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

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kraggrim said:
Escape chance after battle for enemy lords (2.005)

Back up your scripts.txt and find this section:
cf_check_hero_can_escape_from_player -1
32 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495585 1073742370 3 504403158265495585 2 1224979098644774912 546 3 504403158265495585 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189640912 2147483678 2 1224979098644774912 360287970189640914 4 0 200 1 504403158265495680 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 4 0 31 2 144115188075857453 1 2105 2 1224979098644774915 7 3 0 2147483678 2 1224979098644774915 65 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 31 2 1224979098644774914 1

The 65 is the percentage chance of the enemy lord escaping after battle.

Is there an entry in the scripts to edit the escape chance only for certain battles? Specifically I'd like to change the chance for the lord to escape during a naval battle to 0% - I don't think people swim well in armor.
 
kraggrim said:
Cheat menu expanded to show your new items 2.012

Ok, so you've added new items and want to try them out, backup menus.txt and then find this bit:

menu_cheat_find_item 0 {!}Current_item_range:_{reg5}_to_{reg6} none 4 2133 2 72057594037927941 144115188075856210 2120 3 72057594037927942 144115188075856210 96 2110 2 72057594037927942 288230376151712875 2106 2 72057594037927942 1 3
mno_cheat_find_item_next_range  0  {!}Move_to_next_item_range.  6 2105 2 144115188075856210 96 4 0 30 2 144115188075856210 288230376151712875 2133 2 144115188075856210 0 3 0 2060 1 864691128455135262  .  mno_cheat_find_item_choose_this  0  {!}Choose_from_this_range.  9 1532 1 360287970189639684 2120 3 1224979098644774912 144115188075856210 96 2110 2 1224979098644774912 288230376151712875 2121 3 1224979098644774913 1224979098644774912 144115188075856210 6 3 1224979098644774914 0 1224979098644774913 2120 3 1224979098644774915 144115188075856210 1224979098644774914 1535 3 360287970189639684 1224979098644774915 1 3 0 2042 1 360287970189639684  .  mno_camp_action_4  0  {!}Back_to_camp_menu.  1 2060 1 864691128455135255  .

So add 435 + the number of items you are adding to those instances of 288230376151712875. I think that's it anyway. For my pict mod that added 16 items I appear to have changed it to 288230376151713026.  The 435 is the stab-only version of weapons that are used for some game-mechanic I don't understand, they're in the game but don't show in the item list, so your new items will be after them in the list.

You should know that these newly added items won't have the equipment modifiers for heavy/medium stuff. There is potentially a way to add this too, so try to have your items in blocks of types. So have all your heavy armour next to each other in the list (after all the existing items, dont put them in the midle of the list). Should make it easier to implement the skill modifiers if I get round to working it out.
so would it be 4351 or 436 or 435+1, I did 436 but now in game in the cheat menu the pages are just stuck on 0-95 when I click Move to next it won't budge. I'm on 2.021 btw is that why?
 
Onion knight, looks like its now 135 (so you would add 136 to the bolded numbers if you're only adding one item). Either the number of thrust-only weapons has changed since then or I miscounted really badly.


Dr Jones, I don't think there's a way, sorry.


Selphius, there probably is, I'll take a look.
 
kraggrim said:
Town/castle recruits eventually change to owning faction rather than original 2.012

Increase the 179 at the top of simple_triggers.txt to 180  (make a backup first) then add this at the bottom of the file:
1.000000  4 2136 3 1224979098644774912 648518346341351445 648518346341351714 2204 2 1224979098644774913 1224979098644774912 522 3 1224979098644774914 1224979098644774913 10 501 3 1224979098644774912 19 1224979098644774914

(try_for_range, ":center_no", centers_begin, centers_end),
(store_faction_of_party, ":party_faction", ":center_no"),
(faction_get_slot, ":faction_culture", ":party_faction", slot_faction_culture),
(party_set_slot, ":center_no", slot_center_culture, ":faction_culture"),

I think it will take maybe 2 weeks for your centre's culture to switch over, not sure though as I don't fully understand the process.  I was under the impression it should change the 'culture' slots of all the centres in that range at once, but as far as I can tell it seems to do them gradually/randomly over time. Possibly I'll be able to improve this.

Castle/town recruits to be based on current faction (from kalarhan) 1.04 Not working for current versions

Edit: If people can report on if this new version works for them and if so how long to take effect I'd appreciate it.


connaito, I like Caio but he does seem to cause a lot problems, little troublemaker :smile:.

Would it be after this:

24.000000  0
24.000000  0
24.000000  0
24.000000  0
24.000000  0
24.000000  0
24.000000  0
24.000000  0
24.000000  0

Or before this at the end of the simple_trigger file?
 
How to change the amount of units you start with when you attack a hideout or lair... Because seriously i have 100 soldiers and i go out there in the lair with 4-6 against 20-50 enemies..... why can't i bring more of my soldiers? or like call for reinforcements
 
TripleKing said:
why can't i bring more of my soldiers? or like call for reinforcements

you brought a elite small group so you could hide in the florest and sneaky attack the bandits, before they could be alerted and escape using theirs ships/horses. It is explained in the game (works like in Native).

possible to change? Yes, but that answer I will leave for @kraggrim  :mrgreen:
 
Amount of troops you take to attack bandit lairs/landings (2.021)

Backup mission_templates.txt then find this bit:
mst_bandit_lair bandit_lair 2  8
Ambushing_a_bandit_lair

11 0 33558528 256 16 7
1 8208 256 16 20 0 
2 8208 256 16 20 0 
3 8208 256 16 20 0 
4 8208 256 16 20 0 
5 8208 256 16 20 0 
6 8208 256 16 20 0 
7 8208 256 16 20 0 
8 8208 256 16 20 0 
9 8208 256 16 20 0 
10 8208 256 16 20 0 

That 7 is the number of troops you bring, change it to whatever you want. I tested bringing 300+ troops to a viking ship landing, had no issues beyond performance and lack of difficulty:
QZKUo.jpg
 
kraggrim said:
Amount of troops you take to attack bandit lairs/landings (2.021)

Backup mission_templates.txt then find this bit:
mst_bandit_lair bandit_lair 2  8
Ambushing_a_bandit_lair

11 0 33558528 256 16 7
1 8208 256 16 20 0 
2 8208 256 16 20 0 
3 8208 256 16 20 0 
4 8208 256 16 20 0 
5 8208 256 16 20 0 
6 8208 256 16 20 0 
7 8208 256 16 20 0 
8 8208 256 16 20 0 
9 8208 256 16 20 0 
10 8208 256 16 20 0 

That 7 is the number of troops you bring, change it to whatever you want. I tested bringing 300+ troops to a viking ship landing, had no issues beyond performance and lack of difficulty:
QZKUo.jpg

Does this affect say the special missions for example roman ruins that have ridiculous amount of defenders and you go in with 7 vs 50... odds are terrible.

Or the times one is collecting taxes and gets (always) attacked by angry peasants again with 50 vs 7 and this time your fellows forgot their arms home having damn sticks against sling troops (getting hit to head by rocks knocks unarmored/unshielded ppl down quite fast) <- Tho might be own fault as I always play with fatigue and ai dmg set to high...
 
Seve82 said:
kraggrim said:
Amount of troops you take to attack bandit lairs/landings (2.021)

Backup mission_templates.txt then find this bit:
mst_bandit_lair bandit_lair 2  8
Ambushing_a_bandit_lair

11 0 33558528 256 16 7
1 8208 256 16 20 0 
2 8208 256 16 20 0 
3 8208 256 16 20 0 
4 8208 256 16 20 0 
5 8208 256 16 20 0 
6 8208 256 16 20 0 
7 8208 256 16 20 0 
8 8208 256 16 20 0 
9 8208 256 16 20 0 
10 8208 256 16 20 0 

That 7 is the number of troops you bring, change it to whatever you want. I tested bringing 300+ troops to a viking ship landing, had no issues beyond performance and lack of difficulty:
QZKUo.jpg

Does this affect say the special missions for example roman ruins that have ridiculous amount of defenders and you go in with 7 vs 50... odds are terrible.

Or the times one is collecting taxes and gets (always) attacked by angry peasants again with 50 vs 7 and this time your fellows forgot their arms home having damn sticks against sling troops (getting hit to head by rocks knocks unarmored/unshielded ppl down quite fast) <- Tho might be own fault as I always play with fatigue and ai dmg set to high...
No, they're seperate.
 
Seve82, they're different mission templates so as erennuman_mb says it would be a different tweak. If you look through the file you can possibly try the same thing for the other templates you want.
 
Recruit troops from your refuge captain (2.021)

This will allow you to recruit troops (that you define in advance in the tweak) by talking to your lair/refuge captain. Useful if you've created a new troop type and have no way to get them.

Backup conversation.txt, then open it up and increase the 6714 to 6715. Or just increase it by 1 if it happens to be different.

Then at the very bottom of the file add this line:
dlga_lair_captain:lair_captain_add_troops 69631 1142  0 Give_me_one_recruit.  1151  2 1610 3 648518346341351424 360287970189639680 1 1529 2 360287970189639680 50 0 NO_VOICEOVER

As it is this will add the troop  360287970189639680 (this ID is for the player character) to the party. Open your troops file in Morgh's or MB Barracks and find the troop you want to be recruitable, note the number before their name on the very left. Now add this number to the 360287970189639680 in the quoted line above.  So for a farmer who is number 25 it would now be 360287970189639705. A basic vikingr, number 155, would be 360287970189639835.

The 1 is how many of that troop will be added to your party.
The 50 is how much money it wall cost you for those troops.
You can change either of thse to what you want.

You can also edit this bit: Give_me_one_recruit. As long as you use underscores_instead_of_spaces.

There's no limit on recruiting since I don't know how to add that,  just come up with your own system. One troop per successful village/caravan raid since you last recruited, or whatever you want.




Shaxx said:
Any foreseeable compatibility problems editing VC party_templates carry gold/goods value with Morgh's Editor?

Never tried it, but I nothing springs to mind. Keep backups!
 
I have two tweaks to add for version 2.021, they are for the relation loss of attacking an enemy lord in the open field and a neutral lord in the open field for that lord.

These are in the conversation.txt file:

Attacking an enemy lord in the open field:
dlga_party_encounter_lord_hostile_ultimatum_surrender:close_window 4095 1968  0 {s43}  6  21 1 3 936748722493063650 144115188075855902 216172782113785251 4 0 2147483679 2 144115188075857180 144115188075856330 1 3 936748722493063451 144115188075857180 -3 5 0 1 3 936748722493063447 144115188075857180 -10 522 3 1224979098644774912 144115188075857180 11 2147483679 2 144115188075855902 1224979098644774912 1 3 936748722493063445 1224979098644774912 -5 1 4 936748722493063677 1224979098644774912 144115188075855902 -2 3 0 4 0 32 2 144115188075855920 -10 1 3 936748722493063445 144115188075855902 -10 3 0 520 3 1224979098644774913 144115188075855902 153 2105 2 1224979098644774913 2 500 3 144115188075855902 153 1224979098644774913 2133 2 144115188075855960 1 2133 2 144115188075855961 0 2133 2 144115188075856037 1 NO_VOICEOVER

The last -10 in the section is the relation loss, here seen in orange.

I remember the loss used to be -1 or something small like that in native, minus 10 seems a bit steep, as how would you ever get lords to support you as a monarch? That is, if the recreation of the north sea empire is your goal... which would involve at some point fighting every lord most likely multiple times, meaning no one to actually manage any land for you without insane bribes... unless I am missing some change from vanilla mechanics.

Attacking a neutral lord in the open field:
dlga_lord_attack_verify_commit:close_window 4095 1974  0 {s43}  6  14 1 3 936748722493063650 144115188075855902 216172782113785251 4 0 30 2 144115188075857181 0 1 3 936748722493063457 648518346341351424 144115188075855973 3 0 4 0 2147483679 2 144115188075856330 432345564227567631 1 3 936748722493063451 144115188075857180 -3 5 0 1 4 936748722493063456 432345564227567631 144115188075857180 90 3 0 2133 2 144115188075855960 1 2133 2 144115188075855961 0 1 3 936748722493063445 144115188075855902 -30 NO_VOICEOVER

The -30 in orange is the number you need to change, to edit the relation loss.

kraggrim said:
Shaxx said:
Any foreseeable compatibility problems editing VC party_templates carry gold/goods value with Morgh's Editor?

Never tried it, but I nothing springs to mind. Keep backups!
Always do, thanks for the help.
 
kraggrim said:
Cheers Shaxx, added to front page.
Cool.

On another note, I notice that the link on the front page to the tweak for bandit party spawn time does not go to the right post.

While on the topic of that tweak, I wonder how that number is or is not effected by the in-game option to reduce or increase bandit parties as it seems to offer a similar built it in tweak, I wonder if they step on each others toes...
 
kraggrim said:
I actually don't know how they interact, or where that tweak is hidden! Sorry.
My bad, I should have linked it:

https://forums.taleworlds.com/index.php/topic,323613.msg7951146/topicseen.html#msg7951146
 
Three more tweaks for the board, enterprise relation requirements, these are in conversation.txt:

Mayor/Town Relationship requirement:
dlga_mayor_investment_possible:mayor_pretalk.2 4095 3100  1 2147484209 3 144115188075856183 26 0

Lord Relationship requirement:
dlga_mayor_investment_possible:mayor_investment 4095 3100  6 521 3 1224979098644774912 144115188075855973 7 33 3 1224979098644774912 360287970189639975 360287970189640150 1 3 936748722493063678 360287970189639680 1224979098644774912 2133 2 1224979098644774913 72057594037927936 2147483678 2 1224979098644774913 0 2322 2 4 1224979098644774912

The large green numbers are what you need to edit, set them to the numbers you want the relation to be before you can build an enterprise in a town.

Personally I set the above to 15 each, requiring a lot of leg work to get your cash crop going.

Faction Relation Requirement (in the same file):
dlga_mayor_investment_possible:mayor_pretalk.1 4095 3100  2 2147483678 2 144115188075857181 0 2320 2
Have not tested this one, but should work.
 
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