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

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khanraider said:
In which file?

its a simple trigger, so simple_triggers.txt. Just look for " 990 " including spaces, as there are only 3 cases in the entire file

if you want tweak using .py files check the Tweaks Tool
 
kalarhan said:
its a simple trigger, so simple_triggers.txt. Just look for " 990 " including spaces, as there are only 3 cases in the entire file

found it and set to 9, looks like working. Thank you so much!
 
Changing the relation gained with Lord after assigning him to a fief if anyone is interested  :fruity:
In scripts.txt (for 2025)
1224979098644774926 0 1224979098644774925 1 2 936748722493063412 1224979098644774912 3 0 6 3 1224979098644774926 0 7 2122 3 1224979098644774927 150 1224979098644774925 2122 3 1224979098644774928 200 1224979098644774925 2136 3 1224979098644774929 1224979098644774927 1224979098644774928 1673 3 1224979098644774912 1224979098644774929 0 3 0 3 0 522 3 1224979098644774919 1224979098644774918 11 2270 1 1224979098644774930 4 0 32 2 1224979098644774930 0 32 2 1224979098644774913 0 1 4 936748722493063677 1224979098644774913 1224979098644774919 10 2105 2 144115188075857227 10 6 3 1224979098644774931 360287970189639975 360287970189640150 540 3 1224979098644774931 2 2 2147483679 2 1224979098644774931
Change the red number to increase it since you sometimes get more relation from some quests... Lords are more happy if you kill the merchant or train troops for them then if u give them a fief wtf? :facepalm:
 
kraggrim said:

Thanks to the explanation I've adapted this for a newer version (whichever was on GOG two months ago - 2.023 apparently); played some hours with it without trouble, e.g. joining enemies against enemies, though I've never tried doing something strange like moving against my own faction (have to pay attention to the names before joining, since moving in to help the greater numbers always appears as the first option).
(backup menus.txt, etc,) The blue number is no longer a 3 but a 6 and you have to change it to 4, deleting still the larger red sections.

Before
mno_pre_join_help_attackers  6 2204 2 1224979098644774912 144115188075857179 2190 3 1224979098644774913 1224979098644774912 432345564227567630 2204 2 1224979098644774914 144115188075855973 2190 3 1224979098644774915 1224979098644774914 432345564227567630 30 2 1224979098644774913 0 2147483678 2 1224979098644774915 0  Move_in_to_help_the_{s2}.  4 1303 1 0 2133 2 144115188075856215 144115188075855973 2133 2 144115188075856216 144115188075857179 2060 1 864691128455135287  .  mno_pre_join_help_defenders  6 2204 2 1224979098644774912 144115188075857179 2190 3 1224979098644774913 1224979098644774912 432345564227567630 2204 2 1224979098644774914 144115188075855973 2190 3 1224979098644774915 1224979098644774914 432345564227567630 30 2 1224979098644774915 0 2147483678 2 1224979098644774913 0  Rush_to_the_aid_of_the_{s1}.

After
mno_pre_join_help_attackers  4 2204 2 1224979098644774912 144115188075857179 2190 3 1224979098644774913 1224979098644774912 432345564227567630 2204 2 1224979098644774914 144115188075855973 2190 3 1224979098644774915 1224979098644774914 432345564227567630  Move_in_to_help_the_{s2}.  4 1303 1 0 2133 2 144115188075856215 144115188075855973 2133 2 144115188075856216 144115188075857179 2060 1 864691128455135287  .  mno_pre_join_help_defenders  4 2204 2 1224979098644774912 144115188075857179 2190 3 1224979098644774913 1224979098644774912 432345564227567630 2204 2 1224979098644774914 144115188075855973 2190 3 1224979098644774915 1224979098644774914 432345564227567630  Rush_to_the_aid_of_the_{s1}.
 
I was wondering if there was a way to stop the sieges from killing my troops during random events?

I hate losing men I usually have my core group and then a whole group of expendable fodder that do the fighting whilst the men that are precious to me stay back. But the random events kill these guys and it's game breaking immersion breaking for me
 
Temujin said:
random events?

they are there for immersion, as sieges usually take a long time and had several skirmishes. But if you want to disable the events just make a list of the ones you don't like, locate them in the code and either remove them or reduce the effect (less troops killed)

are you working with .txt tweaks only? Or the game code? Either way make note of the menus text (the phrase that describes what happened in a event), as that is the key to find the code for it.
 
Temujin said:
I was wondering if there was a way to stop the sieges from killing my troops during random events?

I hate losing men I usually have my core group and then a whole group of expendable fodder that do the fighting whilst the men that are precious to me stay back. But the random events kill these guys and it's game breaking immersion breaking for me

Not that easily, it's split up. If you find go through the siege events bit of menus.txt (ctrl+f siege and then you'll recognise the correct bit by the descriptions), you can maybe change the correct parts individually.

If you find  this exactly: 1 2 936748722493063628 648518346341351424 , then shortly before it find something like this: 2133 2 1224979098644774913 1224979098644774912 (these last two long numbers might be slightly different) then change that bolded bit to 0. Might stop troops leaving from events due to script_cf_party_remove_random_regular_troop. I'm kinda guessing here though.

Moat of it will be when script_simulate_battle_with_parties is used during events. It will look something like 1 6 936748722493063905 30 144115188075856215 90 0 0 1. The underlined bits are what should be the exact same to search for it. You could try changing the bolded numbers to 0. Might negate this, again I'm not entirely sure.

Make backups and let me know how it goes.
 
I can't run ''run_app.bat''. The command box appear and disappear instantly, I tried to make a screen shot of the box and it says that ''python isn't recognize as intern command''. But Python is properly installed. When I Windows+R and type python everything works fine.

I also looked into my compiled file and it was empty except for the .gitignore

Please help me.
 
doudle said:
I can't run ''run_app.bat''.

wrong thread, and solved on the correct one

doudle said:
Yea i found this site and it helped me
http://pythoncentral.io/add-python-to-path-python-is-not-recognized-as-an-internal-or-external-command/
Thanks by the way :smile:



kraggrim said:
events bit of menus.txt (ctrl+f siege and then you'll recognise the correct bit by the descriptions), you can maybe change the correct parts individually.
that is a way to do it, but a player could also simple remove some events from the triggers (simple_triggers.txt) that are undesirable.

Code:
    (60,
      [
        (eq, "$g_empieza_asedio", 1),
        (neq, "$g_siege_saneamiento", 2),
        (neq, "$g_player_is_captive", 1),
        (neg|troop_slot_ge, "trp_player", slot_troop_prisoner_of_party, 0),
        (party_get_num_companion_stacks, ":num_stacks","p_main_party"),
        (assign, ":num_men", 0),
        (try_for_range, ":i_stack", 0, ":num_stacks"),
          (party_stack_get_size, ":stack_size","p_main_party",":i_stack"),
          (val_add, ":num_men", ":stack_size"),
        (try_end),
        (gt, ":num_men", 30),
        (store_random_in_range, ":rand", 0, 6),
        (try_begin),
          (eq, ":rand", 0),
          (jump_to_menu,"mnu_event_siege_01"),
        (else_try),
          (eq, ":rand", 1),
          (jump_to_menu,"mnu_event_siege_02"),
        (else_try),
          (eq, ":rand", 2),
          (jump_to_menu,"mnu_event_siege_03"),
        (else_try),
          (display_message,"@ "),
        (try_end),
    ]),
    
    #eventos de guerrilla e infiltracion normales y rutina
    (24,
      [
        (eq, "$g_empieza_asedio", 1),
        (neq, "$g_player_is_captive", 1),
        (neg|troop_slot_ge, "trp_player", slot_troop_prisoner_of_party, 0),
        (call_script, "script_party_count_fit_for_battle", "p_main_party"),
        (gt, reg0, 40),
        (store_random_in_range, ":rand", 0, 38),
        (try_begin),
          (eq, ":rand", 0),
          (jump_to_menu,"mnu_event_siege_04"),
        (else_try),
          (eq, ":rand", 1),
          (jump_to_menu,"mnu_event_siege_05"),
        (else_try),
          (eq, ":rand", 2),
          (neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
          (jump_to_menu,"mnu_event_siege_06"),
        (else_try),
          (eq, ":rand", 3),
          (jump_to_menu,"mnu_event_siege_07"),
        (else_try),
          (eq, ":rand", 4),
          (jump_to_menu,"mnu_event_siege_08"),
        (else_try),
          (eq, ":rand", 5),
          (jump_to_menu,"mnu_event_siege_09"),
        (else_try),
          (eq, ":rand", 6),
          (jump_to_menu,"mnu_event_siege_10"),
        (else_try),
          (eq, ":rand", 7),
          (jump_to_menu,"mnu_event_siege_12"),
        (else_try),
          (eq, ":rand", 8),
          (neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
          (jump_to_menu,"mnu_event_siege_13"),
        (else_try),
          (eq, ":rand", 9),
          (neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
          (jump_to_menu,"mnu_event_siege_14"),
        (else_try),
          (eq, ":rand", 10),
          (neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
          (gt, "$g_campos_cercanos", 0),  #player chose to raid villages
          (jump_to_menu,"mnu_event_siege_15"),
        (else_try),
          (eq, ":rand", 11),
          (neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
          (jump_to_menu,"mnu_event_siege_16"),
        (else_try),
          (eq, ":rand", 12),
          (neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
          (jump_to_menu,"mnu_event_siege_17"),
        (else_try),
          (eq, ":rand", 13),
          (jump_to_menu,"mnu_event_siege_18"),
        (else_try),
          (eq, ":rand", 14),
          (jump_to_menu,"mnu_event_siege_22"),
        (else_try),
          (eq, ":rand", 15),
          (jump_to_menu,"mnu_event_siege_24"),
        (else_try),
          (eq, ":rand", 16),
          (jump_to_menu,"mnu_event_siege_25"),
        (else_try),
          (eq, ":rand", 17),
          (jump_to_menu,"mnu_event_siege_26"),
        (else_try),
          (display_message,"@ "),
        (try_end),
    ]),

just change the :rand value for something outside the limit (like 99) for whatever event you want to turn off

keep in mind that this will make them even rarer (I guess that is a good word for it). They are currently at ~40% chance

Example: don't want "mnu_event_siege_12" anymore, which is
Code:
A farmer comes to you and says that one of your men has raped his daughter, who lives in a village near your siege camp....

Code:
        (else_try),
          (eq, ":rand", 99), #was 7
          (jump_to_menu,"mnu_event_siege_12"),

should be easy enough to find this on a .txt file if the player doesn't want to use the Tweaks Tool
 
kraggrim said:
Temujin said:
I was wondering if there was a way to stop the sieges from killing my troops during random events?

I hate losing men I usually have my core group and then a whole group of expendable fodder that do the fighting whilst the men that are precious to me stay back. But the random events kill these guys and it's game breaking immersion breaking for me

Not that easily, it's split up. If you find go through the siege events bit of menus.txt (ctrl+f siege and then you'll recognise the correct bit by the descriptions), you can maybe change the correct parts individually.

If you find  this exactly: 1 2 936748722493063628 648518346341351424 , then shortly before it find something like this: 2133 2 1224979098644774913 1224979098644774912 (these last two long numbers might be slightly different) then change that bolded bit to 0. Might stop troops leaving from events due to script_cf_party_remove_random_regular_troop. I'm kinda guessing here though.

Moat of it will be when script_simulate_battle_with_parties is used during events. It will look something like 1 6 936748722493063905 30 144115188075856215 90 0 0 1. The underlined bits are what should be the exact same to search for it. You could try changing the bolded numbers to 0. Might negate this, again I'm not entirely sure.

Make backups and let me know how it goes.

Thank you!

I'm going to try this tonight or tomorrow morning and get back to you


EDIT:

Thus far as I'm conducting a siege and waiting it out,after a few days, during the building of mantlets and latrines, no soldiers have been lost, I have to add that no weird sudden events happened either. The only thing that killed a bunch of my men was when an army attacked my siege camp, but that is the situation I want from sieges (shieldwalling the gap of my fortified camp are what I live for, and what make this game so much fun) so it's all good, and it's only the fodder that had deaths.


EDIT 2:

Building the mantlets made me lose men at random again, and then when I picked: go back, I again lost some random men So I must have missed a few parts in menus.txt

EDIT 3: I had an event happen, the enemy lost men, I didn't  :grin:
 
Temujin said:
EDIT:

Thus far as I'm conducting a siege and waiting it out,after a few days, during the building of mantlets and latrines, no soldiers have been lost, I have to add that no weird sudden events happened either. The only thing that killed a bunch of my men was when an army attacked my siege camp, but that is the situation I want from sieges (shieldwalling the gap of my fortified camp are what I live for, and what make this game so much fun) so it's all good, and it's only the fodder that had deaths.


EDIT 2:

Building the mantlets made me lose men at random again, and then when I picked: go back, I again lost some random men So I must have missed a few parts in menus.txt

EDIT 3: I had an event happen, the enemy lost men, I didn't  :grin:

Hmm, well I'm glad it's kinda working at least :smile:.  But yeah kalarhan suggested a better way (for the random events), so I'll look the text numbers up at some point when I can be bothered.
 
How could i make it so the kill enemy cheats ctrl+f4 and ctrl+alt+f4 actually kill enemies instead of knocking them unconscious?
 
erennuman_mb said:
Mansa said:
How could i make it so the kill enemy cheats ctrl+f4 and ctrl+alt+f4 actually kill enemies instead of knocking them unconscious?
You can't. It's hardcoded.

you would need to mod the game (using the modsys). By detecting the weapon that killed/wounded them (none in this case), you can assert it was a cheat and thus force a killing blow.

or just create a new custom cheat that override the system all together (like F8 -> kill all enemies)

it can't be done with .txt tweaks, so you will need to visit the Forge and study modding to do this
 
tweaking the food limit for towns and castles. Here you go!


In scripts:

center_get_food_store_limit -1
8 21 1 1224979098644774912 1 2 936748722493063422 1224979098644774912 4 0 541 3 1224979098644774912 0 3 2107 2 72057594037927936 12 5 0 2107 2 72057594037927936 8 3 0

The red changes for the town.
The blue changes for the castle.
Increasing it increases the time it takes for food to run out

 
kraggrim said:
Change the negative effect companions have on each other's morale Reforged/2.0

In triggers.txt find this section and change the red 100 (it's a ":grievance_divisor",) to something higher.

1.04
0.000000 0.000000 24.000000  0  135 2133 2 1224979098644774912 0 2133 2 1224979098644774913 100 6 3
Reforged/2.0
0.000000 0.000000 29.000000  0  133 2133 2 1224979098644774912 0 2133 2 1224979098644774913 100 6 3 1224979098644774914

I tried setting it to 99999 and with all companions each one was 'content' with my choice of companions. You will still get the dialog saying "I hate X person", just ignore it.  Also they can still try and leave if their morale gets low enough for other reasons.  This tweak is useful for if you are sending your companions on missions and so can't use the previous tweak, or if you want non-clashing companions but to still have the challenge of keeping them happy enough to stick around.


Also the 'recruit all viking types' tweak has been updated for 1.04 thanks to BOOMHEADSHOT.

OK this no longer works/those numbers are not in trigger.txt file anymore (looked and looked and looked again...not there).....so can this still be done and what are the new numbers in triggers.txt??????
 
shiffd said:
what are the new numbers in triggers.txt??????

numbers change with each version. The basic structure remains the same, unless devs have also changed the game code in that particular place.

0.000000 0.000000 29.000000  0  133 2133 2 12249XXXXXXXXXXXXXX 0 2133 2 12249XXXXXXXXXXXXXX 100 6 3 12249XXXXXXXXXXXXXX

you need to tell us which version you have. Look for the above (XXX will be any number). And you may want to use the Tweaks Tool instead (automatic) if you have issues with the manual edit.

Cheers
 
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