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

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Zandman said:
#5: Now this is one of the very few things in M&B that annoys me so much i almost wanna cry - roads.
I can't tell you how many times it's happened: I've been in a fight, and then I immediately get chased by a party that seeks to take advantage of my weakened state. Now it looks like I'll get away, but OH NO! A ROAD! My party does a wild, unpredictable dance on the map and bumps into the enemy. Unable to join the fight myself, I watch as my band of warriors go down in flames.
So:

God... I hate when that happens.
 
Gaping Angus said:
Maybe I misunderstood but do you want an option to always attack any caravan regardless of relationship?

Sort of. 

Actually, you already have that option, but if you try to attack the caravan you get the penalty for attacking a caravan, but you don't actually get to attack it.  It is really weird.  It is half assed.

So yes, I want to be able to attack the caravan, and take a relationship hit.

TheMageLord said:
Livonya,
You can turn off the thing that restricts you from attacking in the attack menu. Open up menus.txt and find
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.

MageLord -

Awesome.  Thanks.  I will give that a try.

- Livonya
 
Livonya said:
So yes, I want to be able to attack the caravan, and take a relationship hit.
Just for a little elucidation, Magelord's tweak works but affects all parties, not just caravans.  From testing I noticed what you described and added an attack option in dialogue for the caravans, the problem is the encounter is called after that and checks party_friendly in a different menu.  You could throw in a variable or filter specifically for caravans because I had some weird results when fighting supposedly friendly Lords.

Although this could be my error, Magelord knows a lot more about it than I do.  For my question I'm having trouble injecting additional menus from 960 into txt for v1.
Code:
("buyit",[]
       ,"Inspect Cattle",
       [
        (try_begin),
           (call_script, "script_cf_enter_center_location_bandit_check"),
         (else_try),
           (jump_to_menu, "mnu_find_cattle"),
         (try_end),
        ]
       ),
This in the village menu after recruit volunteers.
Code:
(
    "find_cattle",0,
    "{s4}",
    "none",
    [(party_get_slot, ":num_cattle", "$current_town", slot_village_number_of_cattle),
     (party_set_slot, "$current_town", slot_village_number_of_cattle, ":num_cattle"),
     (assign, reg9, ":num_cattle"),
     (str_store_string, s4, "@There are {reg9} cattle here."),
    ],
    [
      ("continue",[],
       "Continue...",[
           (jump_to_menu,"mnu_village")
           ]),
      ("forget_it",[(eq, reg9, 0)],
      "Forget it.",[(jump_to_menu,"mnu_village")]),
    ],
  ),
This works fine, just not the txt. I noticed that menu is different in v1, but it's something simple I am sure.  It gives an unexpected end of file unless I change an 11 to 12(bracket?).  Any suggestions?
 
Zandman,
Roads are a map issue. I believe the weird behavior associated with them is the way the road is built into the map. If you use the unofficial map editor you will see that it's just a little area sunk into the rest of the terrain and colored with the steppe texture. The only way of getting it to stop swerving around on roads would be to use the map editor to remove them. I haven't really done much in the map editor so I wouldn't know the best way to go about it. There may even be some way of doing it in the map.txt, but I have never looked into its format so I wouldn't know how. If you do get them removed I'm sure others would like a copy of your map.txt file :smile:

Gaping Angus,

About the attack tweak I put in, it's in the menu where you actually click charge or not - it isn't an extra dialog option. It just lets you click charge even when the other party is friendly. I don't think theres any way to get to that menu with a friendly party other than the problem Livonya described though, normally you only go to that attack menu after you choose to attack from the dialog. All it does is let you attack IF you told the other guy you were attacking yet didn't have enough of a relation hit to actually be able to attack.

As far as your problem, that 11 you mention is the number of menu options to follow. Since you're adding another menu option, you have to increase it to 12. The second one is an extra menu, right? Adding menus without the module system is the same as adding anything else - it's all stored numerically as a list, so in order to not screw up the list you have to add things to the end of the file. You also have to add 1 to the very top of menus.txt (the total number of menus) in order for it to read the extra menu correctly.

Instead of using a separate menu, it might be easier to edit the village menu to display the number of cattle instead.

Your script also looks a bit odd... why are you setting :num_cattle from the slot and then going back and setting the slot to :num_cattle? You're telling the script to first get the number of cattle, then assign the number of cattle to... the number of cattle that you got...

I also notice that you included the bandit check script in your menu option. Why would you want a chance of bandit ambush while checking for cattle? You must like fighting bandits :lol:.
 
Regarding making the map bigger I found this thread which seems to work much better (still testing). http://forums.taleworlds.com/index.php/topic,16207.0.html. I left the 240 240 numbers the same, but made the changes listed here:

In the hex string. 5 digits starting from 12 should be changed to '691a4' - this apears to be max you can set in in-game terrain editor.

like: 0x30002800000691a40000034e00004b34000059be

Maintas appears to be the author of this.

Example: Scenes.txt
scenesfile version 1
412
scn_random_scene random_scene 1792 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x30002800000691a40000034e00004b34000059be
  0
  0
0
scn_conversation_scene conversation_scene 0 encounter_spot bo_encounter_spot -40.000000 -40.000000 40.000000 40.000000 -100.000000 0
  0
  0
0
scn_random_scene_steppe random_scene_steppe 1792 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x30002800000691a40000034e00004b34000059be
I did this to items through line 39 and it appears to work for varied terrain types. - J
 
Thanks man, yeah I'm familiar with the encounter menu I was trying to explain to Livonya that I tried to do it through dialog only and I couldn't get it to work.  Also, I originally was using the menu to check and buy cattle and now I'm just cutting it up to get it to work, so it's a mess.  Set_slot, yup I'm a dummy.

- edit I just re-read your post. The end of the list, obviously. 

Thanks a lot for the help, I'm still trying to figure the MS out.  And hey, all the other menus make a bandit check, I'm just being fair.
 
What a genius, congratulations on your work...

Now it is my time to ask for something. I've already tried to find it myself, basing upon some of your modifications, but it was useless, it seams that leadership, prisoner management and surgery do not work alike.

What I wanted to do is to change the % of chance for surgery. Is that possible?

Thank you for your help!.
 
jdogg,
Maw's first post in the thread deals with the barriers, his further posts posts (the ones further down the thread) deal with changing the part you're referring to. You get the terrain code by pasting the one in the text files into the terrain editor and then upping the size and copying it back out to the files. Changing those numbers directly does the same thing, although I guess it's easier than going in and using the terrain editor :smile:

Gaping Angus,
Glad to help, good luck figuring things out. It really is much easier with the module system... I just hope the damn thing is released before I give up on the game  :roll:

Ivdiness,
I believe the surgery chances are hardcoded. You could make the maximum surgery skill higher, but you would still need 3x the attribute points to get it that high.
 
The barrier things on map are actually some sort of rivers or canyons - and in map editor you can find objects called "bridges" on some of these places on the "grass". Problem is your hero doesnt take account of them in his road calculation before he bumps into em. Sometimes, on lower levels, that hurts.

As for the party templates, they are save-game compatible. Just that they work for all new-coming parties only, as the ones that are already in the game have no use for templates. Kill the lord - he respawns with the new template used. Same goes for changes to bandit parties.
 
I always make horses 5-10 points faster.
This can be done in item kinds txt.
Just find horses with text search (they're all one below another) and
speed figures (2) are to the right, the ones next to each other with values of 30-40  :smile:
 
Franciscus said:
Probably a stupid question, but will happen to applied tweaks after upgrading 1.003 to 1.010 ??

Well, since pretty much all fixes were done in the txt-files, it completely depends on wether the txt-files like menus.txt etc. get replaced in 1.010...since Armagan said they fixed the village elder bug, conversations.txt will most likely be replaced with a new version for example, so all tweaks concerning this txt-file would need to be reapplied. They might even just replace all txt-files, in which case you'd need to reapply all tweaks :sad:
I'll just make a backup of the txt-files I changed and try to compare the new ones with the old to see which changes are bug fixes and which just went back to default :smile:
 
Well, I am one such guinea pig. Definitely something goes wrong if I try to continue a saved game under 1.003 with some of the tweaks proposed here under a new 1.010 or even an unmodified 1.003, as I mistakenly reported in the 1.010 bug thread:

Franciscus said:
Something strange happened with my saved game after upgrading to 1.010, but I am probably doing something wrong... :sad:. I am unable to restore a previously saved game (under 1.003), with a character of level 10+, and I get an error stating "RGL error. Load error: Number of simple triggers in file: 85; exceeds 84". I was using the graphical enhancements mod by Zaro and a few of the MageLords tweaks, so I decided to make a full uninstall,  clean install of 1.003 and patch it to 1.010, but the same thing happens; nevertheless I am able to start a new game, apparently without problems.
Edit => Even stranger is the fact that even with a clean 1.003 install I am now also not able to load the same game, saved with 1.003 ???
(...)

This is NOT a 1.010 bug but definitely something to do with some of the MageLord's tweaks I had done to the files in the Module folder. With a reinstall of 1.003 BUT with all the previous tweaks of which I made a backup, I have no problem in continuing a saved game in 1.003. Now, how to know which of the tweaks is causing the problem ??  :?:
 
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.

- Livonya
 
amade said:
Franciscus said:
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 :razz:

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.
 
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:

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...
 
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?
 
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