Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536090 times)

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Livonya

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I have a request that may be beyond the scope of this project, as it involves a dialog fix.

The situation:

The player has a positive relationship with a faction.
The player is not at war with that faction.
The player decides to raid a caravan from that faction.

The problem:

The player can attempt to raid the caravan, and will then take a relationship hit, however, when you get to the start the battle screen the only option that is given to the player is "Leave".

So you take the relationship hit, but don't actually get to raid the caravan.

If the player raids the caravan over and over again, taking a relationship hit each time, then the player will eventually be able to start combat once the relationship is less than 0.

It is quite annoying. 

I had a situation last night where I helped a caravan from a friendly faction, and they ended up getting 75 prisoners, but the caravan only had 7 units left.  So this will just be free troops for my enemies.  I have a positive 35+ relationship with the caravan's faction, and I am willing to take the faction hit to get those prisoners, but in reality I have to take my relationship to -14 in order to actually take the caravan.  Silly.

- Livonya
when you doubt your power you add power to your doubts

Gaping Angus

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The player has a positive relationship with a faction.
The player is not at war with that faction.
The player decides to raid a caravan from that faction.

- Livonya

Maybe I misunderstood but do you want an option to always attack any caravan regardless of relationship?

TheMageLord

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Raamon,
I don't think you can get the AI to take control of moving the player party. I could be wrong, though.

Tachyon,
I'm not sure if we can edit the basic battle AI. Is that somewhere in the module or is it in the engine? You can have it give orders to the AI troops, like the way the lords move their troops across the field in formation; but I haven't seen a way to actually change the way they fight.

tommylaw,
You would have to turn off the override equipment and get rid of the extra gear being added, but that would kind of break the system. I don't think theres a specific entry for the player, it just puts you in one of the places. So if you wanted to always use your gear you'd have to edit all of them, which would then spawn the participants with their regular gear too - which in the case of the arena guys would be naked and unarmed. You might be able to get around this by allowing you to access your inventory in the place, but I'm not sure how that would function in a mission that overrides your equipment.

Rhineville,
I don't think we can edit that sort of AI either. I could be wrong.

Livonya,
You can turn off the thing that restricts you from attacking in the attack menu. Open up menus.txt and find
Quote
mno_encounter_attack  2 31 2 144115188075856037 0 2147485156 1 360287970189639680  Charge_the_enemy.  23 2133 2 144115188075856016 0 2133 2 144115188075856041 1 1 1 936748722493063379 1 1 936748722493063270 1691 1 72057594037927936 1020 0 4 0 31 2 144115188075856036 1 1911 1 792633534417207307 521 3 1224979098644774912 144115188075856035 10 1910 1 1224979098644774912 5 0 31 2 144115188075856036 2 1911 1 792633534417207307 521 3 1224979098644774912 144115188075856035 10 1910 1 1224979098644774912 5 0 1911 1 792633534417207305 1 1 936748722493063345 3 0 2133 2 144115188075856040 864691128455135265 2060 1 864691128455135270 2048 0  .  mno_encounter_order_attack  3 31 2 144115188075856037 0 1 2 936748722493063239 648518346341351424 30 2 72057594037927936 4  Order_your_troops_to_attack_without_you.  1 2060 1 864691128455135268
The 31 2 144115188075856037 0 is an operation checking if $encountered_party_friendly equals 0. That global variable is set to 1 (thus the option to attack isn't available) if your relation is above 0. So if you remove the blue part and then minus 1 from each of the red numbers (since you're removing an operation) it will allow you to attack even if you have positive relation.
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jdogg

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Hello, I have followed this thread and am amazed by your genrosity with your time and effort and I for one greatly appreciate it. I was hoping you could help me with making the battlefield size larger. I have found the following thread, but not having much programming or modding experience I am unsure of what I am doing; http://forums.taleworlds.net/index.php/topic,46989.0.html.

Is this the way to make battlefields bigger? If it is, is there an easier way to do it? Any help you could give would be most appreciated. Thanks - J

TheMageLord

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I haven't really tried making random battlefields larger, but that looks like the right way to do it. That's actually a pretty good little guide, I think I might link it in the main post here :)

There, added it. I put a NEW thing on it. It's not really NEW (the post is almost a month old), but its new to the list so :P
« Last Edit: October 27, 2008, 11:22:00 PM 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...

Valcus

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Valcus,
I know I saw a post about decreasing font size before. A quick search reveals this post.


Thanks you so much for the link. The information worked well, but unfortunately, it changes all of the text throughout the game. If someone knows a way to only change the size of the battle message text, if would be much better. Thank you again for all your hard work :)

bob505

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 This is kind of a stupid question but how do you people find these tweaks? Like how do you know what texts to change and stuff.
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Hardrada

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Have you ever gone into a town, gone into the merchant's menu and clicked on assess prices by mistake, then had to it around for a few hours before you find out you can make money trading furs from Khudan to Praven?  I have and it annoys me, so I've added a cancel option.  Here's how to do it:

Open up Menus.txt and search for menu_town_trade_assessment_begin  It should look like this.
Quote
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 1
 mno_continue  0  Continue...  9 2133 2 144115188075855963 144115188075856056 2133 2 144115188075856093 1 1 2 936748722493063457 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856089 144115188075856056 2133 2 144115188075856101 -1 1030 3 1224979098644774912 5 0 2040 0  .

Change it to this.
Quote
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 2
 mno_continue  0  Continue...  9 2133 2 144115188075855964 144115188075856060 2133 2 144115188075856097 1 1 2 936748722493063451 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856093 144115188075856060 2133 2 144115188075856105 -1 1030 3 1224979098644774912 5 0 2040 0  .  mno_back_to_town_menu  0  Forget_about_it.  1 2060 1 864691128455135333  .

Tachyon

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This is kind of a stupid question but how do you people find these tweaks? Like how do you know what texts to change and stuff.

Knowledge of the Python scripting language I believe.

jdogg

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RE: Increased Battlefield size.

I have attempted to follow Maw's instructions. Since I know nothing of python I am assuming that if you edit the scenes txt. you will achieve the same results, at least I am hoping so. Here is what I have done (example):

 scn_random_scene_steppe random_scene_steppe 1792 none none 0.000000 0.000000 480.000000 480.000000 -0.500000 0x0000000036038a8c000d234800003254000059550000107f
  0
  0
 outer_terrain_steppe
The 0x0000... number is what I got out of the game in edit mode and moving the sliders for x and y all the way to the right, copying, and then pasting in notepad. Since it appeared to be the same number for each scene originally I again assumed that I could use the same number for each scene. I then changed the size from 240 to 480. This appears to work, however the enemy starts in the middle of the map and I start in the lower left corner. Would you have any suggestions on where I went wrong. Thanks -J
« Last Edit: October 28, 2008, 12:31:10 AM by jdogg »

Kathek

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This is an impressive list, thanks for taking the time to do it!
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Thymo

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Have you ever gone into a town, gone into the merchant's menu and clicked on assess prices by mistake, then had to it around for a few hours before you find out you can make money trading furs from Khudan to Praven?  I have and it annoys me, so I've added a cancel option.  Here's how to do it:

Open up Menus.txt and search for menu_town_trade_assessment_begin  It should look like this.
Quote
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 1
 mno_continue  0  Continue...  9 2133 2 144115188075855963 144115188075856056 2133 2 144115188075856093 1 1 2 936748722493063457 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856089 144115188075856056 2133 2 144115188075856101 -1 1030 3 1224979098644774912 5 0 2040 0  .

Change it to this.
Quote
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 2
 mno_continue  0  Continue...  9 2133 2 144115188075855964 144115188075856060 2133 2 144115188075856097 1 1 2 936748722493063451 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856093 144115188075856060 2133 2 144115188075856105 -1 1030 3 1224979098644774912 5 0 2040 0  .  mno_back_to_town_menu  0  Forget_about_it.  1 2060 1 864691128455135333  .



 :shock:

I know i have A LOT of times!  :cry:

Thanks a lot for this script! One of the most useful on the list!  :mrgreen:
« Last Edit: October 28, 2008, 02:38:03 PM by Thymo »
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TheMageLord

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Valcus,
I'm not sure if you can change the size of specific messages, I've never really tried. The operations that create messages only have an option for color. There may be some place where it sets the message sizes though.

bob505,
Just a basic understanding of the module system and the format it uses when building the text files. It's not really that difficult, I use the old .960 module system files to figure out what numbers are what. Header_operations.py has the number for all the operations and an explanation of what they do, then you can look for the bit that you want to edit by doing a text search through the module_x.py files. Some of the scripts are changed, but most of them are still performing the same basic function. It'll be easier once the 1.003 module system is out, then we can just edit it and build the text files. It's a whole lot more readable than the blocks of numbers.

Hardrada,
Good idea, I've accidentally clicked that menu before too and been forced to wait :) I added it to the list.

jdogg,
It looks like it should work, but I haven't actually done the changes myself. I'm not really sure how the random map entry points are calculated. You might try going into edit mode during battle and seeing if you can move the entry points around there and see if it will let you save them. I'm not sure if they're randomly assigned or pulled from a file like the non-random maps.
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...

destii

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any way to make AI lords recuit mecenary, so they have more different kind of troops?

TheMageLord

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Change the reinforcements given to the AI castles/towns and lords.
« Reply #659 on: October 28, 2008, 02:30:12 AM »
It'd certainly be possible, but you would have to add in some sort of way to make them do it.

The easiest way to give them mercenary troops (or just different troops) would be to edit party_templates.txt to include mercenaries. The templates are like this:
Quote
pt_kingdom_1_reinforcements_a kingdom_1_reinforcements_a 0 0 1 0 35 2 6 0 34 4 7 0 -1 -1 -1 -1
That's kingdom 1's reinforcements_a. 35 is the troop type, followed by 2 6 which is the amount of that troop (a range). It then has a 0 for whether or not they are a prisoner (1 = prisoner, 0 = regular member), and repeats for the second troop type. The four -1s are the other potential slots for members. To add another troop type you would change one of the -1's to a troop number and then add in two numbers for the amount and a 0 so they aren't prisoners. You can have a max of 6 troop types in a template.

To get the troop # you have to either open the unofficial troop editor and see the number there, or take the line # of the name in troops.txt and divide by 7 then subtract 3.

It gives castles/towns reinforcements_a 65% of the time, and reinforcements_b the remaining 35% of the time. Heroes get reinforcements_a 50% of the time, reinforcements_b 25% of the time, and reinforcements_c the remaining 25% of the time.

Kingdom 1 is Swadia, 2 is Vaegir, 3 is Khergit, 4 is Nord, 5 is Rhodok.

I'm not sure if this is savegame compatible or not, I've never actually edited party templates during a game. It would quickly become apparent if it wasn't, though.
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...