Charles du Lac 

Details:   Placing a 24 hour clock time next to date 
- It will take 2 easy changes

1st step, In Strings.txt change this:
str_january_reg1_reg2 January_{reg1},_{reg2}
str_february_reg1_reg2 February_{reg1},_{reg2}
str_march_reg1_reg2 March_{reg1},_{reg2}
str_april_reg1_reg2 April_{reg1},_{reg2}
str_may_reg1_reg2 May_{reg1},_{reg2}
str_june_reg1_reg2 June_{reg1},_{reg2}
str_july_reg1_reg2 July_{reg1},_{reg2}
str_august_reg1_reg2 August_{reg1},_{reg2}
str_september_reg1_reg2 September_{reg1},_{reg2}
str_october_reg1_reg2 October_{reg1},_{reg2}
str_november_reg1_reg2 November_{reg1},_{reg2}
str_december_reg1_reg2 December_{reg1},_{reg2}

to this:
str_january_reg1_reg2 January_{reg1},_{reg2}_{reg3}o'clock
str_february_reg1_reg2 February_{reg1},_{reg2}_{reg3}o'clock
str_march_reg1_reg2 March_{reg1},_{reg2}_{reg3}o'clock
str_april_reg1_reg2 April_{reg1},_{reg2}_{reg3}o'clock
str_may_reg1_reg2 May_{reg1},_{reg2}_{reg3}o'clock
str_june_reg1_reg2 June_{reg1},_{reg2}_{reg3}o'clock
str_july_reg1_reg2 July_{reg1},_{reg2}_{reg3}o'clock
str_august_reg1_reg2 August_{reg1},_{reg2}_{reg3}o'clock
str_september_reg1_reg2 September_{reg1},_{reg2}_{reg3}o'clock
str_october_reg1_reg2 October_{reg1},_{reg2}_{reg3}o'clock
str_november_reg1_reg2 November_{reg1},_{reg2}_{reg3}o'clock
str_december_reg1_reg2 December_{reg1},_{reg2}_{reg3}o'clock

2nd Step: in Scripts.txt look for this line:

game_get_date_text -1
85 22 1 1224979098644774912 2123 3 1224979098644774913 1224979098644774912 24 2120 3 1224979098644774914 1224979098644774913 23 2133 2 1224979098644774915 3 2133 2 1224979098644774916 1200 2133 2 1224979098644774917 99999 6 3 1224979098644774918 0 1224979098644774917 4 0 1073741855 2 1224979098644774915 1 1073741855 2 1224979098644774915 3 1073741855 2 1224979098644774915 5 1073741855 2 1224979098644774915 7 1073741855 2 1224979098644774915 8 1073741855 2 1224979098644774915 10 31 2 1224979098644774915 12 2133 2 1224979098644774919 31 5 0 1073741855 2 1224979098644774915 4 1073741855 2 1224979098644774915 6 1073741855 2 1224979098644774915 9 31 2 1224979098644774915 11 2133 2 1224979098644774919 30 5 0 4 0 2123 3 1224979098644774920 1224979098644774916 4 2107 2 1224979098644774920 4 31 2 1224979098644774920 1224979098644774916 2133 2 1224979098644774919 29 5 0 2133 2 1224979098644774919 28 3 0 3 0 4 0 32 2 1224979098644774914 1224979098644774919 2106 2 1224979098644774914 1224979098644774919 2105 2 1224979098644774915 1 4 0 32 2 1224979098644774915 12 2106 2 1224979098644774915 12 2105 2 1224979098644774916 1 3 0 5 0 2133 2 1224979098644774917 0 3 0 3 0 2133 2 72057594037927937 1224979098644774914 2133 2 72057594037927938 1224979098644774916 4 0 31 2 1224979098644774915 1 2320 2 1 216172782113783925 5 0 31 2 1224979098644774915 2 2320 2 1 216172782113783926 5 0 31 2 1224979098644774915 3 2320 2 1 216172782113783927 5 0 31 2 1224979098644774915 4 2320 2 1 216172782113783928 5 0 31 2 1224979098644774915 5 2320 2 1 216172782113783929 5 0 31 2 1224979098644774915 6 2320 2 1 216172782113783930 5 0 31 2 1224979098644774915 7 2320 2 1 216172782113783931 5 0 31 2 1224979098644774915 8 2320 2 1 216172782113783932 5 0 31 2 1224979098644774915 9 2320 2 1 216172782113783933 5 0 31 2 1224979098644774915 10 2320 2 1 216172782113783934 5 0 31 2 1224979098644774915 11 2320 2 1 216172782113783935 5 0 31 2 1224979098644774915 12 2320 2 1 216172782113783936 3 0 60 1 1

NEXT:
- paste:  2271 1 72057594037927939 and +1 to 85

It will look like this when you're done:
game_get_date_text -1
86 22 1 1224979098644774912 2123 3 1224979098644774913 1224979098644774912 24 2120 3 1224979098644774914 1224979098644774913 23 2133 2 1224979098644774915 3 2133 2 1224979098644774916 1200 2133 2 1224979098644774917 99999 6 3 1224979098644774918 0 1224979098644774917 4 0 1073741855 2 1224979098644774915 1 1073741855 2 1224979098644774915 3 1073741855 2 1224979098644774915 5 1073741855 2 1224979098644774915 7 1073741855 2 1224979098644774915 8 1073741855 2 1224979098644774915 10 31 2 1224979098644774915 12 2133 2 1224979098644774919 31 5 0 1073741855 2 1224979098644774915 4 1073741855 2 1224979098644774915 6 1073741855 2 1224979098644774915 9 31 2 1224979098644774915 11 2133 2 1224979098644774919 30 5 0 4 0 2123 3 1224979098644774920 1224979098644774916 4 2107 2 1224979098644774920 4 31 2 1224979098644774920 1224979098644774916 2133 2 1224979098644774919 29 5 0 2133 2 1224979098644774919 28 3 0 3 0 4 0 32 2 1224979098644774914 1224979098644774919 2106 2 1224979098644774914 1224979098644774919 2105 2 1224979098644774915 1 4 0 32 2 1224979098644774915 12 2106 2 1224979098644774915 12 2105 2 1224979098644774916 1 3 0 5 0 2133 2 1224979098644774917 0 3 0 3 0 2133 2 72057594037927937 1224979098644774914 2133 2 72057594037927938 1224979098644774916 2271 1 72057594037927939 4 0 31 2 1224979098644774915 1 2320 2 1 216172782113783925 5 0 31 2 1224979098644774915 2 2320 2 1 216172782113783926 5 0 31 2 1224979098644774915 3 2320 2 1 216172782113783927 5 0 31 2 1224979098644774915 4 2320 2 1 216172782113783928 5 0 31 2 1224979098644774915 5 2320 2 1 216172782113783929 5 0 31 2 1224979098644774915 6 2320 2 1 216172782113783930 5 0 31 2 1224979098644774915 7 2320 2 1 216172782113783931 5 0 31 2 1224979098644774915 8 2320 2 1 216172782113783932 5 0 31 2 1224979098644774915 9 2320 2 1 216172782113783933 5 0 31 2 1224979098644774915 10 2320 2 1 216172782113783934 5 0 31 2 1224979098644774915 11 2320 2 1 216172782113783935 5 0 31 2 1224979098644774915 12 2320 2 1 216172782113783936 3 0 60 1 1

This works great and I have a better appreciation for how to manage my time in the game.

Tweak to enable Tavern keeper to buy prisoners  (ref # 82)
Originally this was by TheMageLord for Vanilla Mount & Blade... but now I know how to make it work for warband.

Details:
- I'm pretty excited:  It took me 5 different trys to finally figure out how to convert the old Mount & Blade Tweak to enable Tavernkeepers to buy prisoners over to Europe 1200.

- It wasn't like the original tweak at all????  No wonder I was having trouble...I had to add 2 more dialog lines but I got it work and it's clean too.  SWEET!

IN conversation.txt find this: dlga_tavernkeeper_talk:close_window 69631 1327  0 I_guess_I_should_leave_now.  6  0 NO_VOICEOVER

Next paste these 3 lines directly above it:

dlga_tavernkeeper_talk:ransom_broker_sell_prisoners 69631 1327  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_have_prisoners_to_sell.  1793  0 NO_VOICEOVER
dlga_tavernkeeper_sell_prisoners:ransom_broker_sell_prisoners_2 4095 1793  0 Let_me_see_what_you_have...  1794  1 2044 0 NO_VOICEOVER
dlga_tavernkeeper_sell_prisoners_2:close_window 4095 1794  0 I'll_give_you_the_standard_rate_but_this_is_just_between_us_ok?  6  0 NO_VOICEOVER


When you're done it should look like this:

dlga_tavernkeeper_job_result_2:close_window 4095 1338  0 I'll_keep_my_ears_open_for_other_opportunities._You_may_want_to_ask_again_from_time_to_time.  6  0 NO_VOICEOVER
dlga_tavernkeeper_talk:ransom_broker_sell_prisoners 69631 1327  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_have_prisoners_to_sell.  1793  0 NO_VOICEOVER
dlga_tavernkeeper_sell_prisoners:ransom_broker_sell_prisoners_2 4095 1793  0 Let_me_see_what_you_have...  1794  1 2044 0 NO_VOICEOVER
dlga_tavernkeeper_sell_prisoners_2:close_window 4095 1794  0 I'll_give_you_the_standard_rate_but_this_is_just_between_us_ok?  6  0 NO_VOICEOVER

dlga_tavernkeeper_talk:close_window 69631 1327  0 I_guess_I_should_leave_now.  6  0 NO_VOICEOVER

Notes:
* My rational for wanting this tweak in E1200 is because when I'm deep into Russia for example its a pain in the neck  to find Ransom brokers in local taverns and TOO far away from most coastal ransom brokers.  With this tweak you can sell off your prisoners at any tavern.

**  Right now however, the going rate is the same as the COASTAL slavers ($250 each) so I'll have to find a way to lower the prisoner amount.  But for now it works!!!!

***I think there is a way to lower the amount...I have to do some digging.  I've also done it for Hispania 1200 and the going rate there is 50 denars.  So it's similar to when you find "Ramun" the slave trader. 

Change the amount you get per prisoner (Ref #102)
(This does not effect the NORMAL Ransom Brokers amounts based on the type of prisoner you have)
- Super easy old Mount & Blade edit tweak from "red.murder1"
- Of course is was different in Warband so I'm glad I found it.

In Scripts.txt look for:

game_get_prisoner_price -1
13 21 1 1224979098644774912 4 0 33 3 144115188075855895 360287970189641633 360287970189641669 2171 2 1224979098644774913 1224979098644774912 2133 2 1224979098644774914 1224979098644774913 2105 2 1224979098644774914 10 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 6 5 0 2133 2 1224979098644774914 250 3 0 2133 2 72057594037927936 1224979098644774914 2075 1 72057594037927936

BEST GUESS Is that 250 in red...it's the only # that matches up to the amount in E1200.

- Testing, trying 50 = It WORKS!! 
- Works perfectly on the tavern keepers.
 


NEW TWEAK Modify ransom amounts for lords. Ref(#106)
For reference only
In the spoiler below is the original tweak by Hardrada.
  Keep in mind this is the old tweak from Mount & Blade...look below for Europe 1200 comparison.
Hardrada said:
Here's something I ran across while looking through the module system.

Open up scripts.txt and search for calculate_ransom_amount_for_troop, it should look like this:

calculate_ransom_amount_for_troop -1
31 23 2 1224979098644774912 1 2173 2 1224979098644774913 1224979098644774912 2133 2 1224979098644774914 400 4 0 542 3 1224979098644774913 10 1224979098644774912 2105 2 1224979098644774914 4000 3 0 2133 2 1224979098644774915 0 6 3 1224979098644774916 648518346341351443 648518346341351591 541 3 1224979098644774916 7 1224979098644774912 4 0 541 3 1224979098644774916 0 3 2105 2 1224979098644774915 4 5 0 541 3 1224979098644774916 0 2 2105 2 1224979098644774915 2 5 0 2105 2 1224979098644774915 1 3 0 3 0 2107 2 1224979098644774915 500 2105 2 1224979098644774914 1224979098644774915 520 3 1224979098644774917 1224979098644774912 7 2107 2 1224979098644774917 2 2105 2 1224979098644774914 1224979098644774917 2122 3 1224979098644774918 1224979098644774914 3 2108 2 1224979098644774918 2 2136 3 1224979098644774919 1224979098644774914 1224979098644774918 2108 2 1224979098644774919 100 2107 2 1224979098644774919 100 2133 2 72057594037927936 1224979098644774919

Here's what the game does.  It starts with a base number of 400, adds 4000 for faction leaders, then gets a value for their lands, 4 for a town, 2 for a castle, and 1 for a village and multiplies that by 500 and adds it to the total.  Next it multiplies the lord's renown by 2 and adds that on to get the minimum value.  This is multiplied by 3 and divided by 2 to get the maximum value, and a random number is selected in this range.  Lastly the game first divides this by 100 and then multiplies it by 100 to round down to the nearest hundred.

So, let's say we have a faction leader with a town, a village and 1000 renown.  His minimum ransom value is 400 + 4000 + ((4 + 1) x 500) + (2 x 1000) = 8900.  The maximum ransom value is 8900 x 3 / 2 = 13350.  The game then randomly selects 11487 as his ransom and divides and multiplies by 100 to round it to 11400, which you are then offered.

If you just want to double the ransom offers the best way to do this would be to change the first 100 to 50 (or 33 to triple them etc), you could change the second 100 to 200 but then you would only get multiples of 200.  You may also want to boost the ransom offers for landless lords as they become increasingly common later in the game, changing the base 400 to 1000 and reducing the land multiplier from 500 to 300 will boost landless lords significantly, while not having too great an impact on other lords.
 

For Europe 1200
In this spoiler below is how the file looks in Europe 1200:
I'm pretty sure those are the numbers but I haven't testing anything myself.  Anyone interested have at it.
E1200 version
calculate_ransom_amount_for_troop -1
38 23 2 1224979098644774912 1 2173 2 1224979098644774913 1224979098644774912 2133 2 1224979098644774914 4000 2133 2 1224979098644774915 -9 4 0 542 3 1224979098644774913 11 1224979098644774912 2105 2 1224979098644774914 8000 5 0 540 3 1224979098644774912 2 6 2105 2 1224979098644774914 4500 1 2 936748722493063677 1224979098644774912 2133 2 1224979098644774915 72057594037927936 3 0 2133 2 1224979098644774916 0 6 3 1224979098644774917 648518346341351446 648518346341353256 1073742365 3 1224979098644774917 7 1224979098644774912 541 3 1224979098644774917 7 1224979098644774915 4 0 541 3 1224979098644774917 0 3 2105 2 1224979098644774916 4 5 0 541 3 1224979098644774917 0 2 2105 2 1224979098644774916 2 5 0 2105 2 1224979098644774916 1 3 0 3 0 2107 2 1224979098644774916 500 2105 2 1224979098644774914 1224979098644774916 520 3 1224979098644774918 1224979098644774912 7 2107 2 1224979098644774918 2 2105 2 1224979098644774914 1224979098644774918 2122 3 1224979098644774919 1224979098644774914 3 2108 2 1224979098644774919 2 2136 3 1224979098644774920 1224979098644774914 1224979098644774919 2108 2 1224979098644774920 100 2107 2 1224979098644774920 100 2133 2 72057594037927936 1224979098644774920


Notes:
-  Using the advice from the Original tweak above...you can figure out if you want to make changes and try it out yourselves.

- Notice the (-9) for the "Base number" and the 8000 for "faction leader" ??  Interesting isn't it?

P.S.  I'm not entirely sure what the 4000 is for.  It's not in the same location and it could be the number that (RED) was pointing to.  But I'm not certain of that...it would require some testing.
 
Before I delete the other thread i'm gonna put some of the positive plugs for my project:  :cool: 

NikeBG
NikeBG said:
mihailo.razvigor said:
- NEW TWEAK  Placing troops in your village - manage village defense militia
I'm unsure about this.
Anyone else has an opinion?
Guys?
I've very much wished for something like this myself (as long as it's not overpowered, of course), so if it works right - awesome!

mihailo.razvigor said:
Adjust the Honor Lost for refusal to ransom lords
I feel strongly about this one because when I'm at War with someone and they RAID and Kill my villagers...I don't feel it's dishonorable to make them rot in my dungeon for their crimes.
It's a tough choice.
Your explanation is highly debatable.
Or better said, your opinion on morale, or what is honorable, and what's not. :neutral:
I don't see what's debatable at all. I also think, especially in regards to the medieval context of the game and mod, that keeping your enemies in your dungeons is not dishonourable. Though, of course, if we're to be more realistic, one could say that some conditions should be put for a dishonourable effect to appear, f.e. if you're no longer at war with his faction, if you have high personal relations with the said lord (keeping your friends in your dungeons is somewhat... psychotic) etc. Otherwise, especially if you've caught your prisoner while he was raiding your fiefs - man, he should be glad we don't have execution options in the mod. :razz:

NikeBG said:
Subitai said:
Happy New Year Everybody!!

Just put up a new convenience tweak: 

Tweak to ask merchant for another quest after you already asked for one
Oh, yes, that one's an absolute must! I remember using it in the old M&B and it was one of the most useful tweaks for me. Korinov, can you add that one as well? I hate it when the guildmaster offers me to escort some cattle or caravan to the other end of the world and I have to wait the full time till he gives me another option (at the least, I could want to escort a caravan, but only to closer locations).
Btw, Subitai, that tweak worked for the village elders as well, right? Their quests are somewhat less annoying, but it would be good if it works for them as well.

mihailo.razvigor
mihailo.razvigor said:
Subitai said:
I just posted another NEW tweak above and also I got a pretty cool one to work (one i've always wanted)
W.I.P. =  To be able to Garrison Heros / companions, I.E. place them in Towns & Castles.  It works for the most part...great even but I did encounter one small bug.  Well small to me. :smile:
DETAILS:   After I put my test hero (William Tell) into my Garrison.  He's on the roster and I can freely remove him and replace him back again no worries.  If I go to the Hall, of course he is also there...
However if I try to speak with him...I get the 2 options "Welcome back, my Friend & Sorry, I can't take on anyone..."
If I say "sorry..."  then it's no problem.  If I choose Welcome back, then that's where the bug happens.
That actually sounds nice and useful.
I mean, why wouldn't you be able to place your companion as a temporary ''commander'' od the castle?
Do you happen to know if the garrison troops benefit from the companion's skills, such as surgery?
That would have been great.

Esentially, it will create a bug where you get a duplicate hero.  One in your garrison and one in your party.  That might be desirable if you're looking to cheat.  :roll:
If you go into mangage garrison and manually remove your hero...then your party will again only have one instance of that hero and all is back to normal.
So basically if you use this Tweak to garrison your heros...just don't talk to them when in the hall and it works fine.
Well, that is fun, but also very unfortunate...
But since it is easily avoidable, I don't think it's too bad.

mihailo.razvigor said:
Subitai said:
This one is 100% mine so even as a hack i'm kinda proud of getting this far.
Description:   I have been desperately trying to figure out a way to rebel against my king without loosing my properties to him.  In other words when I renounce my oath, I get all my stuff but also my "Former" faction will now be at WAR with me.  I can accept the war part but anyway I figured out a cool way to do it.  Even if you don't want to keep this option in effect, you can still make these quick text changes = SAVE  and then revert the file to it's previous condition.
I like it.
You have my vote.
mihailo.razvigor said:
Jason L. said:
I'm with you two ..


Thanks for the support fellas!


Hardckiller said:
dude thanks for this i need to know how to recruit more from castles

You're Welcome!!! :grin:

Hmm, I cannot find how to do castles specifically but there is a tweak to increase the numbers you get from villages (aside from just increasing your relations i.e.)  if you're interested?  I looked up the E1200 lines for it and it seems very possible. 

I'll let you know if I find something.
 
A bunch of them, but mostly a shorter building time for village improvements (with so many settlements on the map, shorter construction times are needed, IMO) and especially the tweak to have food items contain more food (of course, it would be good if that's reflected in a higher price as well, of course).
 
NikeBG said:
A bunch of them, but mostly a shorter building time for village improvements (with so many settlements on the map, shorter construction times are needed, IMO) and especially the tweak to have food items contain more food (of course, it would be good if that's reflected in a higher price as well, of course).

I posted both of them (plus a bonus one)...there you go bro!  :grin:
 
automaton said:
This is a great thread with some fun tweaks, my personal favorite is the rebel and keep lands :grin: Thanks Subitai!

Thanks "automaton"... it is appreciated and it encourages me to continue my tweak investigation. 
 
New Tweak on page 1 of this thread....3rd section of tweaks down.


Tweak to Adjust Amount of Tax Inefficiency of your kingdom  ENJOY!!!!  : :grin: :grin:


Also made one more small adjustment to my blood tweak. :smile:  Somebody please try it and tell me if they like the blood pattern?
 
wow, some nice tweaks here.
I've been waiting for something that would let players garrison companions for a looong time. That one's my favorite so far but many of the others are great too.

How about a tweak that would allow the player to take his wife into the party just like any regular companion. Think that's doable?
 
Alex_S said:
wow, some nice tweaks here.
I've been waiting for something that would let players garrison companions for a looong time. That one's my favorite so far but many of the others are great too.

How about a tweak that would allow the player to take his wife into the party just like any regular companion. Think that's doable?


Hey Alex...thanks for the praise!  I'm glad at least a few people are using the tweaks  :cool:

ALSO, I did a quick search for you and I found something:  Topic: Your wife as a companion

http://forums.taleworlds.com/index.php/topic,162477.0.html


Looking through the details of this tweak,  it has some requirements:

1)It requires you to be a king

2) it only works if she is your minister, which means you need to be independent at least for a very short moment. You could become a vassal again afterwards though.

In my opinion though...it doesn't look easy.  If you seriously want to try it, take the recommendation of backing up your file 1st.    ..then you won't worry if it all goes bad.  GOOD LUCK!! 
 
cool, thnx, I might try it sometime :smile:
and, yes, it's always a good idea to back up the files you modify, saves you some hassle if you mistype or smth.

I remember finding a while ago a tool that incorporates similar tweaks into a neat little piece of software that allows you to play around with some variables without going into the actual txt files. It was designed with specific mods in mind, but worked with everything I tried however I don't remember if I tested it on E1200 or not.
No idea if it's still in development but I found the link again
http://forums.taleworlds.com/index.php?topic=101731.0

EDIT:
Actually now that I look at the forum post it looks like that thing does a lot more than it did when I first discovered it, guess it's still being developed.
 
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