Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536092 times)

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Livonya

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I have had this sort of problem before if I REMOVE something.

The save game is using a certain number of triggers or items, and then you try to load it with a game system that has less triggers or items so it goes error.

So in my opinion your problem isn't that you need to remove something, but that you need to add something.

I could be wrong, I am not expert, but that was what happened to me.

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Tachyon

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TheMageLord,

The Claimant NO STRING dialogue bug has been fixed by 1.010 , tested it with a saved game.

IceShade

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Probably a stupid question, but will happen to applied tweaks after upgrading 1.003 to 1.010 ??

I'm gonna wait until someone decides to be the guinea pig before I upgrade myself :-P

I applied the patch, and as far as I know, it has overwritten every tweak I had applied.

Edit: Urgh.. some files have been changed so it's not safe enough for me to start editing these files. I'll wait until TML has updated his tweaks.
« Last Edit: October 29, 2008, 07:23:04 PM by IceShade »

KonFuseD[Q]

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Here's a quick modification that should allow Rebel players (factionless players with land) to make peace with hostile factions (for a price, of course).

open up the Conversation text and search for this:

Quote
dlga_lord_ask_pardon:lord_pretalk.1 4095 231  7 2133 2 1224979098644774912 0 6 3 1224979098644774913 648518346341351443 648518346341351591 2204 2 1224979098644774914 1224979098644774913 31 2 1224979098644774914 432345564227567629 2133 2 1224979098644774912 1 3 0 31 2 1224979098644774912 1

All you need to do is change the 1 to a 0, it's pretty simple. The lower half of this code block seems to check if the player owns any centers (in my case, a single castle/village), and sets has_center to 1, which triggers the peace refusal dialogue to be initiated by enemy lords. Obviously, assigning has_center 0 will skip that dialogue and proceed to the next line. An Opcode error does appear when you actually sign the peace deal with a faction, but I think it's just because the peace agreement window doesn't pop up, so it shouldn't be that big of a deal...

Raamon

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So whos gonna test if all the tweaks r working in the new version? :D

hessuu

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I have a request! I want to be able to become a marshall easier. Isn't there a renown requirement in it? Was it 1000 or something? Would somebody like to search the value from the .txts?

TheMageLord

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I'm not sure if all the tweaks work in 1.010 now or not. Since 1.010 is a bugfix version it probably hasn't changed most of them, but I removed the Dhirim fix and the NO STRING fix since those bugs were corrected in 1.010.

Does anyone know if the food losing bonus bug has been fixed? I'll leave that one on the list until I know it has. I probably won't have a chance to play the latest version for a little while, I've been down with a stomach bug the last few days and haven't finished my RL responsibilities :|

The cattle changes still seems to be necessary, as the trigger to spawn them is still exactly the same in the 1.010 module system. Shame, I had hoped they would see that cattle were quickly becoming extinct with the current system and tweak it to be slightly friendlier toward them. At least it's something thats easily changed.

KonFuseD[Q],
Adding a tweak that causes opcode errors is probably not a good idea, haha.

hessuu,
It's not a specific requirement, it checks your renown vs all the other lords. You could edit the scripts to give the lords lower starting morale, but that would hurt their party sizes too.
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KonFuseD[Q]

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Well, I guess your right, the tweaks posted shouldn't be causing any new bugs or errors, just adjusting gameplay slightly with minimal impact. However, the opcode error doesn't seem to be breaking anything in the game, or causing any CTDs. Here's the error:

Script Error on OPCODE 23, Invalid Script Parameter ID: 2, Line NO: 2:
At script: diplomacy_start_peace_between_kingdoms

Now, this is the only error I've seen so far after about an hour of playtesting, and I'm certain it's nothing more then a dialouge error. It only appears in red once after you've paid a lord for peace (it isn't a walls of text), although it does happens everytime the player reaches a peace agreement. It's a little annoying, but it isn't a gamebreaker.

Also, keep in mind I wouldn't of posted if it didn't actually work for me. I'm currently playing a poor rebel lord operating out of Unuzdaq Castle, and I've been fighting off Rhodok invasions since I took the castle in the first place. Now, instead of waiting for them to initiate a peace deal, I can travel to a Rhodok settlement, speak with a neutral lord, and pay about 62,000 for a ceasefire (it's expensive due to low relations). Now, I don't have that kind of money at the moment, but the option is still great to have, and if I was backstabbed by the Khanate or randomly attack by Vaegirs again, I could pay them off so I'm not totally surrounded.

It might not be a very clean tweak, but it's easy to change and remove, has little negative impact (so far), and can help relieve some frustration when the player is trying to control his own rebel faction.

Hardrada

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Adding Meet with Village Elder and Guild Master options to the menus

I tried to do this before, but couldn't convert it from .960 to 1.003.  Now that the 1.010 module system is out this was easy.

Open up menus.txt and search for mno_village_manage, it should look like this:

Quote
2133 2 144115188075856089 1 3 0 11
 mno_village_manage  4 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1 541 3 144115188075856056 7 360287970189639680  Manage_this_village.  2 2133 2 144115188075856040 864691128455135312 2060 1 864691128455135318  .  mno_recruit_volunteers  1 1 1 936748722493063461  Recruit_Volunteers.  5 4 0 1 1 936748722493063394 5 0 2060 1 864691128455135314 3 0  .  mno_village_center  3 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1  Go_to_the_village_center.  21 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 521 3 1224979098644774913 144115188075856056 25 1263 2 11 1224979098644774913 1 1 936748722493063393 4 0 200 1 504403158265495558 2147485921 0 546 3 504403158265495558 1 144115188075856056 2147483850 1 504403158265495558 2147483851 1 504403158265495558 1263 2 45 360287970189640286 3 0 1911 1 792633534417207299 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_village_center.  mno_village_buy_food  2 541 3 144115188075856056 35 0 2147484209 3 144115188075856056 39 1 

Change it to this:
Make sure the number highlighted in green is the same in your file, and if not then change the same number in the code below (dark blue) to match it.

Quote
2133 2 144115188075856089 1 3 0 12
 mno_village_manage  4 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1 541 3 144115188075856056 7 360287970189639680  Manage_this_village.  2 2133 2 144115188075856040 864691128455135312 2060 1 864691128455135318  .  mno_recruit_volunteers  1 1 1 936748722493063461  Recruit_Volunteers.  5 4 0 1 1 936748722493063394 5 0 2060 1 864691128455135314 3 0  .  mno_village_center  3 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1  Go_to_the_village_center.  21 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 521 3 1224979098644774913 144115188075856056 25 1263 2 11 1224979098644774913 1 1 936748722493063393 4 0 200 1 504403158265495558 2147485921 0 546 3 504403158265495558 1 144115188075856056 2147483850 1 504403158265495558 2147483851 1 504403158265495558 1263 2 45 360287970189640286 3 0 1911 1 792633534417207299 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_village_center.  mno_village_elder_meeting  3 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1  Meet_with_the_Village_Elder.  12 4 0 1 1 936748722493063394 5 0 1261 1 720575940379279361 1262 0 1263 2 0 360287970189639680 521 3 1224979098644774912 144115188075856056 25 1263 2 11 1224979098644774912 1911 1 792633534417207297 1910 1 720575940379279361 2049 1 1224979098644774912 3 0  .  mno_village_buy_food  2 541 3 144115188075856056 35 0 2147484209 3 144115188075856056 39 1 

Then search for mno_castle_castle, it should look like this:

Quote
3 0 23
 mno_castle_castle  1 541 3 144115188075856056 0 2  Go_to_the_Lord's_hall.  7 4 0 31 2 144115188075856055 1 1106 2 216172782113783938 4294945450 5 0 2133 2 144115188075856059 1 1 2 936748722493063347 144115188075856056 3 0  Door_to_the_castle.  mno_join_tournament  2 2147485921 0 561 3 144115188075856056 150 1  Join_the_tournament.  9 1 3 936748722493063487 144115188075856056 1 2133 2 144115188075856094 0 2133 2 144115188075856095 -1 2133 2 144115188075856096 0 2133 2 144115188075856097 0 2133 2 144115188075856098 -1 2133 2 144115188075856099 0 2133 2 144115188075856100 0 2060 1 864691128455135337  .  mno_town_castle  2 541 3 144115188075856056 0 3 31 2 144115188075856057 0  Go_to_the_castle.  8 4 0 1073741855 2 144115188075856055 1 31 2 144115188075856058 1 1106 2 216172782113783938 4294945450 5 0 2133 2 144115188075856059 1 1 2 936748722493063347 144115188075856056 3 0  Door_to_the_castle.  mno_town_center  3 541 3 144115188075856056 0 3 1073741855 2 144115188075856057 0 31 2 144115188075856058 1  Take_a_walk_around_the_streets.  66 2133 2 144115188075856039 0 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 2133 2 144115188075856007 0 2204 2 1224979098644774913 144115188075856056 4 0 2147483679 2 1224979098644774913 432345564227567629 522 3 1224979098644774914 144115188075856297 51 522 3 1224979098644774915 144115188075856297 52 1263 2 23 1224979098644774915 1263 2 24 1224979098644774914 3 0 522 3 1224979098644774916 1224979098644774913 42 522 3 1224979098644774917 1224979098644774913 43 4 0 32 2 1224979098644774916 0 2133 2 72057594037927936 1224979098644774917 2133 2 72057594037927937 1224979098644774917 2133 2 72057594037927938 1224979098644774916 2133 2 72057594037927939 1224979098644774916 5 0 2133 2 72057594037927936 360287970189639734 2133 2 72057594037927937 360287970189639734 2133 2 72057594037927938 360287970189639731 2133 2 72057594037927939 360287970189639729 3 0 2134 2 0 4 1263 2 25 72057594037927936 1263 2 26 72057594037927937 1263 2 27 72057594037927938 1263 2 28 72057594037927939 521 3 1224979098644774918 144115188075856056 22 1263 2 9 1224979098644774918 521 3 1224979098644774918 144115188075856056 21 1263 2 10 1224979098644774918 521 3 1224979098644774918 144115188075856056 25 1263 2 11 1224979098644774918 521 3 1224979098644774918 144115188075856056 24 1263 2 12 1224979098644774918 1 1 936748722493063393 1911 1 792633534417207298 2133 2 1224979098644774919 256 4 0 31 2 144115188075856058 1 2133 2 1224979098644774919 447 3 0 1940 3 792633534417207298 0 1224979098644774919 1940 3 792633534417207298 2 1224979098644774919 1940 3 792633534417207298 3 1224979098644774919 1940 3 792633534417207298 4 1224979098644774919 1940 3 792633534417207298 5 1224979098644774919 1940 3 792633534417207298 6 1224979098644774919 1940 3 792633534417207298 7 1224979098644774919 4 0 31 2 144115188075856059 0 2133 2 144115188075856059 1 31 2 144115188075856088 0 1912 1 1 3 0 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_town_center.  mno_town_tavern  3 541 3 144115188075856056 0 3 1073741855 2 144115188075856057 0 31 2 144115188075856058 1 

Change it to this:
Make sure the number highlighted in green is the same in your file, and if not then change the same number in the code below (dark blue) to match it.

Quote
3 0 24
 mno_castle_castle  1 541 3 144115188075856056 0 2  Go_to_the_Lord's_hall.  7 4 0 31 2 144115188075856055 1 1106 2 216172782113783938 4294945450 5 0 2133 2 144115188075856059 1 1 2 936748722493063347 144115188075856056 3 0  Door_to_the_castle.  mno_join_tournament  2 2147485921 0 561 3 144115188075856056 150 1  Join_the_tournament.  9 1 3 936748722493063487 144115188075856056 1 2133 2 144115188075856094 0 2133 2 144115188075856095 -1 2133 2 144115188075856096 0 2133 2 144115188075856097 0 2133 2 144115188075856098 -1 2133 2 144115188075856099 0 2133 2 144115188075856100 0 2060 1 864691128455135337  .  mno_town_castle  2 541 3 144115188075856056 0 3 31 2 144115188075856057 0  Go_to_the_castle.  8 4 0 1073741855 2 144115188075856055 1 31 2 144115188075856058 1 1106 2 216172782113783938 4294945450 5 0 2133 2 144115188075856059 1 1 2 936748722493063347 144115188075856056 3 0  Door_to_the_castle.  mno_town_center  3 541 3 144115188075856056 0 3 1073741855 2 144115188075856057 0 31 2 144115188075856058 1  Take_a_walk_around_the_streets.  66 2133 2 144115188075856039 0 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 2133 2 144115188075856007 0 2204 2 1224979098644774913 144115188075856056 4 0 2147483679 2 1224979098644774913 432345564227567629 522 3 1224979098644774914 144115188075856297 51 522 3 1224979098644774915 144115188075856297 52 1263 2 23 1224979098644774915 1263 2 24 1224979098644774914 3 0 522 3 1224979098644774916 1224979098644774913 42 522 3 1224979098644774917 1224979098644774913 43 4 0 32 2 1224979098644774916 0 2133 2 72057594037927936 1224979098644774917 2133 2 72057594037927937 1224979098644774917 2133 2 72057594037927938 1224979098644774916 2133 2 72057594037927939 1224979098644774916 5 0 2133 2 72057594037927936 360287970189639734 2133 2 72057594037927937 360287970189639734 2133 2 72057594037927938 360287970189639731 2133 2 72057594037927939 360287970189639729 3 0 2134 2 0 4 1263 2 25 72057594037927936 1263 2 26 72057594037927937 1263 2 27 72057594037927938 1263 2 28 72057594037927939 521 3 1224979098644774918 144115188075856056 22 1263 2 9 1224979098644774918 521 3 1224979098644774918 144115188075856056 21 1263 2 10 1224979098644774918 521 3 1224979098644774918 144115188075856056 25 1263 2 11 1224979098644774918 521 3 1224979098644774918 144115188075856056 24 1263 2 12 1224979098644774918 1 1 936748722493063393 1911 1 792633534417207298 2133 2 1224979098644774919 256 4 0 31 2 144115188075856058 1 2133 2 1224979098644774919 447 3 0 1940 3 792633534417207298 0 1224979098644774919 1940 3 792633534417207298 2 1224979098644774919 1940 3 792633534417207298 3 1224979098644774919 1940 3 792633534417207298 4 1224979098644774919 1940 3 792633534417207298 5 1224979098644774919 1940 3 792633534417207298 6 1224979098644774919 1940 3 792633534417207298 7 1224979098644774919 4 0 31 2 144115188075856059 0 2133 2 144115188075856059 1 31 2 144115188075856088 0 1912 1 1 3 0 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_town_center.  mno_guild_master_meeting  1 541 3 144115188075856056 0 3  Meet_with_the_Guild_Master.  12 4 0 1 1 936748722493063394 5 0 1261 1 720575940379279361 1262 0 1263 2 0 360287970189639680 521 3 1224979098644774912 144115188075856056 25 1263 2 11 1224979098644774912 1911 1 792633534417207297 1910 1 720575940379279361 2049 1 1224979098644774912 3 0  .  mno_town_tavern  3 541 3 144115188075856056 0 3 1073741855 2 144115188075856057 0 31 2 144115188075856058 1 

Sorry about the big blocks of text, there's quite a bit of stuff between the red numbers that have to be updated and the actual meeting code.  The module system code I used here can be found in my post back on page 34 if you're interested.

Edited to correct a bug in the code.
« Last Edit: November 09, 2008, 03:42:03 AM by Hardrada »

Kolba

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Well, we'll have to wait some time to see ported tweaks on 1.010.

IceShade

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A lot of the tweaks still work (prisoner limit, morale and partysize, inventory during sieges, and quite a few others), but I can't get the Disable NPC interaction to work, which is really important to me (I can't stand the childish quibbling between the NPCs). Even with the updated script.

I guess the first script of disabling interaction works, though I can't get it to activate in-game by adding a trigger to start_training_at_training_ground-1 (or something). Could you verify the trigger, TheMageLord?

Hardrada

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Here's something I ran across while looking through the module system.

Changing the Size of Ransom Offers:

Open up scripts.txt and search for calculate_ransom_amount_for_troop, it should look like this:

Quote
calculate_ransom_amount_for_troop -1
 31 23 2 1224979098644774912 1 2173 2 1224979098644774913 1224979098644774912 2133 2 1224979098644774914 400 4 0 542 3 1224979098644774913 10 1224979098644774912 2105 2 1224979098644774914 4000 3 0 2133 2 1224979098644774915 0 6 3 1224979098644774916 648518346341351443 648518346341351591 541 3 1224979098644774916 7 1224979098644774912 4 0 541 3 1224979098644774916 0 3 2105 2 1224979098644774915 4 5 0 541 3 1224979098644774916 0 2 2105 2 1224979098644774915 2 5 0 2105 2 1224979098644774915 1 3 0 3 0 2107 2 1224979098644774915 500 2105 2 1224979098644774914 1224979098644774915 520 3 1224979098644774917 1224979098644774912 7 2107 2 1224979098644774917 2 2105 2 1224979098644774914 1224979098644774917 2122 3 1224979098644774918 1224979098644774914 3 2108 2 1224979098644774918 2 2136 3 1224979098644774919 1224979098644774914 1224979098644774918 2108 2 1224979098644774919 100 2107 2 1224979098644774919 100 2133 2 72057594037927936 1224979098644774919

Here's what the game does.  It starts with a base number of 400, adds 4000 for faction leaders, then gets a value for their lands, 4 for a town, 2 for a castle, and 1 for a village and multiplies that by 500 and adds it to the total.  Next it multiplies the lord's renown by 2 and adds that on to get the minimum value.  This is multiplied by 3 and divided by 2 to get the maximum value, and a random number is selected in this range.  Lastly the game first divides this by 100 and then multiplies it by 100 to round down to the nearest hundred.

So, let's say we have a faction leader with a town, a village and 1000 renown.  His minimum ransom value is 400 + 4000 + ((4 + 1) x 500) + (2 x 1000) = 8900.  The maximum ransom value is 8900 x 3 / 2 = 13350.  The game then randomly selects 11487 as his ransom and divides and multiplies by 100 to round it to 11400, which you are then offered.

If you just want to double the ransom offers the best way to do this would be to change the first 100 to 50 (or 33 to triple them etc), you could change the second 100 to 200 but then you would only get multiples of 200.  You may also want to boost the ransom offers for landless lords as they become increasingly common later in the game, changing the base 400 to 1000 and reducing the land multiplier from 500 to 300 will boost landless lords significantly, while not having too great an impact on other lords.
« Last Edit: November 01, 2008, 03:56:14 AM by Hardrada »

Tiberius

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I just read this comment on another thread:

So wouldn't it be better to just become a vassal?

What's the point of being a merc?

There isn't one. However, if being a merc paid better e.g. 1500 instead of 150 a week and contracts were for one month not three, with your relations being reset when you terminate it just as if the war had ended, with some nice merc quests and features such as another lord bidding more for your services or offering to to bribe you to leave the battle without intervening etc then it would be viable.




Is there a way to change how much you get for each week/month when you're a merc?

IceShade

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Wow.. only 150 a week? 40 recruits probably cost that much.. :/

Rob de Hard

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I believe its supposed to be dynamic depending on the quality of your troops.

However its Epic Fail as a script as the sums fall way short of the real expenses.

Also you are never sufficiently compensated for your casualties or your logistical/travel expenses.

I would also expect a mercenary unit to have mercenaries in it. Which is again not budgeted for.

The costing and the relations reset are both do-able, I'd love to know what to edit.
I bought one of those microwaveable burgers for lunch - am I going to be disappointed?