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

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itsalive said:
Is it possible to change how often factions declare war?
...
I gues there is some check like "if not_at_war then declare_random" so i gues solution would be to make this check less frequent, like once a month?
Find this line in simple_triggers.txt:
  168.000000  1 1 2 936748722493063339 1

It will be preceded by a 32.0 trigger and followed by a 5.0 trigger.  The first number in red is hours between checks (currently one week). Change that to whatever you like.  Note that the trigger is probably already in flight and your change won't stick until after the current trigger fires. 
 
These tweaks are great!

However, it would be even better if they could also be described in Python code. Every time I change something in the Python source, I have to re-edit my txt files with half a dozen or so of these little tweaks I've grown so fond of that I can no longer stomach to play without them.


Also, I would like to possiblity to plunder and raze a town, just like we can with villages! :twisted:
 
I just tried to use the mage lords text mod to make mills give a 5% bonus each month, rather than a one time affair. However after editting the text file, i tried playing the game and got an RGL error, saying the simple_triggers.txt ended unexpectedly, clicking ok closes mount and blade.

I removed the line of text at the bottom, and put the number of triggers back to 84, tried playing again but got the same error message, anyone know whats going on?
 
Chaffinch said:
I just tried to use the mage lords text mod to make mills give a 5% bonus each month, rather than a one time affair. However after editting the text file, i tried playing the game and got an RGL error, saying the simple_triggers.txt ended unexpectedly, clicking ok closes mount and blade.

I removed the line of text at the bottom, and put the number of triggers back to 84, tried playing again but got the same error message, anyone know whats going on?
One thing: Instead of undoing your changes you should always make a copy of the original file and use that if anything goes wrong.
 
kt0 said:
itsalive said:
Is it possible to change how often factions declare war?
...
I gues there is some check like "if not_at_war then declare_random" so i gues solution would be to make this check less frequent, like once a month?
Find this line in simple_triggers.txt:
  168.000000  1 1 2 936748722493063339 1

It will be preceded by a 32.0 trigger and followed by a 5.0 trigger.  The first number in red is hours between checks (currently one week). Change that to whatever you like.  Note that the trigger is probably already in flight and your change won't stick until after the current trigger fires.

Thank you very much!  :grin:
 
Hey does somebody knows if and how it is possible to change amount of HP given per 1 point of strength btw. 1 point of ironflesh? Or to change amount of received damage to all, i want all last longer in battle :mrgreen:
 
Mercenary pay has been covered, but I couldn't find anything about the duration of mercenary contracts, so I tracked it down myself.  Open conversation.txt and find this block:
dlga_lord_mercenary_service_accept:lord_mercenary_service_verify 4095 401  1 2335 2 9 144115188075855887 Perfect._Of_course_you_shall_have_to_make_a_formal_declaration_of_allegiance,_and_give_your_oath_that_you_and_your_company_will_remain_in_service_
to_{s9}_for_a_period_of_no_less_ than_three_months.  403  0
dlga_lord_mercenary_service_verify:lord_mercenary_service_verify_2 69631 403  0 As_you_wish._Your_enemies_are_my_enemies.  404  0
dlga_lord_mercenary_service_verify:lord_mercenary_service_reject 69631 403  0 On_second_thought,_forget_it.  400  0
dlga_lord_mercenary_service_verify_2:lord_mercenary_service_accept_3 4095 404  0 That_will_do._You've_made_a_wise_choice,_my_friend._{s9}_does_well_by_its_loyal_fighters,_you_will_receive_many_rewards_for_your_service.  405  8 1 3 936748722493063484 360287970189639680 144115188075855906 2270 1 1224979098644774912 2120 3 144115188075855953 1224979098644774912 168 2133 2 144115188075855932 0 2272 1 1224979098644774913 2120 3 144115188075855954 1224979098644774913 90 1 2 936748722493063424 144115188075855887 2335 2 9 144115188075855887
Change the red 90 to whatever number of days you want, and the red text to match it. 

Edit: inserted a space / line break for post formatting reasons, it's not in the actual txt file

Edit 2:  A few lines further down, there's a reference to the contract lasting 3 months and being extended month to month.  You'll want to change that too.

Edit 3: This doesn't affect the length of the renewal period.  You could set this first contract to be for a day, but when you renewed it'd still be for 30 days.  I should post how to tweak that too, I just can't be arsed to do so right now.  PM me if you're a) interested and b) can't figure it out on your own
 
I just recently go into a little bit of scripting. One my first minor scripts is making my village with watch tower immuned from bandit infestation.

In scripts.txt, look for code right after update_villages_infested_by_bandits -1. It look like below:
48 6 3 1224979098644774912 648518346341351501 648518346341351591 4 0 200 1 504403158265495589 546 3 504403158265495589 1 1224979098644774912 526 3 1224979098644774913 504403158265495589 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495589 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495589 2 3 0 5 0 200 1 504403158265495556 546 3 504403158265495556 1 1224979098644774912 526 3 1224979098644774913 504403158265495556 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495556 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495556 2 3 0 5 0 501 3 1224979098644774912 39 0 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 3 2136 3 1224979098644774914 0 3 4 0 31 2 1224979098644774914 0 2133 2 1224979098644774915 360287970189639779 5 0 31 2 1224979098644774914 1 2133 2 1224979098644774915 360287970189639781 5 0 2133 2 1224979098644774915 360287970189639782 3 0 501 3 1224979098644774912 39 1224979098644774915 1 3 936748722493063465 1224979098644774912 -3 4 0 31 2 144115188075856014 1 2330 2 1 1224979098644774912 1106 1 1585267068834414756 3 0 3 0 3 0

Replace the whole line with:
51 6 3 1224979098644774912 648518346341351501 648518346341351591 4 0 200 1 504403158265495589 546 3 504403158265495589 1 1224979098644774912 526 3 1224979098644774913 504403158265495589 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495589 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495589 2 3 0 5 0 200 1 504403158265495556 546 3 504403158265495556 1 1224979098644774912 526 3 1224979098644774913 504403158265495556 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495556 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495556 2 3 0 5 0 541 3 1224979098644774912 132 1 501 3 1224979098644774912 39 0 5 0 501 3 1224979098644774912 39 0 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 3 2136 3 1224979098644774914 0 3 4 0 31 2 1224979098644774914 0 2133 2 1224979098644774915 360287970189639779 5 0 31 2 1224979098644774914 1 2133 2 1224979098644774915 360287970189639781 5 0 2133 2 1224979098644774915 360287970189639782 3 0 501 3 1224979098644774912 39 1224979098644774915 1 3 936748722493063465 1224979098644774912 -3 4 0 31 2 144115188075856014 1 2330 2 1 1224979098644774912 1106 1 1585267068834414756 3 0 3 0 3 0

Edit (jun-21): if you want to get the effect from other improvement, do this:
In the tweaked script line, search for:
541 3 1224979098644774912 132 1 501 3
If you search the whole file, you will probably get just 1 occurance, but just make sure it is in the intended script line.

The 132 is for watch tower. Change it to get the effect from other improvement.

manor = 130
windmill = 131
watch tower = 132
school = 133
messenger post = 134

I just added 3 lines before the random infestation calculation in MS (it should work). Should be saved compatible. Built with MS version 1.010.
 
(else_try),
  (party_slot_eq, ":village_no", slot_center_has_watch_tower,1),
  (party_set_slot, ":village_no", slot_village_infested_by_bandits, 0),
 
SPD_Phoenix said:
I just recently go into a little bit of scripting. One my first minor scripts is making my village with watch tower immuned from bandit infestation.

Look for code right after update_villages_infested_by_bandits -1. It look like below:
48 6 3 1224979098644774912 648518346341351501 648518346341351591 4 0 200 1 504403158265495589 546 3 504403158265495589 1 1224979098644774912 526 3 1224979098644774913 504403158265495589 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495589 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495589 2 3 0 5 0 200 1 504403158265495556 546 3 504403158265495556 1 1224979098644774912 526 3 1224979098644774913 504403158265495556 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495556 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495556 2 3 0 5 0 501 3 1224979098644774912 39 0 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 3 2136 3 1224979098644774914 0 3 4 0 31 2 1224979098644774914 0 2133 2 1224979098644774915 360287970189639779 5 0 31 2 1224979098644774914 1 2133 2 1224979098644774915 360287970189639781 5 0 2133 2 1224979098644774915 360287970189639782 3 0 501 3 1224979098644774912 39 1224979098644774915 1 3 936748722493063465 1224979098644774912 -3 4 0 31 2 144115188075856014 1 2330 2 1 1224979098644774912 1106 1 1585267068834414756 3 0 3 0 3 0

Replace the whole line with:
51 6 3 1224979098644774912 648518346341351501 648518346341351591 4 0 200 1 504403158265495589 546 3 504403158265495589 1 1224979098644774912 526 3 1224979098644774913 504403158265495589 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495589 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495589 2 3 0 5 0 200 1 504403158265495556 546 3 504403158265495556 1 1224979098644774912 526 3 1224979098644774913 504403158265495556 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495556 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495556 2 3 0 5 0 541 3 1224979098644774912 132 1 501 3 1224979098644774912 39 0 5 0 501 3 1224979098644774912 39 0 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 3 2136 3 1224979098644774914 0 3 4 0 31 2 1224979098644774914 0 2133 2 1224979098644774915 360287970189639779 5 0 31 2 1224979098644774914 1 2133 2 1224979098644774915 360287970189639781 5 0 2133 2 1224979098644774915 360287970189639782 3 0 501 3 1224979098644774912 39 1224979098644774915 1 3 936748722493063465 1224979098644774912 -3 4 0 31 2 144115188075856014 1 2330 2 1 1224979098644774912 1106 1 1585267068834414756 3 0 3 0 3 0

I just added 3 lines before the random infestation calculation in MS (it should work). Should be saved compatible. Built with MS version 1.010.
 
(else_try),
  (party_slot_eq, ":village_no", slot_center_has_watch_tower,1),
  (party_set_slot, ":village_no", slot_village_infested_by_bandits, 0),


Wow I've being after doing this for ages, GR8 little tweak Ok if I put it in My Mod Full credit to you

 
Heyo!  I created an account on this forum specifically to ask the almighty lords of this thread for assistance.  I apologize in advance if these have been asked before.

Is there any way to tweak the Inventory Management skill to make it a party skill?
It's frustrating to see a party member starting with 7 Inventory Management (Katrin) but not being able to utilize it.

Also, is there any way to turn off my companions' desire to leave my party all together? 
I turned of NPC interactions (I think.  Did the suggestion of putting it in the Training Grounds trigger then trained, haven't had anything since) but they still hate each other and Jeremus has left for the second time.  And I don't like the idea of forcing them to stay by enabling that dialog option.

I had another one I wanted to ask, but I can't recall it at the moment.
Edit:  I remembered!  Is there a way to alter Path-Finding so that it also reduces the speed penalty for travelling at night? 
Also, is it possible to increase the bonus it gives to overall speed?  I want to be able to actually catch those damn Steppe Bandits.

Edit 4:  I just thought of another tweak I was wondering if it is possible to do.
Can the Trainer skill be made to train more exp AND (more importantly) train units above the hero's level?

Edit 2:  Thought I'd share an interesting bug I've encountered, which I believe is a result of tweaking.
They all revolve around cities and the only tweaks I've done involving the city both involve the guild master:  Meet the Guild Master menu option and asking for new quest.

http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-01-82.jpg
If I'm in the streets, any useable door way appears like this.  If I take it, I appear around where the two villagers are.

http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-19-53.jpg
http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-36-78.jpg
http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-43-56.jpg
http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-56-56.jpg
Now this one is definately interesting and actually kind of funny.  All the doorways that lead to the town center normally are labeled with just a period.
Going through the door takes me to the magnificant land of Period.  It is always the same general shape (Except sometimes different land textures!) with only the Guild Master in it.  If I talk to the Guild Master after reaching this area from the Tavern's door, he will act as whatever mercenary that was for hire in the tavern.  Entering this area from anywhere else results in him acting normally.
What scared me at first was the fact that I cannot use Tab to leave the area.  It brings up nothing at all, as if I were pressing it on the world map.  Thankfully, the entirety of one side (always the side you are facing when you enter the area) acts as a Leave Area "doorway."
I actually have no interest in fixing this snce it doesn't interfere with my game and I think it's kind of funny and neat.  I just thought I'd share it. 
Hopefully I'm not just repeating what has been reported before. =P

Edit 3:  Changed
 
Corndawg said:
To turn off the companions thing try this: http://forums.taleworlds.com/index.php/topic,46290.msg1330752.html#msg1330752

As for the rest, I don't know, just helping out to the best of my ability.

Thanks, but that's actually what I meant by the option to refuse them to leave.  I just feel bad every time I tell that housewife-turned-soldier that if she leaves, I'll kill her. =P


Edit:  I found a solution to my issues with the dialog option to force my companions to stay.
Temporary Solution
Read the dialog options.

Edit 2:  Photobucket made the resolution horrible and tiny.  Image Shacked it.
 
hyme said:
could anyone tell me how to change the amount of money you get for being a mercenary for a kingdom?
Back up a page or so, post by kt0

http://forums.taleworlds.com/index.php/topic,46290.msg1710489.html#msg1710489
 
Anyone know how to edit the size of Caravans?

EDIT: I'm assuming that I need to edit this line? The two red numbers at the end is the right ones?

pt_merchant_caravan Merchant_Caravan 5629499534606338 0 1 11 253 1 1 0 27 5 25 0 -1 -1 -1 -1

EDIT2: Or is it this line? As you can see I've edited the numbers to 55 and 95, respectively.

pt_merchant_caravan Merchant_Caravan 5629499534606338 0 1 11 253 1 1 0 27 55 95 0 -1 -1 -1 -1
 
Merchant caravan is obsoleted in 1.0xx

Make your change in pt_kingdom_caravan_party. However, you can only change the first 2 troops, caravan master and caravan guard (the 2 numbers that you changed are for caravan guards). The other troops will be added via script based on caravan faction. You can change the number of troops and troop type added in the script by changing pt_kingdom_#_reinforcemenst_b. Note that pt_kingdom_#_reinforcements_b is also used for regular kingdom Lords party.

pt_kingdom_caravan_party Caravan 7036874421960734 0 1 7 117 1 1 0 27 12 40 0 -1 -1 -1 -1

pt_kingdom_1_reinforcements_b kingdom_1_reinforcements_b 0 0 1 0 40 2 6 0 39 4 7 0 -1 -1 -1 -1


Each of the troop in party template uses a set of 4 numbers seperated by a single space: troop_ID  min_number  max_number  is_prisoner_flag (1 = prisoner, 0 = normal). Empty troops slot is marked with "-1". Max of 6 slots for party template.
 
SPD_Phoenix said:
I just recently go into a little bit of scripting. One my first minor scripts is making my village with watch tower immuned from bandit infestation.

In scripts.txt, look for code right after update_villages_infested_by_bandits -1. It look like below:
48 6 3 1224979098644774912 648518346341351501 648518346341351591 4 0 200 1 504403158265495589 546 3 504403158265495589 1 1224979098644774912 526 3 1224979098644774913 504403158265495589 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495589 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495589 2 3 0 5 0 200 1 504403158265495556 546 3 504403158265495556 1 1224979098644774912 526 3 1224979098644774913 504403158265495556 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495556 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495556 2 3 0 5 0 501 3 1224979098644774912 39 0 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 3 2136 3 1224979098644774914 0 3 4 0 31 2 1224979098644774914 0 2133 2 1224979098644774915 360287970189639779 5 0 31 2 1224979098644774914 1 2133 2 1224979098644774915 360287970189639781 5 0 2133 2 1224979098644774915 360287970189639782 3 0 501 3 1224979098644774912 39 1224979098644774915 1 3 936748722493063465 1224979098644774912 -3 4 0 31 2 144115188075856014 1 2330 2 1 1224979098644774912 1106 1 1585267068834414756 3 0 3 0 3 0

Replace the whole line with:
51 6 3 1224979098644774912 648518346341351501 648518346341351591 4 0 200 1 504403158265495589 546 3 504403158265495589 1 1224979098644774912 526 3 1224979098644774913 504403158265495589 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495589 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495589 2 3 0 5 0 200 1 504403158265495556 546 3 504403158265495556 1 1224979098644774912 526 3 1224979098644774913 504403158265495556 11 2105 2 1224979098644774913 1 4 0 2147483678 2 1224979098644774913 3 506 3 504403158265495556 11 1224979098644774913 5 0 501 3 1224979098644774912 39 0 1 3 936748722493063360 504403158265495556 2 3 0 5 0 541 3 1224979098644774912 132 1 501 3 1224979098644774912 39 0 5 0 501 3 1224979098644774912 39 0 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 3 2136 3 1224979098644774914 0 3 4 0 31 2 1224979098644774914 0 2133 2 1224979098644774915 360287970189639779 5 0 31 2 1224979098644774914 1 2133 2 1224979098644774915 360287970189639781 5 0 2133 2 1224979098644774915 360287970189639782 3 0 501 3 1224979098644774912 39 1224979098644774915 1 3 936748722493063465 1224979098644774912 -3 4 0 31 2 144115188075856014 1 2330 2 1 1224979098644774912 1106 1 1585267068834414756 3 0 3 0 3 0

I just added 3 lines before the random infestation calculation in MS (it should work). Should be saved compatible. Built with MS version 1.010.
 
(else_try),
  (party_slot_eq, ":village_no", slot_center_has_watch_tower,1),
  (party_set_slot, ":village_no", slot_village_infested_by_bandits, 0),


Would this work or have you tried this to say if you had a manour
 
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