Author Topic: Disabling Npc Interaction - Apparently it was meant to be in the game.  (Read 45201 times)

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IceShade

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #60 on: October 29, 2008, 11:33:25 PM »
Nope.. It doesn't seem to be working. I'm still getting all kinds of dialogue. Gah, they never should have implemented this.

Edit: I think I found what's wrong.. You also need to update the other fix :p

start_training_at_training_ground -1
 164 2133 2 144115188075856295 1 2105 2 144115188075856114 ...

Should obviously be

start_training_at_training_ground -1
 164 2133 2 144115188075856296 1 2105 2 144115188075856114 ...

Edit: Nope. Didn't work either. I can't figure it out. They continue to babble and yap and squibble and being childish little girlies.
« Last Edit: October 29, 2008, 11:58:12 PM by IceShade »

IceShade

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #61 on: October 30, 2008, 05:35:38 PM »
Another bump then with new findings..

I restarted the game because I couldn't get the trigger to work, knowing it would work if I started a new game.

Unfortunately.. not even that works.

uamadman

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #62 on: November 22, 2008, 05:30:58 PM »
By request of Wraithcat, I looked into a way to disable companion interaction. It turned out to be much simpler than I thought it would be - there is a built in toggle to disable it, but the option to disable it wasn't added in. It's actually there in the .960 module system, but commented out - and doesn't exist in the 1.003 text files. The value is initially assigned as 0 in game_start, though, which is what I'll be editing here (so it would require a new game, unlike the other tweaks).

I won't copy the whole script on this one, since it's ridiculously large, but heres the line of code you need to search for:
Quote
2133 2 144115188075856295 0
144115188075856295 is the actual thing being assigned here, and 0 is what it is being assigned to. Normally this is to get the variable ready to be set elsewhere, but we can just set it here and save the hassle. Change the 0 to a 1, and presto - the next time you start a game, companions will no longer interact (no complaints or compliments).

You COULD work it into a game in progress if you really wanted to, but you would have to add the line of code somewhere. I won't cover that here, but basically you'd just pick a script that will be triggered and add in the 2133 2 144115188075856295 1 thing to the end or beginning of it. Then you add 1 to first number in the script (which is the # of lines in that script, it needs to add 1 because you're actually adding in an extra line of code). You could remove it after you know that the script has been triggered - it stays once set.

This is the first of my tweaks that I won't actually be using, since I usually only keep 2 or 3 companions anyway, but it's good for those who want companion armies. Enjoy.

-edit- For those new to M&B modding, this is all in scripts.txt, which is in Mount&Blade\Modules\Native.

Link to other tweaks.

-edit- If you want to put this into games in progress, you can do like lord Kinlar said and add the line to start_training_at_training_ground. See this for a good (I hope, anyway...) explanation of doing that.

Update: In 1.010 a new global variable has been added. This causes the reference to the variable being set here to be changed. To find the new one you need to search for
Quote
2133 2 144115188075856296 0
Note the 144115188075856295 changed to 144115188075856296, this is due to the aforementioned new global variable. I haven't dug around in 1.010 to see if this still works in 1.010, but I doubt all the workings of it were changed in a bugfix so it probably will.

Update2: In 1.011 this new variable has been moved to the bottom of the list, thus fixing compatibility errors with 1.003. So if you're using 1.011 you have to use the original number mentioned above for 1.003. I still haven't dug around to see if it all still works, though :)

These are all the key values to disable NPC interaction on the different mods for ver 1.011
144115188075856339 Age Of Machinery
144115188075856298 Better Than None
144115188075856296 Britan 1297
144115188075856305 Calradia at War
144115188075856295 Calradia Rising ----- Same as native
144115188075856296 Chronicles of Talera
144115188075856295 Dukes and Mercenaries - Medieval Times --- same as Native
144115188075856310 Native Expansion
144115188075856303 Peloponnesian War
144115188075856300 Timeless Kindoms

Native is still 144115188075856295 on 1.011

widde

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #63 on: November 22, 2008, 09:27:09 PM »
uamadman thanks alot for that info it really helps. I think themagelord should update this to include that information on first page.

widde

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #64 on: November 23, 2008, 10:27:11 PM »
Btw anyone knows what the key value for the: everyone can be the leader mod is?

uamadman

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #65 on: November 24, 2008, 08:13:11 PM »
open scripts and CTRL-F  and find "post"

Should come show you this string ....

The one in bold is the location of the string needed to be edited at the beginning in game start ...
It is always the 4th big number ...

Then follow mage lords DIY

This is out of Age of Machinery
post_battle_personality_clash_check -1
 33 6 3 1224979098644774912 360287970189639844 360287970189639860 31 2 144115188075856339 0 110 1 1224979098644774912 2147485156 1 1224979098644774912 520 3 1224979098644774913 1224979098644774912 73 110 1 1224979098644774913 2147485156 1 1224979098644774913 4 0 540 3 1224979098644774912 74 0 4 0 2133 2 144115188075855909 1224979098644774912 3 0 3 0 3 0 6 3 1224979098644774912 360287970189639844 360287970189639860 540 3 1224979098644774912 76 0 31 2 144115188075856339 0 110 1 1224979098644774912 2147485156 1 1224979098644774912 520 3 1224979098644774913 1224979098644774912 75 110 1 1224979098644774913 2147485156 1 1224979098644774913 2133 2 144115188075855910 1224979098644774912 3 0 4 0 32 2 144115188075855909 0 2133 2 144115188075856389 74 1025 1 144115188075855909 5 0 32 2 144115188075855910 0 2133 2 144115188075856389 76 1025 1 144115188075855910 3 0

widde

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #66 on: November 24, 2008, 08:16:05 PM »
ok thanks alot
I have become addicted to this tweak and it becomes a problem whenever i install a new mod, but no more:D

Athrasis

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #67 on: November 30, 2008, 06:39:50 PM »
By request of Wraithcat, I looked into a way to disable companion interaction. It turned out to be much simpler than I thought it would be - there is a built in toggle to disable it, but the option to disable it wasn't added in.

I couldnt find anybody already having said this so ill just post it.

I found out that having this many companions creates an issue that isnt at first detectable.

Basicly what happened in my latest game of the Hundred Years war mod was that i suddenly couldnt recruit anymore troops.
At first I thought it was related to the partysize change in the mod but then I noticed I couldnt upgrade certain troops either.

When I removed one type I suddenly could do both again.

Basicly what I think happened is that my every companion in my 'Companion army' takes up a slot normally reserved for a troop type,
thus eventually leaving no place for new ones.
I didnt know there was al limit to this so it took a couple of minutes to figure out.


Might there be a way to change this limit? 

Also I suggest putting a notice at the tweak to alert people that this problem might arise.

Hope you get this, J

edit for readability
« Last Edit: November 30, 2008, 06:42:31 PM by Athrasis »
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MisterBarca

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #68 on: December 26, 2008, 08:46:11 PM »
A quick question:

Does this solution gets rid of only inter-personal "Dislikes" such as X dislikes Y, or does it get rid of other dislikes that seems unavoidable, such as Fighting or Pillaging or Failing Quests?

And if it doesn't get rid of the latter, it's still not possible to have and maintain all 16 companions, no?

fragonard

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #69 on: December 27, 2008, 06:31:21 AM »
A quick question:

Does this solution gets rid of only inter-personal "Dislikes" such as X dislikes Y, or does it get rid of other dislikes that seems unavoidable, such as Fighting or Pillaging or Failing Quests?

And if it doesn't get rid of the latter, it's still not possible to have and maintain all 16 companions, no?
I use this modification and it seems to remove only the personal comments; they still complain about being hungry or failing quests, etc.  However, it's possible to keep everyone happy if you don't raid villages or other common unpopular activities. As a last resort, there is another tweak that allows you to refuse to let a complainer leave.  I've never had to resort to that so I'm not sure how it works.

MisterBarca

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #70 on: December 27, 2008, 01:22:52 PM »

I use this modification and it seems to remove only the personal comments; they still complain about being hungry or failing quests, etc.  However, it's possible to keep everyone happy if you don't raid villages or other common unpopular activities. As a last resort, there is another tweak that allows you to refuse to let a complainer leave.  I've never had to resort to that so I'm not sure how it works.

Ah, thanks for the clarification. But some "unpopular activities" are absolutely unavoidable. I am thinking of fighting too often, which I think applies to two companions. Also, I tend to fail the "follow the Marshall" quest quite often as well.

Oh well, I suppose I can still have around 10-12 companions, and that's better than having only 7.

MisterBarca

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #71 on: December 27, 2008, 04:15:38 PM »
If they're already pissed at you they might go ahead and leave, but I ran around with 14 heroes fighting battles with this and nobody said a word, and after a day or so with plenty of chances to get angry they were all still happy.

This is confirmed. I had Jeremus leave at early game before I edited the script and now after running with all the heroes in my party for some weeks he left again. No one else want's to leave.

This is because Jeremus doesn't like fighting, right? Isn't there another companion with the same Dislike?

MisterBarca

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #72 on: December 27, 2008, 04:19:11 PM »
oh, ok. thanks for clearing it up, I was just a bit confused. It still crashes, but I doubt it's because of your directions. ill probably just live with my bickering, ungrateful companions.

So this also doesn't work with Vista? :(

MisterBarca

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #73 on: December 27, 2008, 04:32:47 PM »
it seems that i have found a way to hold all 16 npc heros together in your party.
i've found that my npc heros start to get along after some level ups into their power strike skill.
it seems that heros with shared skills will not complain about each other any more and will eventually tell you each other are good soldier(in my case that i trained them power strike), so i guess all it take is a few investment in a common interest.

LOL, if this is the case, then my life is much easier now :)

sequeezey

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Re: Disabling Npc Interaction - Apparently it was meant to be in the game.
« Reply #74 on: January 06, 2009, 07:13:12 AM »
Ok, can anyone tell me EXACTLY how to get to this file? Is it in the program files ot what? Where do I start?