Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536098 times)

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Lord Kinlar

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Oh Great and Wonderful Mage Lord Sir;

Back to page 4, about the garrsion companion thingy, ....... I still cant garrison any of my companion

Looks like Arcius and I have the same problem.  I've done the replace data as per the directions so that's all good, but I can't garrison any of my companions either.

Is this fix an "auto-take-effect" in the current game you're playing?
or
Do you have to start a new game for it to work?
or
Did I screw something else up :oops:

You should start a new game to make the change take effect. I think I've already stated that in my post.  :roll:

Neither of the 1.x versions will update the troop info from troops.txt once you start a new game.




Anasher

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I am still testing the iron flesh went into the skills file and played with the settings. I can get iron flesh up to lvl 15 and still works but I can't get the plus 2 per lvl to change. I set it to 5 and still doesn't change the amount still just gives me 2. Anyone know if there is another area that sets the iron flesh ponts per lvl?

TheMageLord

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It happened again!  I just finished bonking a sea raider party and headed for Wercheg when my ENTIRE PARTY abandoned me (except heroes), and many of them were good troops (mercenary cavalry, Nord warriors and huscarls).  I went from 54 to 8 in one second.  Maybe I'll just change back the morale and party size tweaks, ar at least go over them thoroughly again.

Huh, whats it saying they're leaving for? Low morale? Did you make sure that your morale wasn't low? I've had them desert for low morale before when the party morale was around 20, which is easy to get with a big party.

If it isn't that I don't see anything that might be causing it. I looked all through every file for all the different functions that I know of to remove troops from your party, and I can't find any kind of desertion trigger or script in .960 or in 1.003. I can only assume it's some kind of hard coded thing to check for desertion, but even then you'd think that it would reference the party size and morale scripts before causing it. Or actually, if you just WON a battle, maybe the morale bugged out when it added more? Whats your morale set to, maybe you tweaked it too high and it's going so high that its wrapping into negatives or something? It shouldn't be doing this either, though - the place where it adds morale clamps the value between 0 and 100.
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TheMageLord

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I looked into reinforcements, and it's set to give 2 waves on a normal battle and 7 on a siege.

This can be changed by opening up mission_templates.txt and finding:
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2147483678 2 144115188075856126 #
(search for it without the #, I just put that there to explain). That's a check to see if defender reinforcements is below the #. Every reinforcement wave adds 1 to the number, so it sends # reinforcement waves. There should be 4 instances of it: Lead charge, village raid, castle with belfry, and castle with ladder. On lead charge and village raid it's set to 2, while on the castles it's set to 7. Changing those numbers will increase or decrease the number of reinforcement waves available to the defender.

The attacker reinforcements are under
Quote
2147483678 2 144115188075856127 #
You'll find 4 instances of this too, all right below the defender reinforcement ones. The numbers here are default 2 for lead charge and village raid, and default 5 for both castles. Changing these will make the attacker get more or less reinforcement waves.

This SHOULD work, but I haven't had time to test it just yet - and I have class in a couple hours so I won't be able to until later.
I shall destroy you! I shall cleave off your limbs with a dull axe, rip off your head with my bare hands, tear out your eyes with a rusty SPOON! So please stand there while I find the time. Oh, so busy...

Nebless

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You should start a new game to make the change take effect. I think I've already stated that in my post.

Sorry, I went through all 18 pages looking before posting; must have missed it.

Neither of the 1.x versions will update the troop info from troops.txt once you start a new game.

Meaning you can't garrison hero's if you have a 1.x version even if you load the data and start a new game? 




TheMageLord

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Sorry about that, I edited the post to include mention of having to start a new game.

And it works fine with a new game. I think he meant that it doesn't reference troops.txt once (as in after) you've already started a new game. Making the changes and THEN starting a new game will have them take effect just fine.

It's actually been this way as far back as I can remember - 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.

If you could figure out how to edit your savegame you could probably make changes after the fact, but I wouldn't know how to do that :) You'd probably need a hex editor and a lot of time.
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Instag0

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I've mentioned this a few times to people and on the forums, but I still think it deserves saying. Someone should really make a program that lets you tweak these things through a nice, easy to use GUI.

macethump

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It happened again!  I just finished bonking a sea raider party and headed for Wercheg when my ENTIRE PARTY abandoned me (except heroes), and many of them were good troops (mercenary cavalry, Nord warriors and huscarls).  I went from 54 to 8 in one second.  Maybe I'll just change back the morale and party size tweaks, ar at least go over them thoroughly again.

Huh, whats it saying they're leaving for? Low morale? Did you make sure that your morale wasn't low? I've had them desert for low morale before when the party morale was around 20, which is easy to get with a big party.

If it isn't that I don't see anything that might be causing it. I looked all through every file for all the different functions that I know of to remove troops from your party, and I can't find any kind of desertion trigger or script in .960 or in 1.003. I can only assume it's some kind of hard coded thing to check for desertion, but even then you'd think that it would reference the party size and morale scripts before causing it. Or actually, if you just WON a battle, maybe the morale bugged out when it added more? Whats your morale set to, maybe you tweaked it too high and it's going so high that its wrapping into negatives or something? It shouldn't be doing this either, though - the place where it adds morale clamps the value between 0 and 100.
Morale was excellent, since we just won.  The menu looke like the "morale low" dialog box, but I didn't read it thoroughly - I will have to check this further, since I saved the game just before this happened.  I will try to do the same things and see if I can make it happen again while keeping a close eye on all party factors.  All my adjustments were moderate - I didn't try anything extreme.  But just the same I will go back and check on the numbers.
Holy ******** shit... I am agreeing with Macethump :shock:
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Balrog

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You my friend are friggin AWESOME!

Thank you, thank you, thanks you!

You have empowered me to try things I would have otherwise felt were too hard or complex.

kaeldragor

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You my friend are friggin AWESOME!

Thank you, thank you, thanks you!

You have empowered me to try things I would have otherwise felt were too hard or complex.

Ditto on this, Mage Lord.  You've helped us fledgling modders understand just what's available without being able to read code/use python and these tweaks are in my opinion the most useful pieces of information currently on the forum.

A++++, would check-back-every-morning-and-evening again!
Go, and prophesy of Pendor!

Swadius

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Is this the script that determines the amount of hours a school needs to increase the village relations by?

Quote
720.000000  7 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 7 360287970189639680 521 3 1224979098644774913 1224979098644774912 26 2105 2 1224979098644774913 1 2110 2 1224979098644774913 100 501 3 1224979098644774912 26 1224979098644774913 3 0
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TheMageLord

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Balrog, kaeldragor,
Glad you find them useful :)

Swadius,
Yes, that's the trigger for schools adding relation. Every 720 hours.
I shall destroy you! I shall cleave off your limbs with a dull axe, rip off your head with my bare hands, tear out your eyes with a rusty SPOON! So please stand there while I find the time. Oh, so busy...

CBCRonin

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Small question:

Is the allowed garrison/prisoner troop limit one of the #s located in the party txt. file or is it hardcoded?

My intent is to increase the number of prisoners I can imprison in a single castle, but if it isn't save game compatible or might cause a "game break" I can do without.

Thx again. 

Swadia Nutt

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*kisses feet* THANK YOU. :D

But seriously, nice job. I will surely use alot of these. :wink:

TheMageLord

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Small question:

Is the allowed garrison/prisoner troop limit one of the #s located in the party txt. file or is it hardcoded?

My intent is to increase the number of prisoners I can imprison in a single castle, but if it isn't save game compatible or might cause a "game break" I can do without.

Thx again. 

I believe most of the numbers in parties.txt are location information, and setting things like the ai behavior (on towns and castles it's hold, to keep the towns from running off!) and icon. I don't think prisoner or troop limits would be in there. I looked around a bit in scripts.txt and don't see anywhere setting a limit on troops or prisoners though - what is the limit? I know I've stationed around 500 troops in places without any kind of artificial limit stopping me.
I shall destroy you! I shall cleave off your limbs with a dull axe, rip off your head with my bare hands, tear out your eyes with a rusty SPOON! So please stand there while I find the time. Oh, so busy...