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

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Oh, thanks. Another question can you change the color of your own faction? (when you take a castle for yourself and become "player faction"?)
 
I think it can be changed this way too.

At least I changed the outlaws, didn't start a new game as suggested tho (wanted to play on a bit longer), rebelled and my new "Player Faction" was a nice shade of red :smile:

Which is somewhat odd though, since I only changed the outlaws and not the entry for player factions, but oh well...just try it out in a new game I'd suggest :smile:
 
If you want to change the grey color for when you take a castle without the claimant open up scripts.txt and search for 11184810 (that's the grey color). The line should be in script_activate_deactivate_player_faction. Just use Hardcode's instructions on how to get the number for a color.

Search for the same number (11184810) in the conversation file to change the color that you will turn when you abandon a claimant and become your own faction that way.

Search for 16711680 (also in conversation.txt) to change the color that you turn when you go rebel with a claimant. (the red color)
 
Heres a tweak to make the volunteers in villages vary based on the faction that owns the village.

Find this in scripts.txt:
update_volunteer_troops_in_village -1
35 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923
This is where it actually adds the troops and calculates the tier and such (as seen in my other tweak, changing the number of troops recruited in villages). The line you need to replace is highlighted in red. Replace that with
2204 2 1224979098644774914 1224979098644774912 4 0 31 2 1224979098644774914 432345564227567629 521 3 1224979098644774914 1224979098644774912 19 3 0
The red is actually included in that, but it's easy to just select it all and paste over it. Then change the 35 to a 39 (so it reads the extra 4 lines of code you just pasted in).

After this is done, your script should look like this:
update_volunteer_troops_in_village -1
39 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 2204 2 1224979098644774914 1224979098644774912 4 0 31 2 1224979098644774914 432345564227567629 521 3 1224979098644774914 1224979098644774912 19 3 0 522 3 1224979098644774915 1224979098644774914 41 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923

What this actually does is change the script so that it gets the village's current faction as the one to select recruits from instead of the original faction. The extra 4 lines are a check that I included which checks if the current faction is the player faction, and if it is it reverts to the original function of taking the village's original faction. The reason I included that check is the player's faction doesn't have troops set, so if it wasn't there you wouldn't be able to recruit troops from places captured by the player faction. This means that this tweak only works for the main factions taking land, and the player faction will still recruit based on original ownership.

Also note that the trigger to update this only fires every 72 hours(or if you increase relation with the village), so the village will still offer the old faction's recruits until it updates.

This script only edits the player's volunteers, though - if you want to change the troops given to lords based on faction you need to go to the next script down (update_npc_volunteer_troops_in_village) and replace 521 3 1224979098644774913 1224979098644774912 19 with
2204 2 1224979098644774913 1224979098644774912 4 0 31 2 1224979098644774913 432345564227567629 521 3 1224979098644774913 1224979098644774912 19 3 0
And change the 23 at the beginning to 27 (again, for the extra 4 lines of code being added) It should then look like this:
update_npc_volunteer_troops_in_village -1
27 23 2 1224979098644774912 1 2204 2 1224979098644774913 1224979098644774912 4 0 31 2 1224979098644774913 432345564227567629 521 3 1224979098644774913 1224979098644774912 19 3 0 522 3 1224979098644774914 1224979098644774913 41 2133 2 1224979098644774915 1 6 3 1224979098644774916 0 5 2136 3 1224979098644774917 0 100 2147483678 2 1224979098644774917 10 2136 3 1224979098644774917 0 2 1561 3 1224979098644774918 1224979098644774914 1224979098644774917 4 0 2147483680 2 1224979098644774918 0 1561 3 1224979098644774918 1224979098644774914 0 3 0 32 2 1224979098644774918 0 2105 2 1224979098644774915 1 2133 2 1224979098644774914 1224979098644774918 3 0 2133 2 1224979098644774919 12 2120 3 1224979098644774920 2 1224979098644774915 2108 2 1224979098644774919 1224979098644774920 2136 3 1224979098644774921 0 1224979098644774919 501 3 1224979098644774912 90 1224979098644774914 501 3 1224979098644774912 91 1224979098644774921

This is the same modification that we made to the player volunteer script, only the variable used changed by 1 (since less variables were used).
 
Slyder said:
I was just wondering is there a script i can change which affects the way enemy parties join a battle.

I totally forgot about this post until just now. Sorry about that :smile: Here it is:

Go into scripts.txt and search for
31 2 1224979098644774925 13
This is a line present only in the script we need to change, so theres no need to show the entire script. It's a check to see if the party is a lord party. You should find 2 instances of it (both in the same script). The first one is the check for them joining on the enemy side, and the other is a check for them joining on your side. All you need to do is delete the first and enemy bandit parties will band together against you. Delete the second and non-lord parties will band together with you (like caravans peasants and manhunters, not other bandits).

After you delete one or both, go up to the top of the that particular script and find
let_nearby_parties_join_current_battle -1
60
Reduce the 60 by one for each line you removed. So 59 if you got rid of one, 58 if you got rid of both. Then go out and find yourself a mob of forest bandits to fight (I made the change and found myself 5 groups totaling 208!)

Also, this won't make bandits do stupid things like joining against you fighting another lord - it checks to make sure that they don't dislike the party you're fighting, and since the bandit type parties dislike everyone but each other they should only help other bandit type parties.

The above change causes a glitch which makes castle garrisons and spawn points attack you (yes, spawn points!). Here's a further tweak to get rid of this problem:
let_nearby_parties_join_current_battle -1
63 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 5 4 0 2273 0 2133 2 1224979098644774914 3 3 0 11 1 1224979098644774915 1680 2 1224979098644774916 1224979098644774915 2147483678 2 1224979098644774916 0 1694 2 1224979098644774917 1224979098644774915 2147483678 2 1224979098644774917 0 2290 2 1224979098644774918 1224979098644774915 2147483679 2 1224979098644774918 8 2281 3 1224979098644774919 1224979098644774915 648518346341351424 2147483678 2 1224979098644774919 1224979098644774914 2204 2 1224979098644774920 1224979098644774915 2204 2 1224979098644774921 144115188075856032 2190 3 1224979098644774922 1224979098644774920 432345564227567629 2190 3 1224979098644774923 1224979098644774920 1224979098644774921 4 0 33 3 1224979098644774915 648518346341351424 648518346341351622 2133 2 1224979098644774922 0 3 0 2133 2 1224979098644774924 1 4 0 2147483679 2 144115188075856032 144115188075856110 2133 2 1224979098644774924 2 3 0 4 0 31 2 1224979098644774912 0 2147483678 2 1224979098644774922 0 32 2 1224979098644774923 0 521 2 1224979098644774925 1224979098644774915 2290 2 1224979098644774926 1224979098644774915 2147483679 2 1224979098644774926 5 1663 2 1224979098644774915 1224979098644774924 2330 2 1 1224979098644774915 1106 1 216172782113783949 5 0 31 2 1224979098644774913 0 32 2 1224979098644774922 0 2147483678 2 1224979098644774923 0 2133 2 1224979098644774927 1 4 0 31 2 1224979098644774912 1 2133 2 1224979098644774927 0 31 2 1224979098644774920 144115188075856122 542 3 144115188075856122 7 360287970189639680 2133 2 1224979098644774927 1 3 0 31 2 1224979098644774927 1 521 2 1224979098644774925 1224979098644774915 31 2 1224979098644774925 13 1652 3 1224979098644774928 1224979098644774915 0 1 2 936748722493063317 1224979098644774928 2133 2 1224979098644774929 72057594037927936 30 2 1224979098644774929 0 1663 2 1224979098644774915 0 2330 2 1 1224979098644774915 1106 1 216172782113783950 3 0 3 0
This is what the entire script should look like after all the changes to make parties join up to attack you. Either copy/paste the whole thing, or copy the part in blue and paste it in exactly where it is here. You have to add in the part in blue, and change the red number to 63 to account for adding the 4 extra lines (the ones in blue). Note that this does not include the all parties join to defend you part, so if you want that you still have to follow the above instructions on it. It does keep spawn points and castles from joining you though, if you do make both changes.

What those 4 lines do is run a check to see if the party thats trying to join in is anything in parties.txt, and if it IS in parties.txt it sets a variable that stops the party from attacking you. I made the check pretty broad to catch any possible errors like spawn points attacking you or some kind of invisible men jumping on you or anything.
 
I want to have more npc hero companions in the game but not sure how to do it, but is there away to make the companions in the game respawn even while you have that one in you army?
 
This list is growing fast. It's event easier than messing with the module system.

Here is my request: is there anyway I can turn the "5" key to control my companions instead?
 
TheMageLord said:
Slyder said:
I was just wondering is there a script i can change which affects the way enemy parties join a battle.

I totally forgot about this post until just now. Sorry about that :smile: Here it is:

Thats cool man, i was just hoping that it wasnt hardcoded or something.
Man, you are really good thanks.
I will try it out now
 
TheMageLord said:
Akora, go to this post and change the multiplier for score for the one who captured it to be ridiculously large. That's the 3 and 2. You could change the first number to high number like 500 and the second to a 1 (multiply by 500 divide by 1) to make it give 500x the score to the one who captured it. That should pretty much guarantee that they get it.

Folthrik, thats the number of days before you can repeat it again. The list is the instances that you'll find the quests in order of searching through the file for 2133 2 1224979098644774938. I just put the quest name so you know which quest you're editing, and the default number so you know if you're on the right one.

I know I'm being a pest here, but I did set the numbers the way you asked and I still didn't get a castle I sieged. Harlaus gave it to a guy who wasn't even involved in the siege.
 
This is going to make me sound like an ass because this is suppose to be a do-it-yourself thread.

Mine keeps crashing after the changes, normal native works fine, but my modifications apparently screwed up somewhere, does anyone have all these changes implemented and are willing to share their txt files?
 
Anasher, one of the bugs with the companion garrisoning thing was duplicate companions. I never actually tried it but apparently if you make them garrisonable and then tell them to leave, the next time you find them you can garrison them and keep asking them to join you to duplicate them over and over. The dialog fix that I included was made to correct that, but if you left the fix out you should be able to dupe them :grin:

SPD_Phoenix, I wish - I think that's hard coded. If you find out otherwise, be sure to tell me. I really miss being able to order companions around.

Akora, did you request the castle after you sieged it? If you take the castle yourself and siege it, it SHOULD give the castle to you. I tried changing the blue 3 to a 500 and the blue 2 to a 1 and it it and was able to take and request 4 cities in a row with only 100 renown and it gave them all to me. Just make sure you request it - if you say you don't want it, it disregards the bonus from you taking it.

Shadowclaimer, the easiest thing to forget which would cause crashes is the number at the beginning of the script. If the tweak you did has you insert or remove lines, you have to increase or reduce that number. If the wrong number is there it will crash. It will also cause problems if you accidentally remove a number or a space from part of the script. Just go back and make each change one at a time, starting the game up between them, to make sure you don't crash. Then if you crash, go back and see what you did wrong on that particular tweak. You could even do 2 or 3 at a time if you wanted to change a lot of things, you'd just have to narrow it down once you did get a crash to see your problem.
 
I have a new question (deals with the cheat menu and all that).

I remember in the old version, I could have it on, but I didn't need to click the Cheat! option to activate all of it. When you click cheat, it activates all the messages about what is happening (lord x of kingdom of Rhodoks decided to do such and such), and it got you to level 10 and gave you the men and equipment. It also activated the other cheats (Cheat: I'd like to suggest your next action) that you could use. I remember in the older version, if you turned the cheat menu on, you could still go into the game and use all the actions (sail from port, suggest next action, etc), but you didn't get all the messages, men, experience, equipment, etc. That you get if you select Cheat!

Is there a way to make it that way again?
 
EasyCo, to get the menus without the messages and such you'd have to edit all the separate menus to not check for cheat mode. The easiest way of doing that is to just search for the specific check that detects cheat mode = 1 and change it to cheat mode = 0. This would make all the cheat menus work when cheat mode was off. Just open menus.txt and use your text editor's replace function. Replace
31 2 144115188075856014 1
with
31 2 144115188075856014 0
There should be 25 occurences of it. I didn't look at what each one was, just hit replace all.

That will make all the checks in the menus file to look for cheat mode = 0 instead of 1, thus giving you all the menus without all the cheat messages and such, and without needing to use CHEAT! (actually, it will break using CHEAT! since it will restrict all the menus to NOT cheat mode).
 
Ah, thank you greatly for that.

I especially love doing the sailing thing. Just get a small party, follow a river to a town or village, raid it, and then leave by sailing away. :smile:
 
Hey, just wondering, but is there any way to change the amount of relation you gain per quest? I'm sure that would be pretty tough to do, but I think it's just too low for me. Thanks in advance.
 
Hmm, as far as I can tell most scripts set relation in the dialog at completion, but actually changing every single dialog would take a while. Plus finding each quest isn't easy, either. You'd have to go to every single dialog dealing with quests and change the value. Theres also a script that gives relation based on the quest "importance" set in get_random_quest, but only a very very few quests actually use it.

Definitely not an easy way to change it, and since there are 75 different instances of changing your relation to a troop (lord, lady, etc) in the conversation file it would be hard to describe how to change the right ones (this not even counting the changing relationships with factions and parties (towns, villages))

If they all used the importance bit I could just tell you how to add a multiplier to it, but like I said only a couple actually use it (lend surgeon and capture prisoners are the only two I've noticed that use it).

Your best bet would probably be to just reduce the timers on repeating quests and do them more often to raise it. Most of them aren't that difficult, anyway.
 
TheMageLord said:
Slyder said:
I was just wondering is there a script i can change which affects the way enemy parties join a battle.

I totally forgot about this post until just now. Sorry about that :smile: Here it is:

Go into scripts.txt and search for
31 2 1224979098644774925 13
This is a line present only in the script we need to change, so theres no need to show the entire script. It's a check to see if the party is a lord party. You should find 2 instances of it (both in the same script). The first one is the check for them joining on the enemy side, and the other is a check for them joining on your side. All you need to do is delete the first and enemy bandit parties will band together against you. Delete the second and non-lord parties will band together with you (like caravans peasants and manhunters, not other bandits).

After you delete one or both, go up to the top of the that particular script and find
let_nearby_parties_join_current_battle -1
60
Reduce the 60 by one for each line you removed. So 59 if you got rid of one, 58 if you got rid of both. Then go out and find yourself a mob of forest bandits to fight (I made the change and found myself 5 groups totaling 208!)

Also, this won't make bandits do stupid things like joining against you fighting another lord - it checks to make sure that they don't dislike the party you're fighting, and since the bandit type parties dislike everyone but each other they should only help other bandit type parties.
I tried this one, and ran into an interesting bug: a castle garrison joined in on the enemies side. I'm going to restore it back, though I have to admit that its a lot easier to take a castle if the defenders aren't behind walls... :wink:
 
Shatari said:
I tried this one, and ran into an interesting bug: a castle garrison joined in on the enemies side. I'm going to restore it back, though I have to admit that its a lot easier to take a castle if the defenders aren't behind walls... :wink:

Haha, so THATS why the check was there :smile: I wonder if theres a separate check I can re-add in to make it make sure they aren't in a castle...

I posted a fix for it on the original thing. Just paste in that big blue line to the exact spot in the numbers, or just copy the whole thing and paste it over the script. Either one should work.

I tested and I can't get castles or spawn points or anything to attack me with the change, so I believe it works fine.
 
Is there away that I can tweak  my main guy to give him more hit points. I tried with the iron flesh but it didn't go above 2 hit point per lvl of it. Can you please help me out? Is there some other way to make iron flesh give more than 2 points per lvl?
 
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