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  1. Less Talking More Raiding

    A fleshed out Trait system

    A FLESHED OUT TRAIT SYSTEM Some acquired through your journey, others inherited from birth. (POSITIVE), (NEGATIVE) (RARE), (EPIC), (LEGENDARY) Personality Traits (Already in the game): Calculating Generosity Honor Mercy Valor SUGGESTIONS STARTS HERE Birthed Traits: Twin Highborn Lowborn...
  2. Less Talking More Raiding

    SP - General Fleshed out Characters and Skills

    Family Traits
    Hear me out. We already have the faction traits, but what if companions and lords had special traits of their own. A selection of traits, some more common than others, and some super rare ones to make it fun. You could start the game by picking one, or gain it along your journey. Your children could inherit this trait. Marrying someone with a good trait could potentially lead to you having children with 2 traits at the same time. Maybe your grandchildren could end up with even more after that, but only in rare cases. A bit of RNG and math regarding comparability between certain traits -- I mean it could work? Traits could have both positive and negative modifiers, some might cancel out the negatives when combined, some might merge to a new and rare trait.
    I'm not talking about the Honor traits etc.
    Something deeper rooted in a character. Example:

    TIER 2 (Rare)
    Brawny

    Born with good STR/CTR + Faster Leveling Skill for these skills

    Crafty
    Born with good END/CUN + Faster Leveling Skill for these skills

    Sharp
    Born with good SOC/INT + Faster Leveling Skill for these skills

    TIER 4 (Epic)
    Technical

    Born with good STR/CTR & END/CUN + Faster Leveling Skill for these skills

    Commanding
    Born with good STR/CTR & SOC/INT + Faster Leveling Skill for these skills

    Strategic
    Born with good END/CUN & SOC/INT + Faster Leveling Skill for these skills

    TIER 6 (Legendary)
    Genius
    Born with good STR/CTR/END/CUN/SOC/INT (Jack of all Trades) + Faster Leveling Skill for these skills

    NEGATIVE
    Scarred -- Cheated Death
    Bastard -- Can't hold land
    Eunuch -- Unable to have children
    Inbred
    Depressed
    ...
  3. Less Talking More Raiding

    SP - General Fleshed out Characters and Skills

    I'm aware the rules state only one suggestion per thread, but I would like to argue that the suggestions below all tie together in one way or another. All the way from Character Creation, to skills and how they interact with each other for both yourself and NPC characters. First I want to...
  4. Less Talking More Raiding

    Edit Wanderers

    Editing companions has always been an easy task in Warband, but we seem to face a few problems editing wanderers in Bannerlord from what I've seen so far. Modules\SandBox\ModuleData\spspecialcharacters.xml (wanderers) You have probably noticed by now, but every single Aserai wanderer is...
  5. Less Talking More Raiding

    TaleWorlds Modding Q&A

    Which file contains all the first names that you find in the character generation or those of npc artisans/merchants/gang leaders?
    I could parse all lord names from `lords.xml` and several companion names from `companions.xml`, but I feel there should be a bigger pool of first names that's being used in randomly generated npcs.
    SandBoxCore\ModuleData spcultures.xml
  6. Less Talking More Raiding

    TaleWorlds Modding Q&A

    Had the "great" idea of editing the already existing wanderers stats instead of making new ones.

    My first project was buffing the "Battanian Wanderer" girl as she's unquestionably underwhelming compared to the "Aserai of the Wastes" guy.
    My first problem was: If you give her the same traits as the Aserai guy, she's still gonna use her crappy 1H skill over his insane 2H skill.

    Code:
    <NPCCharacter id="spc_wanderer_aserai_6" name="{=muC2SGlM}of the Wastes" voice="curt" age="31" default_group="Infantry" is_template="true" is_hero="false" culture="Culture.aserai" battleTemplate="NPCCharacter.npc_companion_equipment_template_aserai" civilianTemplate="NPCCharacter.npc_companion_equipment_template_aserai" occupation="Wanderer">
        <face>
          <face_key_template value="NPCCharacter.villager_aserai" />
        </face>
        <!--<Hero id="spc_wanderer_aserai_6" faction="Kingdom.aserai" />-->
        <Traits>
          <!--<Trait id="IsTemplate" value="1" />-->
          <Trait id="WandererEquipment" value="1" />
          <Trait id="ArcherFIghtingSkills" value="5" />
          <Trait id="DesertScoutSkills" value="7" />
          <Trait id="Honor" value="-1" />
          <Trait id="Generosity" value="-1" />
        </Traits>
      </NPCCharacter>

    Code:
      <NPCCharacter id="spc_wanderer_battania_7" name="{=c5Kjcxsa}the Wanderer" voice="ironic" age="21" is_female="true" default_group="Infantry" is_template="true" is_hero="false" culture="Culture.battania" battleTemplate="NPCCharacter.npc_companion_equipment_template_battania" civilianTemplate="NPCCharacter.npc_companion_equipment_template_battania" occupation="Wanderer">
        <face>
          <face_key_template value="NPCCharacter.townswoman_battania" />
        </face>
        <!--<Hero id="spc_wanderer_battania_7" faction="Kingdom.battania" />-->
        <Traits>
          <!--<Trait id="IsTemplate" value="1" />-->
          <Trait id="WandererEquipment" value="1" />
          <Trait id="HopliteFightingSkills" value="3" />
          <Trait id="HillScoutSkills" value="3" />
          <Trait id="Valor" value="1" />
          <Trait id="Calculating" value="1" />
          <!--<Trait id="RuralClanIsNemesis" value="1" />-->
        </Traits>
      </NPCCharacter>

    And finally underneath you can see what she looks like now.
    I can't get the skills to work at all, even when I remove the traits the skills are ignored.
    And no matter what I do she still has 1H skills over 2H skills?

    Code:
      <NPCCharacter id="spc_wanderer_battania_7" name="{=c5Kjcxsa}the Wanderer" voice="ironic" age="21" is_female="true" default_group="Infantry" is_template="true" is_hero="false" culture="Culture.battania" battleTemplate="NPCCharacter.npc_companion_equipment_template_battania" civilianTemplate="NPCCharacter.npc_companion_equipment_template_battania" occupation="Wanderer">
        <face>
          <face_key_template value="NPCCharacter.townswoman_battania" />
        </face>
        <!--<Hero id="spc_wanderer_battania_7" faction="Kingdom.battania" />-->
        <Traits>
          <!--<Trait id="IsTemplate" value="1" />-->
          <Trait id="WandererEquipment" value="1" />
          <Trait id="ArcherFIghtingSkills" value="5" />
          <Trait id="DesertScoutSkills" value="7" />
          <Trait id="Valor" value="1" />
          <Trait id="Calculating" value="1" />
          <!--<Trait id="RuralClanIsNemesis" value="1" />-->
        </Traits>
      </NPCCharacter>

    Code:
    <skills>
          <skill id="OneHanded" value="0" />
          <skill id="TwoHanded" value="150" />
          <skill id="Polearm" value="0" />
    
          <skill id="Bow" value="185" />
          <skill id="Crossbow" value="0" />
          <skill id="Throwing" value="0" />
    
          <skill id="Riding" value="0" />
          <skill id="Athletics" value="110" />
          <skill id="Crafting" value="0" />
    
          <skill id="Scouting" value="140" />
          <skill id="Tactics" value="0" />
          <skill id="Roguery" value="0" />
    
          <skill id="Charm" value="0" />
          <skill id="Leadership" value="0" />
          <skill id="Trade" value="0" />
    
          <skill id="Steward" value="0" />
          <skill id="Medicine" value="0" />
          <skill id="Engineering" value="0" />
        </skills>

    Basically what I'm wondering is; where's the 1H and 2H skill coming from?
  7. Less Talking More Raiding

    Adding Companions/Wanderers - Research and Development

    Had the "great" idea of editing the already existing wanderers stats instead of making new ones.

    My first project was buffing the "Battanian Wanderer" girl as she's unquestionably underwhelming compared to the "Aserai of the Wastes" guy.
    My first problem was: If you give her the same traits as the Aserai guy, she's still gonna use her crappy 1H skill over his insane 2H skill.

    Code:
    <NPCCharacter id="spc_wanderer_aserai_6" name="{=muC2SGlM}of the Wastes" voice="curt" age="31" default_group="Infantry" is_template="true" is_hero="false" culture="Culture.aserai" battleTemplate="NPCCharacter.npc_companion_equipment_template_aserai" civilianTemplate="NPCCharacter.npc_companion_equipment_template_aserai" occupation="Wanderer">
        <face>
          <face_key_template value="NPCCharacter.villager_aserai" />
        </face>
        <!--<Hero id="spc_wanderer_aserai_6" faction="Kingdom.aserai" />-->
        <Traits>
          <!--<Trait id="IsTemplate" value="1" />-->
          <Trait id="WandererEquipment" value="1" />
          <Trait id="ArcherFIghtingSkills" value="5" />
          <Trait id="DesertScoutSkills" value="7" />
          <Trait id="Honor" value="-1" />
          <Trait id="Generosity" value="-1" />
        </Traits>
      </NPCCharacter>

    Code:
      <NPCCharacter id="spc_wanderer_battania_7" name="{=c5Kjcxsa}the Wanderer" voice="ironic" age="21" is_female="true" default_group="Infantry" is_template="true" is_hero="false" culture="Culture.battania" battleTemplate="NPCCharacter.npc_companion_equipment_template_battania" civilianTemplate="NPCCharacter.npc_companion_equipment_template_battania" occupation="Wanderer">
        <face>
          <face_key_template value="NPCCharacter.townswoman_battania" />
        </face>
        <!--<Hero id="spc_wanderer_battania_7" faction="Kingdom.battania" />-->
        <Traits>
          <!--<Trait id="IsTemplate" value="1" />-->
          <Trait id="WandererEquipment" value="1" />
          <Trait id="HopliteFightingSkills" value="3" />
          <Trait id="HillScoutSkills" value="3" />
          <Trait id="Valor" value="1" />
          <Trait id="Calculating" value="1" />
          <!--<Trait id="RuralClanIsNemesis" value="1" />-->
        </Traits>
      </NPCCharacter>

    And finally underneath you can see what she looks like now.
    I can't get the skills to work at all, even when I remove the traits the skills are ignored.
    And no matter what I do she stills has 1H skills over 2H skills?

    Code:
      <NPCCharacter id="spc_wanderer_battania_7" name="{=c5Kjcxsa}the Wanderer" voice="ironic" age="21" is_female="true" default_group="Infantry" is_template="true" is_hero="false" culture="Culture.battania" battleTemplate="NPCCharacter.npc_companion_equipment_template_battania" civilianTemplate="NPCCharacter.npc_companion_equipment_template_battania" occupation="Wanderer">
        <face>
          <face_key_template value="NPCCharacter.townswoman_battania" />
        </face>
        <!--<Hero id="spc_wanderer_battania_7" faction="Kingdom.battania" />-->
        <Traits>
          <!--<Trait id="IsTemplate" value="1" />-->
          <Trait id="WandererEquipment" value="1" />
          <Trait id="ArcherFIghtingSkills" value="5" />
          <Trait id="DesertScoutSkills" value="7" />
          <Trait id="Valor" value="1" />
          <Trait id="Calculating" value="1" />
          <!--<Trait id="RuralClanIsNemesis" value="1" />-->
        </Traits>
      </NPCCharacter>

    Code:
    <skills>
          <skill id="OneHanded" value="0" />
          <skill id="TwoHanded" value="150" />
          <skill id="Polearm" value="0" />
    
          <skill id="Bow" value="185" />
          <skill id="Crossbow" value="0" />
          <skill id="Throwing" value="0" />
    
          <skill id="Riding" value="0" />
          <skill id="Athletics" value="110" />
          <skill id="Crafting" value="0" />
    
          <skill id="Scouting" value="140" />
          <skill id="Tactics" value="0" />
          <skill id="Roguery" value="0" />
    
          <skill id="Charm" value="0" />
          <skill id="Leadership" value="0" />
          <skill id="Trade" value="0" />
    
          <skill id="Steward" value="0" />
          <skill id="Medicine" value="0" />
          <skill id="Engineering" value="0" />
        </skills>

    Basically what I'm wondering is; where's the 1H and 2H skill coming from?
  8. Less Talking More Raiding

    Modding Q&A [For Quick Questions and Answers]

    Totenkopf900 said:
    1- not sure about that,but I think the hero is always the party leader
    2-you need to add new reinforcements templates in module_party_templates

    You can also use (party_set_banner_icon, "$exiled_party", "icon_banner_90"), to make them have banners.
    Already have this added to the scripts for spawning the party:
    Code:
    (troop_set_slot, "trp_exiled_1", slot_troop_banner_scene_prop, "spr_banner_h01"),
    (party_set_banner_icon, "pt_exiled_party_1", "icon_banner_137"),
    This makes the hero have the correct heraldic on his shield, but the rest of the guys still use the default shield heraldics.

    And banner is not displayed on icon_flagbearer_a, he's holding nothing.
  9. Less Talking More Raiding

    Modding Q&A [For Quick Questions and Answers]

    I've also worked on making Outlaw lords, got it working and all.
    But I would like to take it further by adding a new faction of outlaw lords (maybe adding them like a kingdom, I don't know).

    I would like them to hold banners just like normal lords, but they should not hold any fiefs.
    How can I make this happen without having the faction go in exile at the start of the game?
    No fiefs = No kingdom

    I have succesfully added a new page of banners to the game, and the hero_troop has the banner on his shield.
    Code:
      ("exiled_party_1","Exiled Party",icon_flagbearer_a|carries_goods(2),0,fac_warlords,bandit_personality,[(trp_exiled_1,1,1),(trp_black_knight,19,44]),
    I'm guessing the party will not have a banner because I've added them like any other bandit party, and the troop needs to be the party leader for the other troops to use his banner.
    Adding troops to this party would probably also be changed to recruiting troops from "fac_kingdom_7", wich I have assigned aswell.
    Code:
      ("kingdom_hero_party","War Party",icon_flagbearer_a|pf_show_faction|pf_default_behavior,0,fac_commoners,soldier_personality,[]),
    I'm guessing the normal lords use this party_template. But I'm not quite sure how it works.
    Guessing this is liked to some other code that assigns each hero_troop as a party_leader and gives them the ability to recruit troops from villages, or does this happen automatically? (no villages/towns needed)

    1. Where/how do I set my hero troop as a party_leader?
    2. Where do I give this party the ability to recruit faction_kingdom_7 troops? (while not holding any fiefs)
    3. How do I stop kingdom_7 from ending at the start of the game? (I need to remove the need for fiefs for this faction to exist)
  10. Less Talking More Raiding

    Modding Q&A [For Quick Questions and Answers]

    litdum said:
    By judging the dialogs you posted, i think this is the only option you set the bandit free:
          [plyr|anyone, "prisoner_chat_trade_freedom_3",
        [
          (gt, "$temp", 0),
        ],
        "Very well, It seems we have a deal, you are free to go.",
        "prisoner_chat_last_say",
        [
          (party_remove_prisoners, "p_main_party", "$g_talk_troop", 1),
          (troop_add_item, "trp_player", "itm_plate_armor"),
        (troop_set_slot, "trp_espen", slot_troop_prisoner_of_party, -1),

        ]],
    It may work to add the line i bolded to here.
    Nice
  11. Less Talking More Raiding

    Adding outlaw heroes to the game

    Totenkopf900 said:
    Cool, mine was not working because I was using simple trigger instead of a full one.
    Yeah I also tried that, but changed it after reading this: https://forums.taleworlds.com/index.php/topic,14272.0.html
  12. Less Talking More Raiding

    Adding outlaw heroes to the game

    My troops are "warlord_1" and "black_knight" (temporary troops for testing purposes only)
    Code:
       ("spawn_warlord_1",
        [
    	(try_begin),
    		(store_num_parties_of_template, ":num_parties", "pt_warlord_party_1"),
    		(lt,":num_parties",1),
    		(store_random,":spawn_point",num_sea_raider_spawn_points),
    		(val_add,":spawn_point","p_forest_bandit_spawn_point"),
    		(set_spawn_radius,1),
    		(spawn_around_party,":spawn_point","pt_warlord_party_1"),
    		(display_message,"@Warlord Brutus has just arrived!",0x6666FF),
    	(try_end),
         ]),

    Code:
      (48, 0, ti_once,
       [],
       [
        (call_script, "script_spawn_warlord_1"),
       ]),
      (5, 0, 48,
       [
        (neg|troop_slot_ge, "trp_warlord_1", slot_troop_prisoner_of_party, 0),
       ],
       [
        (call_script, "script_spawn_warlord_1"),
       ]),
    The big problem was using this: (neg|troop_slot_ge, "trp_warlord_1", slot_troop_prisoner_of_party, 0),
    That's why I have two triggers for spawning the warlord party. One for spawning him the first time, and another one for respawning him.

    Code:
      ("warlord_party_1","Warlord Party",icon_gray_knight|carries_goods(2),0,fac_warlords,bandit_personality,[(trp_warlord_1,1,1),(trp_black_knight,9,44)]),

    - Did some testing and it seems like he will not respawn when captured.
    - I also tried to capture him, put him in an empty castle and then letting the Swadians take the castle. Didn't seem like he would ever respawn after this, but I might have been too impatient? idk
  13. Less Talking More Raiding

    Adding outlaw heroes to the game

    Got it working. Thanks guys!
  14. Less Talking More Raiding

    Adding outlaw heroes to the game

    Do I have to add something to module_triggers.py ?
  15. Less Talking More Raiding

    Adding outlaw heroes to the game

    kalarhan said:
    Less Talking More Raiding said:
    I've added a new faction in module_factions.py below forest_bandits, but I don't know how I should spawn them on the map without duplicating them when they are captured.

    script "game_start" only runs once (at a new game), you can see the NPC lords being spawned there for the first time.

    you can a trigger too if you have some condition (when they need to show up), keep them outside the bandit respawn event code. The spawn code is similar, you just need to control the WHEN (the event/timing).
    I just want to emphasize that I'm pretty new to modding, if that wasn't already obvious.
    Code:
           (store_num_parties_of_template, ":num_parties", "pt_warlord_1"),
           (lt,":num_parties",1),
    This is not what I want, right? Because then the party just instantly respawns on the map, causing duplication of the hero.

    So what I'm left with is this:
    Code:
           (store_random,":spawn_point",num_forest_bandit_spawn_points),
           (val_add,":spawn_point","p_forest_bandit_spawn_point"),
           (set_spawn_radius, 5),
           (spawn_around_party,":spawn_point","pt_warlord_1"),
         (try_end),
    What do I have to add to this code to make it work?
    Maybe something like "try_for_range" followed by something something.

    Also I can't seem to find a similar code for lords. All I can find is the following:
    Code:
          (call_script, "script_give_center_to_lord", "enter_spawnpoint_here", "enter_lord_name_here", 0),
    I'm guessing this is either giving them the town or just where they will spawn/respawn.
  16. Less Talking More Raiding

    Adding outlaw heroes to the game

    I would like to add some heroes that rides around just like the player, not being part of any kingdom, but as a bandit-type faction. I've added a new faction in module_factions.py below forest_bandits, but I don't know how I should spawn them on the map without duplicating them when they are...
  17. Less Talking More Raiding

    Modding Q&A [For Quick Questions and Answers]

    I did some more testing. Trying to add one faction below kingdom_6 and another one below forest_bandits

    Code:
    ("warlords",  "Warlords",  0, 0.5,[("commoners",-0.2),("merchants",-0.5),("manhunters",-0.6),("player_faction",-0.15)], [], 0x99004C),
    
    ("exiled",    "Exiled",    0, 0.5,[("commoners",-0.2),("merchants",-0.5),("manhunters",-0.6),("player_faction",-0.15)], [], 0xFF66B2),
    For some reason the lords under Warlords(aka kingdom_7) was my vassals from the start of the game. Got a message InGame "Warlods is no more" after a little while.
    So I'm guessing I have to use the forest_bandit one. But all the lords I assigned to this facion had already left the realm.

    How should I make them spawn without duplicating them when captured?
    I'm guessing I'll have to make something in scripts.py that spawns them in whenever some requirements are met, but I'm really bad at these things.
  18. Less Talking More Raiding

    Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    Less Talking More Raiding said:
    So should I make a new faction for these types of lords just like the normal kingdoms?
    Will they stay loyal even though they don't hold any fiefs?

    a faction is just a name, you decide what it means. Kingdoms are factions, bandit groups are factions, but a bandit group is not the same as a kingdom, right?

    all the stuff you mentioned like switching factions, etc, is defined on the modsys, so you can check it yourself and add any new rules you need to.
    Ahh I see, thank you kind sir!
  19. Less Talking More Raiding

    Modding Q&A [For Quick Questions and Answers]

    kalarhan said:
    Less Talking More Raiding said:
    With some playtesting I found that if I capture this Hero, a new one will indeed spawn.

    just dont respawn heroes type units, instead move them around like lords and give them new troops.
    So should I make a new faction for these types of lords just like the normal kingdoms?
    Will they stay loyal even though they don't hold any fiefs?
  20. Less Talking More Raiding

    Modding Q&A [For Quick Questions and Answers]

    Less Talking More Raiding said:
    I want to make Bandit Lords
    Example: Exiled Swadian Noble

    module_troops.py
    Code:
    ["exiled_swadian_noble","Exiled Swadian Noble","Exiled Swadian Nobles",tf_hero, 0, reserved, fac_outlaws,
       [itm_flat_topped_helmet,itm_padded_cloth_red,itm_khergit_leather_boots,itm_mail_mittens, itm_lance, itm_tab_shield_kite_cav_a, itm_morningstar, itm_hunter],
       def_attrib|level(30),wp(150),knight_skills_5, swadian_face_young_1, swadian_face_old_2],
    module_party_templates.py
    Code:
     ("exiled_swadian_noble","Exiled Swadian Noble",icon_vaegir_knight|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_exiled_swadian_noble,1,1),(trp_troublemaker,1,10),(trp_outlaw,1,10)]),
    module_scripts.py
    Code:
         (try_begin),
           (store_num_parties_of_template, ":num_parties", "pt_exiled_swadian_noble"), ### exiled_swadian_noble added by Johammed
           (lt,":num_parties",1),
           (store_random,":spawn_point",num_forest_bandit_spawn_points),
           (val_add,":spawn_point","p_forest_bandit_spawn_point"),
           (set_spawn_radius, 10),
           (spawn_around_party,":spawn_point","pt_exiled_swadian_noble"),
         (try_end),

    Troublemakers and Outlaw are just some temporary custom bandit troops, don't mind them.

    As you can see the troop type is tagged "tf_hero".
    • - If I capture this troop will a new one spawn? This would be a problem if rename this troop to a more personal name, as I wouln't want to have duplicates of the same hero.
      - Is there a way to make this hero spawn with a companion as prisoner, so you would have to beat this guy to hire the companion?
      - Is there a way to change the spawn from p_forest_bandit_spawn_point to a village like Elberl (village_72), without making a new spawnpoint in parties.py?

    In the case of the "Companion as a prisoner" type of bandit lord, I would like him to only spawn once. But in other cases I would like to have bandit lords that keep on reappearing.
    The best thing would be if the bandit lord only have this companion the first time they spawn, but not when they respawn.
    I don't even know if companions can be duplicated this way, but I would like to prevent that if that's the case.
    With some playtesting I found that if I capture this Hero, a new one will indeed spawn.
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