Recent content by philliptc93

  1. item_kinds1.txt question

    so the specific code to change is the first set of numbers after zero, that is the "flags" portion of the weapons.
    itm_great_bardiche Great_Bardiche Great_Bardiche 1 two_handed_battle_axe_f 0 34433466371 9223635923965575392 617 262164 5.000000 100 0 0 0 10 51200 89 0 116 0 256 50
    0
    and you would have to figure out the code but morghs is a good editor, though if you really want the code:
    itm_great_bardiche Great_Bardiche Great_Bardiche 1 two_handed_battle_axe_f 0 38728433667 9223635923965575392 617 262164 5.000000 100 0 0 0 10 51200 89 0 116 0 256 50
    0
    is what would make it crush through with all the other flags still the same.
  2. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    I want to apologize for the Necromancy of this post (15 years later) but if anyone has any question on tweaking the 1.174 native, message me. If enough people are curious (I see that people and guests still frequent this thread enough) I'll make a thread like Magelord and the other coding gods on this thread. I can't promise I know how to do every tweak he has, but I've messed with enough to be able to fix a few of the older tweaks to work with the last update. I have tried to find another thread like this one but haven't had too much luck.
  3. He hasn't been on in a while. I have modified a lot of the files he and the others have tweaked...

    He hasn't been on in a while. I have modified a lot of the files he and the others have tweaked in his thread of the tweaking 82 files. If you have any questions I'll try my best to answer but I'm no magelord haha.
  4. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Hello everyone,

    Are these tweaks compatible also with M&B 1.011 and with separate mods as well, please (like 1257, native expansion v0.586, etc.)?

    Thx
    I have messed with 1.174 vanilla quite a bit, and have succeeded with most but none with mods and such, i can send you the file of what ive done if youd like, and any others who are wondering.
  5. Compilation of tweaks to the text files to change your gameplay

    I wanted to reply to this post to keep it on my profile, thank you for making it and everyone who helped.
  6. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    I'm posting in here to be able to find it again because the last computer i had crapped out and it has taken me forever to find this post but it is (and probably others) my favorite to tweaking
  7. troop.txt editing question (v1.001)

    Haha I agree (it probably would have been lost in the sea of 500 others), and this one is the first one to "pop" up on Google so I thought that this was the best one to post on. Thank you, I am Very New to modding and tweaking and with the help of every person on here, I was able to deduce how to change that the "hard" way. I am running it on Linux mint 18.9 and I am currently trying to get the module system to work in Terminal (instead of command mode) I thought, in the mean time, I would at least try and make the manhunter near invincible, but that was a big mistake. They only take prisoners, so when they finally got defeated, the bandit or deserter group that defeated them received 100 to 200 other troops in addition and were mini armies killing every single villager and some lords.

    ( I now get what you meant by necromancy, my bad)
  8. troop.txt editing question (v1.001)

    Hopefully someone will read this but it turns out if you look at the character sheet the reserved skills are a part of it, and each number deals with 8. It starts backwards though, so the first number in 274 131072 0 1 0 0
    is persuasion, reserved skill 4, 3, 2, then 1 then prison manage, leadership, and last trade. A complete 10 for the main skills in hex would look like a0000aaa which translates to 2684357290 in decimal so 2684357290 131072 0 1 0 0 would be persuasion = 10, reserved 4 =0, reserved 3 = 0, reserved 2 = 0, reserved 1 = 0, prison = 10, ledadership = 10, and trade = 10

    so a complete level 62 with max attributes and 10 in all skills and 420 in all weapons (except firearms) would look like this (green being the skills, yellow attributes, red level, and purple weapons)

    trp_swadian_recruit Swadian_Recruit Swadian_Recruits 0 2097152 0 0 15 36 0
      464 0 394 0 375 0 368 0 539 0 518 0 317 0 315 0 315 0 232 0 240 0 241 0 171 0 165 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
      63 63 63 63 62
    420 420 420 420 420 420 0
    2684357290 2863311530 2852126890 43690 699040 0
      1 1315051091194281984 1835136 0 33286021831 7916447985573822463 2031036 0
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