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

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LeChuck said:
Thanks anyway.

You could always just tweak it so that companions aren't children and get along with each other. They won't leave then.  The tweak can be found in the list on the first page of this thread.

Or make on your minister, marry one if you can and grant fiefs to others.
 
The problem is that I was playing story mode and no matter which side we choose some companion will leave and right after the story ends I see some of them starting to go on adventure. I m not sure those tweaks prevent them from leaving in story mode.
 
Companions can adventure if they leave the party OR you refuse to take them two or three times.

Should be possible to tweak something to make it so that they can come back as lords for your faction, maybe?
 
erennuman_mb said:
Bpestilence said:
Should be possible to tweak something to make it so that they can come back as lords for your faction, maybe?
You can recruit them to your faction like normal lords.

Yep. I could probably find a tweak to make attempts at recruiting lords a 100% success, could use that to make sure you can have them join your faction.

I've posted a possible guide for getting adventuring companions back in your party here, though it's untested. If you try it out let me know if it works or not (and backup your saves first). And you should let the game run for a few weeks to make sure there's no awful bugs caused by it, and don't do it until after you've finished the main story quest.



Also happy new year to all the Viking Conquest community. :party:
 
Suggestion for a tweak-
How about the ability to change the repeat timer on quests? It's a real pain to gain favor with lords when there is no war, and/or a sea in the way, etc.

I tried using the basic procedure from vanilla, outlined here, http://forums.taleworlds.com/index.php/topic,46290.msg1212981.html#msg1212981, but nothing seems to be matching up, like VC handles the quest script differently or so.
 
ManOfHonor said:
Suggestion for a tweak-
How about the ability to change the repeat timer on quests? It's a real pain to gain favor with lords when there is no war, and/or a sea in the way, etc.

I tried using the basic procedure from vanilla, outlined here, http://forums.taleworlds.com/index.php/topic,46290.msg1212981.html#msg1212981, but nothing seems to be matching up, like VC handles the quest script differently or so.
I suggested that, too. And he gave me that link.
 
Yeah, I had a look at it myself a while back and couldn't figure it out easily. Formatting was different enough from that guide (and the tweak mb tweak-viewer) that it would basically be trial and error to figure it out, with testing taking ages. So couldn't be bothered.
 
So I tried to recruit the adventurers but it seems I have waited too long... They are either all gone or have become lords in another faction now.  Oops.

And the boat tweak is still working, and I can confirm that you will only be awarded with whatever ship happens to be the flagship of the final battle before the lord is defeated. So you can fight a 500+ man armada and only get a Snekkja if there happens to be 40 men in the final fight. I have yet to win a Busse, mostly because there has to be 110+ men in the final battle... (If there is less they seem to come in a Skeid with some Snekkja backup) And the math hasn't worked out for me yet, even with "battle size" turned all the way up.

But, if the flagship is a oak Skeid with tar finish and green sails, that will be exactly what you get awarded with. 
 
Recruiting lords is certain (if you can get them to consider it) 2.021

For this to work you need to have them consider joining you, where he says "Militarily I would be safer with you" or that kind of thing. You should be able to facilitate this using the cheat-menu enabled dialog options (google if you don't know how). "Take an action- Like me", "Reset impatience" and that kind of thing.

Backup conversation.txt and find this bit:

dlga_lord_recruit_7_decision:lord_pretalk 4095 1860  47 520 3 1224979098644774912 144115188075855902 49 2119 3 1224979098644774913 1224979098644774912 100 4 0 31 2 144115188075856185 1 2133 2 72057594037927939 1224979098644774913 1106 1 216172782113786594 3 0 522 3 1224979098644774914 144115188075855919 11 2322 2 14 1224979098644774914 2133 2 1224979098644774915 0

Change that red 0 to a 1 and he should always choose you over his current King.



Bpestielnce, thanks for the info, maybe that can be changed sometime in the future but for now I can't think of a way.
 
By the way...that tweak I requested a while ago - the one to prevent factions from declaring war to curb power - seems to be working.

(I don't mind being declared war on but that mechanic was so dumb when I'm in the South and a tiny faction in Ireland declares randomly war on me.)
 
You mean the adjustments from the official patch? Glad to hear they're working out. From what I heard the team had a bit of a job re-working the systems to function well with VC's more complex setup :smile:.
 
kraggrim said:
You mean the adjustments from the official patch? Glad to hear they're working out. From what I heard the team had a bit of a job re-working the systems to function well with VC's more complex setup :smile:.

The fact that the factions no longer declare an undocumented war on you from the official patch coupled with this tweak makes the sandbox more leisurely ....even if East Anglia has 750 freaking men in their garrisons. Jerks.

Say, is there a max garrison size tweak?  There comes a threshold where sieges switch from fun to tedious.
 
Phalnax811 said:
The fact that the factions no longer declare an undocumented war on you from the official patch coupled with this tweak makes the sandbox more leisurely ....

There was a tweak relating to this? Do you have a link? I don't remember it somehow :dead:.

Say, is there a max garrison size tweak?  There comes a threshold where sieges switch from fun to tedious.
Hmm, I remember looking for one, don't remember if I ever actually found it. Should be possible.
 
kraggrim said:
Phalnax811 said:
The fact that the factions no longer declare an undocumented war on you from the official patch coupled with this tweak makes the sandbox more leisurely ....

There was a tweak relating to this? Do you have a link? I don't remember it somehow :dead:.

Say, is there a max garrison size tweak?  There comes a threshold where sieges switch from fun to tedious.
Hmm, I remember looking for one, don't remember if I ever actually found it. Should be possible.

I mean: Undocumented wars is fixed in the patchnotes by the devs where factions would just randomly be at war with you despite no declaration. I used your Tweak to prevent kingdoms from declaring war to curb realm power as it was illogical most of the times.  It's back a few pages in this thread.
 
Ah this, I'd totally forgotten about it :oops:!

kraggrim said:
Ok, in scripts.txt try finding this bit:

npc_decision_checklist_peace_or_war -1
445

Change the 445 to 427

then remove this  bit from that script:
5 0 31 2 1224979098644774951 1224979098644774913 31 2 1224979098644774920 0 1073741854 2 1224979098644774932 -1 2147483678 2 1224979098644774960 1440 2133 2 1224979098644774966 0 6 3 1224979098644774967 432345564227567631 432345564227567653 2147483679 2 1224979098644774967 1224979098644774912 2147483679 2 1224979098644774967 1224979098644774913 542 3 1224979098644774967 21 0 2190 3 1224979098644774968 1224979098644774967 1224979098644774913 2147483678 2 1224979098644774968 0 2133 2 1224979098644774966 1 3 0 31 2 1224979098644774966 1 2133 2 1224979098644774961 -1 2106 2 1224979098644774961 1224979098644774939 2133 2 1224979098644774962 216172782113786260

I think that will mean no more declaring war to curb power, if I'm reading it right. Your existing wars will still be ongoing, and they might declare war for other reasons. Let me know how it works out.
Glad it works :smile:.



Edit:
As for changing the max garrison size, thats a bit difficult. AFAIK there's no actual max set, at least if it's similar to Native and if I'm reading that code right. Seems like this is how it goes;

[list type=decimal]
[*]Town prosperity is used to add wealth to a centre once a week.
[*]That wealth is used to pay the weekly garrison wages.
[*]Any left-over money is used to hire new guys over the rest of the week.
[/list]
So the garrison grows until it's using all its wealth for wages and there's none left-over for reinforcements to be hired. At least I think so, and VC might have changed this up anyway. We could **** about with the scripts to either make wages or reinforcements more expensive, but this would affect all centres (not just the massively garrisoned ones) and in the latter's case only slow the growing process. Could maybe shoehorn in some sort of arbitrary limit where it doesn't add troops beyond X amount, but it's not a very elegant solution.
 
In native if you attack a Lord you would lose one point in relation, in VC you lose ten points. Is there a tweak for that.
Also in native the upstanding Lords would rise in relation up to 100, every time you release a captured Lord, in VC, in my game they stop at +33. Can we change that.
 
kraggrim said:
Ah this, I'd totally forgotten about it :oops:!

kraggrim said:
Ok, in scripts.txt try finding this bit:

npc_decision_checklist_peace_or_war -1
445

Change the 445 to 427

then remove this  bit from that script:
5 0 31 2 1224979098644774951 1224979098644774913 31 2 1224979098644774920 0 1073741854 2 1224979098644774932 -1 2147483678 2 1224979098644774960 1440 2133 2 1224979098644774966 0 6 3 1224979098644774967 432345564227567631 432345564227567653 2147483679 2 1224979098644774967 1224979098644774912 2147483679 2 1224979098644774967 1224979098644774913 542 3 1224979098644774967 21 0 2190 3 1224979098644774968 1224979098644774967 1224979098644774913 2147483678 2 1224979098644774968 0 2133 2 1224979098644774966 1 3 0 31 2 1224979098644774966 1 2133 2 1224979098644774961 -1 2106 2 1224979098644774961 1224979098644774939 2133 2 1224979098644774962 216172782113786260

I think that will mean no more declaring war to curb power, if I'm reading it right. Your existing wars will still be ongoing, and they might declare war for other reasons. Let me know how it works out.
Glad it works :smile:.



Edit:
As for changing the max garrison size, thats a bit difficult. AFAIK there's no actual max set, at least if it's similar to Native and if I'm reading that code right. Seems like this is how it goes;

[list type=decimal]
[*]Town prosperity is used to add wealth to a centre once a week.
[*]That wealth is used to pay the weekly garrison wages.
[*]Any left-over money is used to hire new guys over the rest of the week.
[/list]
So the garrison grows until it's using all its wealth for wages and there's none left-over for reinforcements to be hired. At least I think so, and VC might have changed this up anyway. We could **** about with the scripts to either make wages or reinforcements more expensive, but this would affect all centres (not just the massively garrisoned ones) and in the latter's case only slow the growing process. Could maybe shoehorn in some sort of arbitrary limit where it doesn't add troops beyond X amount, but it's not a very elegant solution.

Gotcha, thanks for the follow-up.  No big deal.

A garrison of 750+250+200+150+300 from Lord armies sounds fun on paper but since I have to fight at 150 (225 max) battle size, it becomes a damn chore and boring considering the AI shortcomings.
 
staserge said:
In native if you attack a Lord you would lose one point in relation, in VC you lose ten points. Is there a tweak for that.
Also in native the upstanding Lords would rise in relation up to 100, every time you release a captured Lord, in VC, in my game they stop at +33. Can we change that.

I think TweakMB has some options relating to that.

Phalnax811 said:
A garrison of 750+250+200+150+300 from Lord armies sounds fun on paper but since I have to fight at 150 (225 max) battle size, it becomes a damn chore and boring considering the AI shortcomings.

Don't those lords have homes to go to?! I guess try to reduce the prosperity by raiding their villages and caravans, should eventually reduce the garrison size if they can't pay them. Then wait until they have a feast somewhere else and siege. Or have a friendly lord go raid one of their villages and attack while they're off chasing him.
 
Will you help me find a way to turn off tax inefficiency.  I am ok with either changing the value of places you can hold to 99 or just making the percent loss to nothing.  I have looked for this for two days lol can't find it.  I have version 1.168 for viking conquest.  I don't have any mods or anything I feel if I got rid of the inefficiency the game would be perfect for me thanks!

(this is for being a lord not a king)

Look for this string in presentations.txt . Red numbers are for good campaign ai, green are for average, and blue are for poor campaign ai.
The first colored number is the number of fief you can own before the tax inefficiency kicks in and the 2nd number is the % of tax inefficiency per fief.
So in your case if you are playing on good campaign ai you just need to replace the first red number 2 by 99 for the tax inefficiency to start after you have 99 fiefs.

1224979098644774921 0 2133 2 1224979098644774922 2 2133 2 1224979098644774923 10 5 0 31 2 1224979098644774921 1 2133 2 1224979098644774922 4 2133 2 1224979098644774923 8 5 0 31 2 1224979098644774921 2 2133 2 1224979098644774922 6 2133 2 1224979098644774923 6 3 0 4 0 32 2 144115188075855965 0 520
edit:this is for version 2.021
 
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