Compilation of 82 little tweaks to the text files to change your gameplay(links)

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Hardrada said:
Here's another quick and simple one.

Enabling the option to refuse to let your companions quit.

Open up conversation.txt and search for dlga_companion_quitting_response:companion_quitting_no
There's a string of numbers after this that should look like this:
69631 107  2 31 2 1 0 31 2 144115188075855903 1
Change the 0 to 1, and next time someone wants to quit you should be able to play hardball.

Lord Zed: Does it give a specific error message?  It's possible something isn't compatible with 1.011, or you may have made an error somewhere.  It's best to do things incrementally and check they work so if there are problems you can narrow it down to one or two possibilities.

Has anyone found how to do the above in the module_dialogs.py file? I see the companion_quitting starts at line 1440 or so, but I'm unsure what to change to refuse companions to leave...

Thanks!:smile:
 
clay2k said:
Domanz said:
I didn't even get module system running.

the game itself is a "mod" so what do you mean?

the module.ini editing or what?

You got it wrong, the module system is a program which enables you to edit values which don't exist within the text files in your modules. Practically all modders work with it.
 
Domanz said:
You got it wrong, the module system is a program which enables you to edit values which don't exist within the text files in your modules. Practically all modders work with it.
Um, has it perhaps occurred to you that if the values didn't exist in the txt files they couldn't be used in the game? And so their inclusion in the module system in the first place would be pointless? Not to mention the fact that the module system is not a program at all... :roll:
 
Hello!

Everytime when i shall meet the Marshall, i have big problems to find him. Is there a way to make him visible on the Worldmap?
Or does a solution to this already exist?

PS: Thanks alot for this Thread!
 
I have a problem during siege with big size armies : they all spawn on the wall. As I can't climb the ladder (too many people rushing on) I never see anything of the battle.


 
Lord Tovi said:
I have a problem during siege with big size armies : they all spawn on the wall. As I can't climb the ladder (too many people rushing on) I never see anything of the battle.

Tell your troops to follow you? That should do the trick.
 
FrisianDude said:
Lord Tovi said:
I have a problem during siege with big size armies : they all spawn on the wall. As I can't climb the ladder (too many people rushing on) I never see anything of the battle.

Tell your troops to follow you? That should do the trick.

The problem is not really that I want to attack in the first wave (i don't want to die too fast :smile: ) but that every defenders stay on the wall. None of them spawn in the town center.
Also, it's very hard to break the defense. The last defender dies at the ladder's top and not in the castle center.
I have this problem since i've enlarged the army size (to 400).
 
Lord Tovi said:
FrisianDude said:
Lord Tovi said:
I have a problem during siege with big size armies : they all spawn on the wall. As I can't climb the ladder (too many people rushing on) I never see anything of the battle.


Tell your troops to follow you? That should do the trick.

The problem is not really that I want to attack in the first wave (i don't want to die too fast :smile: ) but that every defenders stay on the wall. None of them spawn in the town center.
Also, it's very hard to break the defense. The last defender dies at the ladder's top and not in the castle center.
I have this problem since i've enlarged the army size (to 400).
Well its because of the battlesize. 400 battlesize means you will have to kill verey defender on the walls not streets or the keep. Its not a problem exactly, sieges are just more difficult with such battlesize.
 
I'd like to add looting from Lords/Kings system to my mode.
However, once I loot from them after the capture, they never fill up there weapon.
So when I see them next time, they are not wearing anything, not even a single weapon.
Is there anyway to make the Lords fill up there equipment once they've been looted and released???

Thankyou.
 
Again TML exceeds himself :grin:

To change the rate of morale decay or ammount of morale decay:

TheMageLord said:
  # Party Morale: Move morale towards target value.
  (24,
  [
      (call_script, "script_get_player_party_morale_values"),
      (assign, ":target_morale", reg0),
      (party_get_morale, ":cur_morale", "p_main_party"),
      (store_sub, ":dif", ":target_morale", ":cur_morale"),
      (store_div, ":dif_to_add", ":dif", 5),
      (store_mul, ":dif_to_add_correction", ":dif_to_add", 5),
      (try_begin),#finding ceiling of the value
        (neq, ":dif_to_add_correction", ":dif"),
        (try_begin),
          (gt, ":dif", 0),
          (val_add, ":dif_to_add", 1),
        (else_try),
          (val_sub, ":dif_to_add", 1),
        (try_end),
      (try_end),
      (val_add, ":cur_morale", ":dif_to_add"),
      (party_set_morale, "p_main_party", ":cur_morale"),
    ]),
 
This appears to be the one thats changing morale every 24 hours. Its taking the difference between the "target morale" (I believe thats the morale displayed, so it would be morale with 0 bonus - potentially very low if you have a big party) and the current morale, then divides that by 5. Then it multiplies by 5 and checks if thats the same as the original (this would catch fractions). If a fraction is found, it adds or subtracts 1 as needed (this allows it to keep dropping below or rising above a multiple of 5, since the game doesn't store fractions). It then adds that to your current morale.  So if you win a bunch of fights and get +80 morale, the first day drops that by 17, next day by 13, then by 10, and so on. Or if you lost battles and got down low it would come back at the same rate.

The easiest way to make this process take longer would be to just add time to the trigger to make it occur weekly instead of daily. You could also change the divide/multiply part to make it drop slower at high values - say one point every 10 or 20 instead of 5.

The text version of this is in simple_triggers.txt, its on line 16 and looks like this:
24.000000  17 1 1 936748722493063329 2133 2 1224979098644774912 72057594037927936 1671 2 1224979098644774913 648518346341351424 2121 3 1224979098644774914 1224979098644774912 1224979098644774913 2123 3 1224979098644774915 1224979098644774914 5 2122 3 1224979098644774916 1224979098644774915 5 4 0 2147483679 2 1224979098644774916 1224979098644774914 4 0 32 2 1224979098644774914 0 2105 2 1224979098644774915 1 5 0 2106 2 1224979098644774915 1 3 0 3 0 2105 2 1224979098644774913 1224979098644774915 1672 2 648518346341351424 1224979098644774913
The 24 is the hours between it triggering, changing it to 168 would make it weekly. The two 5 are the divisor and multiplier in the above example - the higher the number, the more morale it takes to cause a 1 point daily drop - these would need to be the same, or it would screw up the fraction check.
 
Adorno said:
I thought of something weird:
Would it be possible to make your own troops a commodity for the ransom broker?
(Making money by selling your troops if morale is low or wages too high e.g)
thats just nasty man!


Lord Tovi said:
I know but i'd like a mod to change that. Defenders should spawn as before.
you can change the battlesize to a lower number before the siege.
 
Adorno said:
I thought of something weird:
Would it be possible to make your own troops a commodity for the ransom broker?
(Making money by selling your troops if morale is low or wages too high e.g)
I doubt selling some of them into slavery is going to help much. :lol:
 
Hello,

new here, got the game a few weeks ago, love it, been modding it for fun, greatly enjoying it.

I'm trying to find the URL for the how to on changing the monetary rewards for the quests guild masters give out, and just changing monetary rewards in general.

I saw the post in this thread regarding the conversations.txt for rewards but for example the reward for making peace is 12000 denars in my game but that number appears no where in the conversations file to change as a value, so i am wondering if there is a divisor being used or I am in the wrong place.

Thanks in advance! I'm hoping to release a mod myself eventually as I tinker more with the game.

Pada
 
I tryed to give Bowmen in Tournaments a Sword as a second Weapon. But when i try to switch to the Sword, nothing happens.
This is the code i use:

Code:
mst_arena_melee_fight arena_melee_fight 1  -1
You_enter_a_melee_fight_in_the_arena. 

58 0 4112 447 16 1 6  12 2 18 17 42 28
1 4112 447 16 1 2  3 42 
2 4112 447 16 1 4  3 17 42 28 
3 4112 447 16 1 5  10 11 17 42 28 
4 4112 447 16 1 4  12 2 18 42
5 4112 447 16 1 3  2 11 42 
6 4112 447 16 1 3  3 17 42 
7 4112 447 16 1 5  10 11 17 42 28 
8 8208 447 16 1 4  12 18 43 2
9 8208 447 16 1 5  10 11 17 43 29 
10 8208 447 16 1 2  3 43 
11 8208 447 16 1 4  2 11 43 29 
12 8208 447 16 1 5  12 2 18 17 43
13 8208 447 16 1 5  10 11 17 43 29 
14 8208 447 16 1 2  3 43 
15 8208 447 16 1 3  2 11 43 
16 12304 447 16 1 6  12 2 18 17 44 30
17 12304 447 16 1 3  3 44 30 
18 12304 447 16 1 4  3 17 44 30 
19 12304 447 16 1 5  10 11 17 44 30 
20 12304 447 16 1 5  12 2 18 44 30
21 12304 447 16 1 3  2 11 44 
22 12304 447 16 1 3  3 17 44 
23 12304 447 16 1 5  10 11 17 44 30 
24 16400 447 16 1 6  12 2 18 17 45 31
25 16400 447 16 1 3  3 45 31 
26 16400 447 16 1 4  3 17 45 31 
27 16400 447 16 1 5  10 11 17 45 31 
28 16400 447 16 1 5  12 2 18 45 31
29 16400 447 16 1 3  2 11 45 
30 16400 447 16 1 3  3 17 45 
31 16400 447 16 1 5  10 11 17 45 31 
32 8208 447 16 1 1  3 
33 12304 447 16 1 1  9 
34 16400 447 16 1 2  2 11 
35 20496 447 16 1 1  9 
36 8208 447 16 1 3  12 2 18
37 12304 447 16 1 2  2 11 
38 16400 447 16 1 1  3 
39 20496 447 16 1 1  9 
24 16400 447 16 1 6  12 2 18 17 45 31
24 16400 447 16 1 3  3 45 31 
24 16400 447 16 1 4  3 17 45 31 
24 16400 447 16 1 5  10 11 17 45 31 
24 16400 447 16 1 5  12 2 18 45 31
24 16400 447 16 1 3  2 11 45 
24 16400 447 16 1 3  3 17 45 
24 16400 447 16 1 5  10 11 17 45 31 
24 16400 447 16 1 6  12 2 18 17 45 31
24 16400 447 16 1 6  12 2 18 17 45 31
50 4 287 0 1 0  
51 16 287 0 1 0  
52 4 256 0 1 0  
53 4 256 0 1 0  
54 4 256 0 1 0  
55 4 256 0 1 0  
56 4112 447 16 1 4  2 11 194 247 
57 4112 447 16 1 4  2 11 194 247

Or is this code only for npc-Bowmen and dont affect the Player?
 
Is there any way to change the flags of the Lords they are  carrying?  I want to change them to specific ones I want.
Also, can I adjust the size of the flags?
 
Hi there folks!

I've implemented a handful of the tweaks listed in this thread, though, to be honest, I'm not sure which ones off the top of my head.  It was probably a dozen or more.  Anyway, I've been encountering trouble with the "Train the Villagers" quest.  Everytime I enter combat with one of the villagers as part of the training, I whoop on them, yet the quest still says that I've been beaten.  Because of this, the quest doesn't advance, ever.  I've tried losing on purpose too, but it still says I've been beaten, natch.

I haven't gathered any further info on this yet, in regards to which tweak may be causing it.  I just wanted to post here first and see if anyone else has encountered this problem at any point, and if so, if there's a way to get it straightened out.  If no one else has run into it, I'm willing to go through the steps to gather more info if it might be of any help.

I figure the first thing I'll do is try loading the character in an unmodified Native game and see if the problem remains.  I expect it won't, but it always pays to be thorough.  After that, I'll try loading the text file tweaks one by one into a new "mod" (separate from Native) and see which one breaks it then.  I'm just not sure what to do once I find out, short of simply not using that tweak.  If I'm able to narrow it down, is anyone with more knowledge than me of how the game works willing to take a look and see what the problem with the tweak might be?

Any info, guidance or advice would be a great help.  Thanks!

~ Henry
 
Another person with a question here, so if somebody is still answering people, take your time since I realise many people ask for help.

I am trying to add items to the native game, but is that possible on exisiting save games. Because, even if I do this with or without Jordan's Item Editor tool, if I try to add 4 horses to the game, and I put them straight after the lines of the exisiting horses in item_kinds1, then ingame existing items will get moved forward by those 4 lines of those "added" horses. It does work perfectly afterwards, because the horses are recognized and over time my horses will be sold in the stores, I think. Yet the problem is that all other items have changed tot the item of four lines away, including my own items.
I also tried putting the horses at the bottom of item_kinds1, but then nothing happens. The horses will appear nowhere in the game. I was hoping that after some time they would be sold in stores, too, but nope. Like I said, I want to get this working on existing game files, because it all works well on a new game.

So what I want to know, is there a way to add items to the game, without it interfering with other lines which results in switching items and which will work with older save games. Or am I perhaps doing something wrong myself?
All I do, is basically copy one of the older lines and replace their names and basic stats (such as armour, health) and costs, nothing else. Jordan's Item Editor and my manual edit results in the exact same thing.
Any help or advice is greatly appreciated, I love Mount & Blade and I love modding, but as of now I am kind of stuck as I don't want to start a new game in order for all items to work correctly again.

Thanks in advance,

Tharulerme
 
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