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

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Tharulerme said:
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

i've (and i figure you'll done it the same way) added items to native at the bottom of the list. and it has worked
check that they're marked as merchandise, and their abundance (make it 100 for it to be common), and if they are and they dont show up try using troop editor and giving 'player' those items so you start a new game with them
 
Ah, thanks tommylaw, it now works for me.

I think that I know what the problem was, items don't get added that fast to merchants, when you start a new game there will be like only 5 horses per town. So you simple have to play a long time ingame for there to be a long list of different horses. As for my new horses, it would also take a long while for all the merchants to stock up on them, not to mention the fact that I gave it a low Abundance which probably resulted in it not showing up for the first few weeks (which casued me to think it didn't work at all).

So, yes, it now works and with Abundance 100 in a few days there will already be multiple for sale, I just have to remember to either set it to 100 or wait a very long time if I set it low again.
Thanks tommylaw, you made me see my own mistake :grin:
 
For 1.011 (As always make a backup of any file before you change it.)

This tweak will stop your difficulty settings from affecting your score.  When you retire it will still show your difficulty as a percentage but adjustment to score will be 0.

In presentations.txt change:
prsnt_retirement 0 33 2
-60.000000  639 902 1 999999 2124 1 1000 912 3 144115188075856213
to:
prsnt_retirement 0 33 2
-60.000000  634 902 1 999999 2124 1 1000 912 3 144115188075856213

Next, find two unique series of numbers: 2133 2 1224979098644774963 and 2133 2 72057594037927941
Replace everything between them with 0

So that instead of:
2133 2 1224979098644774963 1224979098644774912 2107 2 1224979098644774912 1224979098644774962 2108 2 1224979098644774912 75 2107 2 1224979098644774912 1224979098644774962 2108 2 1224979098644774912 75 2121 3 1224979098644774963 1224979098644774912 1224979098644774963 2133 2 72057594037927941
you have:
2133 2 1224979098644774963 0 2133 2 72057594037927941
 
some days ago i read here on the forums how to let caravans spawn for player kingdom towns
sadly it seems i'm unable to find it again, someone knows where that thread is?
 
Knopfdruckoffizier said:
some days ago i read here on the forums how to let caravans spawn for player kingdom towns
sadly it seems i'm unable to find it again, someone knows where that thread is?

search it, or go on the 'sword of damocles' main thread
 
if you want to join a battle on the side of a hostile faction (i.e bandits), you can take away the restriction on who you can join in a battle:

look in menus.txt for this:

mno_pre_join_help_attackers  6 2204 2 1224979098644774912 144115188075856296 2190 3 1224979098644774913 1224979098644774912 432345564227567629 2204 2 1224979098644774914 144115188075856110 2190 3 1224979098644774915 1224979098644774914 432345564227567629 30 2 1224979098644774913 0 2147483678 2 1224979098644774915 0  Move_in_to_help_the_{s2}.  4 1303 1 0 2133 2 144115188075856032 144115188075856110 2133 2 144115188075856033 144115188075856296 2060 1 864691128455135276  .  mno_pre_join_help_defenders  6 2204 2 1224979098644774912 144115188075856296 2190 3 1224979098644774913 1224979098644774912 432345564227567629 2204 2 1224979098644774914 144115188075856110 2190 3 1224979098644774915 1224979098644774914 432345564227567629 30 2 1224979098644774915 0 2147483678 2 1224979098644774913 0  Rush_to_the_aid_of_the_{s1}.  4 1303 1 1 2133 2 144115188075856032 144115188075856296 2133 2 144115188075856033 144115188075856110 2060 1 864691128455135276  .

simply replace both bits in red with 0 so it should look like this:

mno_pre_join_help_attackers  0  Move_in_to_help_the_{s2}.  4 1303 1 0 2133 2 144115188075856032 144115188075856110 2133 2 144115188075856033 144115188075856296 2060 1 864691128455135276  .  mno_pre_join_help_defenders  0  Rush_to_the_aid_of_the_{s1}.  4 1303 1 1 2133 2 144115188075856032 144115188075856296 2133 2 144115188075856033 144115188075856110 2060 1 864691128455135276  .
 
Oooh, that's worthy.  My fledgling kingdom to be carved out between two warring factions thanks you, tommylaw.  I can join whichever side I choose and spend one enemy's troops to fight the other's  :twisted:
 
Ringwraith #5 said:
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:

Wrong. Rubik for example included a variable for the impact of pathfinding on the troop map speed, which didn't exist in the original txt files.
 
Domanz said:
Wrong. Rubik for example included a variable for the impact of pathfinding on the troop map speed, which didn't exist in the original txt files.

What, pray tell, does pathfinding skill do in YOUR version of M&B?  'Cause in mine it . . . wait for it. . . impacts troop map speed :roll:
 
TheMageLord said:
While I'm editing troops files, how about making those damn cattle run faster?

Open up troops.txt, find cattle, and change:
trp_cattle Cattle Cattle 0 0 0 3 0 0
  -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  7 5 4 4 1
62 67 60 68 63 72 0
0 0 0 0 0 0
  0 0 1835008 0 55817827083 7905747460180148223 2031614 0
to:
trp_cattle Cattle Cattle 1024 0 0 3 0 0
  -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  7 5 4 4 1
62 67 60 68 63 72 0
0 167772160 0 10 0 0
  0 0 1835008 0 55817827083 7905747460180148223 2031614 0
Changes highlighted in blue.

What this does is make them mounted and raise their riding and pathfinding skills to 10, thus increasing the party speed by quite a bit. It's kind of funny to think of making CATTLE mounted and giving them high riding skills, but if it works it works.

Türkçe'sine çevireyim istedim.

Troops dosyalarını kurcalarken, nasıl şu lanet sığırları hızlandıracağımızı buldum.

Modül dosyasındaki troops.txt'yi açın CTRL+F yaptıktan sonra "trp_cattle Cattle Cattle" yi aratın. Bulduktan sonra :
trp_cattle Cattle Cattle 0 0 0 3 0 0
  -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  7 5 4 4 1
62 67 60 68 63 72 0
0 0 0 0 0 0
  0 0 1835008 0 55817827083 7905747460180148223 2031614 0
içerideki yazıları oradan seçip aşağıdaki yazıları üzerine yapıştırın (yapamazsanız teker teker değiştirirsiniz :smile:
trp_cattle Cattle Cattle 1024 0 0 3 0 0
  -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  7 5 4 4 1
62 67 60 68 63 72 0
0 167772160 0 10 0 0
  0 0 1835008 0 55817827083 7905747460180148223 2031614 0
Mavi renk ile yazılanlar değiştirilenlerdir.

Burayı tam çeviremedim de :smile:
Bu onları monte ve 10 olan sürme ve pathfinding becerilerini artırmak, böylece biraz tarafından parti hızını artırarak ne hale getirilmesini yapar. Bu komik tür Sığır monte ve becerileri sürme yüksek verebilir, ancak bu çalışmalar çalışmaları yapmak ve düşünmek için.
 
Adorno said:
tommylaw said:
if you want to join a battle on the side of a hostile faction (i.e bandits), you can take away the restriction on who you can join in a battle:
Oh, I've been wanting this for so long. Thanks  :razz:
- it should be added to the first post.

unfortunately, i dont think magelord updates this thread anymore

might ask him to, or do a new one
 
All Hail The Magelord!

Milord, your humble servant would want to request a special tweak that could change a vassal's(player) starting fief from a village to a castle.
I am not well acquainted with the art of editing text files so I'm not sure if it's possible. Thanks!
 
Pode said:
Domanz said:
Wrong. Rubik for example included a variable for the impact of pathfinding on the troop map speed, which didn't exist in the original txt files.

What, pray tell, does pathfinding skill do in YOUR version of M&B?  'Cause in mine it . . . wait for it. . . impacts troop map speed :roll:

Whatever, he included a new variable, if it does the same like an already existing variable I ask myself why he didn't just change the existing one. BTW, could you just answer without being ironic? This is the only forum I know where this seems ****ing impossible.
 
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