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  1. Aeltrius

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

    Corndawg 说:
    To turn off the companions thing try this: http://forums.taleworlds.com/index.php/topic,46290.msg1330752.html#msg1330752

    As for the rest, I don't know, just helping out to the best of my ability.

    Thanks, but that's actually what I meant by the option to refuse them to leave.  I just feel bad every time I tell that housewife-turned-soldier that if she leaves, I'll kill her. =P


    Edit:  I found a solution to my issues with the dialog option to force my companions to stay.
    Temporary Solution
    Read the dialog options.

    Edit 2:  Photobucket made the resolution horrible and tiny.  Image Shacked it.
  2. Aeltrius

    Compilation of tweaks to the text files to change your gameplay

    stygN 说:
    But... When you hire the guildmasters, will they actually apear in your party? And if they do, are they any good?
    Nah, they are just whatever mercenary that was in the tavern.  So if it was Mercenary Horseman (like it was when I took the screenshot), I would just hire Mercenary Horsemen.


    Edit:  I found a solution to my issues with the dialog option to force my companions to stay.
    Temporary Solution
    Read the dialog options.

    Edit 2:  Photobucket made the resolution horrible and tiny.  Image Shacked it.
  3. Aeltrius

    Compilation of tweaks to the text files to change your gameplay

    (Just found out the other thread was dead, so I'm just copy and pasting my post from there to here)

    Heyo!  I created an account on this forum specifically to ask the almighty lords of this thread for assistance.  I apologize in advance if these have been asked before.

    Is there any way to tweak the Inventory Management skill to make it a party skill?
    It's frustrating to see a party member starting with 7 Inventory Management (Katrin) but not being able to utilize it.

    Also, is there any way to turn off my companions' desire to leave my party all together? 
    I turned of NPC interactions (I think.  Did the suggestion of putting it in the Training Grounds trigger then trained, haven't had anything since) but they still hate each other and Jeremus has left for the second time.  And I don't like the idea of forcing them to stay by enabling that dialog option.

    I had another one I wanted to ask, but I can't recall it at the moment.
    Edit:  I remembered!  Is there a way to alter Path-Finding so that it also reduces the speed penalty for travelling at night? 
    Also, is it possible to increase the bonus it gives to overall speed?  I want to be able to actually catch those damn Steppe Bandits.

    Edit 4:  I just thought of another tweak I was wondering if it is possible to do.
    Can the Trainer skill be made to train more exp AND (more importantly) train units above the hero's level?


    Edit 2:  Thought I'd share an interesting bug I've encountered, which I believe is a result of tweaking.
    They all revolve around cities and the only tweaks I've done involving the city both involve the guild master:  Meet the Guild Master menu option and asking for new quest.

    Screen1
    If I'm in the streets, any useable door way appears like this.  If I take it, I appear around where the two villagers are.
    Screen2
    Screen3
    Screen4
    Screen5
    Now this one is definately interesting and actually kind of funny.  All the doorways that lead to the town center normally are labeled with just a period.
    Going through the door takes me to the magnificant land of Period.  It is always the same general shape (Except sometimes different land textures!) with only the Guild Master in it.  If I talk to the Guild Master after reaching this area from the Tavern's door, he will act as whatever mercenary that was for hire in the tavern.  Entering this area from anywhere else results in him acting normally.
    What scared me at first was the fact that I cannot use Tab to leave the area.  It brings up nothing at all, as if I were pressing it on the world map.  Thankfully, the entirety of one side (always the side you are facing when you enter the area) acts as a Leave Area "doorway."
    I actually have no interest in fixing this snce it doesn't interfere with my game and I think it's kind of funny and neat.  I just thought I'd share it. 
    Hopefully I'm not just repeating what has been reported before. =P

    Edit 3:  Changed
  4. Aeltrius

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

    Heyo!  I created an account on this forum specifically to ask the almighty lords of this thread for assistance.  I apologize in advance if these have been asked before.

    Is there any way to tweak the Inventory Management skill to make it a party skill?
    It's frustrating to see a party member starting with 7 Inventory Management (Katrin) but not being able to utilize it.

    Also, is there any way to turn off my companions' desire to leave my party all together? 
    I turned of NPC interactions (I think.  Did the suggestion of putting it in the Training Grounds trigger then trained, haven't had anything since) but they still hate each other and Jeremus has left for the second time.  And I don't like the idea of forcing them to stay by enabling that dialog option.

    I had another one I wanted to ask, but I can't recall it at the moment.
    Edit:  I remembered!  Is there a way to alter Path-Finding so that it also reduces the speed penalty for travelling at night? 
    Also, is it possible to increase the bonus it gives to overall speed?  I want to be able to actually catch those damn Steppe Bandits.

    Edit 4:  I just thought of another tweak I was wondering if it is possible to do.
    Can the Trainer skill be made to train more exp AND (more importantly) train units above the hero's level?

    Edit 2:  Thought I'd share an interesting bug I've encountered, which I believe is a result of tweaking.
    They all revolve around cities and the only tweaks I've done involving the city both involve the guild master:  Meet the Guild Master menu option and asking for new quest.

    http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-01-82.jpg
    If I'm in the streets, any useable door way appears like this.  If I take it, I appear around where the two villagers are.

    http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-19-53.jpg
    http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-36-78.jpg
    http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-43-56.jpg
    http://img.photobucket.com/albums/v469/Gerb60/mountblade2009-06-1701-13-56-56.jpg
    Now this one is definately interesting and actually kind of funny.  All the doorways that lead to the town center normally are labeled with just a period.
    Going through the door takes me to the magnificant land of Period.  It is always the same general shape (Except sometimes different land textures!) with only the Guild Master in it.  If I talk to the Guild Master after reaching this area from the Tavern's door, he will act as whatever mercenary that was for hire in the tavern.  Entering this area from anywhere else results in him acting normally.
    What scared me at first was the fact that I cannot use Tab to leave the area.  It brings up nothing at all, as if I were pressing it on the world map.  Thankfully, the entirety of one side (always the side you are facing when you enter the area) acts as a Leave Area "doorway."
    I actually have no interest in fixing this snce it doesn't interfere with my game and I think it's kind of funny and neat.  I just thought I'd share it. 
    Hopefully I'm not just repeating what has been reported before. =P

    Edit 3:  Changed
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