Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

Users who are viewing this thread

kraggrim said:
Villages defended by faction recruits rather than generic farmers 2.005, but probably any version,

Different from the previous tweak which added predominantly tier 2-3 faction spearmen and skirmishers as village defenders, this one mostly adds faction tier-1 recruits. It will usually add a small handful of the tier 2-3 guys, with a 5% chance of higher tier soldiers, and replaces the boring generic farmers.

The difficulty will be slightly higher than with the generic farmers and will add some diversity to raiding in different kingdoms.

Make a backup of your scripts.txt file. Open it up and use ctrl+f to find the refresh_village_defenders -1 section. Replace the numbers below with this:
35 21 1 1224979098644774912 2133 2 1224979098644774913 50 1601 2 1224979098644774914 1224979098644774912 2204 2 1224979098644774915 1224979098644774912 2136 3 1224979098644774916 0 20 2136 3 1224979098644774917 10 20 2136 3 1224979098644774918 5 10 2136 3 1224979098644774919 0 8 4 0 2147483680 2 1224979098644774916 3 2147483678 2 1224979098644774914 1224979098644774913 522 3 1224979098644774920 1224979098644774915 77 1675 2 1224979098644774912 1224979098644774920 5 0 2147483680 2 1224979098644774916 4 2147483678 2 1224979098644774914 1224979098644774913 522 3 1224979098644774921 1224979098644774915 78 1675 2 1224979098644774912 1224979098644774921 5 0 2147483678 2 1224979098644774914 1224979098644774913 31 2 1224979098644774915 432345564227567635 1610 3 1224979098644774912 360287970189639803 1224979098644774917 1610 3 1224979098644774912 360287970189639850 1224979098644774919 5 0 2147483678 2 1224979098644774914 1224979098644774913 31 2 1224979098644774915 432345564227567639 1610 3 1224979098644774912 360287970189639720 1224979098644774918 1610 3 1224979098644774912 360287970189639772 1224979098644774918 1610 3 1224979098644774912 360287970189639850 1224979098644774919 5 0 2147483678 2 1224979098644774914 1224979098644774913 522 3 1224979098644774922 1224979098644774915 41 1610 3 1224979098644774912 1224979098644774922 1224979098644774917 1610 3 1224979098644774912 360287970189639850 1224979098644774919 3 0
19 21 1 1224979098644774912 2133 2 1224979098644774913 50 4 0 1601 2 1224979098644774914 1224979098644774912 31 2 1224979098644774914 30 2204 2 1224979098644774915 1224979098644774912 522 3 1224979098644774916 1224979098644774915 78 1675 2 1224979098644774912 1224979098644774916 5 0 31 2 1224979098644774914 55 2204 2 1224979098644774915 1224979098644774912 522 3 1224979098644774916 1224979098644774915 79 1675 2 1224979098644774912 1224979098644774916 5 0 2147483678 2 1224979098644774914 1224979098644774913 2204 2 1224979098644774915 1224979098644774912 522 3 1224979098644774916 1224979098644774915 77 1675 2 1224979098644774912 1224979098644774916 3 0

-If you don't start a new game you have to kill the existing garrison of generic farmers in battle (if they're frightened and just let you loot the village then it won't work, you gotta KILL EM). They should then be replaced by faction recruits next time you raid, with a small chance of tier-2 troops.

-If you want them to get more or less guys then change the 50 to something else. That's the number where it stops adding groups of guys, so at 49 it will add another 15 recruits, 50 or above it stops.

-Frisians get tier 2 Fresena as standard since they don't have a  tier 1 troop of their own (they use Norse), but it makes little difference.

-Northymbre uses half and half Angle and Norse recruits.


  ("refresh_village_defenders",
    [
      (store_script_param_1, ":village_no"),
   
      (assign, ":ideal_size", 50),
      (party_get_num_companions, ":party_size", ":village_no"),
      (store_faction_of_party, ":village_faction", ":village_no"),
      (store_random_in_range, ":chance", 0, 20), #0, 1, ..., 18, 19 -> 10 numbers total
  (store_random_in_range, ":number_tier_1", 10, 20),
  (store_random_in_range, ":half_number_tier_1", 5, 10),

      (try_begin),
        (le, ":chance", 3), #0 to 3 -> 4 out of 20 aka 20% chance
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":reinforcements", ":village_faction", slot_faction_reinforcements_a),
        (party_add_template, ":village_no", ":reinforcements"),
      (else_try),
    (le, ":chance", 4), #0 to 4 -> 3 out of 20, but because of previous then 5% chance
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":reinforcements2", ":village_faction", slot_faction_reinforcements_b),
        (party_add_template, ":village_no", ":reinforcements2"),
  (else_try),    
        (lt, ":party_size", ":ideal_size"),
(eq, ":village_faction", "fac_kingdom_4"),        #friese
        (party_add_members, ":village_no", "trp_frisian_basic", ":number_tier_1"),
  (else_try),    
        (lt, ":party_size", ":ideal_size"),
(eq, ":village_faction", "fac_kingdom_8"), #northymbre
        (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop), #norse half
        (party_add_members, ":village_no", ":volunteers", ":half_number_tier_1"),
(party_add_members, ":village_no", "trp_angle_slave", ":half_number_tier_1"), #angle half
  (else_try),
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop),
        (party_add_members, ":village_no", ":volunteers", ":number_tier_1"),
      (try_end),
  ]),
  ("refresh_village_defenders",
    [
      (store_script_param_1, ":village_no"),
   
      (assign, ":ideal_size", 50),
      (party_get_num_companions, ":party_size", ":village_no"),
      (store_faction_of_party, ":village_faction", ":village_no"),
      (store_random_in_range, ":chance", 0, 20),
  (store_random_in_range, ":number_tier_1", 10, 20),
  (store_random_in_range, ":half_number_tier_1", 5, 10),
  (store_random_in_range, ":women", 0, :cool:,

      (try_begin),
        (le, ":chance", 3), #20% chance
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":reinforcements", ":village_faction", slot_faction_reinforcements_a),
        (party_add_template, ":village_no", ":reinforcements"),
      (else_try),
    (le, ":chance", 4), #25%, but because of previous then 5% chance
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":reinforcements2", ":village_faction", slot_faction_reinforcements_b),
        (party_add_template, ":village_no", ":reinforcements2"),
  (else_try),    
        (lt, ":party_size", ":ideal_size"),
(eq, ":village_faction", "fac_kingdom_5"), #friese
        (party_add_members, ":village_no", "trp_manhunter", ":number_tier_1"), #fresian basic
(party_add_members, ":village_no", "trp_ransom_broker_5", ":women"), #peasant women
  (else_try),    
        (lt, ":party_size", ":ideal_size"),
(eq, ":village_faction", "fac_khergits"), #northymbre       
        (party_add_members, ":village_no", "trp_swadian_skirmisher", ":half_number_tier_1"), #norse half peasants
(party_add_members, ":village_no", "trp_rhodok_trained_crossbowman", ":half_number_tier_1"), #angle half peasants
(party_add_members, ":village_no", "trp_ransom_broker_5", ":women"), #peasant women
  (else_try),
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop),
        (party_add_members, ":village_no", ":volunteers", ":number_tier_1"),
(party_add_members, ":village_no", "trp_ransom_broker_5", ":women"), #peasant women
      (try_end),
  ]),
("refresh_village_defenders",
    [
      (store_script_param_1, ":village_no"),
 
      (assign, ":ideal_size", 50),
  (party_get_num_companions, ":party_size", ":village_no"),
  (store_faction_of_party, ":village_faction", ":village_no"),
 
  (try_begin),
(eq, ":party_size", 31),
        (faction_get_slot, ":reinforcements", ":village_faction", slot_faction_reinforcements_a),
        (party_add_template, ":village_no", ":reinforcements"),
      (else_try),       
        (lt, ":party_size", ":ideal_size"),           
(faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop),
(party_add_members, ":village_no", ":volunteers", 15),
      (try_end),
  ]),


Edit: Added version that properly accounts for Frisia and Northymbre.

Edit 2: Updated to add peasant women.

this works only when you raid villages
How can I add this tweak to the battle after you train villagers?
 
Hello, anyone tried, or found way to tweak relation bonus from joining the battle? (haven't played for a very long time, so not i am not sure if you get after joining/winning but for sure there is bonus after you talk with lord anytime after and he will say how good the battle was and increase the relation by 1)
 
Kraggrim
please, i would like to know which slots do i have to change. Check your post https://forums.taleworlds.com/index.php/topic,323613.msg8152028.html#msg8152028
The problem is, i cant open the spoiler, it shows nothing.
 
If you are wanting to change your factions culture, then you will need to open your save and module file in the MnB save editor. Look for the factions tab and open it, go down to number 15(player supporter faction) open the slots tab and look for slot_faction_culture, change that to whatever culture number you want.

If you are just wanting to apply the tweak, then ignore that spoiler as that is just showing the save editor.
 
A few things...
The tweak for declare war to curb thingy doesn't seem to work anymore? It gave me an error during the startup loading. (MB 1.174 VC 2.044)
I did the exact steps as the tweak guide. Halp?

Also, is there a tweak to meet the mayor without turning on the graphic?
 
you need to adapt the tweak to a new version or use the source code (modsys) or use the [VC Tweaks Tool]

its normal/common that old tweaks fail to work on a new version as the numbers can change with new builds OR devs change the code in that area.

old modders like @Kraggrim and myself are unlike to update the text tweaks, but you can see if anyone still around will post it as well. Chance is small, so your best bet is to do it yourself tho.
 
Is it possible to remove the negative effects of berserker rage?

I think its in scripts.txt but im unsure what numbers to change.

Would it also be possible for them to only go in to a rage when the charge order is given? seems really odd that they spend their entire lives going in and out of rage if not could the cooldown be removed

Thanks for any help with this
 
It’s certainly possible to remove the negative effects of the berserk aftereffect (I did so in VC Balance Mod, among other changes to berserk), but you aren’t going to be able to do anything that complex by making a text tweak directly.

You’d need to edit the module system, then compile (Kalarhan’s VC Tweaks Tool is all set up to help you do that if you use it, or you can learn from tutorials in the forge). For that, note that player berserk and troop berserk are in two seperate places. I think module_mission_templates.py, multi_scripts.py, and scripts.py are where to look for everything berserk related.
 
Thanks for the reply

It seems a little too much to get to grips with for such a small change.

On a different subject ive managed to add some weapons and other various items to the game using openBRF and morghs and for some reason every now and then i notice my companions fighting with their bare hands when they should be using weapons,its not every battle just some,any ideas??
 
The weapons work fine when i use them but ive started to notice it alot more now,its all the weapons from the Runico_remake_weapons.BRF
When my companions use them theres not weapon in hand for the 1-handers but they still use the animations like they are using swords but the 2-handers they just punch, i did transfer every texture from the BRF but there must be more to it than that.
Im going to try find another BRF with good weapons and swap them out as i dont want to start another game.

I did check the HP`s and they were all 38,000 hps or there abouts

EDIT: I fixed the problem by unchecking the box `Carry sword on left hip" so now they carry it in their hand which is obviously far more useful  :grin:
 
kraggrim said:
TheBlackTowerTK said:
I have a question about troop from refuge captain it work fine but i want to have more than a single type of troop, how i can do it?
i try it on my own but no luck so please help ....

Theoretically you would add another line like this:
dlga_lair_captain:lair_captain_add_troops_2 69631 1144  0 Give_me_one_recruit_(second_type).  1151  2 1610 3 648518346341351424 360287970189639681 1 1529 2 360287970189639680 50 0 NO_VOICEOVER
where you have changed the dialog line ID bit, in this example by just adding _2. Change the spoken dialog so you can tell them apart in game by adding _(second_type). And then the troop ID you change to the ID of the other troop you want. And then add 1 to the number at the top of the file.

I think that would work, not tested it myself. Could probably do it multiple times too.

Anybody solve this yet? Doesn’t make sense, it should work, but doesn’t.
 
Finally got my previous questions and some more solved with VC Tweak. I've different question now about some code in [module simple trigger] if it's okay.
Does this code mean "if a lord relation with his original king =(or at least?) 10, it's -30 relation for the current king he's serving" or is it something different?
            (try_begin),
              (gt, ":relation_with_currentking", 10),
              (set_show_messages, 0), #use other message after lord loop
              (call_script, "script_troop_change_relation_with_troop", ":current_leader", ":cur_troop", -30),
              (set_show_messages, 1),
 
You can use the [modding q&a thread] to discuss coding changes, this one is usually for .txt edits

Open header_operations.py to see the description of operations. “gt” means greater than, or “>“

The script name indicates the function. It will take the current relation and reduce it by 30. Open module_scripts to see that code. The troops affected are the ones passed in the script call as parameters.
 
When the bandits initiate combat with me i lose relation with them,could someone show me where and what numbers to change to remove this for each type of bandit so i can set it to 0 please
 
Ujwarius said:
Is here any tweak what alows you to kill a Lord-Jarl-King....in singleplayer sandbox?

"kill" a lord is easy. Handle the ramifications (gameplay wise) is not. That requires coding and thus you should look into that, instead of a .txt tweak.
 
Ujwarius said:
Well,i dont know how to do that haha
It was just awesome in Medieval Conquest,but Viking period is more interesting for me.

modding Warband-modules comes into two forms: stuff already done by others (like this thread tweaks) or DIY (do it yourself). It is up to you to decide if the time required to learn about modding is something that is worth to you or not.

If you want to learn about it then check the tutorials/etc. It wont be quick tho, so keep your expections in check. You can change anything you want to, just takes time hehe.

Cheers
 
Back
Top Bottom