VC Modding Dream - Collection of ideas

Users who are viewing this thread

Status
Not open for further replies.

kalarhan

Python Saint
Count
Hey guys,

I would like to collect ideas from the community about modding VC.

Keep in mind this is a brainstorming thread.

Modders are welcome to participate and add/take ideas from it!




Updates
1) Post #1 list is up
2) First add-on preview is up: Political Map
80BF955C8F34F847CD1DD5A8E09C24E6349B94EB

3) Experiments with crippled limbs in combat shows promisse. I will add this to my mod for sure! Thanks for the suggestion, @TheFlyingFishy
4) New threads for discussion of any OSP release will be linked here
5) New screens of what should be the final version (to be released this week)
6) Presentations packs released!
 
OSP Threads:

MapNode thread: http://forums.taleworlds.com/index.php/topic,328367.0.html

Unit Detail for the Troop Tree + Character Reports:http://forums.taleworlds.com/index.php/topic,328368.msg7758570.html#msg7758570

Combat Pack:http://forums.taleworlds.com/index.php/topic,328369.0.html



Dev quote on showing game code for mods:
Idibil said:
You are free to post your changes for other players. But I guess that you need to add a guide for them, txt files are quite confusing  :mrgreen:
[quote author=Idibil]
(...) from python part, you can show 2-4 lines above or below if you need it.
[/quote]

This is the limit modders will need to follow until the day we get a VC MS release.
 
My List:

Reports:
custom presentations: for inspiration!
  http://forums.taleworlds.com/index.php/topic,131385.0.html
  native expanded :
ne_dev_screen_5.jpg
Fief report
 
ne_dev_screen_6.jpg
display companion info on a report (religion, culture, personality, morale, relations to player, etc)

Game start:
Start as King: you take place of a king from day 1!
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7732978.html#msg7732978
    How: TODO 
Start as Vassal: you start as a vassal from day 1!
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7732978.html#msg7732978
    How: TODO 

Political Relations / Diplomacy:
Civil War: if lords are not happy they can start a rebel faction!
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7732978.html#msg7732978
    How: TODO 

Troops:
Rename to a easier ordering template.: lvl23 Spearman (Anglo)  ->  level, type of troop, culture. Or tier, type of troops, culture: t2 Spearman (Anglo)
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7732978.html#msg7732978
    How: TODO 
Renamed title of lords. E.g: King Horik Gottfredsson of Danmark (Konungr)
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7732978.html#msg7732978
    How: TODO 
Convert low level prisoners (level 12, 23) to sailors. Lose 1 morale for each 3 prisoners. No payment up-front. They will work to boast your boats speed!

Quests:
training peasants quest -> make it shorter!
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7732978.html#msg7732978
    How: TODO 
More quests for villages. Make them easier to obtain (not waiting 30 days)
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7732978.html#msg7732978
    How: TODO 

Combat
Making battles last longer:
  - increase routing timer
  - decrease overall damage or increase protection from armour (modules.ini)
  - decrease speed

  I want a shield-wall of similar strenght to last about 5 minutes, instead of 30sec. Make the battles more epic!
BattleCry ability: enemy troops will move away from you for a few seconds
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7732978.html#msg7732978
    How: TODO 
Combat abilities: call horse, warcry, sprint
  http://forums.taleworlds.com/index.php/topic,62230.0.html
  --> it seens we have call horse on 1.04. This is a version that allows players to call more than 1 animal depending on stats
Join battles on either side (@kraggrim also suggested this)
  http://forums.taleworlds.com/index.php/topic,323613.0.html
  http://forums.taleworlds.com/index.php/topic,285241.0.html OSP by Robin
Open inventory in battle and sieges using I
  - nothing worse than going into a siege with a lance instead of a bow! Gah!

Graphics

Companions
No companions leaving party:
  - add a dialog option to give player a alternative to pay the companion to stay
  - see how you can turn off complains (tweak)
Companions in taverns easier to find (put on the report or something, less random ! Maybe 2-3 towns max).
  - alternative: put them in the same city on game start for sandbox (all that are travellers)
  No need to hunt them all around the world at random.
  - alternative: make the location permanent, so no more traveling around the world at random.
Better companions:
  - Companions gear, level and skills (make them good from start, like level 23+)
  - they should be similar to the troops you recruit. At least level 12, maybe 23-26 for noble companions/experienced warriors.
  - Increase XP, starting gear, weapons profience. Leave stats and skills points to the player.

Refuge
Train more troops on refuge (currently 8/week).
  - way to improve this. New upgrade, pay extra, etc.
  - also makes recruiting new volunteers automatic if noone is available (also costs $$$)
Auto-recruit low level troops each week if there is none available for training

Expanded world
  - Fix armors (pay to upgrade quality by talking to armorsmith)
  - Crafting bows and arrow (npc fletcher)
  - Crouch (kneel down)
  - Kidnap lords (you pay a npc for it, chance to arrest the npc lord)
  - Kill lords (with heavy consequences)
    - shouldnt you be able to challenge a enemy to a duel, kill him and get some of his wealth and troops? Maybe a quest
    - community suggestion -> penalty/options: 1 for normal execution and 1 for the Blood-Eagle
  - More quests villages, towns, lords, .... (check mods for inspiration)
  - Better looting: Focus on quality of items (cash value) first. Important if we add companions looting, so they wont fill inventory with trash
    -> Looting horses, etc. Why cant we get horses after a battle?

Armies Balance
Manpower feature for player and AI.
    TLDR: number of people is limited. If you kill too many soldiers from the enemy, they should not be able to just get more and more. Destroy the land too!
              inspired by Paradox games and 1257AD Lances.
 
  - every faction lord has a manpower slot that saves the available number of troops that it can recruit
  - it increases every week depending on: fiefs (village/castle/town) prosperity
  - every lord gets a free amount of troops (30 ish) so they can at least fight bandits
  - troops also cost money, so a poor lord wont be able to raise more than 30 man

  -> Why:
      - economic wars. If you attack a enemy faction fiefs it will destroy theirs economy. They will get less and less manpower every week. So once you defeat their armies in the field, they wont be able to come back at you over and over.
      - several enemies: you could attack the fiefs while another faction takes your enemy armies down.
      - it gives a new balance to the world.
          -> lords without fief will be capped at 30 troops. So a faction with more lords than territory wont be able to field huge armies
      - player is under the same rules. So you better protect your fiefs, and help your vassals/same faction lords too.

  - recruiting volunteers should decrease prosperity (less people to work).
  - slaves could be used to increase prosperity and/or cash flow

... more stuff to think about it

kingdom-of-heaven-2.jpg
AI for lords depending on what they possess (with manpower):

1) Lord with a town: defends the realm. Will fight other lords attacking inside the realm borders (e.g: attacking a caravan, or a village). Will answer marshal summons only if defending.
2) Lord with castle: answers marshal summons to go to war. Defending or attacking.
3) Lord with village: patrols the realm. Will attack enemies fiefs (raid). Should not follow marshal.
4) Lord without fief: hunt down bandits inside the faction territory. Should not cross borders

That would make it important to divide the fiefs among vassals, choose which vassals should be 'fat lords with town' and which ones should be warlords (with castles).

Inventory
Reorder inventory
  1) Food from bottom up
  2) Then book from bottom up
  3) Weapons/armour from up bottom. Higher price first
  4) Then good from up to bottom. Higher price first
  5) Rest
  [urlhttp://forums.taleworlds.com/index.php/topic,89072.0.html[/url]



Forum suggestions:


Companions:
Auto-equipping companions: companions can pick loot for themselves as gear (like upgrade the sword slot)
54726830201005191909591423189785428_006_640.jpg
    What: http://forums.taleworlds.com/index.php/topic,327407.msg7732584.html#msg7732584
    http://forums.taleworlds.com/index.php/topic,60097.0.html
    http://forums.taleworlds.com/index.php/topic,111808.0.html
    How: TODO

Combat
After battle report: include stats about companions kills (like in Brytenwalda), so you can see how your companions are doing in battle
  - consider to make this a permanent stat and include it on reports (so you could see a companion kills over time)
  suggestion from @toster
Friendly fire
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7733158.html#msg7733158
    How: TODO 

    It is possible by using ti_on_agent_hit to calculate damage. Interesting... but I would prefer a command to make bots move away hehe
Crippled limbs for player and IA
    What: http://forums.taleworlds.com/index.php/topic,327407.msg7736041.html#msg7736041
    How: TODO

M_iG6xDvWWJ5.878x0.Z-Z96KYq.jpg

Edit: I did some experiments with the new trigger. It works great. I was able to set up a duel mechanism:
 
    - you hit a bot in the hand: bot drops weapon
    - bot hits your hand: you drop your weapon
    - you are hit in the head: screen turns black for a couple seconds


I will try other stuff like damaging your armour, making you slower if you get hit in the legs, etc. Then later I need to figure out the random chances (like if you are hit in the hand, what is the chance you should drop your weapon? 10%, 50%, 100%).

    From mission_templates, this is the trigger that applies wounds after a death in battle. It has all we need to create crippled limbs:
Code:
trigger on mission_templates for VC (wounds system)
    (ti_on_agent_hit, 0.000, 0.000,  # Agent has been damaged with a weapon attack
        [
        ],
        [
          (store_trigger_param, ":was_hit_agent_id", 1),            # who got hit
          (get_player_agent_no, ":plyr_agent_id"),                  # player
          (eq, ":was_hit_agent_id", ":plyr_agent_id"),              # player was hit
          (store_trigger_param, ":dmg", 3),                         # how much dmg
          (store_trigger_param, ":bone", 4),                        # which bone
          (store_agent_hit_points, ":plyr_HP", ":was_hit_agent_id", 1), # player HP
          (ge, ":dmg", ":plyr_HP"),                                 # kills player (dmg > HP)
          
          (try_begin),
            
              (store_random_in_range, ":rnd1", 1, 101),
              (lt, ":rnd1", 20),                                      # 20% chance of wounded
              (assign, "$wounded_today", 1),
              (val_add, "$total_wounds_ever", 1),

              (try_begin),                                            # head hit
                (eq, ":bone", 9), #hb_head = 9
                (lt, ":rnd1", 10),                                    # 10% chance
                (assign, ":attrib_for_penalty_id", 2),
                (assign, ":slot_qst_vc_wounds", 31),
                (str_store_string, s1, "@You_suffer_a_serious_injury_to_your_head._(-1_intelligence)"),
              (else_try),                                             # head again, if failed the 10% 
                (eq, ":bone", 9),
                (assign, ":attrib_for_penalty_id", 3),                # dmg to charisma
                (assign, ":slot_qst_vc_wounds", 32),
                (str_store_string, s1, "@You_suffer_a_serious_injury_to_your_face._(-1_charisma)"),
              (else_try),
                (this_or_next|is_between, ":bone", 10, 19),           # not head, not 8, 9, 0 means not hb_head, hb_abdomen, hb_thorax 
                (is_between, ":bone", 1, 7),
                (assign, ":attrib_for_penalty_id", 1),                # agility
                (assign, ":slot_qst_vc_wounds", 34),
                (str_store_string, s1, "@You_suffer_a_serious_injury_to_one_of_your_limbs._(-1_agility)"),
              (else_try),
                (assign, ":attrib_for_penalty_id", 0),                # hitted on abdomen or thorax
                (assign, ":slot_qst_vc_wounds", 33),
                (str_store_string, s1, "@You_suffer_a_serious_injury_to_your_body._(-1_strength)"), #strenght
              (try_end),

              (store_attribute_level, ":attrib_for_penalty", "trp_player", ":attrib_for_penalty_id"),
              (gt, ":attrib_for_penalty", 3),                         # checks if player attributes > 3
              (display_message, s1, 16764108),                        # message
              (troop_raise_attribute, "trp_player", ":attrib_for_penalty_id", -1),  # penalty applied
              (try_begin),
                (quest_get_slot, ":qtd_wounds", "qst_vc_wounds", ":slot_qst_vc_wounds"),
                (lt, ":qtd_wounds", 0),
                (quest_set_slot, "qst_vc_wounds", ":slot_qst_vc_wounds", 5),
              (try_end),
              (store_add, ":slot_wounds_2", ":slot_qst_vc_wounds", 10),
              (quest_get_slot, ":qtd_wounds_2", "qst_vc_wounds", ":slot_wounds_2"),
              (val_add, ":qtd_wounds_2", 1),                          # 1 more wounded to the counter
              (quest_set_slot, "qst_vc_wounds", ":slot_wounds_2", ":qtd_wounds_2"),
              (mission_cam_set_screen_color, 0X99660000),
              (store_mul, ":local_13", ":dmg", 20),
              (mission_cam_animate_to_screen_color, 0, ":local_13"),
          (try_end),
        ]
Battle continuation after KO
    What: http://forums.taleworlds.com/index.php/topic,327407.msg7740297.html#msg7740297
    How:  TODO
Choose your troops for a battle. Custom Commander (MOD) has this : http://forums.taleworlds.com/index.php/topic,111808.0.html
Suggestion: #gdwitt post


World Map
Expand to Europe/Iceland
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7733787.html#msg7733787]http://forums.taleworlds.com/index.php/topic,327407.msg7750836.html#msg7750836/[url=http://[/spoiler]


Sea travel
Vikings troops should give a speed bonus like sailors
Thread: [url=http://forums.taleworlds.com/index.php?topic=328351.new#new]http://forums.taleworlds.com/index.php?topic=328351.new#new

It is now part of the game (vc_1.04.beta.3)


AI:
UI to setup AI reactions
fssay7unsq.jpg
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7734723.html#msg7734723
    How: TODO 

Freelancer Mod:
Include Freelancer Mod to VC (allows player to serve a lord as a soldier and gain ranks)
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7735179.html#msg7735179
            http://forums.taleworlds.com/index.php/topic,327407.msg7735227.html#msg7735227
    How: TODO 

Flavour to the world:
Hunting (like in Brytenwalda)
    What: http://forums.taleworlds.com/index.php/topic,327407.msg7740297.html#msg7740297
    How: TODO     
- Some pagan Sacred groves/temples in Danemark and Norway – possible to hire Gothi there (we have a thread with this as a suggestion, I will update later if I find it: http://forums.taleworlds.com/index.php/topic,326021.0.html)

Prisoners events
Prisoners cant revolt and form a party in the map
  What: http://forums.taleworlds.com/index.php/topic,327407.msg7732584.html#msg7732584
  How: TODO

NPCs interation in the world map
Caravan master: trade with him (Post)
Caravan master: invest on a caravan business (Post)
Bandit leader: hire him to attack enemy factions  (Post)
Ship captain: hire him to attack enemy ships ( (Post))
Slave master: similar to a patrol  (Post)
Force a enemy lord to pay ransom so you wont attack his holdings (Post)
- Bandit chieftain that can raid (Post)



Skirmish on world map events:
Spies: you hire them and can send to harass/slow enemy parties (Post)

Quests:
- Pagan priest story– convert a christian faction back to pagan religion.
- Claimant story – became a rightful King of the faction
- One time quests for stats bonus:
  - champion of arena (for AGI)
  - donate gold to church/priest (for CHA)
  - tournament champion (few times for STR)
- One time quest to build a improved version of a ship
-
(Post)

Tournaments:
- Option to use your own gear (weapons, etc) instead of random
(Post)
 
#1 - Which OSP project you would like to see integrated?

1.1 OSP Project: Autoloot/custom commander.

1.2 Parts of it: Auto-equipping companions.

1.3 Link:http://www.nexusmods.com/mbwarband/mods/1851/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmbwarband%2Fajax%2Fmodfiles%2F%3Fid%3D1851&pUp=1
http://forums.taleworlds.com/index.php/topic,111808.0.html
http://forums.taleworlds.com/index.php/topic,60097.0.html

#2 - Which tweaks you would like to see in the game? Why?

2.1 Tweak: Join either side in a battle.

2.2 Why: Build relations with bandits for roleplay reasons.


#3 - Any suggestion for a new feature? Explain how it would work. Why would you like to see it?

I forgot what I was gonna post here, will update later, probably after we see whats in 1.04!
I remember now. Chance of prisoners to escape centre/player party, spawns party to hunt. Run a check to see if number of prisoners exceeds number of troops in party/garrison by X%. If so, chance for X number to be removed and added to a spawned party. Could utilise the 'routed enemies' mechanic maybe.  Or convert them to a 'masterless men' party.
My coding knowledge is nearly non-existent so I can't really be more helpful I'm afraid.
Why: have a consequence to storing massive numbers of prisoners but giving the player a chance to recapture them.


Edit: Ah, I see you've already got rubik's stuff in mind.
 
#1 - OSP

1.1 OSP Project: KAOS Political KIT 1.5 Updated  -> pack of third party OSP

1.2 Parts of it: Start as vassal, start as king, civil war, change colors

1.3 Link: http://forums.taleworlds.com/index.php/topic,323422.0.html


#2
2.1.1 Tweak: Renamed troops to simpler names. E.g: lvl3 Spearman (Anglo)
2.1.2 Why: easier to organize party screen

2.2.1 Tweak: Renamed title to something simpler and uniform for all. Put culture title at end. Eg: King Horik Gottfredsson of Danmark (Konungr)
2.2.2 Why: easier to know who is who!

2.3.1 Tweak: training peasants quest -> make it shorter!
2.3.2 Why: I never liked the fight one peasant at time part. Too repetitive


#3
3.1 Suggestion: More quests in villages and more frequent
3.2 How it works: Similar to what we have now, you shouldn’t have to wait months to get a quest
3.3 Why: make it easier and more fun to work for a village and build relations
#3
3.1 Suggestion: Battlecry that makes enemy move away from you, like in Brytenwalda
3.2 How it works: similar to Brytenwalda, enemy moves a few steps from you. Great to lead a castle charge! Depends on player renown (fame) and strength.
3.3 Why: better combat for sieges




 
#3
3.1 Suggestion: Friendly fire
3.2 How it works: The same way as bows
3.3 Why: More immersive melee combat
 
deadknight said:
#3
3.1 Suggestion: Friendly fire
3.2 How it works: The same way as bows
3.3 Why: More immersive melee combat

That'd be lovely and immersive, but really - would you want to get stuck in a cramped siege fight and have to worry about hitting your allies?  :mrgreen:

I think it would definitely be nice to implement as an optional feature, though.
 
Sometimes I'd love to be able to kill my own guys in a cramped siege, especially when I manage to find a nice place from which to spam hits at head height only for one of my own mooks to step in front of me and then stand there doing absolutely nothing.
 
I'd personally just love to see a modification involving greater Europe for a bit more of the ol' Viking conquest, or failing that, something set to Iceland would be rather grand, there's a lot of chance for good story there!
 
Errr, not sure where that comes from but it sure ticks a few boxes for me:
dyu4ae.jpg
Now the UI in that previous one looks kind of awkward but it would be nice to be able to customise the AI ever slightly more...
fssay7unsq.jpg

Code:
 if <surrounded> switch to <weapon_type:1hander>
anyone?
 
A freelancer system would be great too although I understand that Freelancer itself is a mod and not OSP.  Can similar coding be used in a legit fashion?
 
That's more a dream, but


#3
3.1 Suggestion: Crippled limbs for player and IA

3.2 How it works: When you critically hit an arm or a leg, they are automatically crippled. That means :
crippled arm = your attacks do -50% less damage
2 crippled arms = you can't use weapons
1 leg = can't run
2 legs = can't run + -50% walking speed

3.3 Why: More immersive and tactical combats.


I know that's really hardcore, but I'll love to play that. The only game where I saw these mechanics is Bushido Blade. An old game that I really loved !
 
kalarhan said:
#2 - Which tweaks you would like to see in the game? Why?

2.1 Tweak: Battle continuation after KO.

2.2 Why: It's probably the main reason I don't play the game; I just can't deal with getting knocked out early in the battle and then having my men get stomped by an inferior force because I wasn't standing there watching.


#3 - Any suggestion for a new feature? Explain how it would work. Why would you like to see it?

3.1 Suggestion: Hunting. Or is that in the game already? I've hardly played it since my first few hours when it released.

3.2 How it works: Just animal parties on the map you can hunt. Just doing like it was in the mod would be fine.

3.3 Why: Because hunting was an important thing to do back then, and it would give the player a chance to earn some money outside of combat or tedious trading.
 
Thanks for the ideas. My list is about 100 items now, time to start to filter it out lol. If anyone else has a cool idea, bring it on  :mrgreen:

Replies to some posts:
sirgzu said:
Errr, not sure where that comes from but it sure ticks a few boxes for me:
dyu4ae.jpg
Now the UI in that previous one looks kind of awkward but it would be nice to be able to customise the AI ever slightly more...
fssay7unsq.jpg

Code:
 if <surrounded> switch to <weapon_type:1hander>
anyone?

First image is from MP, one of those WWI or WWII Chinese mods that helps set the team squads. At least that is where I saw it  :smile:
Second image is about AI tweak, I will include that. Thanks for the suggestions.


deadknight said:
That's more a dream, but
3.1 Suggestion: Crippled limbs for player and IA
It is possible now that we have operations to detect bones contact.
You can use this in a simpler form if you only take the equipment HP (legs, chest, helmet). Bones would probably be heavy on lag cause the triggers. Probably would have to make it only for player and the bot you are attacking, not the entire army x army.
As long you don’t want to include custom animations to simulate a cut off hand, broken leg, etc, we have the operations to force a bot/player to drop a weapon, reduce stats, etc.
If someone releases a OSP for this we could integrate to VC in the future. It would be cool for duels at least, it would make them harder, last longer and more fun.

Edit: I did some experiments with the new trigger. It works great. I was able to set up a duel mechanism:
 
    - you hit a bot in the hand: bot drops weapon
    - bot hits your hand: you drop your weapon
    - you are hit in the head: screen turns black for a couple seconds


I will try other stuff like damaging your armour, making you slower if you get hit in the legs, etc. Then later I need to figure out the random chances (like if you are hit in the hand, what is the chance you should drop your weapon? 10%, 50%, 100%).



DerHerbst said:
A freelancer system would be great too although I understand that Freelancer itself is a mod and not OSP.  Can similar coding be used in a legit fashion?

Freelancer is a mod (released ready to play) and also a OSP  :grin:

http://www.moddb.com/mods/mount-blade-warband-freelancer-mod/downloads/freelancer-mod-ver-151-modmerger-source

Modmerger source is and will be available for other modders to include Freelancer in their own mods with each version release. -G

New WB version has some issues with the old code tho, so anyone that tries to merge it with VC will have some work to do there.
 
Update:

Political Map - VC 1.04 beta (version from 10/mar/2015):
80BF955C8F34F847CD1DD5A8E09C24E6349B94EB


Note that I removed buttons and some texts. I did that to minimize changes for variables and strings, so we dont have to change other files!

How to add this to your game (at your own risk!):
presentations.txt

1) Increase the number of presentations from 84 to 85 (start of the file):
Code:
presentationsfile version 1
 85
prsnt_game_start 1 0 1

2) Add this to the end of the file:
Code:
prsnt_world_map 0 121 3
-60.000000  145 902 1 999999 2124 1 1000 2133 2 1224979098644774912 20 2133 2 1224979098644774913 720 2133 2 1224979098644774914 -260000 2133 2 1224979098644774915 280000 2133 2 1224979098644774916 -282000 2133 2 1224979098644774917 290000 2133 2 1224979098644774918 1224979098644774914 2133 2 1224979098644774919 1224979098644774917 2133 2 1224979098644774920 4000 2121 3 1224979098644774921 1224979098644774915 1224979098644774914 2121 3 1224979098644774922 1224979098644774917 1224979098644774916 2108 2 1224979098644774921 1224979098644774920 2108 2 1224979098644774922 1224979098644774920 2133 2 1224979098644774923 4 2122 3 1224979098644774924 1224979098644774923 50 729 2 2 1224979098644774924 730 2 2 1224979098644774924 2133 2 1224979098644774925 1224979098644774912 2133 2 1224979098644774926 1224979098644774913 2133 2 1224979098644774927 1224979098644774918 2133 2 1224979098644774928 1224979098644774919 6 3 1224979098644774929 0 1224979098644774922 6 3 1224979098644774930 0 1224979098644774921 2133 2 1224979098644774931 16777215 729 2 3 1224979098644774927 730 2 3 1224979098644774928 1626 2 648518346341351425 3 1608 2 1224979098644774932 648518346341351425 4 0 1073741855 2 1224979098644774932 0 1073741855 2 1224979098644774932 7 31 2 1224979098644774932 8 2133 2 1224979098644774931 16777215 5 0 1 2 936748722493063453 648518346341351425 2133 2 1224979098644774933 72057594037927936 4 0 32 2 1224979098644774933 -1 2204 2 1224979098644774934 1224979098644774933 33 3 1224979098644774934 432345564227567631 432345564227567653 1277 2 1224979098644774931 1224979098644774934 3 0 3 0 911 2 72057594037927936 1441151880758558844 921 2 72057594037927936 1224979098644774931 729 2 1 1224979098644774925 730 2 1 1224979098644774926 926 2 72057594037927936 1 925 2 72057594037927936 2 2105 2 1224979098644774925 1224979098644774923 2105 2 1224979098644774927 1224979098644774920 3 0 2133 2 1224979098644774925 1224979098644774912 2106 2 1224979098644774926 1224979098644774923 2133 2 1224979098644774927 1224979098644774918 2106 2 1224979098644774928 1224979098644774920 3 0 2133 2 1224979098644774935 0 6 3 1224979098644774936 648518346341351445 648518346341351714 132 1 1224979098644774936 1625 2 4 1224979098644774936 726 2 1224979098644774937 4 727 2 1224979098644774938 4 2106 2 1224979098644774937 1224979098644774918 2106 2 1224979098644774938 1224979098644774919 2107 2 1224979098644774937 1224979098644774923 2107 2 1224979098644774938 1224979098644774923 2108 2 1224979098644774937 1224979098644774920 2108 2 1224979098644774938 1224979098644774920 2105 2 1224979098644774937 1224979098644774912 2105 2 1224979098644774938 1224979098644774913 4 0 541 3 1224979098644774936 0 3 2133 2 1224979098644774939 8 2133 2 1224979098644774940 3 5 0 541 3 1224979098644774936 0 2 2133 2 1224979098644774939 4 2133 2 1224979098644774940 2 5 0 541 3 1224979098644774936 0 4 2133 2 1224979098644774939 2 2133 2 1224979098644774940 4 3 0 2123 3 1224979098644774941 1224979098644774939 2 2106 2 1224979098644774937 1224979098644774941 2106 2 1224979098644774938 1224979098644774941 2107 2 1224979098644774939 50 911 2 72057594037927936 1441151880758558844 921 2 72057594037927936 0 729 2 1 1224979098644774937 730 2 1 1224979098644774938 926 2 72057594037927936 1 729 2 1 1224979098644774939 730 2 1 1224979098644774939 925 2 72057594037927936 1 2330 2 1 1224979098644774936 910 3 72057594037927937 1 16 2120 3 1224979098644774942 1224979098644774937 0 2120 3 1224979098644774943 1224979098644774938 10 729 2 1 1224979098644774942 730 2 1 1224979098644774943 926 2 72057594037927937 1 947 2 72057594037927937 0 500 3 360287970189640835 1224979098644774935 72057594037927936 500 3 360287970189640836 1224979098644774935 1224979098644774940 500 3 360287970189640837 1224979098644774935 72057594037927937 2105 2 1224979098644774935 1 3 0 2133 2 144115188075855915 1224979098644774935 910 3 72057594037927936 216172782113786852 4096 729 2 1 790 730 2 1 700 926 2 72057594037927936 1 2133 2 1224979098644774925 750 2133 2 1224979098644774926 650 6 3 1224979098644774944 432345564227567631 432345564227567653 542 3 1224979098644774944 21 0 911 2 72057594037927936 1441151880758558844 1277 2 1224979098644774931 1224979098644774944 921 2 72057594037927936 1224979098644774931 729 2 1 1224979098644774925 730 2 1 1224979098644774926 926 2 72057594037927936 1 729 2 1 1750 730 2 1 1000 925 2 72057594037927936 1 2120 3 1224979098644774942 1224979098644774925 40 2120 3 1224979098644774943 1224979098644774926 12 2335 2 1 1224979098644774944 910 3 72057594037927936 1 4096 729 2 1 1224979098644774942 730 2 1 1224979098644774943 926 2 72057594037927936 1 729 2 1 900 730 2 1 900 925 2 72057594037927936 1 2106 2 1224979098644774926 30 3 0 940 2 144115188075857020 216172782113785623 729 2 1 120 730 2 1 25 926 2 144115188075857020 1 
-63.000000  8 2071 1 1224979098644774912 2072 1 1224979098644774913 6 3 1224979098644774914 0 144115188075855915 540 3 360287970189640835 1224979098644774914 1224979098644774912 2121 3 1224979098644774915 1 1224979098644774913 520 3 1224979098644774916 360287970189640837 1224979098644774914 947 2 1224979098644774916 1224979098644774915 3 0 
-62.000000  6 2071 1 1224979098644774912 2072 1 1224979098644774913 4 0 31 2 1224979098644774912 144115188075857020 902 1 0 3 0

menus.txt
Find this:
Code:
menu_camp_cheat 0 Select_a_cheat: none 0 16
 mno_camp_cheat_find_item  0  Find_an_item...  1 2060 1 864691128455135261  .  mno_camp_cheat_find_item  0  Change_the_weather.  1 2060 1 864691128455135262  .  mno_update_danmork4  0  Testing:_Add_renown,_money_and_troops.  6 1 3 936748722493063676 360287970189639680 20000 1 3 936748722493063507 360287970189639680 200 1610 3 648518346341351424 360287970189639713 15 1610 3 648518346341351424 360287970189639720 10 1610 3 648518346341351424 360287970189639718 5 1610 3 648518346341351424 360287970189639756 2  .  mno_camp_cheat_1  0  {!}Increase_player_renown.  3 2320 2 1 1585267068834416160 1 3 936748722493063507 360287970189639680 100 2060 1 864691128455135258  .  mno_camp_cheat_2  0  {!}Increase_player_Reputation.  5 2133 2 72057594037927943 144115188075856202 2105 2 72057594037927943 1 1106 1 1585267068834416161 2105 2 144115188075856202 1 2060 1 864691128455135258  .  mno_camp_cheat_2b  0  {!}Decrease_player_Reputation.  5 2133 2 72057594037927943 144115188075856202 2106 2 72057594037927943 5 1106 1 1585267068834416162 2106 2 144115188075856202 5 2060 1 864691128455135258  .  mno_action_modify_banner  1 31 2 144115188075856185 1  {!}Cheat:_Modify_your_banner.  1 900 1 1513209474796486685  .  mno_camp_cheat_3  0  {!}Update_political_notes.  7 6 3 1224979098644774912 360287970189639975 360287970189640150 540 3 1224979098644774912 2 2 1 2 936748722493063644 1224979098644774912 3 0 6 3 1224979098644774913 432345564227567631 432345564227567653 1 2 936748722493063639 1224979098644774913 3 0  .  mno_camp_cheat_4  0  {!}Update_troop_notes.  9 6 3 1224979098644774912 360287970189639975 360287970189640150 540 3 1224979098644774912 2 2 1 2 936748722493063641 1224979098644774912 3 0 6 3 1224979098644774913 360287970189640150 360287970189640256 1 2 936748722493063641 1224979098644774913 1 2 936748722493063644 1224979098644774913 1 3 936748722493063642 1224979098644774913 0 3 0  .  mno_camp_cheat_5  0  {!}Scramble_minstrels.  1 1 1 936748722493063636  .  mno_camp_cheat_6  0  {!}Infinite_camp  5 2133 2 144115188075856204 1 2133 2 144115188075856205 1 2133 2 144115188075856203 1 1031 2 87600 20 2040 0  .  mno_cheat_faction_orders  1 30 2 144115188075856185 1  {!}Cheat:_Set_Debug_messages_to_All.  2 2133 2 144115188075856185 1 2060 1 864691128455135258  .  mno_cheat_faction_orders  2 30 2 144115188075856185 1 2147483679 2 144115188075856185 3  {!}Cheat:_Set_Debug_messages_to_Econ_Only.  2 2133 2 144115188075856185 3 2060 1 864691128455135258  .  mno_cheat_faction_orders  2 30 2 144115188075856185 1 2147483679 2 144115188075856185 4  {!}Cheat:_Set_Debug_messages_to_Political_Only.  2 2133 2 144115188075856185 4 2060 1 864691128455135258  .  mno_cheat_faction_orders  0  {!}Other_Cheats.  1 2060 1 864691128455135260  .  mno_back_to_camp_menu  0  {!}Back_to_camp_menu.  1 2060 1 864691128455135255  .

Change to this:
Code:
menu_camp_cheat 0 Select_a_cheat: none 0 17
 mno_camp_cheat_find_item  0  Find_an_item...  1 2060 1 864691128455135261  .  mno_camp_cheat_find_item  0  Change_the_weather.  1 2060 1 864691128455135262  .  mno_action_view_world_map  0  View_the_world_map.  1 900 1 1513209474796486740  .  mno_update_danmork4  0  Testing:_Add_renown,_money_and_troops.  6 1 3 936748722493063676 360287970189639680 20000 1 3 936748722493063507 360287970189639680 200 1610 3 648518346341351424 360287970189639713 15 1610 3 648518346341351424 360287970189639720 10 1610 3 648518346341351424 360287970189639718 5 1610 3 648518346341351424 360287970189639756 2  .  mno_camp_cheat_1  0  {!}Increase_player_renown.  3 2320 2 1 1585267068834416160 1 3 936748722493063507 360287970189639680 100 2060 1 864691128455135258  .  mno_camp_cheat_2  0  {!}Increase_player_Reputation.  5 2133 2 72057594037927943 144115188075856202 2105 2 72057594037927943 1 1106 1 1585267068834416161 2105 2 144115188075856202 1 2060 1 864691128455135258  .  mno_camp_cheat_2b  0  {!}Decrease_player_Reputation.  5 2133 2 72057594037927943 144115188075856202 2106 2 72057594037927943 5 1106 1 1585267068834416162 2106 2 144115188075856202 5 2060 1 864691128455135258  .  mno_action_modify_banner  1 31 2 144115188075856185 1  {!}Cheat:_Modify_your_banner.  1 900 1 1513209474796486685  .  mno_camp_cheat_3  0  {!}Update_political_notes.  7 6 3 1224979098644774912 360287970189639975 360287970189640150 540 3 1224979098644774912 2 2 1 2 936748722493063644 1224979098644774912 3 0 6 3 1224979098644774913 432345564227567631 432345564227567653 1 2 936748722493063639 1224979098644774913 3 0  .  mno_camp_cheat_4  0  {!}Update_troop_notes.  9 6 3 1224979098644774912 360287970189639975 360287970189640150 540 3 1224979098644774912 2 2 1 2 936748722493063641 1224979098644774912 3 0 6 3 1224979098644774913 360287970189640150 360287970189640256 1 2 936748722493063641 1224979098644774913 1 2 936748722493063644 1224979098644774913 1 3 936748722493063642 1224979098644774913 0 3 0  .  mno_camp_cheat_5  0  {!}Scramble_minstrels.  1 1 1 936748722493063636  .  mno_camp_cheat_6  0  {!}Infinite_camp  5 2133 2 144115188075856204 1 2133 2 144115188075856205 1 2133 2 144115188075856203 1 1031 2 87600 20 2040 0  .  mno_cheat_faction_orders  1 30 2 144115188075856185 1  {!}Cheat:_Set_Debug_messages_to_All.  2 2133 2 144115188075856185 1 2060 1 864691128455135258  .  mno_cheat_faction_orders  2 30 2 144115188075856185 1 2147483679 2 144115188075856185 3  {!}Cheat:_Set_Debug_messages_to_Econ_Only.  2 2133 2 144115188075856185 3 2060 1 864691128455135258  .  mno_cheat_faction_orders  2 30 2 144115188075856185 1 2147483679 2 144115188075856185 4  {!}Cheat:_Set_Debug_messages_to_Political_Only.  2 2133 2 144115188075856185 4 2060 1 864691128455135258  .  mno_cheat_faction_orders  0  {!}Other_Cheats.  1 2060 1 864691128455135260  .  mno_back_to_camp_menu  0  {!}Back_to_camp_menu.  1 2060 1 864691128455135255  .

Note I added this as a option on the cheat menu. You can add it in other places, like the rest menu, etc.

Code:
I will add the code when we get the modules.


New thread: http://forums.taleworlds.com/index.php/topic,328367.0.html
 
Hi,
I´ve bought this DLC quite recently and it´s really great indeed.
I´d like to share some ideas too, sorry if it´s posted already - it´s written in a hurry and I have no idea if it´s possible to add it or not - I have no exp with modding :wink:

Story Line : is there a plan to add some new Story Line campaign in the future ? Would be great to continue with new story from time to time.
Ideas :
- Pagan priest story– convert a christian faction back to pagan religion.
- Claimant story – became a rightful King of the faction

OSP :
- definately Freelancer if possible
- more random encouters during traveling which impacts temporarily ( or perhaps  permanently you or you party somehow - in positive and negative way

Combat :
- possibility to continue at fighting i battle as one of your party member (as it is in 1257 AD mod )
- Skirmish !!! as it is in Brytenwalda mod
- Shield bash – acc. Shield skill + strengh = % chance to knock down oponent

Tournaments:
- Have an option to grab a weapon on your choice or all participants will have the same weapons. Its very disappointing to get a short seaxe in final battle whist an oponent get an axe or a sword.
Tattoos : have more option/variety of face/body to pick up. Especially for Picts charakters.
Quests : add more uniqe ones maybe some which will raise an attributes +1 permanently (not cumulative).
Ideas :
-  beat all opponents in arena +1 agility, donate sufficient amount of gold to priest of    your  religion +1 charisma. Win 3 tourmanets +1 strengh.
- A quest to find an old handy shipbuilder who will built a one of the current  type of ship with improvements – faster, more bad weather resistant, maybe + some small crew capacity bonus. Will be neccesary to gather a bigger amount of resources ( wood, hides, silver, tar, linen, tools etc and golf of course).
- Or to gain some unique ship ( I´m not sure if some more type existed, I think that some special kings „Drakkar“ was historically proved.
- a quest „Stop raiding a faction fiefs“ for month or two - lords will pay you to stop raiding his fiefs or monasteries - simply said  :  he will pay you a ransom

Items : maybe its in game already, I´m not sure about it I didn´t spend a lot time in game yet
- Shields : 3 categories : Light, medium and heavy
- Helms : add some Medium leather helmets or caps
- Armor – some leather ones ( rare and expensive ) and  fur armors. Ad some wristbands maybe ( more AC then gloves ) – compatible with light armors only
- More armors variety – color, look etc

Refuge :
-Possibility to build one more basic temporary „Lair“ anywhere – if a one is upgraded „Refuge“ is built already.
- Posibility to build some fortifications ( if the refuge will be reamain attackable ). Simple watch tower for archers perhaps.

NPC:
- Bandit chieftains –  some band of robbers, bandits, thiefs etc could became a group with a leader a (as it is in ACOK mod ). Maybe they could attack villages, castles and became a faction too.

Religion :
- Some pagan Sacred groves/temples in Danemark and Norway – possible to hire Gothi there

Companions:
- Add unigue equipment to companions based on their character, story  and skills and which won´t be possible to change or take off or with 0 price and bonus atributes only for that companion
Ideas : fast horse for Morgant, Egil´s father huscarl shield, Beda´s Pilgrim staff, Solveig´s Lyre, Reginard´s Strongbow etc etc

sorry for grammar mistakes, I´m not a native speaker :wink:

 
Hanz Ex said:
NPC:
- Bandit chieftains –  some band of robbers, bandits, thiefs etc could became a group with a leader a (as it is in ACOK mod ). Maybe they could attack villages, castles and became a faction too.
This made me think, I think there use to be a thing in Brytenwalda that you could talk to some rare NPC soldier type and get them to do stuff for you:
  • caravan master: do some trading for you. Give them some soldiers and a starting budget and hope they turn a profit. Should bring periodical income (minus wages)
  • bandit leader: do whatever bandits do. Give him soldiers so he can go robbing other factions people. Turn a profit periodically (hopefully). would look neutral to other factions (hopefully not attack your own villages). can defect.
  • ship captain - old captain: same as bandit leader but on sea. Would need to be provided with a ship (great for recycling captured ships). Privateering!  :twisted:
  • slave master - patrol and attack bandits. may turn a profit if selling loot / slaves. Would need wages as well (like caravan). That's basically your patrols from Brytenwalda
If that's too complicated perhaps bandits leaders and such could provide the same function spies used to in Brytenwalda. Give them some troops to go harass and slow down the enemy. The leader could die during the skirmish if fighting too long with not enough troops. Would make those rare elite troops all the more valuable (especially if the enemy lords can use them too!)
 
Status
Not open for further replies.
Back
Top Bottom