Compilation of 82 little tweaks to the text files to change your gameplay(links)

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tommylaw said:
Jester451 said:
Did some searching and didn't see these on the tweaks list.

Is there a way to increase the % of prisoners accepting your recruitment efforts?

And is there a way to decrease their desertion rate once they've joined?

1. you can change the time which you can recruit them, so if they refuse, try again a second later

2.check the list on page 1, its number 13 on the combat/troop related section

Edit: Yeah, I'll use 1. as a workaround for the acceptance, thanks!

and as far as 2. thanks again. I missed that. Thats what I get for skim reading  :oops:
 
i am sure this topic has been discussed previously but couldnt find any real info so i will just post here....

how do i tweak after combat loot? I would like to see much better loot dropping if i defeat a really powerful and well equipped party. I believe currently the game will check on any objects value and disallow expensive items dropping. in native this issue is not overly important but many mods introduce very expensive and rare (abundance very low) items. Even with max looting skill (10) these items will NEVER drop. If i defeat a Lords party with 100+ high tier troops who are all equipped very well i expect to get some decent loot. I believe the solution can be found in the txt files but am at a loss here. Thanks for your help.
 
i got a few requests;

1. In one of my mods I am able to push "v" and receive reinforcements or push "y" to increase my morale so my troops do not run away, however this costs experience, I was wondering if this could instead cost gold or nothing at all.

2. In the mod also and in general native castles and towns make troops, but for my mod it also so does for my kingdom; I know that the troops created are based upon how wealthy the kingdoms are for a specific time period, but the number of troops is very low like in the low 20's (the ones produced in the castles and towns), how can I change this to be lets say in the 100's?

3. How can I recruit in towns and castles, or instead of "recruiting" how can i "recruit" by not going to individual locations but instead by some infinite slowly refilling pool? Or is it possible for my lords or companions to go recruit for me.

4. The other factions seem to never attack the closest castle or town, instead I am always seeing the nords and khergits invading each other as well as the rhodoks and vaegir. This may be only for my mod, but what determines who the king npc decides to attack is it by garrison or is it designated?

The mod I use stated in this is Native Expansion, however I probably used about 30 tweaks from "Compilation of 82 little tweaks to the text files to change your gameplay" to adjust the game to my personal liking. I know a lot of this sounds a lot more complex than some of the other tweaks simply because they are not Native. I really want an answer to number 3. If these are not at all possible thank you for your time and effort, and keep the tweaks coming; They are by far the most useful thing for this game.

Tsouridns


















 
HardCode said:
New Tweak: Change Faction Color (New game required for effect, reloading module data in Edit Mode doesn't work.)

Tired of seeing all bandit parties as gray? Want to add color to your own party (and faction if you go rebel)? Well, here is a tweak to do this.

1. Go to http://flor.nl/dec2hex.html and put your web-formatted RGB color in the Hex field, then hit the tab key. For example, let's use FF2222, a nice shade of red for the M&B world map.

2. Open factions.txt.

3. Change the following value in red to the value in the Dec field from the web page's conversion results.
0 fac_outlaws Outlaws 33280 8947848
0.000000  -0.600000  0.500000  0.000000  -0.050000  -0.500000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  -0.150000  -0.050000  -0.050000  -0.050000  -0.050000  -0.050000  -0.050000  0.000000  0.000000  0.000000  0.000000  -0.600000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000

becomes

0 fac_outlaws Outlaws 33280 16720418
0.000000  -0.600000  0.500000  0.000000  -0.050000  -0.500000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  -0.150000  -0.050000  -0.050000  -0.050000  -0.050000  -0.050000  -0.050000  0.000000  0.000000  0.000000  0.000000  -0.600000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000

The value in red is the integer value of the converted web compliant hex color. Now, outlaw parties on the world map will show in red.

Huh?  :lol: Ok...assume I'm stupid...and don't know how to format an RGB color for the web. How do I do this? I do have Adobe Photoshop if I need it. I just want to change the color of MY kingdom when I go rebel...with no claimant. Can I just use the number you mentioned above? "let's use FF2222, a nice shade of red"....because red is the color I want.
 
Leave some of your troops with your faction's travelling villagers or caravans, to protect/escort them.

For villagers

In conversation.txt,

replace these lines...

Code:
dlga_village_farmer_talk:close_window 69631 47  0 We'll_see_how_poor_you_are_after_I_take_what_you've_got!  6  13 521 3 1224979098644774912 144115188075856111 123 521 3 1224979098644774913 1224979098644774912 121 521 3 1224979098644774914 1224979098644774912 7 1 3 936748722493063320 1224979098644774912 -4 1 3 936748722493063320 1224979098644774913 -2 1 3 936748722493063319 1224979098644774914 -2 2190 3 1224979098644774915 144115188075856298 432345564227567629 4 0 32 2 1224979098644774915 0 2106 2 1224979098644774915 5 3 0 2106 2 1224979098644774915 3 1 3 936748722493063322 144115188075856298 1224979098644774915 
dlga_village_farmer_talk:close_window.1 69631 47  0 Carry_on,_then._Farewell.  6  1 2133 2 144115188075855899 1

with these ones...

Code:
dlga_village_farmer_talk:close_window 69631 47  0 We'll_see_how_poor_you_are_after_I_take_what_you've_got!  6  13 521 3 1224979098644774912 144115188075856111 123 521 3 1224979098644774913 1224979098644774912 121 521 3 1224979098644774914 1224979098644774912 7 1 3 936748722493063320 1224979098644774912 -4 1 3 936748722493063320 1224979098644774913 -2 1 3 936748722493063319 1224979098644774914 -2 2190 3 1224979098644774915 144115188075856298 432345564227567629 4 0 32 2 1224979098644774915 0 2106 2 1224979098644774915 5 3 0 2106 2 1224979098644774915 3 1 3 936748722493063322 144115188075856298 1224979098644774915 
dlga_village_farmer_talk:farmers_give_troops 69631 47  1 31 2 144115188075856298 144115188075856123 I'm_leaving_some_of_my_soldiers_with_you,_to_escort_you.  2008  0 
dlga_farmers_give_troops:do_farmers_give_troops 4095 2008  0 Thank_you,_{sir/madam}.  2009  1 2043 0 
dlga_do_farmers_give_troops:village_farmer_talk 4095 2009  0 Anything_else,_{sir/madam}?  47  0 
dlga_village_farmer_talk:close_window.1 69631 47  0 Carry_on,_then._Farewell.  6  1 2133 2 144115188075855899 1


For caravans

In conversation.txt,

replace this line...

Code:
dlga_merchant_talk:close_window 69631 515  0 [Leave]  6  1 2133 2 144115188075855899 1

with these ones...

Code:
dlga_merchant_talk:caravan_give_troops 69631 515  1 31 2 144115188075856298 144115188075856123 I'm_leaving_some_of_my_soldiers_with_you,_to_escort_you.  2040  0 
dlga_caravan_give_troops:caravan_accept_troops 4095 2040  0 Thank_you,_{sir/madam}.  2041  1 2043 0 
dlga_caravan_accept_troops:merchant_talk 4095 2041  0 Anything_else,_{sir/madam}?  515  0 
dlga_merchant_talk:close_window 69631 515  0 [Leave]  6  1 2133 2 144115188075855899 1

then find a group of villagers travelling or a friendly caravan and give them a few troops to escort them.

PS. You can take your soldiers back if you can catch the same group again later on.

 
tommylaw said:
is it restricted to your faction's villagers?

Yes, but that's easy to change.

You need to replace this line ...

dlga_village_farmer_talk:farmers_give_troops 69631 47  1 31 2 144115188075856298 144115188075856123 I'm_leaving_some_of_my_soldiers_with_you,_to_escort_you.  2008  0
with this one...

dlga_village_farmer_talk:farmers_give_troops 69631 47  0 I'm_leaving_some_of_my_soldiers_with_you,_to_escort_you.  2008  0

(Doing this will remove the green line below)

Here's the module script for anyone interested.

  [
  anyone|plyr,
  "village_farmer_talk",
  [
  (eq, "$g_encountered_party_faction", "$players_kingdom"),
  ],
  "I'm leaving some of my soldiers with you, to escort you.",
  "farmers_give_troops",
  [],
  ],

  [
  anyone,
  "farmers_give_troops",
  [],
  "Thank you, {sir/madam}.",
  "do_farmers_give_troops",
  [
  #(change_screen_give_members),
  (change_screen_exchange_members),
  ],
  ],

  [
  anyone,
  "do_farmers_give_troops",
  [],
  "Anything else, {sir/madam}?",
  "village_farmer_talk",
  [],
  ],
 
WrathofWoe said:
Will that work just for the single time they go out or for every single time they head out to town?

They'll probably always travel as a large group until they all get killed. They can even become a larger group by rescuing the prisoners of enemy parties.  :mrgreen:
 
bravesirknight said:
Zandman said:
That's dishonorable?
I didn't know it ought to be that easy to buy free P.O.W.s in the middle of a war.

It's a ransom system which was used in the middle ages, though. The Lords basically had a code of agreement because they felt they were better than torturing, keeping people in jail, that sort of thing... it was their code of ethics to sell the noble enemies back. Or maybe they just liked making a big fat profit on them instead of killing them.  :lol: I think it's kind of cool to add to the game, but not quite fleshed out. Once you're negative honor they should give you the bastard choices for instance to kill Lords, or keep them without possibility of ransom.

Under which folder is this located? I can't find it.


Nevermind.
 
This is highly embarrassing. I just saved over my conversation.txt file with the damn menus file and it seems that I'm screwed. If someone wouldn't mind, could they copy and paste me the default or modded one. If I can retain my saved game, I guess I'll reinstall. This is my first time trying any sort of modding... that's my excuse.


 
Lord Kinlar said:
WrathofWoe said:
Will that work just for the single time they go out or for every single time they head out to town?

They'll probably always travel as a large group until they all get killed. They can even become a larger group by rescuing the prisoners of enemy parties.  :mrgreen:

They code you gave me lets me add troops to sea raiders, looters, forest bandits, mountain bandits and deserters, but not to my peasants XD.
 
WrathofWoe said:
Lord Kinlar said:
WrathofWoe said:
Will that work just for the single time they go out or for every single time they head out to town?

They'll probably always travel as a large group until they all get killed. They can even become a larger group by rescuing the prisoners of enemy parties.  :mrgreen:

They code you gave me lets me add troops to sea raiders, looters, forest bandits, mountain bandits and deserters, but not to my peasants XD.

The code is working, at least for v1.010 and the script that generates the code is also posted above and I don't see anything wrong with it.

mb59gp4.jpg


 
Lord Kinlar said:
The code is working, at least for v1.010 and the script that generates the code is also posted above and I don't see anything wrong with it.
As the mister moneky before me has said, being the code for 1.010 makes a hell of a difference.

1.010 is the absolute worse option to make mods or teaks because of some variable incompatibility between 1.010 and the other versions, that was immediatly fixed in 1.011.

I think life would be merrier for you if [a href="http://forums.taleworlds.com/index.php/topic,45208.0.html"]you upgraded your M&B to 1.011.[/a] Really.
 
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