Recent content by Mr_Fun_Times

  1. Changing length of mercenary contract and upfront pay

    I've managed to find the answer on how to change the length of the mercenary contracts thanks to the tweaks thread.

    https://forums.taleworlds.com/index.php/topic,46290.0.html

    In conversation.txt. look for this text,

    Perfect._Of_course_you_shall_have_to_make_a_formal_declaration_of_allegiance,_and_give_your_oath_that_you_and_your_company_will_remain_in_service_to_{s9}_for_a_period_of_no_less_than_one_month.  626  0 NO_VOICEOVER
    dlga_lord_mercenary_service_verify:lord_mercenary_service_verify_2 69631 626  0 As_you_wish._Your_enemies_are_my_enemies.  627  0 NO_VOICEOVER
    dlga_lord_mercenary_service_verify:lord_mercenary_service_reject 69631 626  0 On_second_thought,_forget_it.  623  0 NO_VOICEOVER
    dlga_lord_mercenary_service_verify_2:lord_mercenary_service_accept_3 4095 627  0 That_will_do._You've_made_a_wise_choice,_my_friend._{s9}_does_well_by_its_loyal_fighters,_you_will_receive_many_rewards_for_your_service.  628  5 1 3 936748722493063602 360287970189639680 144115188075856007 2272 1 1224979098644774912 2120 3 144115188075856079 1224979098644774912 30 1 2 936748722493063545 144115188075855989 2335 2 9

    The 30 in red is the length of the initial contract, I changed it to 14. There are instances where the text says one month (one of those I highlighted in red, but there are more), so I've changed those to say two weeks to be consistent.

    That only affects the initial contract, to effect the renewal length you have to go to menus.txt and look for this text,

    menu_oath_fulfilled 0 You_had_a_contract_with_{s1}_to_serve_him_for_a_certain_duration._Your_contract_has_now_expired._What_will_you_do? none 2 522 3 1224979098644774912 144115188075856287 11 2322 2 1 1224979098644774912 2
    mno_renew_oath  2 522 3 1224979098644774912 144115188075856287 11 2322 2 1 1224979098644774912  Renew_your_contract_with_{s1}_for_another_month.  3 2272 1 1224979098644774912 2120 3 144115188075856079 1224979098644774912 30 2040 0

    Change the highlighted red to the desired number of days. There is also instances of the menu text saying "one month", so change that to reflect the desired length.
  2. Changing length of mercenary contract and upfront pay

    I know how to change the weekly payment thanks to this topic here, https://forums.taleworlds.com/index.php?topic=120797.0 but I would also like to change the upfront cost and length of contract to two weeks. A textfile way of doing this is highly preferred, but I'll appreciate whatever help I...
  3. Modding Q&A [For Quick Questions and Answers]

    How would I go about modifying what contestants spawn with in tournaments? I did what was said here (taken from the tweaks thread)


    TheMageLord said:
    Darmoth said:
    Hi... we've been wondering about what we would have to do to give archers in the arena a back up weapon. Like a quarter staff, or shorts sword?

    Thats stored in mission_templates.txt. Find mst_arena_melee_fight arena_melee_fight. There should be big block of numbers, the first three lines being:
    58 0 4112 447 16 1 5  12 18 17 42 28
    1 4112 447 16 1 2  3 42
    2 4112 447 16 1 4  3 17 42 28
    That first number (5:cool: is just the number of lines to follow, so ignore that for the first line. The red number is how many items the unit has. The blue numbers right after that are the items, stored in numerical order. The way you figure out which items are which is open up item_kinds.txt in a program that shows you the line numbers on the side (like notepad2) and check the item by line number. The formula to translate the number to the line number is: (#+1) x 3, so the first item in our list here (12) is on line number 39 (12+1 = 13, x3 = 39). Then go into item_kinds and find number 39, which is a practice bow. I'll leave it up to you to figure out exactly which lines in that big long list of 58 are which, but 12 = bow so if you find all instances of that you should find all the archers.

    So if you want to add something, just find the item you want, note the line it's on, translate it into the item number, add it to the list, and add 1 to the red number so it reads the new item.

    But I ran into some problems. I'm trying to make it so no one spawns with a heavy practice sword while also spawning with a horse (I'm making two handed unuseable on horseback), I went through the lines, making sure the heavy wooden sword (item #1:cool: never appeared in the same line as a practice horse (item #34), however when testing I noticed some contestants still spawn with the heavy sword while on horseback.

    I noticed that in these lines there are no item number entries for practice crossbows, practice bolts, practice axes, and practice javelins, yet these appear in the tournament, so my hunch is that there is more info stored somewhere else.
  4. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    TheMageLord said:
    Darmoth said:
    Hi... we've been wondering about what we would have to do to give archers in the arena a back up weapon. Like a quarter staff, or shorts sword?

    Thats stored in mission_templates.txt. Find mst_arena_melee_fight arena_melee_fight. There should be big block of numbers, the first three lines being:
    58 0 4112 447 16 1 5  12 18 17 42 28
    1 4112 447 16 1 2  3 42
    2 4112 447 16 1 4  3 17 42 28
    That first number (5:cool: is just the number of lines to follow, so ignore that for the first line. The red number is how many items the unit has. The blue numbers right after that are the items, stored in numerical order. The way you figure out which items are which is open up item_kinds.txt in a program that shows you the line numbers on the side (like notepad2) and check the item by line number. The formula to translate the number to the line number is: (#+1) x 3, so the first item in our list here (12) is on line number 39 (12+1 = 13, x3 = 39). Then go into item_kinds and find number 39, which is a practice bow. I'll leave it up to you to figure out exactly which lines in that big long list of 58 are which, but 12 = bow so if you find all instances of that you should find all the archers.

    So if you want to add something, just find the item you want, note the line it's on, translate it into the item number, add it to the list, and add 1 to the red number so it reads the new item.

    I'm trying to make it so that no one spawns with the heavy wooden sword while on horseback (I'm making it so no two handed weapons can be used on horseback, so I don't want anyone to spawn with the heavy sword on horseback, since they'd be useless), but I seem to have a problem. I went through all the number blocks and made sure to adjust the ones with the heavy wooden sword (item #1:cool: so they don't spawn with a horse (item  #34), but when testing this out some tournament players still spawn with the heavy sword while on horseback.

    I also noticed in the number blocks that there isn't any entries for the practice crossbow, practice axe, and practice javelins, yet they are present in tournament matches. Are these stored somewhere else? I'm assuming this is where my trouble lies.
  5. Modding Q&A [For Quick Questions and Answers]

    How would I go about making it so blunt weapons no longer knock people unconscious, and instead replace it with the 25% chance of being knocked unconscious that the player's troops have?
  6. FAQ and Troubleshooting

    I'm having trouble with what appears to be a texturless seam being created in openbrf. You can see it on the handle of the model.

    RkMxEqy.png


    0aTkEOe.png


    When in openbrf the texture appears perfectly fine (as it does in wings3d), but in game it looks like this,

    jh6ILIY.png


    It's a bit hard to see, but the entire texture is being used on a seam rather than the texture it was mapped too.
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