Compilation of 82 little tweaks to the text files to change your gameplay(links)

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how can you change your right to rule?
and how much xp your recruits need to upgrade? :grin:
would really appreciate the help thanks!(especially the xp for the solders part!)
 
The constant indicting for treason is game breaking.
Is there a tweak for fixing the loss of relations between lords and their king when the king hands out land?
Or a way just to make the kings not indict so many vassals?
 
Jarl_Hallvaror said:
The constant indicting for treason is game breaking.
Is there a tweak for fixing the loss of relations between lords and their king when the king hands out land?
Or a way just to make the kings not indict so many vassals?

I don't know about the treason thing, but a little about loss of relations. I believe the loss of relations is there to ensure that you don't get too many vassals. I have 14 or so and that is the turning point of where I can keep the relations on an acceptable level without completing missions for them.

14 Vassals are enough to have a functioning empire, they all need some land so the 14 is after you have grown reasonably big. All the losers that show up at your hall.. ignore them. Pick the ones with most renown, they make the strongest vassals.

EDIT: By the way, you can safely reject vassalage of the Lords you are not interested in, just be absolutely sure that you won't need them in the future.
 
Omega_007 said:
What happens if you don't talk to them at all, do they visit another faction after awhile?

Not on their own no. If your kingdom is running well as a whole, they won't leave. They have no expectations of land or glory before you put them under oath.

Lords with low controversy are easier to control.
 
RayMannmann said:
Ive been playing mount and blade for some time and now im playing Prophesy of Pendor but i need help, i send people to train my troops for my kingdom but the mission takes forever, is there anyway to make the mission end faster? Thanks
This is the M&B section.  Prophesy of Pendor is a Warband mod.  Try posting in their mod section here: http://forums.taleworlds.com/index.php/board,119.0.html
 
carlos2206 said:
lower the xp needed to level up any soldier please ?
:sad:

http://forums.taleworlds.com/index.php/topic,46290.msg1239909.html#msg1239909

This modifies the after battle xp. It is on the first page. Only difference from what you asked for is that you and your heroes level faster too.

Another matter is.. why would you want this? Is it because you don't want to put points in trainer? A good tip is to leave the sea raider and taiga bandit hideouts alone. They produce a lot of bandits which boosts your xp gain and battle experience against ranged units considerably.
 
carlos2206 said:
lower the xp needed to level up any soldier please ?
:sad:
Another option is to enable cheats and press ctrl x with the unit you want to upgrade selected.
(Can also be used to level the soldier type while looking at their stats!)
 
i already know that lol but thanks for trying to help im talking about modding the actually xp to level a soldier like it takes 1,000,000 xp to level to the next one i want to change the 1,000,000 to like 100,000 for the same level
 
tommylaw said:
if you want to join a battle on the side of a hostile faction (i.e bandits), you can take away the restriction on who you can join in a battle:

look in menus.txt for this:

mno_pre_join_help_attackers  6 2204 2 1224979098644774912 144115188075856296 2190 3 1224979098644774913 1224979098644774912 432345564227567629 2204 2 1224979098644774914 144115188075856110 2190 3 1224979098644774915 1224979098644774914 432345564227567629 30 2 1224979098644774913 0 2147483678 2 1224979098644774915 0  Move_in_to_help_the_{s2}.  4 1303 1 0 2133 2 144115188075856032 144115188075856110 2133 2 144115188075856033 144115188075856296 2060 1 864691128455135276  .  mno_pre_join_help_defenders  6 2204 2 1224979098644774912 144115188075856296 2190 3 1224979098644774913 1224979098644774912 432345564227567629 2204 2 1224979098644774914 144115188075856110 2190 3 1224979098644774915 1224979098644774914 432345564227567629 30 2 1224979098644774915 0 2147483678 2 1224979098644774913 0  Rush_to_the_aid_of_the_{s1}.  4 1303 1 1 2133 2 144115188075856032 144115188075856296 2133 2 144115188075856033 144115188075856110 2060 1 864691128455135276  .

simply replace both bits in red with 0 so it should look like this:

mno_pre_join_help_attackers  0  Move_in_to_help_the_{s2}.  4 1303 1 0 2133 2 144115188075856032 144115188075856110 2133 2 144115188075856033 144115188075856296 2060 1 864691128455135276  .  mno_pre_join_help_defenders  0  Rush_to_the_aid_of_the_{s1}.  4 1303 1 1 2133 2 144115188075856032 144115188075856296 2133 2 144115188075856033 144115188075856110 2060 1 864691128455135276  .


That did not work on my Mount & Blade Warband (1.152 version), and I would like to know the reason!
I did exactly as it says there, but when I open the game and it runs until "Loading Setting Data" and then an error message appears saying "Runtime out" or something like, and I've tried 5 times, always checking if everything was as you said, however, always appears the same error!
The same happens when I modify the files to be able to use my wife in my army!
Could you help me? I really want to use these possibilities (along with some other things) in my MOD for Warband Native, but as you can see, I have no experience in creating MODs ...

As for the code that enables the use of the army wife, I found it here http://forums.taleworlds.com/index.php/topic,162477.0.html
 
That did not work on my Mount & Blade Warband (1.152 version), and I would like to know the reason!
The answer you're looking for is in bold italics and underlined.

(...) and I've tried 5 times, always checking if everything was as you said, however, always appears the same error!
Some codes, scripts and a thousand things more in Warband are, indeed, the same as Vanilla M&B; some other's are not. Maybe the beginning of the code/line/script looks like the one described above, as well as the end of it, but that doesn't mean it is exactly the same. Either you missed some small details, or -most probably- these tweaks don't work because they are supposed to be used with the Vanilla M&B version, not Warband.

(...) but as you can see, I have no experience in creating MODs ...
These are tweaks... I woudn't call them Modifications.
 
Can I stop my relationship going down when I challenge NPCs to battle?
It's quite annoying when I am trying to raise my relationship level with someone and they keep trying to burn my villages.
 
Alright my friends, here is what I am trying to do. I am trying to place an item that does not exist within my inventory (exists within the module, of course) and through the text files place this item into my inventory.

For instance, if I don't a a certain sword and I want it, is it possible to go within the files and change some numbers so that said sword will be found in my inventory?
 
o0hshift said:
i see the reown value reduce 1 per day. my reown = 2018
how to disable that to 0

i found:
http://forums.taleworlds.com/index.php/topic,125281.msg3029461.html#msg3029461
and that fixed my problem. thanks for that.
 
TheMageLord said:
Mills gives a one time bonus of 5%, which I admit kinda sucks... Changing it to a recurring means you have to add a new trigger (so might not be savegame compatible).

Heres a simple trigger that I made from scratch that you can add that will keep applying the bonus:
720.000000 3 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 131 1 1 3 936748722493063465 1224979098644774912 5
What this does is: Every 720 hours (30 days) it runs a check through all the villages. For each village with a mill, it triggers a script that increases prosperity by 5%.

What you do is open up simple_triggers.txt and paste that whole thing in at the very bottom, then go up to the very top and increase the very first number in the file (84, on line 2) by 1 (so 85 unless you've added other triggers). That way it will read the trigger. Again, I don't know if this is savegame compatible - I don't have a save with a mill built to see if it is or not. Also note that while this trigger *should* work, im only human. I'll be using it myself, though - so I do trust it :smile:
The problem is with 1.011 it's 86 not 84 so may not work. please can someone check for me what needs to be done to fix it.
 
Gappydave said:
TheMageLord said:
Mills gives a one time bonus of 5%, which I admit kinda sucks... Changing it to a recurring means you have to add a new trigger (so might not be savegame compatible).

Heres a simple trigger that I made from scratch that you can add that will keep applying the bonus:
720.000000 3 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 131 1 1 3 936748722493063465 1224979098644774912 5
What this does is: Every 720 hours (30 days) it runs a check through all the villages. For each village with a mill, it triggers a script that increases prosperity by 5%.

What you do is open up simple_triggers.txt and paste that whole thing in at the very bottom, then go up to the very top and increase the very first number in the file (84, on line 2) by 1 (so 85 unless you've added other triggers). That way it will read the trigger. Again, I don't know if this is savegame compatible - I don't have a save with a mill built to see if it is or not. Also note that while this trigger *should* work, im only human. I'll be using it myself, though - so I do trust it :smile:
The problem is with 1.011 it's 86 not 84 so may not work. please can someone check for me what needs to be done to fix it.

It's easier to just use the module system rather than do random guesses, even thoe some of your info might be correct.
 
seoman of earthsea said:
Anyway we can get the Pro's to make a 2013 Warband/WFaS update ... because 50% of the stuff posted here in 145 pages works...the rest is pure crap.
ie....
1) village garrisons ... nil

1a) village and caravan escorts ... nil

2) nothing in conversations.txt

3) most of mission.txt is useless

4) nearly all scripts.txt add-ons are useless

lots of hearsay and circumspection...

TWEAKMB has not been updated in a while and does not work with most mods. Time for an update??? Maybe??? Anyone???

Ok, yes I know this is a M&B discussion but truly, I've gotten many of these tweaks to work in the WB mod Europe 1200... one I even created myself and I'd love to shamefully ask for a little help as well. 

I started doing it because:
1) Tweak MB doesn't support E1200. 
2) I don't have the module system and all that stuff.

As far as converting them over to WB...it's not that bad.  Well...some were very hard for me but I did it anyway with allot of luck!!  :razz:  I bet theMagelord and the other greats could do them all easy.  I've tried to make it easier for people by showing them in spoilers.

Here's the link to my research: http://forums.taleworlds.com/index.php/topic,295324.0.html

I've gotten allot more than what i've listed so far to work...i'm just still testing them all.
 
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