Can "Cheat Upgrade Full Stack" be used in other mods?

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I like the Cheat-Upgrade Full Stack option :wink: very much in the Floris mod. I want to use it in other mods as I couldn't find it in other mods. Please can somebody tell me how I can use this in other mods.

mb1.jpg
 
Leifdin said:
I'm quite sure you can't. There is a cheat to upgrade troops though...Ctrl+X I think

That would be a sad thing for me  :cry: . The Ctrl+X is a very time consuming. I want specific units upgraded and some units take ages by Ctrl+X method. :sad:
 
Not sure if it'll work with just a .txt tweak. Frankly I don't understand a lot of the values in the conversation.txt file. But these are the actual lines in conversation.txt file. You're likely going to have to change the first two sets of numbers (69631 and 1720). But again, I'm not too sure what these are and what they're supposed to be. They're values that get assigned to lines in the .txt files when you compile and it will vary from mod to mod.

Code:
dlga_regular_member_talk:do_regular_member_view_char 69631 1720  1 30 2 144115188075856163 1 CHEAT:_Upgrade_One_Member  1722  11 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1 2 936748722493063192 144115188075855987 1670 3 648518346341351424 1224979098644774912 72057594037927936 NO_VOICEOVER 
dlga_regular_member_talk:do_regular_member_view_char.1 69631 1720  1 30 2 144115188075856163 1 CHEAT:_Upgrade_Full_Stack  1722  13 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1 2 936748722493063192 144115188075855987 1653 3 72057594037927937 648518346341351424 1224979098644774912 2107 2 72057594037927936 72057594037927937 1670 3 648518346341351424 1224979098644774912 72057594037927936 NO_VOICEOVER

Adding these lines will likely not work and even cause problems in your game (like dialog being shifted for some people, like the king talking like he's your wife or something).

But if you know the basics of how to use the module system and you have the source files of the other mod, it's a simple copy+paste procedure and it will be bug free. I can teach you what to do if you actually have the source files and the ability to compile the source files for the other mod.
 
Hanakoganei said:
Not sure if it'll work with just a .txt tweak. Frankly I don't understand a lot of the values in the conversation.txt file. But these are the actual lines in conversation.txt file. You're likely going to have to change the first two sets of numbers (69631 and 1720). But again, I'm not too sure what these are and what they're supposed to be. They're values that get assigned to lines in the .txt files when you compile and it will vary from mod to mod.

Code:
dlga_regular_member_talk:do_regular_member_view_char 69631 1720  1 30 2 144115188075856163 1 CHEAT:_Upgrade_One_Member  1722  11 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1 2 936748722493063192 144115188075855987 1670 3 648518346341351424 1224979098644774912 72057594037927936 NO_VOICEOVER 
dlga_regular_member_talk:do_regular_member_view_char.1 69631 1720  1 30 2 144115188075856163 1 CHEAT:_Upgrade_Full_Stack  1722  13 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1 2 936748722493063192 144115188075855987 1653 3 72057594037927937 648518346341351424 1224979098644774912 2107 2 72057594037927936 72057594037927937 1670 3 648518346341351424 1224979098644774912 72057594037927936 NO_VOICEOVER

Adding these lines will likely not work and even cause problems in your game (like dialog being shifted for some people, like the king talking like he's your wife or something).

But if you know the basics of how to use the module system and you have the source files of the other mod, it's a simple copy+paste procedure and it will be bug free. I can teach you what to do if you actually have the source files and the ability to compile the source files for the other mod.

Actually I haven't done any real editing yet. I just used some tools like TweakMB and Morgh's Editor. You can say I am a novice in modding. :oops:
So your are saying that I have to edit the conservation.txt file in another module with the code you provide? I will do it and will tell you the result.
 
Again it probably won't work. It might not get any "errors" but you might have mixed up dialogue in game. You need to change the first two numerical values into something and it varies, so I can't tell you what to change the values into. If I'm not mistaken, at least one of those values refers to who you should be talking to for those dialog options to show up.
 
Hanakoganei said:
Again it probably won't work. It might not get any "errors" but you might have mixed up dialogue in game. You need to change the first two numerical values into something and it varies, so I can't tell you what to change the values into. If I'm not mistaken, at least one of those values refers to who you should be talking to for those dialog options to show up.

Sorry for late reply, but you were right. It didn't work. Will I have to edit python files for it as I don't have any experience with them. I have done some text editing, used the TweakMB, Morghs Editor, but never the real modding.

I myself check the conversation.txt and troop.txt files, these lines were just used in the conversation.txt but not in the troops.txt. I think they are just for the conversation.txt, but now how to use it????
 
I found it in some thread. Please some body tell me how I can use it as I am newbie in modding. Thanks

Caba`drin said:
Having seen a number of these threads come and go, I figured it was time to throw the code together to do this.
This adds XP cheat options to dialogs with party members (accessed via your party window), if the cheatmenu is active.

0. Backup conversation.txt
1. Open conversation.txt
2. Add 2 to the number at the top of the file (native 1.153 change 2769 to 2771)
3. At the very bottom of the file, add
Code:
dlga_regular_member_talk:do_regular_member_view_char 69631 1320  1 30 2 144115188075856163 1 Upgrade_One_Member  1322  11 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1 2 936748722493063190 144115188075855987 1670 3 648518346341351424 1224979098644774912 72057594037927936 NO_VOICEOVER 
dlga_regular_member_talk:do_regular_member_view_char.1 69631 1320  1 30 2 144115188075856163 1 Upgrade_Full_Stack  1322  13 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1 2 936748722493063190 144115188075855987 1653 3 72057594037927937 648518346341351424 1224979098644774912 2107 2 72057594037927936 72057594037927937 1670 3 648518346341351424 1224979098644774912 72057594037927936 NO_VOICEOVER
4. Save, play.

Code:
[anyone|plyr,"regular_member_talk", [(ge, "$cheat_mode", 1)], "Upgrade One Member", "do_regular_member_view_char",[
    (assign, ":stack", -1),
    (party_get_num_companion_stacks, ":num_of_stacks", "p_main_party"),
    (try_for_range, ":i", 0, ":num_of_stacks"),
        (party_stack_get_troop_id, ":stack_troop", "p_main_party", ":i"),
        (eq, ":stack_troop", "$g_talk_troop"),    
        (assign, ":stack", ":i"),
        (assign, ":num_of_stacks", 0),
    (try_end),
    (neq, ":stack", -1),
    (call_script, "script_game_get_upgrade_xp", "$g_talk_troop"),
    (party_add_xp_to_stack, "p_main_party", ":stack", reg0),
]],
[anyone|plyr,"regular_member_talk", [(ge, "$cheat_mode", 1)], "Upgrade Full Stack", "do_regular_member_view_char",[
    (assign, ":stack", -1),
    (party_get_num_companion_stacks, ":num_of_stacks", "p_main_party"),
    (try_for_range, ":i", 0, ":num_of_stacks"),
        (party_stack_get_troop_id, ":stack_troop", "p_main_party", ":i"),
        (eq, ":stack_troop", "$g_talk_troop"),    
        (assign, ":stack", ":i"),
        (assign, ":num_of_stacks", 0),
    (try_end),
    (neq, ":stack", -1),
    (call_script, "script_game_get_upgrade_xp", "$g_talk_troop"),
    (party_stack_get_size, reg1, "p_main_party", ":stack"),
    (val_mul, reg0, reg1),
    (party_add_xp_to_stack, "p_main_party", ":stack", reg0),
]],
Drop at bottom of file

 
I suggest you use the .txt tweak because it doesn't require recompiling the module system.

Here's a trick you can try for the mod you're trying to edit. It might actually work:

1. Go look at the other mod's conversations.txt file. Back it up too.
2. Search for "do_regular_member_view_char" and pay attention to the numbers right after it. The first one is probably going to be 69631 but the second number will likely be different. Just in case though, copy both numbers properly.
3. Paste the .txt tweak lines at the bottom of the file. Replace the two numbers after do_regular_member_view_char with the same numbers that you see in the original file.
4. Add 2 to the number at the top of the file like they said in the instructions.
5. Save the file and try it out.

Try that first. If it doesn't work or you can't find that line there are alternatives you can search for, but we need to be sure first.
 
Hanakoganei said:
I suggest you use the .txt tweak because it doesn't require recompiling the module system.

Here's a trick you can try for the mod you're trying to edit. It might actually work:

1. Go look at the other mod's conversations.txt file. Back it up too.
2. Search for "do_regular_member_view_char" and pay attention to the numbers right after it. The first one is probably going to be 69631 but the second number will likely be different. Just in case though, copy both numbers properly.
3. Paste the .txt tweak lines at the bottom of the file. Replace the two numbers after do_regular_member_view_char with the same numbers that you see in the original file.
4. Add 2 to the number at the top of the file like they said in the instructions.
5. Save the file and try it out.

Try that first. If it doesn't work or you can't find that line there are alternatives you can search for, but we need to be sure first.
I did what you said but it didn't work.
The values I got in the mod's conversation.txt are
30-Mar-1412-57-38AM.png

I changed them as you said but it's not working. :sad:

PS: I successfully added the cheat to a new Native Test Mod by the python module system method, but I cannot apply it to other modules because I think I will need the resource files of that mod. :sad:
 
Practice makes the man perfect.  :lol: Finally had worked it out. I was using the wrong number due to my newness to modding. As soon I use the correct value to edit/replace it worked like a charm. :twisted:

Thanks a lot for providing help in this manner.  :smile:

EDIT
PS: When I use the code form this post, it work as it have the XP given option in number.
Caba`drin said:
You could look in the file yourself or send it my way.
Taking
Caba`drin said:
Code:
dlga_regular_member_talk:do_regular_member_view_char 69631 1510  1 30 2 144115188075856163 1 Give_10,000_XP  1512  10 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1670 3 648518346341351424 1224979098644774912 10000 NO_VOICEOVER 
dlga_regular_member_talk:do_regular_member_view_char.1 69631 1510  1 30 2 144115188075856163 1 Give_100,000_XP  1512  10 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1670 3 648518346341351424 1224979098644774912 100000 NO_VOICEOVER
as a starting point...

Check what number is where 1510 is in a line that starts
dlga_regular_member_talk: 

and change 1510 to match.

Then see what number is where 1512 is in a line that has
:do_regular_member_view_char

and change 1512 to match.

4 numbers to change in total (ignore all my previous looking for 144115188075856163 type number stuff...that was junk, sorry) from the Native tweak.

But when I use the code provided by you, although it appears in the dialog but it don't move further. The game got stuck there.
What can be the problem?

Thanks for all the time you gave in this regard.
 
Hmm. It's hard to say for sure. But it's most likely because of the wrong ID of something. I'm pretty sure those two numbers are IDs for something but I don't understand what yet. They're either troop ID or some event ID or something. So if you make a mistake with those numbers the game might be looking for an ID of something that doesn't exist in the other mod because it's referencing the ID of something from Floris. That's why it's different from mod to mod.
 
Hanakoganei said:
Hmm. It's hard to say for sure. But it's most likely because of the wrong ID of something. I'm pretty sure those two numbers are IDs for something but I don't understand what yet. They're either troop ID or some event ID or something. So if you make a mistake with those numbers the game might be looking for an ID of something that doesn't exist in the other mod because it's referencing the ID of something from Floris. That's why it's different from mod to mod.

I am sure I changed the values correctly, but I don't know what's the problem with it, either it is me or the  mod have some different dialogue system. :sad:

I will check the Caba`drin first code which I successfully added to the native module, but there I also used his ModSys method too.

I check the Caba'drin this code with different mods I have in my PC.
Code:
dlga_regular_member_talk:do_regular_member_view_char 69631 1510  1 30 2 144115188075856163 1 Give_10,000_XP  1512  10 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1670 3 648518346341351424 1224979098644774912 10000 NO_VOICEOVER 
dlga_regular_member_talk:do_regular_member_view_char.1 69631 1510  1 30 2 144115188075856163 1 Give_100,000_XP  1512  10 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1670 3 648518346341351424 1224979098644774912 100000 NO_VOICEOVER
This is the result uptill now

Floris>>> Already integrated(I didn't check it as it was already present in it)
Prophecy of Pendor>>> Not even showing up(Check with both, yours as well as Caba`drin's) :sad:
Native Expension>>> Working like a charm :smile:
Herallic Armies 4.0>>> Shown in the dialogue but not moving forward. game stuck there. (Only Caba`drin's code)
Sword of Damocles Warlords>>> Shown in the dialogue but doing funny things. It improve your relation with the recent village you interacted and give you the XP instead of soldiers.(Yours code stuck the game here too) :sad:
Native>>> I use both the methods, Modsys as well as Text editing and it worked. I don't know one of them worked or both, but it worked.
Brytendalwa>>> Working but having some funny dialogues.
(Caba`dri'n's code not checked with yours yet)
 
There's another number apparently that we need to change, and we can probably guess the values, but my .txt tweaking skills are not good enough to figure it out.

In these lines:
dlga_regular_member_talk:do_regular_member_view_char 69631 1510  1 30 2 144115188075856163 1 Give_10,000_XP  1512  10 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1670 3 648518346341351424 1224979098644774912 10000 NO_VOICEOVER
dlga_regular_member_talk:do_regular_member_view_char.1 69631 1510  1 30 2 144115188075856163 1 Give_100,000_XP  1512  10 2133 2 1224979098644774912 -1 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 31 2 1224979098644774915 144115188075855987 2133 2 1224979098644774912 1224979098644774914 2133 2 1224979098644774913 0 3 0 2147483679 2 1224979098644774912 -1 1670 3 648518346341351424 1224979098644774912 100000 NO_VOICEOVER

I have noticed that in my other mods, the green number always points to something that exists in the red number (second number) and is probably is an ID for what happens next after you talk tell them to get EXP. It's probably why even if you can see the cheat, what happens next is weird stuff like the village thing, etc., because the game is jumping to that instead of what should've come next.

I'm guessing at this point that the red number is the ID of the dialog line itself, and the green number is what the NPC or player is supposed to say next after seeing this line.

For example, in another mod I have,
dlga_regular_member_talk:view_regular_char_requested 69631 1636  0 Tell_me_about_yourself  1637  0 NO_VOICEOVER
dlga_view_regular_char_requested:do_regular_member_view_char 4095 1636  1 1 1 936748722493063792 Aye_{s0}._Let_me_tell_you_all_there_is_to_know_about_me.  1638  1 2046 0 NO_VOICEOVER

In that example, the text in 1636 is the player talking, which leads to 1637 where the troop responds, while 1638 is where the troop says "Anything else?" so it seems that my logic may be right.

However, there may also be other things that we need to edit in that mess of numbers there, so it's hard to really say with 100% certainty at this point.


... I think it would be easier to just try to get the module system files for the mod you're trying to edit.
 
I think this assumption is wrong as in Brytenwalda the dialogue is something else but it works. Check the screenshots.
mb1-1.jpg

mb2.jpg

mb3.jpg

I think the dialogue content has nothing to do with it. It is with the script or whatever which give the XP. May be I am wrong but it is what I think.

Now look at this, I didn't change the values in code I added, it remains 1512. But it works. I have changed this value in those other mods which were not working but they still never work.
This is Brytendwalda conversation.txt screenshot.
The values of the dlga_regular_member_talk: which I didn't a;ter.
30-Mar-147-20-38PM.png


The code I inserted
30-Mar-147-22-06PM.png
 
That 1512 is why they seem to be saying random things though. If you search for 1512 you'll probably find the line where they say I_have_nothing_against_you_man.

I just realized something though. The give 10,000 exp version instead of upgrade full stacks version should work just fine with any mod as it doesn't call any scripts whatsoever, or at least it shouldn't. It contains all of its script information in each line, in those long strings of seemingly random numbers and it gives a defined amount of exp. As long as the second number (the one we marked in red) is the correct ID and not conflicting with anything else anyway. If it matches the ID of something else, when the game gets into a situation that matches the prerequisites for this conversation (player is talking to a troop and cheat mode is on), the game will display all valid conversations starting from whatever is listed first.
 
Hanakoganei said:
That 1512 is why they seem to be saying random things though. If you search for 1512 you'll probably find the line where they say I_have_nothing_against_you_man.

I just realized something though. The give 10,000 exp version instead of upgrade full stacks version should work just fine with any mod as it doesn't call any scripts whatsoever, or at least it shouldn't. It contains all of its script information in each line, in those long strings of seemingly random numbers and it gives a defined amount of exp. As long as the second number (the one we marked in red) is the correct ID and not conflicting with anything else anyway. If it matches the ID of something else, when the game gets into a situation that matches the prerequisites for this conversation (player is talking to a troop and cheat mode is on), the game will display all valid conversations starting from whatever is listed first.

You are right in this regard but in Brytendwalda the CHEAT works (10,000 exp) while showing a different dialogue. But in Sword of Democles Warlods it does work while showing other dialogues.

 
You could use triggers.txt instead and use this lovely trigger that works for all mount and blade/ warband mods. (mount & Blade can may show script errors, but it shouldn't corrupt games) Probably works in fire & sword to and most likely bannerlord.  :cool:

http://forums.taleworlds.com/index.php/topic,125233.285.html

It works for both mount and blade and warband and any mod,without causing problems. Unless you are dumb enough to try to add lords/ companions/ lord types to your party then it's not my fault or type the wrong stuff/ don't follow the clear guidelines...

I already posted this in the thread he made in PoP but on the off chance any of you guys wanted to know about it too, I figured I'd trace the origins of the question.
 
Hanakoganei said:
Could you link to the actual post? That seems to lead to a page where people are arguing about something. D: Are you talking about this one?
I used both of the triggers in PoP and the one gives you a lot of exp to upgrade your troops but it also level up you and your companions while the other give you 35 Pendor noblemen. I am going to check it for other mods too with taking care of the troop ID thing.
 
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