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

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kraggrim said:
I was looking for the part that designates where the tillerman spans recently for something else and couldn't find it, so can't help there.  Could probably reduce the amount of men spawning on skieds if you think that would help.
People on skeids are packed too tight, because the skeids in the game are narrower than snekkjas (which is neither reasonable, nor historical accurate), so the number of men spawning must be reduced to about 30 (maybe even less). That will help, but I don't like that solution for obvious reason.
Making the new model with broader hull for skeids may also help, but that probably would be much more difficult than changing the entry point for personal character :lol:.
 
Hi guys. Just looking for a little help. I managed to edit the normal mount and blade warband files, but I'm struggling with the ones for Viking conquest, I have version 2.028.
I would like to low the amount troops cost me, as well as change the morale values and the size of my army to allow for a larger one. If anyone could show me which values need changing I would appriciate it. I had a look in this thread and found the a couple, but for the life of me I can't find the correct values it tell me to change, lol. Any help would be great, thanks all
 
Caenwulf said:
but I'm struggling with the ones for Viking conquest, I have version 2.028.

check the Tweaks Tool. It will be a lot easier to tweak your game with it, and it already comes with 80+ tweaks ready to use. If you need help with new ones (like army size) you can ask in the tool thread.

if you rather use .txt only tweaks you are in the right place, just wait to see if someone replies with the info.

Cheers
 
kraggrim said:
Ok guys, here's a few little tweaks for VC (some updated/compatible for 2.012,  others for 2.010, 2.005, 2.0, 1.04, 1.03/beta, check first), though many should work fine on later versions, use common sense. 

-Make backups, and use at your own risk (especially in story mode). 

-When the game updates it will probably overwrite these things. Order your module folder files by 'Date Modified' to see which text files were changed in the update. Redoing them may or may not work.

-If you have any others post them below, as well as updates for the existing ones.

-If you need 'support' from me my advice will probably not be much more than "you must have pasted it in the wrong place" :smile: but I will try to help if I can.

-Yes I'm aware TweakMB will make most of this obsolete when it gets updated. Also the same when VC gets updated.

-This thread is your friend. It's very outdated but some of these tweaks can be adapted with a bit of concentration. Thanks to TML.

-This thread is for another mod but some can be adapted.

-If you want to try and make one from TweakMB use the Tweak Viewer with Native 1.158 template on the Native folder to see how the original tweaks were done, then adapt for VC.

-Save editor compatible with VC.

-When you report bugs to the devs please tell them what tweaks you have enabled.



NEW Tweaks on MS: the simple way
Built around 2.025, included most of the tweaks below plus some new ones, recommended.


Companions
Stop Morrigan from leaving (2.012) from QWW


Wife as companion (2.012) based on Captain_Octavius' tweak


Add Morrigan back to your party as a companion again tested in Reforged/2.0 but probably any version, (Requires use of save-editor)


Change the negative effect companions have on each other's morale Reforged/2.0/2.004


Companion camp dialog bug-fix and % chance adjustment (from kalarhan)1.04 updated


Companions: change time between attempts to leave the party(1.04 release)/reforged beta


Villages


Merchants
Merchants: give better/worse quality goods (1.04)
Open scripts.txt and search for
refresh_center_armories -1
18 1492 1 100 1490 1 150
That red 150 is the quality number. Increase it to to see more sturdy/heavy/balanced items. Can do the same for weaponsmiths and stables underneath.


Merchants have lots of money (1.04)
Point 2 in this post. NOTE: tweakMB actually works for this, choose bryt 1.4 as template.


Merchants to restock more frequently Reforged/2.0


Sieges


Battles
Low-level troops run away more easily (2.012)


Escape chance after battle for enemy lords (2.005)


Reinforcement waves adjustment for a standard battle (1.03 release)


Troops earn more experience from combat (not training) any
Open module.ini and look for regulars_xp_multiplier = 2.0. Change that 2 to something higher for faster combat-leveling.


Join either side in an ongoing battle Reforged/2.0 reported as broken


Bandits
Amount of troops you take to attack bandit lairs/landings (2.021)


Reputation/morale loss for hiring bandits (2.005)


Change money held by bandit camp merchantsReforged/2.0


Bandit party spawn time tested in reforged beta, though not extensively


Make bandit lairs visible Reforged/2.0


Vikings bandits: Make all parties available for recruitment Reforged/2.0
Conditions (negative rep/renown) probably still apply, plus need space in party/fleet for troops and prisoners, and enough money.


Religion / Monasteries


Visual / Audio
Dane axe and new bandit-king sword models (2.005) Original models by Gothic Knight


Easy armour appearance customisation Any


Troll or child sized characters  tested in 2.005 but probably any (requires use of save-game editor)


Add or modify music by Der Kopfsammler


Alternate Crown Model probably any
RKYyU.jpg


World map camera zoomed-in angle adjustment 1.04
3y3PK.jpg


Ships / Sailing


Prisoners


Lords


Kingdom/fief management


Kingom/fief finance
Tax inefficiency modification (2.021?) from LeChuck


Base income change for village/castle/towns (2.012) update from Rarilmar


Miscellaneous


TweakMB should work for these things (use Brytenwalda 1.4 template or Native 1.15:cool:
-Faction colours
-Honour gain/loss
-Merchants money available
-Mercenary contract length
-Stat loss over 757 days.
-Right to rule for a few things.
-Skill base stat and max level.
-Tournament bets
-Ammo amounts, shots before reloading
-Battle map sizes (could very well cause problems)
-Enterprise:relations needed to start and setup time.
-Bandit party sizes
-Prevent companions from leaving and complaining after battles
-After battle escape chance for defeated lords
-Ransom offer chance
-Morale loss for prisoner recruitment
-Relation loss/gain for various quests/ actions with lords/ladies/towns/villages
-Bandit infestation chance
-Compensation when not awarded a fife.
-Village prosperity gain from delivering grain/cattle


Small guide on understanding the numbers in the text files.
I noticed it changes the module ini does this do anything? and can we change it back and keep out tweaks?
 
You might want to put that quote in a spoiler :smile: anyway, the module.ini being changed wouldn't do any harm. In fact, it might have changes required to use the tweaks. You can still keep the old one if you want, not sure what would happen though.
 
kraggrim said:
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 1144  0 Give_me_one_recruit.  1151  2 1610 3 648518346341351424 360287970189639680 1 1529 2 360287970189639680 50 0 NO_VOICEOVER
Can we add another dialogue option to recruit more then one type?

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!
 
Hello is it possible to add another one?
p.s. if I already sent you this message sorry I'm new to tale worlds I don't even know how to open a forum lol
 
kraggrim ?️ said:
Refuge garrison limit removal (2.010)

Backup simple_triggers.txt then find this section:
12.000000  26 4 0 132 1 648518346341351883 1 3 936748722493063711 648518346341351883 990 3 0 4 0 132 1 648518346341351884 1 3 936748722493063711 648518346341351884 990 3 0 2133 2 144115188075855962 0 4 0 132 1 648518346341351795 1 3 936748722493063711 648518346341351795 990 1601 2 1224979098644774912 648518346341351795 1 2 936748722493063921 648518346341351795 2133 2 1224979098644774913 72057594037927936 4 0 32 2 1224979098644774912 1224979098644774913 2136 3 1224979098644774914 2 6 2133 2 1224979098644774915 1224979098644774914 6 3 1224979098644774916 0 1224979098644774915 1 2 936748722493063706 648518346341351795 3 0 1120 2 1585267068834417160 1585267068834417161 1106 2 1585267068834417160 4294901760 3 0 3 0
Change that 12 to 99999. This doesn't actually change the limit for the refuge, it just means it only checks the limit every 10 years, so same result.
Any idea on how to change the actual limit?
 
Could someone add in a mechanic that lets you kill/execute lords and allow new lords to generate soon after?
I don't remember 100% but I think Brytenwalda had this. Either way, it's a nice feature. I would love it if someone just unmarked lords as heroes so you could kill them in battle but things are never that simple.
 
kalarhan said:
Darkstar616 said:
kill/execute lords

that is not a doable tweak (simple txt change), it would be a feature dream/request kind of thingy.

If you want to learn about modding and implement it yourself check the Q&A thread on modding. Otherwise you can post your idea on this brainstorm thread https://forums.taleworlds.com/index.php/topic,347873.0.html

TLDR: too big for this thread

Would've asked on there but I personally don't see anybody adding this feature in, mod or otherwise. I asked here just in case the scripting would be minor enough to be considered a tweak but alas I suppose not.
 
I wanted to ask some questions about when you come to the point in founding your own Faction/Kingdom.

I've been searching and googling for ages to find answers but none are helpful. I was a vassal in the Kingdom of Danmark and I decided to take over Denmark myself as king and rule over it. However I noticed some issues emerging. The Kingdom of Danmark had its own culture. The same as the Kingdom of Northvegr and Laithlind. Friese seems to be the same but not quite as they have a mix of both frisian and norse troop recruitment.

There was this Diplomacy mod that helped the player pick his kingdom's culture in other mods. Does this thing exist in VC?  It's actually a pretty serious issue because I don't know what my faction's culture is anymore, and I think I may have lost it. In the beginning of the game I chose my culture/or being born Norse. But now it seems to me that it's a cosmetic and choosing your background culture plays no role in the game.

Your default faction is Player's Supporters and I don't think it has any culture. The Norse factions for example could have certain things such a Sea King naval patrols in coastal towns, have fishers, and trade caravans would have Norse troops. My faction had some Angle land as well including Dunwic, but I was disappointed to find that a trade caravan heading for Ribe consisted of only Angle troops. So I'm not sure anymore. Either the Player is stuck with a default Angle culture in the game. or he's stuck with no culture, meaning there could be perhaps many caravans consisting of all kinds of troops. This really ruins the immersion of the game, especially since we are all danish and I have Viking lords..

I'm not talking about recruitment. I discovered that even before I rebelled, if a Danish lord was given a fief or village in East Anglia to recruit from his army would be a mix. Also what I found interesting is that this didn't necessarily mean lords would have 50-50 Anglo Norse armies. Norse continued to be a majority, as if lords themselves have a default culture of their own. But perhaps I'm wrong and what actually determines what kind of troops lords have 100% depends on what holdings and fiefs they have.

So if the game lacks this feature I wanted to know if it can be tweaked in the files. Also I wanted for someone to explain to me what the Player's default culture is as it appears in the files. Is it a mix? Because I'm really curious.
I was searching all day and the closest related discussion I found about this was here:
https://forums.taleworlds.com/index.php?topic=335684.0
But people again seem to be getting confused with recruitment. If the devs of this VC thing wanted each village to have permanent, non-changeable recruitment options then fine. However from what I've noticed so far each faction has it's own culture which seems to be something separate. Best evidence is the trade caravans.
Any help would be appreciated :smile:
 
oorestis said:
I wanted to ask some questions

visit the Q&A thread.  :arrow: https://forums.taleworlds.com/index.php/topic,339108.1410.html

This one is a place where we list tweaks. A tweak is a small change you can do to the game rules. You can see a list of them in the first post (OP). This is not a place to discuss the game  :grin:

You can also check the guides thread, and remember you can use search (like google) in the Q&A thread to find old answers.
 
kraggrim ?️ said:
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 1144  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.

Does this tweak still work for the current (non-beta) version? This is what I did
dlga_lair_captain:lair_captain_add_troops 69631 1144  0 Invite_a_Swedish_Warrior_to_fight_in_my_shieldwall.  1151  2 1610 3 648518346341351424 360287970189639717 1 1529 2 360287970189639680 500 0 NO_VOICEOVER
and it doesn't show up in the conversation menu with the captain. This is a save game I'm trying it in.
 
Tweak.
Change relation lost when you start siege a castle. Game version 2.028
Open menus.txt

Search mno_castle_start_siege  and 2 rows

1224979098644774913 -30 4 0 2147483679
1224979098644774913 -30 3 0 1 1

1-st row -30 value. When you king and start a siege.
2-nd row -30 value. When you lord(not king) and start a siege.

OR if you have game sources

In source open file module_game_menus
search
"Besiege the {reg6?town:castle}.",
        [
          (assign,"$g_player_besiege_town","$g_encountered_party"),
         
          #MOTO chief add consequences as vassal
          (try_begin),
            (gt, "$players_kingdom", 0),
            (faction_slot_eq, "$players_kingdom", slot_faction_state, sfs_active),
            (store_relation, ":enemy_relation", "$g_encountered_party_faction", "$players_kingdom"),
            (ge,":enemy_relation",0),    #not yet at war?
            (call_script, "script_diplomacy_start_war_between_kingdoms", "$players_kingdom", "$g_encountered_party_faction", logent_player_faction_declares_war),
            (call_script, "script_change_player_relation_with_center", "$g_encountered_party", -4),
            (party_get_slot, ":town_lord", "$g_encountered_party", slot_town_lord),
            (call_script, "script_change_player_relation_with_troop", ":town_lord", -30),
           
            #player is vassal
            (try_begin),
              (neq, "$players_kingdom", "fac_player_supporters_faction"),
              (store_add, ":slot_provocation_days", "$players_kingdom", slot_faction_provocation_days_with_factions_begin),
              (val_sub, ":slot_provocation_days", kingdoms_begin),
             
              #there was provocation
              (try_begin),
                (faction_slot_ge, "$g_encountered_party_faction", ":slot_provocation_days", 1),
                (faction_get_slot,":faction_leader","$players_kingdom",slot_faction_leader),
                (try_begin),
                  (ge, ":faction_leader", 0),
                  (call_script,"script_change_player_relation_with_troop",":faction_leader",-10),
                (try_end),
               
                #unprovoked attack
              (else_try),
                (troop_get_slot, ":controversy", "trp_player", slot_troop_controversy),
                (val_add, ":controversy", 40), #two of these will get player fired as marshal script_decide_faction_ai
                (troop_set_slot, "trp_player", slot_troop_controversy, ":controversy"),
                (display_message, "@The rulers of the realms are troubled by your offense against the majesty of your lord."),
                (try_for_range, ":kingdom", npc_kingdoms_begin, npc_kingdoms_end),
                  (faction_get_slot,":faction_leader", ":kingdom", slot_faction_leader),
                  (ge, ":faction_leader", 0),
                  (try_begin),
                    (eq, ":kingdom", "$players_kingdom"),
                    (call_script,"script_change_player_relation_with_troop",":faction_leader",-20),
                  (else_try),
                    (call_script,"script_change_player_relation_with_troop",":faction_leader",-5),  #this effectively prevents player from becoming vassal of other kings to cause wars lord_ask_enter_service
                  (try_end),
                (try_end),
              (try_end),
            (try_end),
           
            #no kingdom or at war
          (else_try),
            (call_script, "script_make_kingdom_hostile_to_player", "$g_encountered_party_faction", -40),
            (call_script, "script_change_player_relation_with_center", "$g_encountered_party", -2),
            (party_get_slot, ":town_lord", "$g_encountered_party", slot_town_lord),
            (call_script, "script_change_player_relation_with_troop", ":town_lord", -30),
          (try_end),
Row (call_script, "script_change_player_relation_with_troop", ":town_lord", -30)
change it
 
Change relation with lord when you let him free after fight

game version 2.028
open conversation.txt
search
You_have_fought_well._You_are_free_to_go
then
849  3 1 3 936748722493063429 144115188075855902 5
Change red value

or in game source module_dialogs.py find this:

[anyone,"defeat_lord_answer_1", [],
    "I am at your mercy.", "close_window", []],
 
  [anyone|plyr,"defeat_lord_answer", [],
    "You have fought well. You are free to go.", "defeat_lord_answer_2",
    [(call_script, "script_change_player_relation_with_troop", "$g_talk_troop", 5),
change red value
 
Hello kraggrim!

The link you provided for the Dane Axe and the sword, doesn't work any more, it says no longer exist.
Is it possible for you to reupload?

Thank you in advance!!!
 
@Carsak thanks for posting those.





@Drax70 I'm afraid I don't know where I stored that wee pack, but you can get the base resources from this thread: https://forums.taleworlds.com/index.php/topic,264791.0.html . If you look around the forge forum section there should be various guides on adding items to something.
 
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