Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536096 times)

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Zandman

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Seeing that demigod TheMageLord and others have started fixing almost all the things that annoy me in this otherwise beautiful game, I thought I'd start asking around for even more fixes.

Now I know very little about modding, tweaking and programming myself, so I have no way of knowing whether what I'm asking for is impossible or easy. If impossible or something best suited for a separate mod job, just tell me and I'll lock the thread.

[I'm trying to put these threads here as well as on the Zendar Town Square "root" to see if the response is different.]


#1: When on a claimant quest, all captured castles and towns seem to go to me, but I don't necessarily WANT all those castles and towns.
Is there a way to make the distribution of ownership more like in "regular" mode or, even better, make it an option whether you want it or want the claimant to choose?

*RESOLVED: Most likely a bug - one MUST renounce one's oath to the current ruler BEFORE supporting the claimant, or everything will fall apart. I will bug report this, if it's not done already.


« Last Edit: October 16, 2008, 11:28:30 AM by Zandman »
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Zandman

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Zandman's tweak musings #2: Sorting shop items and loot
« Reply #451 on: October 16, 2008, 10:12:22 AM »
Seeing that demigod TheMageLord and others have started fixing almost all the things that annoy me in this otherwise beautiful game, I thought I'd start asking around for even more fixes.

Now I know very little about modding, tweaking and programming myself, so I have no way of knowing whether what I'm asking for is impossible or easy. If impossible or something best suited for a seperate mod job, just tell me and I'll lock the thread.

[I'm trying to put these threads here as well as on the Zendar Town Square "root" to see if the response is different.]


#2: Before, shop items were sorted by type (AND by price/quality), now everything is sorted by price. It's very good that the loot after a battle is sorted this way, sure, but the shops are a mess now. Are those things the same code? Can it be changed?
So: Shop items sorted by type - loot by value. Can it be done?
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ScoobyDooby

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#1: when on a claimant quest you should be able to distribute new fiefs to either yourself, the claimant or any lord that joined your rebellion. The message to choose should come very shortly after capturing the said fief (about 1-2 hours game time). I have read on the forums about a bug that will consider you are the claimant and when this happens the game will give you ownership of all fiefs regardless of who you choose to give it to. from what i read this bug happens when you join a claimant while still being a vassal for another kingdom. so my guess is your game is bugged.

#2: agree on the sorting thing, also a "sort inventory" button would be great but thats probably a job for a mod, anyway...

and no need to double post, you could ask the two questions on the same reply.
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Zandman

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[...] and no need to double post, you could ask the two questions on the same reply.

Thank you for the reply about #1 - I'll certainly check that out, and I KNOW it seemed like the lords considered me to be the claimant. Not at first, but after a short while.
 If it's a bug... well, then it should be repaired before release, shouldn't it?

- and I don't consider it a "double post": they're just the first parts of a series of questions that I will be posting in the near future. This allows me, like in this instance, to close a resolved issue (if your answer to #1 is correct) and leave the unresolved ones (like #2) out there.
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ScoobyDooby

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TML, i have a request for tweak #55 :D

can you add the option to ask a claimant you are questing for the locations of other lord in your rebellion. right now im leading a rebellion but i only took one lord to my side (yes i am greedy :P ) so if i can't find him i have no one to ask.
hope this is possible,

oh and i wanted to ask about the make cattle move faster, is that save game compatible? because it didn't work for me on my saved game and i thought you wrote here somewhere they should all be compatible (probably isn't just making sure).

thanks again!
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Thyr

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Changes in troops.txt unfortunately aren't savegame-compatible (seems as if the stats are somehow included in the savefile), you'll need to start a new game for the change to take effect I'm afraid
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TheMageLord

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Slyder,
If you enable edit mode (under the Advanced tab in the Options menu from the launcher) you can then edit the companion faces again, and just turn edit mode off after you're done.

Zandman,
I believe the shop sorting is hard coded. It's possible that theres some new script that I haven't noticed sorting them, but I think it's just the engine.

ScoobyDooby,
I made up a quick dialog to ask the location of lords from the claimant. This is basically a copy of the lord's dialog, adapted so that it works with the claimant (had to change a few things, and use new dialog states). I used states 890, 891, and 892. This means it wouldn't be compatible with any kind of mod that uses those dialog states, but even if it didn't work you could simply up all those numbers by something to get it to work. In Native this shouldn't be a problem, as 890 891 and 892 aren't used. Here it is:
Quote
dlga_supported_pretender_talk:lord_talk_ask_location 69631 60  1 2147484208 3 144115188075855885 8 0 I_want_to_know_the_location_of_someone.  890  0
dlga_lord_talk_ask_location:lord_talk_ask_location_2 4095 890  0 Very_well,_I_may_or_may_not_have_an_answer_for_you._About_whom_do_you_wish_to_hear?  891  0
dlga_lord_talk_ask_location_2:lord_talk_ask_location_3 81919 891  8 50 1 1224979098644774912 2147483679 2 144115188075855885 1224979098644774912 33 3 1224979098644774912 360287970189639861 360287970189639991 1073742364 3 1224979098644774912 2 2 540 3 1224979098644774912 2 4 2173 2 1224979098644774913 1224979098644774912 31 2 432345564227567629 1224979098644774913 2322 2 1 1224979098644774912 {s1}  892  1 50 1 144115188075855935
dlga_lord_talk_ask_location_2:lord_pretalk 69631 891  0 Never_mind.  63  0
dlga_lord_talk_ask_location_3:lord_pretalk 4095 892  2 1 3 936748722493063445 144115188075855935 1 1 3 936748722493063343 144115188075855935 0 {s1}  63  0
Just paste this right before line 90 (dlga_supported_pretender_talk:close_window 69631 60  0 Let_us_keep_going,_{reg65?my_lady:sir}.  6  0). That way it will show up as the dialog option right before "Let us keep going."

As far as savegame compatibility, I made the post that most of them are compatible before I made a bunch that weren't  :D Anything dealing with troops.txt is not, like Thyr said.

Oh, and you put that dialog in conversation.txt, in case anyone didn't know.
« Last Edit: October 16, 2008, 08:27:16 PM by TheMageLord »
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TheGnome

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I know you're probably working on a million requests, but I had been thinking about this one, and then someone else made a similar post here.  http://forums.taleworlds.net/index.php/topic,48167.0.html

Is there a way to allow garrisoned troops to gain experience during a castle siege where the character is actually part of the defense?

Also, is it possible to allow siege defense to boost morale like a normal battle?

Also, I'll have to go the bug page, but I noticed the other day that the number of troops shown on the page where it says," X number of troops is attacking so and so's X number of troops is not calculated correctly for siege defense.  I have screenshots etc. where i re-tested it.  I had 90 troops and my garrison had 290 troops and we would be defending against approx. 700 troops.  When the screen popped up saying I'd been attached etc., it said i was defending with 280 troops...  the math just doesn't work.  I have no way of knowing, due to the battle size changer limit, pc limit and waves of reinforcements if the only error is with the number and not the actual troops involved, or with both.

TheMageLord

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TheGnome,
Garrisoned troops don't actually have their experience stored. You can find this when you garrison a troop that's ready for upgrade, when you pick him back up he's no longer ready for upgrade. The way the game handles upgrading garrison troops is by a function party_upgrade_with_xp, which instantly upgrades them and probably wouldn't be a good idea for player garrisons, as it might not upgrade them the way you wanted to (like upgrading all your Nord Recruits to huntsmen instead of footmen when you wanted them for huscarls).

Morale is added in at the same time as xp and gold after a battle, and for some reason sieges don't call the script to give xp and gold. I looked into the mission templates and nothing in there calls the script, so whether or not a battle calls that particular script might be hardcoded.

That # of troops is probably due to some of them being unconscious. Did you look at the troops you were defending with to see how many were actually fit for battle?
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ScoobyDooby

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Omg you are the best! :D

and just in time too, the rhodocks declared war on me and my one lord went awal :P

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Darkness_ST

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Hey yall, this is my first post because something has finally bothered me enough to cause me to ask for a fix. I have used a fair amount of your amazing tweaks ML, and i gotta say, for not knowing any languages, you do an absolutely amazing job. But i digress... I am wondering where I could mod the rate that pathfinding increases party speed because i want to be able to eventually catch up with the deserters around the khergits whose speeds range from 5 to 7. This is because they have the biggest parties to fight against for some more xp. I am sick of constantly hunting down tiny parties of sea raiders and the like. I tried to fix this by doing the banding together tweak, but it was not enough.

To summarize, if it is possible, where can i modify the rate of which my map speed increases with each level in pathfinding? Thanks in advance  :D

Akora

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Request-

Ok I think one of the few really stupid things in this game is that 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?

Thanks!

TheMageLord

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Darkness ST,
I believe pathfinding bonuses are hardcoded. You could change the pathfinding skill to have a higher maximum or be based off a different statistic, but not the amount of bonus it gives. You could even change the description of the skill, it just wouldn't actually change what it does.

Akora,
That would be in conversation.txt. Look for
Quote
dlga_party_encounter_lord_hostile_ultimatum_surrender:close_window 4095 265  0 {s43}  6  7 1 3 936748722493063509 144115188075855885 216172782113784946 1 3 936748722493063325 144115188075856297 -3 4 0 32 2 144115188075855888 -10 1 3 936748722493063319 144115188075855885 -1 3 0 2133 2 144115188075855937 1
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).
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ScoobyDooby

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Hey yall, this is my first post because something has finally bothered me enough to cause me to ask for a fix. I have used a fair amount of your amazing tweaks ML, and i gotta say, for not knowing any languages, you do an absolutely amazing job. But i digress... I am wondering where I could mod the rate that pathfinding increases party speed because i want to be able to eventually catch up with the deserters around the khergits whose speeds range from 5 to 7. This is because they have the biggest parties to fight against for some more xp. I am sick of constantly hunting down tiny parties of sea raiders and the like. I tried to fix this by doing the banding together tweak, but it was not enough.

To summarize, if it is possible, where can i modify the rate of which my map speed increases with each level in pathfinding? Thanks in advance  :D

try going with a smaller army so they wont run away. personally if i want to go hunting ill just ditch my army in a garrison and go with just my 8 companions. map speed is very high like this (if you are all mounted) and most deserters/bandits come to me this way, and im fast enough to run from any mob i don't want to fight (not to mention all the extra xp from not sharing with the soldiers AND paying half wages while you do this). for the big parties you can lure them with like 30 husklars or knights etc (good for those 60+ man at arm groups).
another option is to go with only mounted troops, your map speed will be a lot better then when schlepping along all those infantry units...
oh and lighter inventory = more map speed. and 5-6 extra horses in your inventory will help too (you can have more but the bonus is minimal after about 6)

or you could just tweak it :P

Edit:
I think TML has not enough work, so here goes request for tweak 56!!   :mrgreen:
make a message appear when bandits raid your villages (maybe if theres a messenger post installed?). i mean, they can send messengers when an enemy faction raids them but bandits apparently have some kind of radio jamming device (ok, so it's a very big net, to catch the messenger) and you never know about it (unless you meet a farmer in the inn or stumble on them by accident).
can it be done?
« Last Edit: October 16, 2008, 10:29:34 PM by ScoobyDooby »
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TheGnome

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That # of troops is probably due to some of them being unconscious. Did you look at the troops you were defending with to see how many were actually fit for battle?

All of the troops garrisoned and all of the troops in my party were at full health.

Thank you for the other answers.