Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536095 times)

0 Members and 6 Guests are viewing this topic.

macethump

  • Sergeant Knight
  • *
  • A bash in the head...
    • View Profile
  • Faction: Swadian
Any chance of tweaking village manors to store troops?  And I've had no luck with the "garrison heroes in castles and towns" tweak.
EDIT: Oops didn't read that I have to start a new game!
« Last Edit: October 22, 2008, 08:18:34 PM by macethump »
Holy ******** shit... I am agreeing with Macethump :shock:
(highly specialized circumstances)

“Understanding requires words. Some things cannot be reduced to words. There are things that can only be experienced wordlessly... The act of saying that things exist that cannot be described in words shakes a universe where words are supreme.”
Frank Herbert

Raamon

  • Recruit
  • *
    • View Profile
  • Faction: Swadian
Hey I have a question:

After editting the script according to MageLord's post for "Changing the way the king gives new land to", I get a crash each time the game almost finishes loading initial screen with the ini files etc. I only editted the value to give me 2x chance if I captured a castle by myself and I also gave me 20x the relationship bonus.

After editting those I try to run the game and it crashes every time but the original script.txt works. It may have something to do with Vista's admin access? I"m not sure.

Another possibilty is that I edited it wrong but I followed the instructions on this page:
http://forums.taleworlds.net/index.php/topic,46290.msg1219470.html#msg1219470

Basically I changed the value of the 3 (the game originally multiplies by 3 then divides by the 2) to 4 to make the bonus 2x. And I changed the last value highlighted in yellow (the relationship) to 20 to give me a bonus of 20 instead of 2.

Any help would be appreciated thanks.
You messed something up. Probably changed the wrong number, as they are repeating sometimes, like the 2s and 3s.
And wth - why divide 4 by 2? Put 2 and 1 instead!
TheMageLord, you mentioned that it is possible to convince other lords to join our rebellion (even without having pretender with us), but is it possible to give them fiefs? In other words - is there a way to make the pretenders dialog "who to give this fief" appear without having the pretender in party, for example by assigning it to one of companions?
If I remember correctly - as long as you have the quest taken, you are "representing" the king-to-be and can recruit lords and most likely give them land too(unless the pretender does it).

Slawomir of Aaarrghh

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Daedalus
  • M&B
Quote
If I remember correctly - as long as you have the quest taken, you are "representing" the king-to-be and can recruit lords and most likely give them land too(unless the pretender does it).
Yes, but I had in mind the "self-made" rebellion, not the pretenders quest.

TheMageLord

  • The Handyman Can
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • M&BWB
Sorkenlol,
The prosperity from quests is in conversation.txt, search for
Quote
1 3 936748722493063465 144115188075856056 4
That's where it calls the prosperity script to change the village's prosperity, the 4 is the amount to change it by. There should be 2 instances of it, the first is for the cattle quest and the second is for the grain quest.

Update 1.010: As pointed out by Dreen, the new number for this is 144115188075856057. This is due to the added global variable in 1.010.
Update 1.011: This version moved the new variable back to the end of the list, thus the number to find in 1.011 is once again 144115188075856056

Thyr,
That's pretty easy to do. For the town center, find this block of numbers in mission_templates.txt:
Quote
8 0 33562752 256 16 4
2 33558592 256 16 1
23 33558592 256 16 1
24 33558592 256 16 1
25 33558592 256 16 1
26 33558592 256 16 1
27 33558592 256 16 1
28 33558592 256 16 1 0
It should be under mst_besiege_inner_battle_town_center. Each line is a spawn point and the men spawned there. The 4 is how many men you get (they all spawn around you at the same point). All the rest are the enemy spawn points, each of them only getting 1 guy. You could change all those to 2 to double up the enemies on each spawn point.

For castles the block of numbers is
Quote
8 0 33562752 256 16 1
6 33562752 256 16 1
7 33562752 256 16 1
16 33558592 256 16 1
17 33558592 256 16 1
18 33558592 256 16 1
19 33558592 256 16 1
20 33558592 256 16 1 0
This one should be under mst_besiege_inner_battle_castle. The 1's are attackers, the 1's are defenders. Again, you could double them all to double up guys on the spawn points. This is used on both the 3rd stage of town sieges and the 2nd stage of castles.

This should work fine, but you could theoretically come into problems like it spawning guys inside a wall if the spawn point is close to the wall and you have too many guys popping out of it.


Slawomir of Aaarrghh,
Someone said in a previous post in this thread (im too lazy to look it up :P) that he was able to give land without a claimant. I haven't really played with that tweak to see how it all works, though. I haven't even played M&B since Saturday.


Bearclaw,
As Raamon said, you probably changed the wrong number. The best bet is to highlight a line of numbers and do a search for them, that way it's easier to spot the exact number to edit. What you probably did was change one of the numbers that tells it how many numbers should follow (like the functions that use 2 different numbers have a 2 beside them). Doing that causes crashes because it fails to read the scripts.


Macethump,
You could allow garrisons in village manors by adding a menu option to villages and having it check for a manor and send you to the exchange members thing. I'm not sure if the rest of the village code is set up to check for garrisons, though - they might still loot and burn it even with the garrison. It may also interfere with the other operations of the villages, as I believe villages have a set number of peasants inside them - the number is just hidden and doesn't display. So when you went to the screen to garrison it would probably let you take the villagers.
« Last Edit: November 04, 2008, 12:50:20 AM by TheMageLord »
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...

SPD_Phoenix

  • Master Knight
  • *
    • View Profile
  • Faction: Neutral
Quote
Sorkenlol,
The prosperity from quests is in conversation.txt, search for
Quote
1 3 936748722493063465 144115188075856056 4
That's where it calls the prosperity script to change the village's prosperity, the 4 is the amount to change it by. There should be 2 instances of it, the first is for the cattle quest and the second is for the grain quest.
Thank you.

I'm just going to ask for this too.

Sorkenlol

  • Squire
  • *
    • View Profile
  • Faction: Vaegir
Quote
Sorkenlol,
The prosperity from quests is in conversation.txt, search for
Quote
1 3 936748722493063465 144115188075856056 4
That's where it calls the prosperity script to change the village's prosperity, the 4 is the amount to change it by. There should be 2 instances of it, the first is for the cattle quest and the second is for the grain quest.


Thank you very much!

Thyr

  • Knight
  • *
  • Talkative tactician
    • View Profile
  • Faction: Rhodok
  • MP nick: CoR_Thyr
  • M&BWB
Thanks a bunch TML, this should make sieging Dhirim fun :D
Join the public TS3 channel on 217.208.132.68:8767 (no password) - making the game more fun since 2009

Raamon

  • Recruit
  • *
    • View Profile
  • Faction: Swadian
Could be fun to add a bigger piece of code into the 2nd/3rd defense stages so as to make the amount of defenders random. Like 2-5 per spawn point vs your 5 guys. :D
Too bad these mini-games are mostly cramped in really small rooms and it could be  a bugger.

As for having a country of your own without a claimant - was me who tested it out, with the "hack" thing that makes the game think you are serving a pretender. You get the dialogues which you would normally get if you were helping the pretender before he actually becomes a king - which is giving out fiefs and castles. A bit buggy(as you can screw up all your relations with all the lords you recruited), but its working.
And lords sometimes lose their brain if you ever order them around(tell him he's free to do whatever he wants - and he just stands there too happy to move) and I dont think you even get a marshal, ever.

Hinotori

  • Sergeant
  • *
  • Obedience, Diligence, Perseverance
    • View Profile
This thread is one of the best on the entire forum. Thanks again for doing this, TheMageLord.

I have a question:

Is it possible to tweak the journal/encyclopedia so that Lords and locations show your exact relation with them rather than the general comments that show up?
Abayoo.

Olorin

  • Sergeant
  • *
    • View Profile
hey TML i asked this earlier in the thread but it may have been missed,

is there a way to change how aggressive parties on the world map are, so that they will attack at somethign else than HIGH odds?

for example, 30 pirates right now wont attack my party of 15 huscarls and myself and some heroes, yet there is a chance they can win, but instead they run. what would be nice was if the enemy attacked sometimes when it was at less than good odds, like taking a chance.

another example is when an enemy will never attack a castle unless there is less than say 50 men or so. .

what i am looking for is something that will make the enemy more aggressive, or more likely to attack regardless of odds.

if this helps at all, i am pretty sure this is somewhat related to renown, its seems that the more renown i have the more parties run from me even if they would not have when i had less.

TheMageLord

  • The Handyman Can
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • M&BWB
Hinotori,
It's quite easy, actually. Just open up quick_strings.txt and find
Quote
qstr_{reg6?:{reg4?{s54}_i {reg6?:{reg4?{s54}_is_the_ruler_of_{s56}.^:{s54}_is_a_vassal_of_{s55}_of_{s56}.^}}Renown:_{reg5}.^{reg9?{reg3?She:He}_is_the_{reg3?lady:lord}_of_{s58}.:{reg3?She:He}_has_no_fiefs.}{s59}
This is where it gets the text for the lord's pages. The relation is already stored by the script (in order to get the line of text that it displays), we just need to add a direct reference to it. It's stored as register 0, so to display the number all you'd have to do is add {reg0}. But let's make it a bit more fancy. Change it to this:
Quote
qstr_{reg6?:{reg4?{s54}_i {reg6?:{reg4?{s54}_is_the_ruler_of_{s56}.^:{s54}_is_a_vassal_of_{s55}_of_{s56}.^}}Renown:_{reg5}.^{reg9?{reg3?She:He}_is_the_{reg3?lady:lord}_of_{s58}.:{reg3?She:He}_has_no_fiefs.}{s59}^Relation:_{reg0}.
What I added is in blue. What this does is the ^ makes it start on a new a line, then it says "Relation: #." You could also delete the {s59} if you wanted - that's the bit that gives the general feeling text (like "They are fond of you" or whatever).

Note that this IS savegame compatible, but it won't show up until the notes on that particular troop get updated. This isn't done unless something changes, like if they lose or gain land or something. Changing relation updates it too.

Olorin,
I think I answered that before, but I may have forgot to. The reason they won't attack is it calculates things based on troop strength, not just numbers. Your huscarls are crazy high level, so they're showing up as significantly stronger than the lower tier troops. It makes sense, too - your 15 huscarls alone would wipe the floor with the other guys, even without the help of you and the heroes. Lords will attack castles much more often if they have high tier troops, because those high tier troops count for a lot more in the calculations. You could probably screw with the strength calculating script to make levels not matter as much, but that would likely make the AI do really stupid things - like a party of elite troops run from a party of peasants, or a big party of crap troops jump on a slightly smaller party of elite troops and get their asses kicked. Renown actually doesn't play any part in it - just usually when you have high renown you have top tier troops, thus everyone runs from you. If you trade out your 15 huscarls for 15 peasants, people will attack you.
« Last Edit: October 23, 2008, 03:31:48 AM by TheMageLord »
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...

Swadius

  • Grandmaster Knight
  • *
  • Science and Making Fun of Stupid People
    • View Profile
  • Faction: Neutral
  • M&B
Is it at all possible to tone down the surgery, wound treatment, and first aid skill, but give it the same properties as trainer so that all that have it will apply to the party? If it's doable with significant scripting that is.
"If I may summarize my mission, I and my people are going to use an inter-dimensional rift created by a masochistic paranoid schizophrenic transsexual acting on information received from a turncoat succubus to invade Hell, start an insurgency with the aim of destabilizing the whole set-up there, subverting the rule of Satan and eventually organizing an internal coup to overthrow him."

TheMageLord

  • The Handyman Can
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • M&BWB
I believe that's all hardcoded. Skills.txt deals with skills, and it has a toggle for them to be party or personal, but that just makes them display as party or personal. The actual skill function is still the same. I couldn't find any scripts or triggers referencing the skills either.
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...

Hinotori

  • Sergeant
  • *
  • Obedience, Diligence, Perseverance
    • View Profile
What I added is in blue. What this does is the ^ makes it start on a new a line, then it says "Relation: #." You could also delete the {s59} if you wanted - that's the bit that gives the general feeling text (like "They are fond of you" or whatever).

Thanks a lot! I think I'm slowly grasping how this works, but I just don't want to mess up anything. :)
Abayoo.

TheMageLord

  • The Handyman Can
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • M&BWB
I've gotten plenty of crashes testing tweaks - usually because I forgot to do something or made a typo. You have to either look through the change and figure out what you did wrong, or just hit undo (a text editor with unlimited undo really shines here) and change it again until it works :)

Most of the tweaks I posted on here I don't even use - so after I finish testing with it I just hold down ctrl z (undo) until it's back to the default setting.
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...