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  1. Vercinger

    How does loot really work?

    I couldn't find a val_sqrt, only store_sqrt. That one is 2125.

    It's probably best to download the module system if you want to make more complicated changes. A bit of work setting it up will pay off in much easier modding.
  2. Vercinger

    How to stop reknown from draining away

    kefka95 said:
    Go to your SIMPLE_TRIGGERS.TXT file and find the following:

    168.000000  4 520 3 1224979098644774912 360287970189639680 7 2123 3 1224979098644774913 1224979098644774912 200 2106 2 1224979098644774912 1224979098644774913 500 3 360287970189639680 7 1224979098644774912

    Your current renown is divided by the 200 (ie, 0.5%), then the result is subtracted from your current renown.  This happens once per week.  To eliminate it, simply change the 200 to a very high number, such as 99999.

    If you wanted to do it a different way, the 168.000000 is the number of hours between renown decreases (168 hours = once per week by default).  Again, you could simply change this to a very high number, such as 9999.000000, and the renown decrease would only happen about once per year.

    kefka95 said:
    It occurred to me after my last post that maybe you weren't referring to the weekly renown loss, but rather the renown "subtraction" that happens every time you gain renown (ie, the idea that as your renown gets higher and higher, it also becomes more and more difficult to gain new renown).

    If you want to change that part of it, go to your SCRIPTS.TXT file and find the following:

    change_troop_renown -1
    31 21 1 1224979098644774912 22 1 1224979098644774913 520 3 1224979098644774914 1224979098644774912 7 4 0 32 2 1224979098644774913 0 2133 2 72057594037927940 1224979098644774913 2123 3 1224979098644774915 1224979098644774914 200 2106 2 1224979098644774913 1224979098644774915 2111 2 1224979098644774913 0

    By default, your existing renown is divided by the 200, then the result is subtracted from the original renown gain.  For example, if you won a battle with a renown value of 15, and your character already had 2000 renown, you would only actually get +5 renown at the end of the battle (ie, 2000/200 = 10;  15-10=5).

    If you wanted to modify the amount of renown that gets subtracted from each renown gain, simply change the 200 to a different value.  For example, if you change it to 400, you would still have some renown taken away, but only half as much as usual.  Likewise, if you wanted to completely eliminate the renown subtraction, you would change the 200 to a very high value, such as 999999.

    Both of these are very useful, thank you!
  3. Vercinger

    Morgh's M&B WB/WFAS Editor v1.50

    Just stopping by to say thanks for all the work you've done on this, it's very useful!
  4. Vercinger

    How does loot really work?

    Leonion said:
    noosers said:
    So where´s the definition of 10 shares for the PC and 3 for the NPC?

    player_loot_share (for the player) and hero_loot_share (for companions) are defined in header_parties in module system.
    In .txt files variables just turn into numbers, so we get the following:
    2133 2 1224979098644774912 10
    1650 2 1224979098644774913 648518346341351424
    6 3 1224979098644774914 1 1224979098644774913
    1652 3 1224979098644774915 648518346341351424 1224979098644774914
    4 0
    2147485155 1 1224979098644774915
    1653 3 1224979098644774916 648518346341351424 1224979098644774914
    2105 2 1224979098644774912 1224979098644774916
    5 0
    2105 2 1224979098644774912 3
    3 0
    3 0
    2133 2 72057594037927936 1224979098644774912

    P.S. Your interpretation is not entirely correct.
    The game first assigns a player's share to the num_player_party_shares variable.
    Then it starts "picking" every companion (the word "companion" means "any troop that accompanies a player character (or a lord or simply other members of a party if a party does not have a leader)" in the scripts, while who we call "companions" are generally referred to as "heroes") one by one and do the following:
    - Is it not a hero? Alright, then let's add a total stack size to the num_player_party_shares variable.
    - Oh, is it not not a hero? Let's try "else_try" then and add +3 to the num_player_party_shares variable.

    Thanks!

    I tried changing these, and the hero_loot_share appears to work properly, but the part of the code you bolded for player_loot_share is almost certainly something else. Instead of affecting the player's share, it's just a general divider for loot - setting it higher than 10 decreases overall loot and setting it lower increases loot. I tested this both with a medium army and with only the player character. In the latter tests, setting it to 1 moderately improves item loot and multiplies looted denars by almost 10. Setting it to 400 vastly decreases loot and cuts looted denars to about 1/40th.

    Do you have any idea what's going on? This is the only "10" in that part of the file, and the player's share seems to be 10 based on the tests. Did the code that uses those variables get changed in a patch? Am I missing something obvious? :???:


    EDIT:

    Okay, I went back and read the thread again, more closely. You post on the first page revealed what I got wrong, I understood it this time. The game doesn't use the player's share to determine how much to give to the player out of the total loot, it just uses the shares thing as a divider in the total loot calculating formula. So no way to increase the player's share without screwing up loot calculations. All I can do is set the hero and soldier shares to 0.

    I'll go test which of the two "1"s in calculate_main_party_shares is the soldier share and also if fractional shares work, then edit again with the results to hopefully help anyone else who runs across this.

    EDIT 2:

    Fractions don't work, trying to use them results in looting bugging out, with no loot screen appearing and negative denars looted. So no easy way to set hero and troop shares to very low values compared to the player.

    Oh, well. I'm not bothered about not giving them loot, they get plenty of regular pay. Plus, we only ever get a fraction of the enemy's equipment anyway. We can RP it as the soldiers getting the rest, and when it's just the player, that 1 person can't carry away everything, so the most damaged items get left behind for the scavengers.

    As for eliminating troop shares, I looked at the code Leonion gave at the top of page 2, and it looks like there's no multiplier for their shares, it's just the number of troops getting added straight to the party share. So I changed it so that the game adds "0" instead of ":stack_size" to ":num_player_party_shares". In "scripts.txt", it's this part of "calculate_main_party_shares":

    2105 2 1224979098644774912 1224979098644774916 5 0 2105 2 1224979098644774912

    Replace that coloured number with 0 and troops will no longer affect loot.
  5. Vercinger

    Save Game Editor / Convertor

    I just want to leave a thanks because this allowed me to increase the size of chests in my save (via their inventory management skill :cool:), which would not have been possible otherwise. So thanks!
  6. Vercinger

    Mount & Blade: Warband version 1.172 patch - HD Textures (released!)

    Captain Lust said:
    Thanks for this... we're pushing out a hotfix now. :smile:

    I assume that's the unannounced update I just got? Maybe add a news item for it on Steam or at least an update to the news item for 1.172, so we don't have to track it down to this thread.
  7. Vercinger

    How to change leveling system

    Thanks! And damn, you're fast :eek:

    I actually though about just copying those variables straight into the Native module.ini as soon as I posted here. Wouldn't hurt to try, right? Imagine my surprise when it actually worked!

    Took me a while to test them all, first having to figure out what the hell the 0.195 for attributes means (turns out it's just VC giving 1 point per 5 levels), then creating a character and fighting some looters to test level ups (and ingloriously getting knocked out by them in the process), so by the time I came here to edit my post, you'd already replied, sorry to waste your time! :oops:

    But as long as you're here, do you mind helping with a couple of other things?

    First, the level_boundary_multiplier only multiplies the base level curve, whereas what I'm trying to do (and if I understand correctly, the OP too) is to make the curve less exponential. Is there any way to do that?

    Second, is there any way to change skill bonuses from the player character's skill? As in, the +1 at lvl2 to +4 at lvl10 added to highest skill in party.

    I've been searching but couldn't find anything, I was about to post in the Q&A thread before stumbling upon this one, which answered my main questions (how to change the attribute limit of stats and how to change points given at levelup). So even if the rest is hardcoded, I'll still be able to mostly get progression where I want it, but it'd still be nice to be able to adjust those other couple of things as well.
  8. Vercinger

    How to change leveling system

    kalarhan said:
    Topper said:
    As far as I know, it's hard-coded and cannot be changed.

    it is defined on module.ini, so it can be changed (XP for player, companions or troops) and the points gained per level.

    Code:
        ## LEVELING SYSTEM
        skill_points_per_level              = 2
        attribute_points_per_level          = 0.195
        weapon_points_per_level             = 5
        level_boundary_multiplier           = 2.0
        attribute_required_per_skill_level  = 2
    
        ## XP FOR TROOPS
        player_xp_multiplier   = 1.0 
        hero_xp_multiplier     = 2.0
        regulars_xp_multiplier = 2.0

    you can find more flags on VC module.ini, instead of the Native one.

    This may be a stupid question, but is there any way to get those VC variables into regular Warband?
  9. Vercinger

    TweakMB (With Fire & Sword support!) [v5.09; updated 12.29.13]

    Midnitewolf, if that party was created before you made the tweak, it won't be changed. The tweak settings only apply to new parties spawning.
  10. Vercinger

    TweakMB (With Fire & Sword support!) [v5.09; updated 12.29.13]

    Is there any progress with the final version for 1.152? I want to enable the "Choose quest from menu" tweak before making any major changes, since otherwise I'd have to re-do any conversation tweaks.
  11. Vercinger

    TweakMB (With Fire & Sword support!) [v5.09; updated 12.29.13]

    Excellent! Did you manage to fix the bug with the battle continuation tweak?

    Also, when loading my module (Warband Native 1.152), I get 2 disabled tweaks with "Tweak not available in selected tweak profile" as the reason - QuestsLord_DealWithBanditsAtVillage and QuestsLord_DeliverMessageEnemyLord. Sorry if this has been answered before, I searched the thread and couldn't find anything about tweak profiles.
  12. Vercinger

    TweakMB (With Fire & Sword support!) [v5.09; updated 12.29.13]

    Just a few more hours until we get the new version. I can't wait!  :smile:
  13. Vercinger

    TweakMB (With Fire & Sword support!) [v5.09; updated 12.29.13]

    Kefka, I just registered to tell you how awesome you are for making this!  :smile:

    Looks like I'm going to have to play something else for a few days though, until the next version is ready. Which is a good thing, since I've become completely addicted to Warband, logging 50+ hours since I installed it last Friday!  :shock:
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