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  1. How to mod the effects of skills?

    I was trying to buff the skills in my own personal version of the 1257 AD Enhanced Edition mod. However, I'm only able to go as far as bumping up the level cap of skills to level 15 on the skills.txt file but I couldn't find the files that impact skills that I want to buff such as ironflesh...
  2. AI Faction Rulers don't hand out Fiefs to their Vassals in Paradigm Worlds

    While I'm playing the Paradigm Worlds mod, I've noticed that the AI faction rulers never distribute fiefs to any of their vassals while rarely claiming fiefs for themselves. Does anyone know how to get the faction rulers to distribute fiefs more frequently? I don't have access to the .py files...
  3. The Ultimate Introduction to Modding | Starting out? Read this!

    The sequence you are looking for is 1520 3 x x -value, not literally the example sequence I gave. You can try find all "1520..." sequences and identify the right one ENDING with a negative number. If the code is more complicated and there's no negative value anywhere at the end of the sequence, then they use variables and it's too complex for you to do anything.
    That -2 you changed to 0 is part of another instruction, you simply don't know what you are doing. It's probably part of a calculation to determine by how much to increase or decrease attributes, using a variable to store the value.
    This is what happens in pseudo code:
    change = change * (-2) // 2107 2 1224979098644774913 -2
    change_some_attribute by (change) // 1520 3 ? ? 1224979098644774913 (it's a guess, since you cut off the instruction)

    Anyway, if the same code both raises and lowers attributes (as above), and you want to keep one but get rid of the other, it's much more complicated to accomplish this. If you multiply the change by 0, you'll always get no change, as you found out. Just live with it.

    Edit.

    You are right and this is futile anyway.

    In case you are curious, here's the whole code involving doomsday:

    ketele_punishment -1
    54 21 1 1224979098644774912 22 1 1224979098644774913 2322 2 1 1224979098644774912 2173 2 1224979098644774914 1224979098644774912 2335 2 2 1224979098644774914 2133 2 72057594037927949 1224979098644774913 4 0 2149 2 1224979098644774915 1224979098644774912 2108 2 1224979098644774915 8 1529 2 1224979098644774912 1224979098644774915 3 0 4 0 2107 2 1224979098644774913 -2 1520 3 1224979098644774912 0 1224979098644774913 1520 3 1224979098644774912 1 1224979098644774913 1520 3 1224979098644774912 2 1224979098644774913 1520 3 1224979098644774912 3 1224979098644774913 3 0 4 0 2172 3 1224979098644774916 1224979098644774912 0 2172 3 1224979098644774917 1224979098644774912 1 2172 3 1224979098644774918 1224979098644774912 2 2172 3 1224979098644774919 1224979098644774912 3 3221225504 2 1224979098644774916 0 3221225504 2 1224979098644774917 0 3221225504 2 1224979098644774918 0 2147483680 2 1224979098644774919 0 1550 2 1224979098644774912 432345564227567648 4 0 33 3 1224979098644774912 360287970189640362 360287970189640524 2147483679 2 1224979098644774912 360287970189639680 1 3 936748722493063458 1224979098644774912 -666 1106 1 1585267068834415991 3 0 4 0 33 3 1224979098644774912 360287970189640362 360287970189640392 500 3 1224979098644774912 69 100 500 3 1224979098644774912 77 100 3 0 4 0 31 2 1224979098644774912 360287970189639680 1106 1 1585267068834415992 1 3 936748722493063455 360287970189639680 -666 3 0 3 0 2171 2 1224979098644774920 1224979098644774912 2107 2 1224979098644774920 1224979098644774920 1 3 936748722493063910 1224979098644774912 1224979098644774920 4 0 31 2 1224979098644774912 360287970189639680 1106 1 1585267068834415993 5 0 1104 1 1585267068834415993 3 0
  4. The Ultimate Introduction to Modding | Starting out? Read this!

    Don't do that! That -2 is not part of the 1520 operation, but a previous multiplication op (2107). It may work by luck or it may break your game.
    As I said, this is what the sequence looks like "1520 3 0 0 -2", that's 1520 FOLLOWED by 4 numbers. The last (fourth) number should be changed to zero.
    This is why people don't want to help with editing txt files, no one follows instructions.

    I've managed to reverse the change. However, I'm unable to find the sequence of numbers that reads "1520 3 0 0 -2".

    Changing the line "-2 1520 3" to "0 1520 3" prevents the attribute loss upon doomsday but also prevents mutation increase upon doomsday.

    There's got to be some other way to prevent attribute loss upon doomsday besides the one line I could have change. Otherwise, I may decide to bring back the line change despite the risk of bugs.
  5. The Ultimate Introduction to Modding | Starting out? Read this!

    I'll assume you have a deadly disease and have days to live, so deserve any help you can get - please don't make me a liar.

    This is how to fix yout txt files to remove attribute decrease.
    The problem code is probably in simple triggers, scripts or triggers .txt files, but it could be in game_menus or elsewhere too.
    Here's the sequence to look for:
    troop_raise_attribute,<troop_id>,<attribute_id>,<value>)
    - troop_id is probably 0, which is you, the player
    - attribute_id is 0-3, that are codes for str, agi, int, cha in that order
    - the value is a negative number, that's how you lower attributes
    - troop_raise_attribute code is 1520
    So if for example your strength gets decreased by 2, the .txt sequence will be: 1520 3 0 0 -2
    - 3 here is the number of arguments of the operation, it's always 3 for troop_raise_attribute, so it's always 1520 3 something
    - the player number might not be 0, but some very large number if a variable is used, just don't panic when seeing one, it might refer to the player

    So, how to fix this most easily?
    Look for the "1520 3" sequence in all mod text files. There should not be too many. Concentrate on those that end with negative numbers, that's where someone's attribute is lowered. If you think you found a sequence where the player gets punished, simply replace the negative number with a zero, so that troop_raise_attribute does nothing.
    Be sure to make backups of every file you change and be very careful when changing anything - it's easy to break the game and make it unplayable by making mistakes with direct edits like this.

    I wish you gaming joy in your last days.

    I've found the script containing the line that reduces the attributes:

    ketele_punishment -1
    54 21 1 1224979098644774912 22 1 1224979098644774913 2322 2 1 1224979098644774912 2173 2 1224979098644774914 1224979098644774912 2335 2 2 1224979098644774914 2133 2 72057594037927949 1224979098644774913 4 0 2149 2 1224979098644774915 1224979098644774912 2108 2 1224979098644774915 8 1529 2 1224979098644774912 1224979098644774915 3 0 4 0 2107 2 1224979098644774913 -2 1520 3 ...

    Where the line "-2 1520 3" is changed to "0 1520 3".

    Thanks for the help!
  6. The Ultimate Introduction to Modding | Starting out? Read this!

    No, you need .py files, .txt files are the compiled ones.

    Where can I find the .py files of a given module? Because I couldn't find the .py files of the module I'm trying to edit.
  7. How do I import .txt files from a mod and into the module system?

    They are also not really helping you since they are not providing a full module system which you can compile again iirc.
    If this were the case, then I may have to figure out how to mod a module without the source code. I was planning to create a sub mod for Paradigm Worlds so I could modify the doomsday mechanic where every doomsday cycle no longer reduces the attributes of the characters.
  8. The Ultimate Introduction to Modding | Starting out? Read this!

    Yes, but do you have the module system of that mod (aka source code)?

    No, I don't think I have the source code to the module. Unless you mean the .txt files such as scripts.txt.

    Edit 1: I've just learned that the source code of modules is hidden from the users so that people don't steal the source code for their own mods. I was trying to figure out how to modify the doomsday mechanics of Paradigm Worlds with the intention of removing a mechanic where every doomsday cycle subtracts attributes from characters.
  9. How do I import .txt files from a mod and into the module system?

    I was trying to use the module system in order to edit a script from a module named "Paradigm Worlds". The problem is that I thought that the module system is designed to compile .txt files into .py files that I could understand and edit but it turns out that the module system overwrites the...
  10. The Ultimate Introduction to Modding | Starting out? Read this!

    DId you compile the Native module system? Or the one of the mod for which you want to make a submod? And how does your file exp dir now look like?

    I'm trying to compile a mod I'm trying to make a submod out of. And I think the file exp directory looks like this:

    export_dir = "D:\Steam\steamapps\common\MountBlade Warband\Modules\Paradigm Worlds - Rotrules' Edit - Copy"

    However, when I run build_module.bat, the module system didn't convert the .txt files into .py files. Am I supposed to relocate or modify the .txt files before compiling?

    Edit 1: It turns out that the module system doesn't turn the .txt files into .py files. It overwrites them. I though the module system could turn the .txt files into .py files that I could understand and edit.
  11. The Ultimate Introduction to Modding | Starting out? Read this!

    I ran the build_module.bat and the application claims that all the global variables are compiled. However, I couldn't find the compiled files. Where are the compiled files? For more context, I'm trying to modify a pre-existing mod called "paradigm worlds". Am I supposed to turn the files into .py files then run the build_module.bat?
  12. How do I edit scripts?

    You need the module system of the mod you are making a submod for. The module system contains .py-files and no .txt-files. It's not really possible to edit the script.txt file itself and have everything still working.

    Take a look at the Ultimate introduction to modding for how to get started with the Module System (given that you have the one of that mod): https://forums.taleworlds.com/index...ion-to-modding-starting-out-read-this.240255/

    I have downloaded Python 2.7. Now how do I open the application?

    Edit 1: I've clicked on the python executable, but all I receive is a command prompt window. How can I edit the module with python?


    I'm using notepad++ in order to edit the script.txt file. How do I decompile the numbers into something I could understand?

    Edit 1: I now have the Module System software.

    Edit 2: I've tried to convert a copy of my mod into a bunch of processed files but the build_module.bat doesn't specify any errors from not being able to process the files.

    Edit 3: I've tried running the build_module.bat with the proper directory for module_info.py but the application is not able to process the module that I've copied onto my desktop. I don't know why.

    Edit 4: I've changed the directory of python to ;C:\Python27. Unfortunately, when I've ran build_module.bat, command prompt spit out a list of errors that consists of "python is not recognized as an internal or external command, operable program, or batch file.". I don't know how to resolve this.

    Edit 5: The error is most likely caused by python 2.7 not being placed in the correct directory. Does anyone know how to resolve this?

    Edit 6: I've uninstalled and reinstalled python 2.7 and then ran build_module.bat again. Command prompt insisted that all the global variables are compiled, but I didn't notice any changes to the module. Where are the compiled python files?

    Edit 7: For module_info.py -

    # Warband being installed to C:/Games
    export_dir = "D:\Steam\steamapps\common\MountBlade Warband\Modules\Paradigm Worlds - Rotrules' Edit - Copy"

    Is the reason why the files aren't being compiled is because the system module application is being used in the wrong disk?

    Edit 8: Am I supposed to rename the files I want to mod into .py files and then run build_module.bat? Am I missing anything when trying to compile files or searching for them?

    Edit 9: It turns out that the module system doesn't turn the .txt files of the target mod into .py files. It just overwrites them. I was meant to translate the .txt files into something I could understand and edit but that's not how the build_module.bat works.
  13. How do I edit scripts?

    I was creating a sub mod for my favorite module "Paradigm Worlds". I ran into a problem where I'm trying to find the lines that are responsible for reducing the characters' attributes every doomsday cycle but all the scripting I'm reading consists almost entirely of undecipherable numbers. Does...
  14. Resolved game slows down on Campaign Map, music and visual freezes

    I would recommend rolling back Bannerlord by a few versions to see if the slowdown is either caused by the computer or the game's programming. I'm trying to roll back my copy of Bannerlord back to e1.0.4 to figure out if the slowdown is caused by the latest two updates or not.

    Edit 1: I would also recommend creating a new save to see if the slowdowns still persist.
  15. Resolved Game suffers frequent fps (Frames per second) drops even if all mods are deactivated

    From my steam discussion post: For some reason, Bannerlord frequent drops in frames per second, especially in battles and visiting settlements. Fighting in battles become virtually unplayable and travelling on map problematic. Is it caused by the latest update or the mods? ____ It appears...
  16. SP Medieval [WB] 1257 AD - Enhanced Edition

    It appears that v3.3 reintroduced a bug where taking a castle or town while not belonging to any faction breaks the game. Does anyone know the location to the hotfix that could fix the bug?

    Edit: What I meant by breaks the game is that conquering any more castles or towns becomes problematic. There's no dialogue on who should take the castle or town after every successful siege, forcing me to travel back to my court in order to claim the fiefs one at a time. The first castle or town I conquer also cannot be managed or claimed unless I either use the save editor or move my court. Does anyone know how to fix this issue.

    Also, where's the latest hotfix?

    Edit 2: I've found hotfix #6. I hope future hotfixes appear on mod nexus and other related sites.
  17. How do I mod quest rewards?

    I think I have some idea on how to modify quest rewards:

    get_quest -1
    ...2133 2 1224979098644774938 60 2133 2 1224979098644774935 3000 2133 2 1224979098644774936 1500...

    changed to:

    ...2133 2 1224979098644774938 60 2133 2 1224979098644774935 6000 2133 2 1224979098644774936 3000...

    The first red number is the amount of experience gained from completing the quest. The second red number is the amount of gold gained from completing the quest.

    Link of interest:

    https://forums.taleworlds.com/index...our-gameplay-links.46290/page-91#post-2698150
  18. How do I mod quest rewards?

    Does anyone know how to edit the quest rewards by editing the text files? I've tried to edit the quest rewards for the 1257AD Enhanced Edition mod but I can't find the text files and lines that affect the rewards for completing the quest, specifically the clear bandit lair quest provided by npc...
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