Reducing INT removes one skill point though.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).
#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
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
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
They're not exclusive to Viking Conquest. Taleworlds only maintain one engine base for all their games.guybnch said:But wouldn't those new settings have to be in the source code, in case they are exclusive to Viking Conquest?
Lav said:They're not exclusive to Viking Conquest. Taleworlds only maintain one engine base for all their games.guybnch said:But wouldn't those new settings have to be in the source code, in case they are exclusive to Viking Conquest?
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
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?
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?