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Can I increase skill points gained per level?

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guybnch

Recruit
Hello, I'm sorry if I'm posting in the wrong place, but I think this is the right one

Anyway, as the title goes, is there any way I can increase the ammount of skill and attribute points  given per level? I've looked through the scripts, but I've found nothing
 

Lav

Sergeant Knight at Arms
M&BWB
You cannot.

To do this, you'll have to track bonus points yourself and provide a separate interface for player to spend them.
 

guybnch

Recruit
The new viking conquest DLC gives you 2 skill points per level without any new interface, is not there any way at all?
 
Why not? Try adding a trigger that regularly compares the current level with a value stored into a global, gives an intelligence point to be immediately taken back, and then updates the former accordingly (which would add a skill point but no extra att, however).
 

Lav

Sergeant Knight at Arms
M&BWB
Dusk Voyager said:
Why not? Try adding a trigger that regularly compares the current level with a value stored into a global, gives an intelligence point to be immediately taken back, and then updates the former accordingly (which would add a skill point but no extra att, however).
Reducing INT removes one skill point though.

If Viking Conquest gives you 2 skill points per level without INT-related tricks, then I'm quite interested to see how it's done.
 

guybnch

Recruit
Well, so am I. You get 2 skill points per level, and you only get 1 attribute point each 6 levels.

Code:
#New leveling system
skill_points_per_level = 2
attribute_points_per_level = 0.195 #0.125
weapon_points_per_level = 5
level_boundary_multiplier = 2.0
attribute_required_per_skill_level = 2

They have this on their module.ini
Not sure how that can help though, since we don't have the source code
 

Lav

Sergeant Knight at Arms
M&BWB
Ha, so they added new settings. That's great. And we don't need source code for this,  it's all in module.ini!

I don't have VC unfortunately, could you please post all new settings?
 

guybnch

Recruit
Of course
Most of it is the same as Native, though

Code:
module_name = Viking Conquest
compatible_with_warband = 1
operation_set_version = 1164
supports_directx_7 = 0
reduce_texture_loader_memory_usage = 1
use_case_insensitive_mesh_searches = 1
use_texture_degration_cache = 1
use_scene_unloading = 1

num_hints = 12
has_tutorial = 1

auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.

#map
map_min_x   = -257.903931 #frisia
map_max_x   = 281.758255 #dinamarca
map_min_y   = -281.854553
map_max_y   = 290.571899
map_sea_direction = -40 #wave foam direction
map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01
map_min_elevation = 0.5  #maximum zoom
# map_max_elevation = 1.0  #minimum zoom

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types  = 17
map_steppe_tree_types = 0
map_desert_tree_types  = 0
map_max_distance = 175.0

time_multiplier = 0.25 #chief add points to travel-time speed.
seeing_range    = 6.5
track_spotting_multiplier = 0.8
auto_compute_party_radius = 1 #helps space, select if mod has large icons
disable_disband_on_terrain_type = 0
use_strict_pathfinding_for_ships = 1 #keeps ships at sea for sea-to-sea routes

#New leveling system
skill_points_per_level = 2
attribute_points_per_level = 0.195 #0.125
weapon_points_per_level = 5
level_boundary_multiplier = 2.0
attribute_required_per_skill_level = 2

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

#chief cambia para que player levee mas lento
player_xp_multiplier   = 1.0 
hero_xp_multiplier     = 2.0
regulars_xp_multiplier = 2.0 #+ XP modifier = + the amount of experience they get for kills

#scenes
far_plane_distance = 2000 #Default is 1250 cm
battle_size_min = 150
battle_size_max = 750
display_wp_firearms = 1
blood_multiplier = 6.0 #chief aumentado
air_friction_arrow = 0.002
air_friction_bullet = 0.002
consider_weapon_length_for_weapon_quality = 1 #weapon selection

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp   = 3.0

# No extra penetration flags are set, so keep them ineffective
extra_penetration_factor_soak = 1.0
extra_penetration_factor_reduction = 1.0

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.
#chief cambia
armor_soak_factor_against_cut       = 0.8
armor_soak_factor_against_pierce    = 0.65
armor_soak_factor_against_blunt     = 0.5

armor_reduction_factor_against_cut       = 1.0
armor_reduction_factor_against_pierce    = 0.5
armor_reduction_factor_against_blunt     = 0.75

horse_charge_damage_multiplier        = 1.0
couched_lance_damage_multiplier       = 0.65
fall_damage_multiplier                = 1.0
#chief cambia acaba
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.9
melee_damage_speed_power = 2.0

multiplayer_walk_enabled = 0

mission_object_prune_time = 180


#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot       = 1

# Change this to 1 if you want to load 
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 1

#edit mode should be enabled
give_performance_warnings = 1   #turn off for production

#load_module_resource = core_textures #for openbrf!

#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.


load_mod_resource = La_Grandmasters_Shaders
load_mod_resource = test   #MODED
#load_mod_resource = textures_face_gen    #MODED
load_mod_resource = shaders   #MODED
load_mod_resource = textures #chief brust on
load_mod_resource = vc_textures #brust
load_mod_resource = vc_materials #brust
load_mod_resource = materials ######### La_Grandmaster chief Change #################
load_module_resource = materials_face_gen  #puesto chief
load_mod_resource = vc_bodies #chief brust add
#load_mod_resource = body_meshes #chief brust add

load_mod_resource = uimeshes    #MODED      
load_module_resource = meshes_face_gen #chief cambia
load_mod_resource = helpers    #MODED      
load_mod_resource = vc_map_objects #brust anade
load_mod_resource = vc_map_iconchars #brust anade
load_mod_resource = particle_meshes    #MODED      
load_mod_resource = skeletons    #MODED      
load_module_resource = grass_meshes #brust change
load_mod_resource = plant_meshes    #MODED      
load_mod_resource = object_meshes    #MODED      
load_mod_resource = object_bodies    #MODED      

load_mod_resource = goods_meshes    #MODED      
load_mod_resource = item_meshes1    #MODED      
#load_mod_resource = horse_a    #MODED      
#load_mod_resource = arabian_castle    #MODED      
load_mod_resource = food    #MODED      
#load_mod_resource = beards     #MODED      

load_mod_resource = village_houses    #MODED      
load_mod_resource = village_houses_a    #MODED      
load_mod_resource = village_houses_b    #MODED      
#load_mod_resource = hair     #MODED      
#load_resource = deneme #chief off

load_module_resource = interiors_a
load_module_resource = interiors_b
load_module_resource = interiors_c
load_module_resource = arena
#load_resource = map_icons_b
load_module_resource = castle_a
load_module_resource = dungeon
#load_module_resource = stone_houses
load_module_resource = snowy_houses
#load_module_resource = snowy_castle
#load_resource = helmets_d #chief off
#load_resource = helmets_e #chief off
#load_resource = helmets_f #chief off

#load_module_resource = castle_b
load_module_resource = square_keep
#load_resource = anim_b
#load_resource = shields #chief off
#load_resource = shields_b #chief off
#load_resource = weapon_meshes_c
#load_resource = xtree_meshes_b #brust off vc_tree now
#load_resource = map_icons_c
load_module_resource = vc_pictures #chief cambia a module
load_module_resource = user_interface_b #cambiado chief para compas
load_module_resource = user_interface_c #custom battle scene picture fixes and addition

load_module_resource = scene_encounter_spot
load_module_resource = interior_thirsty_lion
#load_module_resource = scene_small_tavern

#load_resource = weapon_meshes1
##load_resource = weapon_meshes_b #chief off #arrows brf

load_module_resource = houses1
load_module_resource = wall_meshes1

load_module_resource = town_houses
load_module_resource = doors
load_module_resource = churches
   

#load_module_resource = town_houses_b
load_module_resource = castle_c
load_module_resource = castle_d
load_module_resource = castle_e
load_module_resource = castle_f
load_module_resource = castle_g
load_module_resource = castle_h
load_module_resource = castle_i

#load_module_resource = gatehouse
load_module_resource = viking_houses


#load_module_resource = fake_houses
load_module_resource = town_houses_c
#load_resource = banners #off chief
#load_resource = map_flags
#load_resource = map_flags_b
#load_resource = map_flags_c
#load_resource = map_flags_d

#load_resource = costumes_a
load_module_resource = particles_2
load_module_resource = prisons
load_module_resource = prisons_b
#load_module_resource = interiors_d
#load_resource = costumes_b #chief off
#load_resource = costumes_c #chief off
#load_resource = arena_costumes #chief off
#load_resource = boots_a #chief off 
#chief horizontes
#load_module_resource = terrain_borders
#load_module_resource = terrain_borders_b
load_module_resource = vc_terrain_borders
#chief acaba
load_module_resource = skyboxes
load_module_resource = new_skyboxes
load_module_resource = object_b
#load_resource = tree_e_meshes
load_module_resource = destroy
#load_resource = xtree_meshes_c #brust cambia
load_module_resource = vc_trees #brust cambia
load_module_resource = grass_meshes_b #brust change




load_module_resource = interiors_steppe

#load_resource = grooming_horse
load_module_resource = town_houses_d


#load_module_resource = horses_b
load_module_resource = ani_horse_mounted
#load_module_resource = deneme2
load_module_resource = horse_skeleton

#load_module_resource = steppe_fake_houses
#load_resource = weapon_meshes_d #chief off

#load_module_resource = tableau_shields
#load_resource = heraldic_armors #chief off

#load_resource = spear #chief off
#load_resource = weapons_e #chief off
#load_resource = weapons_f #chief off
load_module_resource = instruments
#load_resource = sarranid_armors #chief off

#load_module_resource = custom_banner

load_module_resource = simple_primitives

load_module_resource = ani_man_walk
#load_resource = ani_twohanded
#load_resource = ani_onehanded
load_module_resource = ani_death
load_module_resource = ani_stand_guardsman

load_module_resource = ani_human_mounted
load_module_resource = ani_lady_stand
load_module_resource = ani_poses
#load_resource = ani_stand_shopkeeper
load_module_resource = ani_man_cheer
load_mod_resource = ani_stand_onhorse
#load_resource = ani_throw_stone
load_module_resource = ani_strikes
load_module_resource = ani_equip_arms
load_module_resource = ani_run_p
load_module_resource = ani_run_forward_left_right
load_module_resource = uni_strikes3
load_module_resource = ani_walk_sideways
load_module_resource = ani_run_sideways
load_module_resource = ani_stand

load_module_resource = ani_crouch_down
load_module_resource = ani_low_walk
load_mod_resource = ani_turn_man
#load_resource = ani_attacks_single
load_module_resource = ani_lancer
load_mod_resource = ani_attacks
load_module_resource = ani_kicks
#load_resource = ani_parry_attack
load_module_resource = ani_walk_backward
load_module_resource = ani_run_lookingsides
load_module_resource = ani_defends
load_module_resource = ani_walk_lookingsides
load_module_resource = ani_jump
load_module_resource = ani_wedding
#load_module_resource = arabian_props

#animations
load_module_resource = uni_jump
load_mod_resource = uni_stances
load_module_resource = uni_equip
load_module_resource = uni_strike
load_mod_resource = uni_throws
load_module_resource = uni_fistswing
load_module_resource = uni_lord_stand
load_module_resource = uni_defence
load_module_resource = uni_sideways

load_module_resource = dart

#load_resource = armors_new_a #chief off
#load_resource = armors_new_b
#load_resource = armors_new_heraldic #chief off
#load_resource = armors_new_arena

#load_resource = crossbows #chief off
#load_resource = arabian_armors #chief off
load_module_resource = rock #brust changed
#load_resource = costumes_d #chief off
#load_resource = nordic_helmets #chief off
#load_resource = sarranid_helmets #chief off
#load_resource = sarranid_armor #chief off
load_module_resource = raw_materials
#load_resource = khergit_lady_dress #chief off
#load_resource = vaegir_helmets #chief off
load_module_resource = gauntlets_new
#load_resource = sarranid_lady_dress #chief off
#load_resource = sarranid_boots #chief off
load_module_resource = bride_dress
#load_resource = full_plate_armor #chief off
#load_resource = weapon_meshes_e #chief off
#load_resource = fur_armors_a #chief off
load_module_resource = ui_server_filter
#load_resource = warhorse_new #chief off
load_module_resource = ship
load_module_resource = arabian_houses
load_module_resource = object_c
#load_resource = tree_f
#load_module_resource = interiors_arabian
#load_module_resource = arabian_village
load_module_resource = valleyProps #to VC
load_module_resource = workshops

load_module_resource = barrier_primitives
load_module_resource = town_houses_e
load_module_resource = wb_mp_objects_a

#empieza chief
load_mod_resource = vc_arcosyflechas
load_mod_resource = bry_banners
load_mod_resource = bry_banners_default
load_mod_resource = bry_battlebanners
load_mod_resource = bry_flags_vertical
load_mod_resource = vc_iconos
load_mod_resource = bry_pic_mesh
load_mod_resource = core_ui_meshes
load_mod_resource = command_cursor
load_mod_resource = vc_shields
load_mod_resource = vc_shields_tableau  #must be loaded after vc_shields
load_mod_resource = vc_tunics
load_mod_resource = vc_tunics2
load_mod_resource = vc_tunics3 
load_mod_resource = vc_tunicsbasic
load_mod_resource = vc_tunicsbasic_female
load_mod_resource = vc_hoodtunics
load_mod_resource = vc_gambesons
load_mod_resource = vc_gambesons2
load_mod_resource = vc_armors
load_mod_resource = vc_armors2
load_mod_resource = vc_cloaks
load_mod_resource = vc_clerics
load_mod_resource = vc_female_dresses
load_mod_resource = vc_shoes
load_mod_resource = vc_swords
load_mod_resource = vc_helmets
load_mod_resource = vc_axes
load_mod_resource = vc_native
load_mod_resource = vc_props
load_mod_resource = vc_props2
load_mod_resource = vc_props3
load_mod_resource = vc_props_new_houses
load_mod_resource = vc_sea_battle
load_mod_resource = vc_spears
load_mod_resource = dedal_anims #VC animations
load_mod_resource = vc_hoods
load_mod_resource = vc_shields2
load_mod_resource = vc_swords2
load_mod_resource = vc_food
load_mod_resource = vc_tradeitems
load_mod_resource = vc_knifes
load_mod_resource = vc_horses
load_mod_resource = La_Grandmasters_map_text
load_mod_resource = vc_shields_basic


#works_with_version_min  = 1020 #deprecated, use module_version and compatible_savegame_module_version instead
#works_with_version_max  = 1011 #deprecated, use module_version and compatible_savegame_module_version instead

module_version = 1020 #can be used for multiplayer and single player (saved game) module versioning
compatible_module_version = 1020 #can be used for multiplayer module versioning
compatible_savegame_module_version = 0 #can be used for single player (saved game) module versioning

limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1
show_troop_upgrades_button = 1

#use_explicit_couch_flag = 1
dont_load_regular_troop_inventories = 1

#assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
disable_moveable_flag_optimization = 1

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0

crush_through_treshold = 2.4

can_crouch = 0
can_objects_make_sound = 1
disable_zoom = 0
use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 1
use_phased_reload = 0
horses_try_running_away = 1
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
has_accessories_for_female = 0

does this give you any ideas?
 

Lav

Sergeant Knight at Arms
M&BWB
Yes it does. There seem to be many more new settings than the ones you listed:

Code:
operation_set_version = 1164
supports_directx_7 = 0
reduce_texture_loader_memory_usage = 1
use_case_insensitive_mesh_searches = 1
use_texture_degration_cache = 1
use_scene_unloading = 1
map_min_elevation = 0.5  #maximum zoom
# map_max_elevation = 1.0  #minimum zoom
auto_compute_party_radius = 1 #helps space, select if mod has large icons
disable_disband_on_terrain_type = 0
use_strict_pathfinding_for_ships = 1 #keeps ships at sea for sea-to-sea routes
far_plane_distance = 2000 #Default is 1250 cm
battle_size_min = 150
battle_size_max = 750
blood_multiplier = 6.0 #chief aumentado
consider_weapon_length_for_weapon_quality = 1 #weapon selection

Of course it's possible that these settings were introduced in earlier Warband versions, but this is the first time I see them.
 

guybnch

Recruit
But wouldn't those new settings have to be in the source code, in case they are exclusive to Viking Conquest?
 

Lav

Sergeant Knight at Arms
M&BWB
guybnch said:
But wouldn't those new settings have to be in the source code, in case they are exclusive to Viking Conquest?
They're not exclusive to Viking Conquest. Taleworlds only maintain one engine base for all their games.
 

guybnch

Recruit
oh, that I know, but I don't think the settings that you saw in the module.ini file are present in Native module, I think they were added for the DLC

Edit:
It actually worked. I pasted the level settings from the Viking Conquest DLC into Native, and it works perfectly.
I wonder though, what does this line do "level_boundary_multiplier = 2.0"
 
Lav said:
guybnch said:
But wouldn't those new settings have to be in the source code, in case they are exclusive to Viking Conquest?
They're not exclusive to Viking Conquest. Taleworlds only maintain one engine base for all their games.

Is that so? I keep hearing that the module systems for NW and wfas work differently to native and are thus incompatible with warband mods, even if some of the features like advanced_formations got ported over.
 

Lav

Sergeant Knight at Arms
M&BWB
Incompatible module systems with identical compilers? I don't believe in that. :smile:
 

k61824

Veteran
I think the difference in the game exe would break compatibility between games, due to extra parameters in module.ini and the list of operations as well.
 

wolonggong

Regular
guybnch said:
Well, so am I. You get 2 skill points per level, and you only get 1 attribute point each 6 levels.

Code:
#New leveling system
skill_points_per_level = 2
attribute_points_per_level = 0.195 #0.125
weapon_points_per_level = 5
level_boundary_multiplier = 2.0
attribute_required_per_skill_level = 2

They have this on their module.ini
Not sure how that can help though, since we don't have the source code

I can confirm that this works, I added only the first two lines into the Phantasy mods Module.ini file and I was getting 2 skill points per level. Tested it out by adding 3 and then 4 and yes, it works just with the first two lines added so I would imagine that you can add any of the items you wanted on their own...say, like the weapon points per level line if that is all you wanted to change.
 

MadBull543

Squire
Hi,
I copied the settings to module.ini, to the same position, but it just doesn't work. I have v1.158, so I guess it's not caused by version.
Do you have any ideas why it doesn't work?
 

Kazzan

Count
M&BWBNW
MadBull543 said:
Hi,
I copied the settings to module.ini, to the same position, but it just doesn't work. I have v1.158, so I guess it's not caused by version.
Do you have any ideas why it doesn't work?

Where in the module.ini did you add them?
 

MadBull543

Squire
time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8

#New leveling system
skill_points_per_level = 1
attribute_points_per_level = 2
weapon_points_per_level = 15
level_boundary_multiplier = 2.0
attribute_required_per_skill_level = 4

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 12
 

kalarhan

Python Saint
Count
WBNWVCWF&S
Kazzan said:
MadBull543 said:
Hi,
I copied the settings to module.ini, to the same position, but it just doesn't work. I have v1.158, so I guess it's not caused by version.
Do you have any ideas why it doesn't work?

Where in the module.ini did you add them?

you should try with 1.167
 
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