Recent content by Hardrada

  1. Hardrada

    Warband single-player testers needed -- looking for modders, esp. scripters

    I've PM'd in an application, now I just have to cross my fingers and wait.
  2. Hardrada

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

    Sorry, I should have seen this coming. 

    Essentially what happened is that when I wrote this in the module system, rather than add the new menu to the end of the file I stuck in before the retirement menu.  When the module system was compiled each menu was given a number based on it's position in the file, so the new menu gets the number the retirement menu had, and it gets the game end menu's number etc.  This works fine until you try to do it as a text file mod and all the other menus aren't renumbered, which is why I said to add the new menu to the end of the file, but forgot that the number referring to it would have to be changed too.

    I've updated the original post but here's the fix for those who have already done the tweak.
    The last number in the addition here is 864691128455135258, change it to 864691128455135415.  If you copied the entire menu you probably want to change the 864691128455135259 after Retire_from_adventuring back to 864691128455135258 so you have a chance to confirm/cancel retiring if you click on this menu.
  3. Hardrada

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

    Hardrada's Caravan Generation Tweak Part Two: Caravan Limits.
    By default, as long as a faction has a city it can have five caravans regardless of it's size.  This is not only illogical, but also means that in the later game caravans become scarcer as factions die off, and this affects the income generated by cities, and thus your ability to pay your armies, particularly a problem if you are trying to conquer the map as an independent since you have to garrison everything yourself.  I'm going to change this so that the limit on the number of caravans is based on the amount of land held by each faction, not a flat five each.

    Open up scripts.txt and search for create_kingdom_party_if_below_limit it should look like this:
    create_kingdom_party_if_below_limit -1
    14 21 1 1224979098644774912 22 1 1224979098644774913 1 3 936748722493063243 1224979098644774912 1224979098644774913 2133 2 1224979098644774914 72057594037927936 2133 2 1224979098644774915 0 4 0 31 2 1224979098644774913 11 2133 2 1224979098644774915 5 3 0 2133 2 72057594037927936 -1 4 0 2147483678 2 1224979098644774914 1224979098644774915 1 3 936748722493063295 1224979098644774912 1224979098644774913 3 0

    Change it to this:
    create_kingdom_party_if_below_limit -1
    32 21 1 1224979098644774912 22 1 1224979098644774913 1 3 936748722493063243 1224979098644774912 1224979098644774913 2133 2 1224979098644774914 72057594037927936 2133 2 1224979098644774915 0 4 0 31 2 1224979098644774913 11 2133 2 1224979098644774916 0 6 3 1224979098644774917 648518346341351443 648518346341351461 2204 2 1224979098644774918 1224979098644774917 31 2 1224979098644774918 1224979098644774912 2105 2 1224979098644774916 4 3 0 6 3 1224979098644774917 648518346341351461 648518346341351501 2204 2 1224979098644774918 1224979098644774917 31 2 1224979098644774918 1224979098644774912 2105 2 1224979098644774916 1 3 0 6 3 1224979098644774917 648518346341351501 648518346341351591 2204 2 1224979098644774918 1224979098644774917 31 2 1224979098644774918 1224979098644774912 2105 2 1224979098644774916 1 3 0 2107 2 1224979098644774916 1 2108 2 1224979098644774916 7 2133 2 1224979098644774915 1224979098644774916 3 0 2133 2 72057594037927936 -1 4 0 2147483678 2 1224979098644774914 1224979098644774915 1 3 936748722493063295 1224979098644774912 1224979098644774913 3 0

    This gets a point value for each faction, I'm using 4 for towns, 1 for castles and 1 for villages, then multiplies it by 1, divides by 7 and rounds down to get the caravan limit for each faction.  For a new game this would give the Swadians and Vaegirs six caravans and the others five.  I've written this to be easily adjusted to suite people's individual preferences, and there shouldn't be any problem setting the value for a centre type to zero if you don't want to count them.

    Module System code, for those who are interested:
    Under "create_kingdom_party_if_below_limit" in module_scripts.py you will see this:
            (eq, ":party_type", spt_kingdom_caravan),
            (assign, ":party_count_limit", 5),
    I've changed it to this:
            (eq, ":party_type", spt_kingdom_caravan),
            (assign, ":no_towns", 0),
            (try_for_range,":cur_town", towns_begin, towns_end),
              (store_faction_of_party, ":cur_faction", ":cur_town"),
              (eq, ":cur_faction", ":faction_no"),
              (val_add, ":no_towns", 4),
            (try_end),
            (try_for_range,":cur_town", castles_begin, castles_end),
              (store_faction_of_party, ":cur_faction", ":cur_town"),
              (eq, ":cur_faction", ":faction_no"),
              (val_add, ":no_towns", 1),
            (try_end),
            (try_for_range,":cur_town", villages_begin, villages_end),
              (store_faction_of_party, ":cur_faction", ":cur_town"),
              (eq, ":cur_faction", ":faction_no"),
              (val_add, ":no_towns", 1),
            (try_end),
            (val_mul, ":no_towns", 1),
            (val_div, ":no_towns", 7),
            (assign, ":party_count_limit", ":no_towns"),
  4. Hardrada

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

    vonmistont pre-empted me a bit here but doesn't go as far as I do so I'll post it all here anyway.

    Hardrada's Caravan Generation Tweak Part One:  The Player Kingdom.
    By default an independent player's kingdom doesn't produce caravans (although I have had one appear on rare occasions for unknown reasons), I am going to change this so that player kingdoms will produce caravans in the same manner as other kingdoms.  To do this properly, and give you some options I will be editing four different files.

    We'll start with triggers.txt (this is the same as what vonmistont posted).  Search for 1.000000 0.000000 0.000000 it should look like this:
    1.000000 0.000000 0.000000  0  9 6 3 1224979098644774912 432345564227567629 432345564227567635 542 3 1224979098644774912 21 0 2147483679 2 1224979098644774912 432345564227567629 4 0 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 1 3 936748722493063294 1224979098644774912 11 3 0 3 0
    Change it to this:
    1.000000 0.000000 0.000000  0  8 6 3 1224979098644774912 432345564227567629 432345564227567635 542 3 1224979098644774912 21 0 4 0 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 1 3 936748722493063294 1224979098644774912 11 3 0 3 0
    This script used to cover the generation of a number of party types - patrols, scouts, foragers - and excluding the player faction made some sense then, but now the only party it produced still in use is caravans.

    There's a problem here though, the caravans produced only have the caravan guard troops protecting it, no faction troops, so they're quite small and vulnerable.  I want to set up a default reinforcement of mercenary troops but also allow you to choose what faction's troops will be used.

    First we will create the mercenary reinforcements to be used in party_templates.txt
    On the second line of the file you will see a number, 48 by default.  Increase this by 1.
    Add this line to the end of the file.
    pt_kingdom_p_reinforcements_b kingdom_p_reinforcements_b 0 0 1 0 26 2 6 0 30 4 7 0 -1 -1 -1 -1
    Then we will set them up as the default reinforcements when you start a new game.  Open up scripts.txt, near the top of the file you will see game_start -1, and the next line starts with 1074, change this to 1075, then search for 432345564227567629 7 360287970189639680 it should look like this:
    432345564227567629 7 360287970189639680 6 3 1224979098644774924 288230376151711814 288230376151711840
    Change it to this:
    432345564227567629 7 360287970189639680 502 3 432345564227567629 78 576460752303423536 6 3 1224979098644774924 288230376151711814 288230376151711840
    Now when you start a new game your caravans will be reinforced with watchmen and mercenary crossbowmen, but you probably don't want to have to start a new game to take advantage of this and might prefer to use another faction's troops so we're moving onto menus.txt
    On the second line of the file you will see a number, 183 by default.  Increase this by 1.  Search for menu_camp_action it should look like this:
    menu_camp_action 0 Choose_an_action: none 0 5
    mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856030 4 0 32 2 144115188075856030 0 2133 2 144115188075856028 0 2133 2 144115188075856029 0 2133 2 144115188075856030 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135254  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135256  .  mno_action_modify_banner  1 31 2 144115188075856014 1  Cheat:_Modify_your_banner.  1 900 1 1513209474796486657  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1 864691128455135258  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135251  .
    Change it to this:
    menu_camp_action 0 Choose_an_action: none 0 6
    mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856030 4 0 32 2 144115188075856030 0 2133 2 144115188075856028 0 2133 2 144115188075856029 0 2133 2 144115188075856030 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135254  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135256  .  mno_action_caravan_troops  2 522 3 1224979098644774912 432345564227567629 21 31 2 1224979098644774912 0  Change_your_caravan_troops.  1 2060 1 864691128455135415  .  mno_action_modify_banner  1 31 2 144115188075856014 1  Cheat:_Modify_your_banner.  1 900 1 1513209474796486657  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1 864691128455135258  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135251  .
    (If you added my "Change your kingdom name" tweak it will look a bit different, that's OK, just add in the new line and increase the blue number by 1.)
    Go to the end of the file and add this:
    menu_camp_action_caravan_troops 0 Select_the_type_of_troops_you_want_to_protect_your_caravans. none 0 6
    mno_action_set_faction_1  0  Swadians.  2 502 3 432345564227567629 78 576460752303423522 2040 0  .  mno_action_set_faction_2  0  Vaegirs.  2 502 3 432345564227567629 78 576460752303423525 2040 0  .  mno_action_set_faction_3  0  Khergits.  2 502 3 432345564227567629 78 576460752303423528 2040 0  .  mno_action_set_faction_4  0  Nords.  2 502 3 432345564227567629 78 576460752303423531 2040 0  .  mno_action_set_faction_5  0  Rhodoks.  2 502 3 432345564227567629 78 576460752303423534 2040 0  .  mno_action_set_faction_p  0  Mercenaries.  2 502 3 432345564227567629 78 576460752303423536 2040 0  .
    Now if you have your own kingdom you should find an option under camp actions to change the troops used.  Note that unless you have started a new game, the default is to not use any reinforcements so you will have to come here and pick one.

    Edited to correct a bug in the menu code.
    Module System code, for those who are interested:
    module_triggers.py - under Kingdom Parties delete the following line.
          (neq, ":cur_kingdom", "fac_player_supporters_faction"),
    module_party_templates.py - Add this to the end of the file.
      ("kingdom_p_reinforcements_b", "kingdom_p_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_watchman,2,6),(trp_mercenary_crossbowman,4,7)]),
    module_scripts.py - find this line:
          (faction_set_slot, "fac_player_supporters_faction", slot_faction_marshall, "trp_player"),
    and add this line after it.
          (faction_set_slot, "fac_player_supporters_faction", slot_faction_reinforcements_b, "pt_kingdom_p_reinforcements_b"),
    module_game_menus.py - find "camp_action" and add in this:
          ("action_caravan_troops",
          [(faction_get_slot, ":active", "fac_player_supporters_faction", slot_faction_state),
            (eq, ":active", sfs_active),
            ],"Change your caravan troops.",
          [(jump_to_menu, "mnu_camp_action_caravan_troops"),
            ]
          ),
    Then add this menu to the file:
      ("camp_action_caravan_troops",0,
      "Select the type of troops you want to protect your caravans.",
      "none",
      [],
        [
          ("action_set_faction_1",[],"Swadians.",
          [(faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_1_reinforcements_b"),
            (display_message, "@You have changed your caravan troops to swadians."),
            (change_screen_return),
            ]
          ),
          ("action_set_faction_2",[],"Vaegirs.",
          [(faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_2_reinforcements_b"),
            (display_message, "@You have changed your caravan troops to vaegirs."),
            (change_screen_return),
            ]
          ),
          ("action_set_faction_3",[],"Khergits.",
          [(faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_3_reinforcements_b"),
            (display_message, "@You have changed your caravan troops to khergits."),
            (change_screen_return),
            ]
          ),
          ("action_set_faction_4",[],"Nords.",
          [(faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_4_reinforcements_b"),
            (display_message, "@You have changed your caravan troops to nords."),
            (change_screen_return),
            ]
          ),
          ("action_set_faction_5",[],"Rhodoks.",
          [(faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_5_reinforcements_b"),
            (display_message, "@You have changed your caravan troops to rhodoks."),
            (change_screen_return),
            ]
          ),
          ("action_set_faction_p",[],"Mercenaries.",
          [(faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_p_reinforcements_b"),
            (display_message, "@You have changed your caravan troops to mercenaries."),
            (change_screen_return),
            ]
          ),
          ]
      ),
    This add a confirmation message for the change that the tweak on it's own doesn't, since that would mean editing yet another file.
  5. Hardrada

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

    Sorry guys, I thought everything was in one file, but you need to modify two.  I've edited my post to fix it.  Note that a couple of numbers in the original change in menus.txt had to be modified so you'll have to update that too.

    Thales said:
    I note in the line above that there should be a menu option to change your banner... but it also mentions "cheat"... how does one activate this?

    This is dead easy.  Find mno_action_modify_banner in menus.txt, it should look like this:
    mno_action_modify_banner  1 31 2 144115188075856014 1  Cheat:_Modify_your_banner.  1 900 1 1513209474796486657  . 
    Change it to this:
    mno_action_modify_banner  0  Modify_your_banner.  1 900 1 1513209474796486657  . 
    This simply removes the cheat mode check and removes Cheat: from the title.
  6. Hardrada

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

    Alright ramhad, changing my faction's name is something I've wanted to do on occasion, so I worked out how to do it.

    Open up menus.txt and search for Choose_an_action, is should look like this:
    menu_camp_action 0 Choose_an_action: none 0 5
    mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856030 4 0 32 2 144115188075856030 0 2133 2 144115188075856028 0 2133 2 144115188075856029 0 2133 2 144115188075856030 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135254  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135256  .  mno_action_modify_banner  1 31 2 144115188075856014 1  Cheat:_Modify_your_banner.  1 900 1 1513209474796486657  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1 864691128455135258  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135251  .

    Change it to this:
    menu_camp_action 0 Choose_an_action: none 0 6
    mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856030 4 0 32 2 144115188075856030 0 2133 2 144115188075856028 0 2133 2 144115188075856029 0 2133 2 144115188075856030 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135254  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135256  .  mno_action_change_name  2 522 3 1224979098644774912 432345564227567629 21 31 2 1224979098644774912 0  Change_the_name_of_your_realm.  3 2322 2 3 360287970189639680 1275 2
    432345564227567629 1585267068834415129 1106 1 1585267068834415130  .
      mno_action_modify_banner  1 31 2 144115188075856014 1  Cheat:_Modify_your_banner.  1 900 1 1513209474796486657  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1 864691128455135258  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135251  .

    Open up quick_strings.txt and increase the number at the start of the file from 537 to 539.
    Then paste this at the end of the file:
    qstr_{s3} {s3}
    qstr_{s3}_has_changed_it_ {s3}_has_changed_it's_name.


    This will appear in the camp menu under "take an action" if you have your own faction, and will set your character name at the time as your faction name.

    As to your second question, it should be possible but I suggest you learn how to use the module system rather than trying to do it with the text files.

    rasz:  That error appears when you don't update the numbers at the start of the scripts I highlighted in red.
  7. Hardrada

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

    Just a quick note to let you know I've updated my Make all parties that dislike you group up against you tweak with a few new options.

    rasz said:
    Hardrada said:
    -Snip-
    Sorry about the big blocks of text, there's quite a bit of stuff between the red numbers that have to be updated and the actual meeting code.  The module system code I used here can be found in my post back on page 34 if you're interested.

    Edited to correct a bug in the code.

    doenst work with current 1.011 build of the game :sad: game throws "unexpected end of file while reading menus.txt"

    Yes it does, you made an error.
  8. Hardrada

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

    solecist said:
    If i wanted non-lord parties to join me, would i just delete the next "31 2 1224979098644774925 13" or would i need to adjust the initial number (70) to account for the missing lines?

    You would need to change the 70 to 69 to account for the deleted line.  It doesn't need changing in the tweak I posted because we add one line and subtract one line.
  9. Hardrada

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

    Frankoman said:
    Is there a way to make villagers always fight back while attempting to raid, or at least fight back while I have a larger party?

    Yes there is.
    Open up menus.txt and search for village_start_attack, it should look like this:

    menu_village_start_attack 512 Some_of_the_angry_villagers_grab_their_tools_and_prepare_to_resist_you._It_looks_like_you'll_have_a_fight_on_your_hands_if_you_continue. none 23 1 2 936748722493063239 648518346341351424 2133 2 1224979098644774912 72057594037927936 1 2 936748722493063239 144115188075856056 2133 2 1224979098644774913 72057594037927936 4 0 32 2 1224979098644774912 25 2060 1 864691128455135327 5 0 1073741855 2 1224979098644774913 0 31 2 144115188075856016 1 4 0 31 2 144115188075856016 1 2136 3 1224979098644774914 -30 -15 1 3 936748722493063320 144115188075856056 1224979098644774914 521 3 1224979098644774915 144115188075856056 7 32 2 1224979098644774915 0 1 3 936748722493063319 1224979098644774915 -3 3 0 2060 1 864691128455135327 5 0 31 2 144115188075856016 -1 2060 1 864691128455135329 3 0 2

    If your party has 25 or less people in it the villagers will fight back.  Change the 25 in the file to a larger number to make them fight against larger parties, setting it to 1000 will make them fight you every time (unless you can bring 1001 soldiers of course).


    Regarding the Make all parties that dislike you group up against you tweak, here's what I've got in my text files. There are some differences between 1.010 and 1.011 so I don't recommend copying and pasting the entire script, but the changes should work with both versions.

    The first two numbers highlighted below represent the maximum distance a party can join at, for daytime and nighttime.  You can adjust them if you wish, although setting them too high can make the early game in particular quite difficult.

    Open up scripts.txt and search for let_nearby_parties_join_current_battle, it should look like this:

    let_nearby_parties_join_current_battle -1
    70 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 5 4 0 2273 0 2133 2 1224979098644774914 3 3 0 11 1 1224979098644774915 1680 2 1224979098644774916 1224979098644774915 2147483678 2 1224979098644774916 0 1694 2 1224979098644774917 1224979098644774915 2147483678 2 1224979098644774917 0 2290 2 1224979098644774918 1224979098644774915 2147483679 2 1224979098644774918 8 2281 3 1224979098644774919 1224979098644774915 648518346341351424 2147483678 2 1224979098644774919 1224979098644774914 2204 2 1224979098644774920 1224979098644774915 2204 2 1224979098644774921 144115188075856032 4 0 31 2 1224979098644774920 432345564227567629 2133 2 1224979098644774922 100 5 0 2190 3 1224979098644774922 1224979098644774920 432345564227567629 3 0 4 0 31 2 1224979098644774920 1224979098644774921 2133 2 1224979098644774923 100 5 0 2190 3 1224979098644774923 1224979098644774920 1224979098644774921 3 0 2133 2 1224979098644774924 1 4 0 2147483679 2 144115188075856032 144115188075856110 2133 2 1224979098644774924 2 3 0 4 0 31 2 1224979098644774912 0 2147483678 2 1224979098644774922 0 32 2 1224979098644774923 0 521 2 1224979098644774925 1224979098644774915 31 2 1224979098644774925 13 2290 2 1224979098644774926 1224979098644774915 2147483679 2 1224979098644774926 5 1663 2 1224979098644774915 1224979098644774924 2330 2 1 1224979098644774915 1106 1 216172782113783949 5 0 31 2 1224979098644774913 0 32 2 1224979098644774922 0 2147483678 2 1224979098644774923 0 2133 2 1224979098644774927 1 4 0 31 2 1224979098644774912 1 2133 2 1224979098644774927 0 31 2 1224979098644774920 144115188075856122 542 3 144115188075856122 7 360287970189639680 2133 2 1224979098644774927 1 3 0 31 2 1224979098644774927 1 521 2 1224979098644774925 1224979098644774915 31 2 1224979098644774925 13 1652 3 1224979098644774928 1224979098644774915 0 1 2 936748722493063317 1224979098644774928 2133 2 1224979098644774929 72057594037927936 30 2 1224979098644774929 0 1663 2 1224979098644774915 0 2330 2 1 1224979098644774915 1106 1 216172782113783950 3 0 3 0

    Add the numbers highlighted in red below.  Delete the numbers highlighted in green above to make non-lord parties join against you, delete the numbers highlighted in orange above to make non-lord parties join with you.  Add the numbers highlighted in teal below to prevent caravans and villagers joining battles against you, add the numbers highlighted in maroon below to prevent caravans and villagers joining battles with you. 

    You will then have to update the 70 to represent the new number of lines.  The red addition is +1 line, the green and orange sections are -2 lines each, and the teal and maroon sections are +3 lines each.  Add up the number of lines you have added and subtracted and then adjust the 70 by this amount.

    let_nearby_parties_join_current_battle -1
    70 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 5 4 0 2273 0 2133 2 1224979098644774914 3 3 0 11 1 1224979098644774915 1680 2 1224979098644774916 1224979098644774915 2147483678 2 1224979098644774916 0 1694 2 1224979098644774917 1224979098644774915 2147483678 2 1224979098644774917 0 2290 2 1224979098644774918 1224979098644774915 2147483679 2 1224979098644774918 8 2147483679 2 1224979098644774918 0 2281 3 1224979098644774919 1224979098644774915 648518346341351424 2147483678 2 1224979098644774919 1224979098644774914 2204 2 1224979098644774920 1224979098644774915 2204 2 1224979098644774921 144115188075856032 4 0 31 2 1224979098644774920 432345564227567629 2133 2 1224979098644774922 100 5 0 2190 3 1224979098644774922 1224979098644774920 432345564227567629 3 0 4 0 31 2 1224979098644774920 1224979098644774921 2133 2 1224979098644774923 100 5 0 2190 3 1224979098644774923 1224979098644774920 1224979098644774921 3 0 2133 2 1224979098644774924 1 4 0 2147483679 2 144115188075856032 144115188075856110 2133 2 1224979098644774924 2 3 0 4 0 31 2 1224979098644774912 0 2147483678 2 1224979098644774922 0 32 2 1224979098644774923 0 521 2 1224979098644774925 1224979098644774915 2290 2 1224979098644774926 1224979098644774915 2147483679 2 1224979098644774926 5 1609 2 1224979098644774926 1224979098644774915 2147483679 2 1224979098644774926 576460752303423516 2147483679 2 1224979098644774926 576460752303423505 1663 2 1224979098644774915 1224979098644774924 2330 2 1 1224979098644774915 1106 1 216172782113783949 5 0 31 2 1224979098644774913 0 32 2 1224979098644774922 0 2147483678 2 1224979098644774923 0 2133 2 1224979098644774927 1 4 0 31 2 1224979098644774912 1 2133 2 1224979098644774927 0 31 2 1224979098644774920 144115188075856122 542 3 144115188075856122 7 360287970189639680 2133 2 1224979098644774927 1 3 0 31 2 1224979098644774927 1 521 2 1224979098644774925 1224979098644774915 31 2 1224979098644774925 13 1609 2 1224979098644774926 1224979098644774915 2147483679 2 1224979098644774926 576460752303423516 2147483679 2 1224979098644774926 576460752303423505 1652 3 1224979098644774928 1224979098644774915 0 1 2 936748722493063317 1224979098644774928 2133 2 1224979098644774929 72057594037927936 30 2 1224979098644774929 0 1663 2 1224979098644774915 0 2330 2 1 1224979098644774915 1106 1 216172782113783950 3 0 3 0
  10. Hardrada

    Well I have had it with this game (native)

    Personally I think having to respect your companions opinions adds to the game, and with careful choices of companions to match each other and my playing style I've never had anyone want to quit.  That said I won't tell you how to play your game, and if you want to prevent companions leaving I've posted a tweak in TheMageLord's thread that will allow you to stop them leaving.
  11. Hardrada

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

    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.
  12. Hardrada

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

    tommylaw said:
    Since this is a quite annoying quest and people have complained about it, i've found a way to change the rank of soldiers needed in the capture certain amount of enemy prisoners, to get lower rank soldiers (easier to nick from caravans, etc)

    Have you tested this?  Because I would be quite surprised if this worked.  The type of troop is set in scripts.txt, the {s3} just refers to it.  This should work though:

    Open up scripts.txt and search for 45 1 2136 3 1224979098644774988 42

    The game picks a troop type from tier two to tier five.  45 refers to tier five troops, 42 refers to tier two troops.  Changing 45 to 44 and 42 to 41 will make it choose  a troop from tiers one to four instead, for example.  Adjust this as you wish.
  13. Hardrada

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

    Make defecting Lords use their new faction's troops:

    I've tested this in my mod but not in Native, so no guarantees.  Note that this only affects lords when they change factions, so if they have already joined a new faction they won't be affected.

    Open up scripts.txt and search for change_troop_faction, the first few lines should look like this:
    change_troop_faction -1
    53 21 1 1224979098644774912 22 1 1224979098644774913 4 0 33 3 1224979098644774913 432345564227567629 432345564227567635 2147484190 3 1224979098644774913 21 0 502 3 1224979098644774913 21 0 1 1 936748722493063506 3 0 1550 2 1224979098644774912 1224979098644774913 6 3 1224979098644774914 648518346341351443 648518346341351501 541 3 1224979098644774914 7

    Change it to this:
    change_troop_faction -1
    54 21 1 1224979098644774912 22 1 1224979098644774913 4 0 33 3 1224979098644774913 432345564227567629 432345564227567635 2147484190 3 1224979098644774913 21 0 502 3 1224979098644774913 21 0 1 1 936748722493063506 3 0 1550 2 1224979098644774912 1224979098644774913 500 3 1224979098644774912 14 1224979098644774913 6 3 1224979098644774914 648518346341351443 648518346341351501 541 3 1224979098644774914 7
  14. Hardrada

    I need some help with mission templates please

    I've added chief units to my bandit parties, and I'm now trying to get them to show up in bandit infested villages, and running into problems.  Here's what I've got so far (my changes highlighted in red). From game menus: From mission templates: I've found a village infested with 50...
  15. Hardrada

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

    The Yogi said:
    Hardrada said:
    The Yogi, virus_found:  The bugs you describe seem to relate to not having the right 'current town' number, exactly which number is in your file seems to vary, but if the meeting code has the wrong number for your file it doesn't work.  I'll edit my original post to point out where to check you have the right number and make changes.  If that doesn't work let me know, and I'll have another look.

    I changed every instance of 144115188075856056 (the green and dark blue piece of code) and it worked like a charm. However, once I visited a village after sundown and chose "meet with village elder" and got a CTD. I suspect that that menu item might be incompatible with bandit attacks.

    OK, that's weird, can you find out if it happens every time you try after sundown? After visiting about 60 villages (thank God for teleport) I managed to get attacked using the meet with village elder option, and it worked normally.
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