Can someone help me mod Medival Conquest? - progress so far

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Asjo

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I played Mount & Blade a long time ago, and I remember I really got into it, combining a lod of mods into one and passionately trying out all aspects of the game. In the end I had some unsolvable issues with the modding, and the game become a bit too monotone, so somthing else took my focus as my and my best friend decided it was better to wait for the second game, where coop would surely be easier to come by.

A few days ago my passion for Mount & Blade came back to life when I saw my friend looking at a page abount the future game two. When we talked about it, I was reminded that game two won't be that much better in multiplayer. The game cannot be played as true multiplayer due to the time aspect of people fighting. So, I loaded up Mount & Blade Warband again. The Medival Conquest mod seems like a fresh breath of air. However, I cannot really settle for that. I want to fight big armies, see bigger differences between AIs, be able to hold a big army myself without stressing about it (constantly having to desperately seek money in hopes of perhaps being able to support just 150 half-decent mercs despite having a kingdom, for instance). So, I wanted to change wages, troop size, morale, food consumption and a few other things. There were more and more things I wanted to change, and gradually I've been accomplishing some of them. However, just today my best friend, who managed to find an older version of the game where coop works, said that he didn't want to play the mod anymore because of bad events. Apparently, he has lost 80% of his army to random events at least six times within two days of playing.

Since a lot of the changes I've been somewhat blind in making many of my changes so far, just grinding away and restarting the game a lot, I'm getting a bit desperate. So, I figured perhaps some clever people on this forum could help.

Here are the things that I'm working to change:

Remove world map attrition events

I just want to remove the random storms and stuff that causes the army to die and doesn't add much to the game. I figure it might be in simple_triggers.txt, but I would have little to go on. These events add little to the game, and at best are an annoying event, at worst a detriment.

Increase income from fiefs

I reckon I would do so in this line in simple_triggers.txt:

168.000000  35 520 3 1224979098644774912 360287970189643051 0 6 3 1224979098644774913 1 1224979098644774912 520 3 1224979098644774914 360287970189643051 1224979098644774913 521 3 1224979098644774915 1224979098644774914 120 521 3 1224979098644774916 1224979098644774915 7 2147483679 2 1224979098644774916 360287970189639680 2147484189 3 1224979098644774915 35 2 521 3 1224979098644774917 1224979098644774914 367 30 2 1224979098644774917 2000 4 0 2136 3 1224979098644774918 308 312 541 3 1224979098644774914 1224979098644774918 0 501 3 1224979098644774914 1224979098644774918 1 2106 2 1224979098644774917 2000 5 0 30 2 1224979098644774917 3000 2136 3 1224979098644774918 303 308 541 3 1224979098644774914 1224979098644774918 0 501 3 1224979098644774914 1224979098644774918 1 2106 2 1224979098644774917 3000 5 0 30 2 1224979098644774917 6000 2136 3 1224979098644774918 303 308 541 3 1224979098644774914 1224979098644774918 0 501 3 1224979098644774914 1224979098644774918 1 2106 2 1224979098644774917 6000 5 0 30 2 1224979098644774917 10000 2136 3 1224979098644774918 303 308 541 3 1224979098644774914 1224979098644774918 0 501 3 1224979098644774914 1224979098644774918 1 2106 2 1224979098644774917 10000 3 0 501 3 1224979098644774914 367 1224979098644774917 3 0

The numbers I tried to change so far are highlighted with red, whereas the next one I'm about to test is highlighted with blue.

[size=14pt]Increase party sizes for both AI and player[/size]

I quite easily managed to increase player party size purely by changing the effect of leadership in scripts.txt:

game_get_party_companion_limit -1
18 2133 2 1224979098644774912 360287970189639680 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 70 5 0 2133 2 1224979098644774913 100 3 0 2170 3 1224979098644774914 1369094286720630785 1224979098644774912 2172 3 1224979098644774915 1224979098644774912 3 2107 2 1224979098644774914 130 2105 2 1224979098644774913 1224979098644774914 2105 2 1224979098644774913 1224979098644774915 520 3 1224979098644774916 1224979098644774912 7 2123 3 1224979098644774917 1224979098644774916 25 2105 2 1224979098644774913 1224979098644774917 2133 2 72057594037927936 1224979098644774913 2075 1 72057594037927936

So, I simply enable anyone with a bit of leadership to have a bit army by changing the effect of leadership from five troops per point to 130 troops per point.

For the AI lords I did the following in scripts.txt:

party_get_ideal_size -1
62 21 1 1224979098644774912 4 0 32 2 144115188075857605 50 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 4 0 541 3 1224979098644774912 0 13 1652 3 1224979098644774914 1224979098644774912 0 2204 2 1224979098644774915 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 2170 3 1224979098644774916 1369094286720630785 1224979098644774914 2172 3 1224979098644774917 1224979098644774914 3 2107 2 1224979098644774916 90 2105 2 1224979098644774913 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 520 3 1224979098644774918 1224979098644774914 7 2123 3 1224979098644774919 1224979098644774918 4 2105 2 1224979098644774913 1224979098644774919 4 0 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 300 3 0 4 0 542 3 1224979098644774915 8 1224979098644774914 2105 2 1224979098644774913 20 3 0 6 3 1224979098644774920 648518346341351556 648518346341351758 541 3 1224979098644774920 7 1224979098644774914 2105 2 1224979098644774913 20 3 0 3 0 2133 2 1224979098644774921 0 6 3 1224979098644774922 648518346341351445 648518346341351758 2204 2 1224979098644774923 1224979098644774922 31 2 1224979098644774915 1224979098644774923 2105 2 1224979098644774921 1 30 2 1224979098644774921 2 2133 2 1224979098644774922 0 3 0 4 0 31 2 1224979098644774921 1 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 150 5 0 31 2 1224979098644774921 1 2105 2 1224979098644774913 25 3 0 4 0 32 2 144115188075857605 30 2110 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 320 5 0 2110 2 1224979098644774913 350 3 0 2133 2 72057594037927936 1224979098644774913

So, I changed base party size from 30 to 50 (first number), then I changed the amount of troops per leadership from 5 to 90 (second number), I changed to renown needed per troop from 25 to 4 (third number), and the amount of extra troops for being faction leader from 100 to 300 (fourth number - not completely certain if this one did the trick).

It seemed to be that this worked a bit, in that I more often see 300 size armies on that AI, whereas before I was 150 size armies. However, it still seems to have had very limited effect. Either I've missed something or haven't buffed AI wages or morale sufficiently.

Of course, I also had to change morale - first the player in scripts.txt:

get_player_party_morale_values -1
58 1650 2 1224979098644774912 648518346341351424 2133 2 1224979098644774913 0 6 3 1224979098644774914 1 1224979098644774912 1652 3 1224979098644774915 648518346341351424 1224979098644774914 4 0 1507 1 1224979098644774915 2105 2 1224979098644774913 1 5 0 1653 3 1224979098644774916 648518346341351424 1224979098644774914 2105 2 1224979098644774913 1224979098644774916 3 0 3 0 2133 2 144115188075856824 1224979098644774913 2170 3 1224979098644774917 1369094286720630785 360287970189639680 4 0 31 2 144115188075856287 432345564227567645 522 3 1224979098644774918 144115188075856287 11 31 2 1224979098644774918 360287970189639680 2122 3 144115188075856825 1224979098644774917 18 5 0 2122 3 144115188075856825 1224979098644774917 15 3 0 2133 2 1224979098644774919 144115188075856825 2106 2 1224979098644774919 144115188075856824 2105 2 1224979098644774919 444 2133 2 144115188075856826 0 6 3 1224979098644774920 288230376151711814 288230376151711829 1 3 936748722493063451 1224979098644774920 41 527 3 1224979098644774921 1224979098644774920 1 4 0 31 2 144115188075857304 1 2133 2 144115188075857484 1 3 0 2107 2 1224979098644774921 3 2108 2 1224979098644774921 2 2105 2 144115188075856826 1224979098644774921 3 0 2105 2 1224979098644774919 144115188075856826 4 0 31 2 144115188075856826 0 2133 2 144115188075856827 30 2106 2 1224979098644774919 144115188075856827 5 0 2133 2 144115188075856827 0 3 0 2133 2 144115188075856828 0 4 0 32 2 144115188075856754 0 1 1 936748722493063406 2133 2 1224979098644774922 72057594037927936 2122 3 144115188075856828 144115188075856754 10 2111 2 1224979098644774922 1 2108 2 144115188075856828 1224979098644774922 2112 3 144115188075856828 1 31 2106 2 1224979098644774919 144115188075856828 3 0 2112 3 1224979098644774919 0 100 2133 2 72057594037927936 1224979098644774919

So, I changed morale per leadership point from 50 to 444. In my game, I found that I had 200 morale much of the time, but I was winning a lot of battles, so it was hard to tell. My friend told me that with 300+ size armies he had to fight constantly not to drop too low, so it hasn't quite done the trick. Base morale would have been good to change as well, but I didn't find it yet.

Lower wage costs in the game greatly

Big armies would easily end up costing much more than you could earn. So, I tried to do so in scripts.txt:

game_get_troop_wage -1
218 4 0 31 2 144115188075857578 0 23 2 1224979098644774912 1 22 1 1224979098644774913 2133 2 1224979098644774914 0 2133 2 1224979098644774915 0 2133 2 1224979098644774916 0 2133 2 1224979098644774917 0 2133 2 1224979098644774918 1 4 0 2147485155 1 1224979098644774912 1540 2 1224979098644774919 1224979098644774912 6 3 1224979098644774920 0 1224979098644774919 1541 3 1224979098644774921 1224979098644774912 1224979098644774920 32 2 1224979098644774921 0 1570 2 1224979098644774922 1224979098644774921 4 0 31 2 1224979098644774922 12 527 3 1224979098644774914 1224979098644774921 41 32 2 1224979098644774914 1224979098644774915 2133 2 1224979098644774915 1224979098644774914 40 0 31 2 1224979098644774922 13 527 3 1224979098644774914 1224979098644774921 44 32 2 1224979098644774914 1224979098644774916 2133 2 1224979098644774916 1224979098644774914 5 0 31 2 1224979098644774922 14 527 3 1224979098644774914 1224979098644774921 45 32 2 1224979098644774914 1224979098644774917 2133 2 1224979098644774917 1224979098644774914 5 0 31 2 1224979098644774922 1 2133 2 1224979098644774918 2 3 0 3 0 2120 3 1224979098644774923 1224979098644774915 1224979098644774916 2108 2 1224979098644774923 4 4 0 2171 2 1224979098644774924 1224979098644774912 2147483678 2 1224979098644774924 6 2108 2 1224979098644774923 3 2107 2 1224979098644774923 2 5 0 2106 2 1224979098644774923 53 3 0 4 0 2171 2 1224979098644774924 1224979098644774912 30 2 1224979098644774924 19 2105 2 1224979098644774923 3 2107 2 1224979098644774923 2 4 0 30 2 1224979098644774924 30 2105 2 1224979098644774923 210 5 0 30 2 1224979098644774924 27 2105 2 1224979098644774923 110 5 0 30 2 1224979098644774924 24 2105 2 1224979098644774923 10 3 0 3 0 4 0 31 2 1224979098644774918 2 2107 2 1224979098644774923 5 2108 2 1224979098644774923 4 3 0 3 0 4 0 33 3 1224979098644774912 360287970189640353 360287970189640382 2171 2 1224979098644774925 1224979098644774912 2122 3 1224979098644774926 1224979098644774925 3 2105 2 1224979098644774926 50 2122 3 1224979098644774927 1224979098644774925 2 2105 2 1224979098644774927 20 2120 3 1224979098644774923 1224979098644774926 1224979098644774927 2108 2 1224979098644774923 2 2111 2 1224979098644774923 1 2106 2 1224979098644774923 31 2111 2 1224979098644774923 1 2122 3 72057594037927936 1224979098644774923 1224979098644774923 2133 2 1224979098644774923 72057594037927936 2108 2 1224979098644774923 200 4 0 2147483678 2 1224979098644774923 80 2107 2 1224979098644774923 3 3 0 2107 2 1224979098644774923 2 2108 2 1224979098644774923 3 3 0 1609 2 1224979098644774928 1224979098644774913 4 0 31 2 144115188075857102 1 1073741856 2 144115188075857093 0 31 2 144115188075857102 1 31 2 1224979098644774928 648518346341351424 2133 2 1224979098644774929 0 6 3 1224979098644774930 648518346341351445 648518346341352182 541 3 1224979098644774930 7 360287970189639680 2133 2 1224979098644774929 1 2133 2 1224979098644774930 -1 3 0 31 2 1224979098644774929 0 2107 2 1224979098644774923 2 2108 2 1224979098644774923 3 2111 2 1224979098644774923 3 5 0 31 2 144115188075857102 1 1073741856 2 144115188075857093 0 31 2 144115188075857102 1 31 2 1224979098644774928 648518346341351424 2133 2 1224979098644774931 0 6 3 1224979098644774930 648518346341351445 648518346341352182 541 3 1224979098644774930 7 360287970189639680 2133 2 1224979098644774931 1 2204 2 1224979098644774932 1224979098644774930 2133 2 1224979098644774930 -1 3 0 31 2 1224979098644774931 1 1 2 936748722493063921 1224979098644774932 31 2 72057594037927936 0 2107 2 1224979098644774923 3 2108 2 1224979098644774923 2 3 0 4 0 1073741855 2 1224979098644774913 648518346341351424 31 2 1224979098644774928 576460752303423504 4 0 31 2 144115188075857212 0 2107 2 1224979098644774923 3 2108 2 1224979098644774923 2 5 0 31 2 144115188075857212 1 5 0 31 2 144115188075857212 2 2108 2 1224979098644774923 2 3 0 4 0 32 2 144115188075857605 300 2108 2 1224979098644774923 144115188075857605 3 0 2111 2 1224979098644774923 3 3 0 4 0 2147483679 2 1224979098644774912 360287970189639680 2147483679 2 1224979098644774912 360287970189640140 2147483681 3 1224979098644774912 360287970189640424 360287970189640466 2111 2 1224979098644774923 1 3 0 2133 2 1224979098644774933 -1 4 0 30 2 1224979098644774913 0 4 0 1073742365 3 1224979098644774913 0 3 541 3 1224979098644774913 0 2 521 3 1224979098644774933 1224979098644774913 7 5 0 31 2 1224979098644774913 648518346341351424 2133 2 1224979098644774933 360287970189639680 5 0 1652 3 1224979098644774933 1224979098644774913 0 3 0 3 0 4 0 30 2 1224979098644774933 0 2170 3 1224979098644774934 1369094286720630785 1224979098644774933 2122 3 1224979098644774935 5 1224979098644774934 2121 3 1224979098644774936 100 1224979098644774935 2107 2 1224979098644774923 1224979098644774936 2108 2 1224979098644774923 100 3 0 2133 2 72057594037927936 1224979098644774923 2075 1 72057594037927936 5 0 31 2 144115188075857578 1 21 1 1224979098644774937 22 1 1224979098644774938 2133 2 1224979098644774939 0 4 0 1073741855 2 1224979098644774937 360287970189639680 31 2 1224979098644774937 360287970189639798 5 0 33 3 1224979098644774937 360287970189639966 360287970189639971 5 0 2171 2 1224979098644774940 1224979098644774937 2133 2 1224979098644774939 1224979098644774940 2105 2 1224979098644774939 3 2107 2 1224979098644774939 1224979098644774939 2108 2 1224979098644774939 25 3 0 4 0 152 1 1224979098644774937 2107 2 1224979098644774939 5 2108 2 1224979098644774939 3 3 0 4 0 33 3 1224979098644774937 360287970189639706 360287970189639713 2107 2 1224979098644774939 3 2108 2 1224979098644774939 2 3 0 4 0 33 3 1224979098644774937 360287970189639844 360287970189639860 2107 2 1224979098644774939 2 3 0 2170 3 1224979098644774941 1369094286720630785 360287970189639680 2122 3 1224979098644774942 5 1224979098644774941 2121 3 1224979098644774943 100 1224979098644774942 2107 2 1224979098644774939 1224979098644774943 2108 2 1224979098644774939 100 4 0 2147483679 2 1224979098644774937 360287970189639680 2147483679 2 1224979098644774937 360287970189639798 2147483681 3 1224979098644774937 360287970189639966 360287970189639971 2111 2 1224979098644774939 1 3 0 2133 2 72057594037927936 1224979098644774939 2075 1 72057594037927936 3 0

For the first number (changed from 5 to 40), I cannot remember if I was looking for the divider that's put at the end of the troop cost calculation. The change I made seemed to have a big effect on troop costs. As a kingdom, the lances of low tier I recruited all cost 2 denars, whereas expensive mercenaries costing 150-200 denars were down to less than half. So, it did the trick. It still wasn't quite enough, though. I changed to second number from 3 to 53. It seemed to make all troops cheaper, but had a much lesser effect. I tried to change this one because I didn't want to change the other one in case it make the 2 denar troops cost 1 denar, which would certainly be too cheap. However, I believe when I changed the second number, script errors regarding wages started popping up, so I'll probably lower it either way and increase the other one. It might be giving error because I exceeded some limit, because I noticed while testing that setting a much higher number for this one didn't cause any change to the wages.

I wanted to find the divider for troop costs that divides the cost of troops that are garrisoned. That way, troops wouldn't be too cheap, but you could at least garrison interesting troops that you weren't using if you tried to run a lean army (and quickly pick them up if you were going for a big attack).

TweakMB is not able to recognize much of this mod, but it said the following in scripts.txt was the garrison divider:

calculate_player_faction_wage -1
32 2133 2 1224979098644774912 0 2133 2 1224979098644774913 0 11 1 1224979098644774914 2133 2 1224979098644774915 0 4 0 1073742365 3 1224979098644774914 0 3 541 3 1224979098644774914 0 2 541 3 1224979098644774914 7 360287970189639680 2133 2 1224979098644774915 1 3 0 1073741855 2 1224979098644774914 648518346341351424 31 2 1224979098644774915 1 1650 2 1224979098644774916 1224979098644774914 6 3 1224979098644774917 0 1224979098644774916 1652 3 1224979098644774918 1224979098644774914 1224979098644774917 1653 3 1224979098644774919 1224979098644774914 1224979098644774917 1 3 936748722493063859 1224979098644774918 1224979098644774914 2133 2 1224979098644774920 72057594037927936 2107 2 1224979098644774920 1224979098644774919 4 0 31 2 1224979098644774915 1 2105 2 1224979098644774913 1224979098644774920 5 0 2105 2 1224979098644774912 1224979098644774920 3 0 3 0 3 0 2108 2 1224979098644774913 12 2121 3 1224979098644774921 14 144115188075856878 2107 2 1224979098644774912 1224979098644774921 2108 2 1224979098644774912 14 2120 3 72057594037927936 1224979098644774912 1224979098644774913

Changed it from 2 to 12 - the number highlighted. This wouldn't be calculated the same way for AI, as it only uses the "passive" garrison. Hopefully the AI doesn't have to pay for it. It idn't work, though, so I don't think that's it.

Lower food consumption

Big armies meant I had to change food consumptions for practical reasons - I did so in simply_triggers.txt:

14.000000  51 31 2 144115188075856283 0 1650 2 1224979098644774912 648518346341351424 2133 2 1224979098644774913 0 6 3 1224979098644774914 0 1224979098644774912 1653 3 1224979098644774915 648518346341351424 1224979098644774914 2105 2 1224979098644774913 1224979098644774915 3 0 2108 2 1224979098644774913 3 4 0 31 2 1224979098644774913 0 2105 2 1224979098644774913 1 3 0 4 0 2133 2 1224979098644774916 0 6 3 1224979098644774917 288230376151711814 288230376151711829 1 3 936748722493063451 1224979098644774917 41 2105 2 1224979098644774916 1 3 0 3 0 2133 2 1224979098644774918 1224979098644774913 2133 2 1224979098644774919 0 6 3 1224979098644774920 0 1224979098644774918 2133 2 1224979098644774921 0 6 3 1224979098644774922 288230376151711814 288230376151711829 507 3 1224979098644774922 0 0 1 3 936748722493063451 1224979098644774922 41 2105 2 1224979098644774921 1 3 0 4 0 32 2 1224979098644774921 0 2136 3 1224979098644774923 0 1224979098644774921 1 2 936748722493063547 1224979098644774923 5 0 31 2 1224979098644774919 0 1106 2 1585267068834416285 16711680 1 2 936748722493063450 -3 4 0 31 2 144115188075857304 1 31 2 1224979098644774919 0 31 2 144115188075857485 0 1 1 936748722493063986 1106 2 1585267068834416286 16711680 3 0 2133 2 1224979098644774919 1 4 0 1 2 936748722493063355 648518346341351424 32 2 72057594037927936 0 1 3 936748722493063619 2 216172782113784237 3 0 3 0 3 0

I changed the highlighted number to increase the interval between food consumption. I feed quite confident that it has worked, but I haven't tested carefully enough to be completely sure.

Change amount of prisoners per 'prisoner management' point

To make up for the bigger armies, I wanted to make it easier to capture large amounts of prisoners. This seems to have been easily accomplished i scripts.txt:

game_get_party_prisoner_limit -1
12 2133 2 1224979098644774912 360287970189639680 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 2106 2 1224979098644774913 30 5 0 2133 2 1224979098644774913 0 3 0 2170 3 1224979098644774914 1369094286720630786 1224979098644774912 2122 3 1224979098644774913 1224979098644774914 50 2133 2 72057594037927936 1224979098644774913 2075 1 72057594037927936

Changed the highlighted value from 15 to 50.

Bigger battle size

This was the easiest to accomplish by changing Documents\Mount&Blade Warband\rgl_config.txt

battle_size = 3.7000 (originally 1.0000)

That's only a little over 400, but I didn't want to push my luck. I might set it higher later if things don't start crashing. Frankly, it also seems that the battlefield is a bit too small - already at this size, I experience problems with units getting stuck on the battlefield exit points. I see in TweakMB that it might be possible to increase this as well, so I would need to look into that.

Remove tax inefficiency

I haven't gotten around to looking at this one yet. I remember that I removed it very quickly in my first go at modding because it was hella annoying, but when I play now, I don't mind giving out fiefs, so it's not that bad. Still want it changed, since I'd like to see lords with a lot of fiefs without this annoying subtractor.

Disable stat loss for games 757 days old

I actually don't know if this is in the mod, but once I heard about this concept, I wanted to disable it. Anything stressful like that which disrupts a slow and cozy game, where you play things out and enjoy watching the AI do its thing.

Add interesting troops and bandit parties

I had started editing bandit parts through the text file (making bigger bandit parties possible, but I found out that Morghs' editor allowed me to easily add unit and edit bandit parties to give them a more interesting composition. I remember from my first go around that it wasn't possible to add bandit parties to the game. So, I'll probably the steal desert bandits to create a very interesting band of bandits that I believe I remember from the Calradias Fire mod back then. However, I haven't looked into what I can do if some of the items added to the troops in that game require some graphics that haven't been added to this mod.


All my modded files so far: download here.
 
without source the changes you want are difficult to find.

With source it might still be a full month for you to figure out where to change, but at least it then becomes solvable - by you, as I don't have time to fix my own mods, let alone yours.  But I can guess where in the source you should look.

  I'll assume you can't get the source for this mod?
 
check the base mod for this. IIRC it is 1257AD (which is open source). Of course they are not exactly the same code, but you should have a easier time finding a tweak by checking the game code from the base module.

you can also learn more about how operations work, the compiler, etc, which should make creating tweaks much easier. Want a example?

Stats loss: on Native it is under menu "permanent_damage", and it is done with this command

Code:
(troop_raise_attribute, "trp_player", ":random_attribute", -1),

translate this to compiled code

Code:
1520 3 360287970189639680 1224979098xxxxxxx -1

you can them see if this is on your own module and disable it in different ways. A quick/easy way is to change that -1 to 0. You could disable the menu too, etc. Up to you.

use regex to locate this strings as the variables (local, global, ...) will change, but not the mask.

 
The medieval conquest author seems inactive on here, his thread is dead and only I post there. I hope he would release the source because there are so many bugs in this mod I want to fix. This would be the best mod if it were being actively developed.
 
Hey, you should check out the latest version and go to Camp -- Mod Options, check all the pages, all the fixes you've done by editing the scripts files are actually adjustable without the need to do ANY of that. Plus are more compatible with the game.
 
I actually had no idea about source code. It would seem that, with source code, the changes I wish to accomplish would only take moments to make. I thought everyone was modding in this "compiled" code, and that anyone accomplished in this would easily be able to help me since they would recognize the different fragments of code. I appreciate the contributions so far, and will have to look into what you have mentioned.

troycall: This sounded very promising when I saw it, since I had indeed missed that there was a page two in the mod options. And it seems that we can indeed disable disasters. So far so good. I see in the first page that we can lower wages a bit by setting them to "childish", but nothing close to even accomplishing my goal., but we cannot scale them. We can lower tax inefficiency a bit (I assume that's what "fief inefficiency" is), but not scale it. And there is nothing in regards to army size and morale. Add to that the fact that these things would have to be changed for every new campaign you start.
 
I wantde to add the Locust Warband from Calradia's Fire, since they always seemed awesome. So, I added the troops and items by simply copying them. I had to change all the items for the troops manually since the items didn't have the same ID, and I had to change the upgrade path of the troops. I copied the brf-files from the resources folder and I made sure the four extra brf-files were loaded through modules.ini. I also used OpenBRF to make sure the meshes were actually in the BRF-files.

So, as far as I can tell, the graphics should be loaded alright. However, when I run into a Locust Warband in my game, the armor is still invisible. Even though the meshes should be loaded, it would seem there is some kind of missing link. Can anyone tell me what I'm missing?
 
Well, in terms of load order for modules ini, as far as I can see the only difference is if you put in the lines about loading after the files has gone past the part of loading files. The order doesn't seem to make a difference - at least for this mod.

It seems that indeed everything was loading alright. It turns that there wasn't any problem with the Locust-specific armors. The problem was with itm_arena_armor_white on the trp_locust_recruit. The mesh used for this item didn't actually exist in any of the four files in the resource-folder that were different from Calradia's Fire to Medival Conquest. But then I found out that the mods don't necessarily load all their brf-files and don't load the same brf-files from the original game. So, in conclusion:

Troop: trp_locust_recruit
Item: itm_arena_armor_white
Mesh: arena_armorW_new (was in armors_new_arena.brf, which was commented out in module.ini)

Troop: trp_mountain_raider
Item: itm_padded_leather
Mesh: leather_armor_b (it was in armors_b - but only in the original game, not the one used for the mod)

Troop: trp_experienced_mountain_raider
Item: itm_leather_armor
Mesh: tattered_leather_armor_a (was in armors_g.brf, which was commented out in module.ini and set to load from the mod folder instead of the CommosRes folder through load_resource)
Item: itm_tab_shield_pavise_c
Mesh: tableau_shield_pavise_1 (once again, we in the original tableau_shields.brf)

Problem is, for the ones where the files were in the original game files: Even though I managed to bring these into the mod (I tried both export and import as well as simply loading the brf-files), it still doesn't seem to work. The padded_leather armor turns a translucent white at certain angles, and the shield is transparent. I don't know if something else is somehow missing.
 
Asjo said:
I actually had no idea about source code. It would seem that, with source code, the changes I wish to accomplish would only take moments to make. I thought everyone was modding in this "compiled" code, and that anyone accomplished in this would easily be able to help me since they would recognize the different fragments of code. I appreciate the contributions so far, and will have to look into what you have mentioned.

troycall: This sounded very promising when I saw it, since I had indeed missed that there was a page two in the mod options. And it seems that we can indeed disable disasters. So far so good. I see in the first page that we can lower wages a bit by setting them to "childish", but nothing close to even accomplishing my goal., but we cannot scale them. We can lower tax inefficiency a bit (I assume that's what "fief inefficiency" is), but not scale it. And there is nothing in regards to army size and morale. Add to that the fact that these things would have to be changed for every new campaign you start.
Increasing min/max party size scales wages. A high limit will make wages close to 1 gold per week. Check the cheat menu too.
 
troycall: I assume that a the most recent version of this mod is on steam. And you're referring to min/max party size, but I don't see that option, neither on page one, nor page two.
 
Asjo said:
But then I found out that the mods don't necessarily load all their brf-files and don't load the same brf-files from the original game.

three things:

- import order matters if the assets are on different files (like textures on one file, mesh on another file)
- left-overs (stuff that is not used) can be cleaned-up. Use OpenBRF menu to find a option that detects which assets are in use and which ones are not, them you can start to remove the unused stuff. Helps with memory and loading.
- import command on module.ini has two variations. One is to force loading from the module (and not Native) folder. Use them properly.
 
kalarhan said:
Asjo said:
But then I found out that the mods don't necessarily load all their brf-files and don't load the same brf-files from the original game.

three things:

- import order matters if the assets are on different files (like textures on one file, mesh on another file)
- left-overs (stuff that is not used) can be cleaned-up. Use OpenBRF menu to find a option that detects which assets are in use and which ones are not, them you can start to remove the unused stuff. Helps with memory and loading.
- import command on module.ini has two variations. One is to force loading from the module (and not Native) folder. Use them properly.

1) As far as I can see the armors_d and tableau_shield don't have any textures or anythign like it - only meshed. I don't know if they use textures from another file (they say they use a texture, so I assume so), but at least I've loaded armors with other armors and shields with other shields. But if the materials referred to in these files are in one of the base game files that is different from the mod files, I guess I'll have to have a look.

2) Well, at long as it's just the loading time at the start of the game, that's fine with me. But I suppose otherwise some cleaning up would be good. Right now, I'm spending a lot of time just on adding stuff, though, so given that I work a lot and only have around one hour a day for modding, my priority would be on making the new stuff work :smile:

3) Yes, I discovered the difference between load_resource and load_mod_resource when I looked at the modules.ini initually. That's how I figured out that one mod was loading some stuff from the base game that the other one wasn't.
 
I proceeded with my editing of the scripts.txt to get bigger party size, and now it seems that AIs are either running around with normal size or armies 600:

party_get_ideal_size -1
62 21 1 1224979098644774912 4 0 32 2 144115188075857605 50 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 4 0 541 3 1224979098644774912 0 13 1652 3 1224979098644774914 1224979098644774912 0 2204 2 1224979098644774915 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 2170 3 1224979098644774916 1369094286720630785 1224979098644774914 2172 3 1224979098644774917 1224979098644774914 3 2107 2 1224979098644774916 290 2105 2 1224979098644774913 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 520 3 1224979098644774918 1224979098644774914 7 2123 3 1224979098644774919 1224979098644774918 1 2105 2 1224979098644774913 1224979098644774919 4 0 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 500 3 0 4 0 542 3 1224979098644774915 8 1224979098644774914 2105 2 1224979098644774913 20 3 0 6 3 1224979098644774920 648518346341351556 648518346341351758 541 3 1224979098644774920 7 1224979098644774914 2105 2 1224979098644774913 20 3 0 3 0 2133 2 1224979098644774921 0 6 3 1224979098644774922 648518346341351445 648518346341351758 2204 2 1224979098644774923 1224979098644774922 31 2 1224979098644774915 1224979098644774923 2105 2 1224979098644774921 1 30 2 1224979098644774921 2 2133 2 1224979098644774922 0 3 0 4 0 31 2 1224979098644774921 1 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 500 5 0 31 2 1224979098644774921 1 2105 2 1224979098644774913 25 3 0 4 0 32 2 144115188075857605 30 2110 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 320 5 0 2110 2 1224979098644774913 650 3 0 2133 2 72057594037927936 1224979098644774913

I changed some of the other things I had previous change, but it didn't seem to make any different. So, I change the two number that I have highlighted with maroon color. The first one from 150 to 500, the next one from 300 to 650. Since I don't see any army size of 400 or 500, something seems amiss. I'm suspected that the second number was some kind of max party size. So, since I altered the other values to an extreme that allows any AI lord to have a huge army, everyone is near the limit - at least that's what I suspect. I will try to play around with it.

Edit:

It did indeed seem better balanced out with the numbers set to this:

party_get_ideal_size -1
62 21 1 1224979098644774912 4 0 32 2 144115188075857605 50 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 4 0 541 3 1224979098644774912 0 13 1652 3 1224979098644774914 1224979098644774912 0 2204 2 1224979098644774915 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 2170 3 1224979098644774916 1369094286720630785 1224979098644774914 2172 3 1224979098644774917 1224979098644774914 3 2107 2 1224979098644774916 70 2105 2 1224979098644774913 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 520 3 1224979098644774918 1224979098644774914 7 2123 3 1224979098644774919 1224979098644774918 5 2105 2 1224979098644774913 1224979098644774919 4 0 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 500 3 0 4 0 542 3 1224979098644774915 8 1224979098644774914 2105 2 1224979098644774913 20 3 0 6 3 1224979098644774920 648518346341351556 648518346341351758 541 3 1224979098644774920 7 1224979098644774914 2105 2 1224979098644774913 20 3 0 3 0 2133 2 1224979098644774921 0 6 3 1224979098644774922 648518346341351445 648518346341351758 2204 2 1224979098644774923 1224979098644774922 31 2 1224979098644774915 1224979098644774923 2105 2 1224979098644774921 1 30 2 1224979098644774921 2 2133 2 1224979098644774922 0 3 0 4 0 31 2 1224979098644774921 1 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 450 5 0 31 2 1224979098644774921 1 2105 2 1224979098644774913 25 3 0 4 0 32 2 144115188075857605 30 2110 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 320 5 0 2110 2 1224979098644774913 750 3 0 2133 2 72057594037927936 1224979098644774913
 
Asjo said:
I proceeded with my editing of the scripts.txt to get bigger party size, and now it seems that AIs are either running around with normal size or armies 600:

your best bet is to translate this to MBScript so you can see what the code is doing. It is the reverse process done by the compiler (MBScript .py to .txt files). There are no tools for this (and they are not allowed in this forum), so you will need to do it by hand one operation at time. Quite easy to do it, but does take time and its is a boring process. For a small script like that it should take 20 minutes as you have low experience with the process.
 
So, as I didn't have time for Mount & Blade a few months, I almost neglected to share my work. I was losing interest again, since once again I got the feeling that every battle was starting to feel the same, despite my interesting additions.

Things I didn't manage to do before I stopped modding:

  • I wanted to increase the maximuim size of the peasant rebel party, since I found those by the most fun to play against with a small band of soldiers, but if I changed it directly, it wouldn't spawn
  • I wanted to include the scene fixed presented in this post. Sadly, the link doesn't work again the user was too hastily banned by some mod. Fortunately, the guy who made this mod managed to down them, at least, for his next version.
  • After reading about adding towns, I wanted to add towns and castles. Sadly, it seems I cannot do that without the source version.
  • After reading about spawning new parties, I wanted to work on that, particularly since I was disappointed that the manhunter party I had been working on didn't have an spawn points in this mod
  • I wanted to make sure that the bounty you get from defeating various netural parties such as bandits would be balanced with the cost of having a big army and a big garrison. I was still testing this out when I stopped working on my mod version
  • I wanted to improve player recruitment more. I made the parties that the player can recruit bigger and added more captives for the player to hire, but it still doesn't fully balance with the reinforcement speed of the AI if you use the lance recruitment system

So, either way, here's my mod:

Medieval Conquests - Asjo modded version

Simply extract it to your Steam\steamapps\common\MountBlade Warband\Modules folder.

So, what does it include? Well, I can hardly remember it all anymore, but here are the main changes:

  • Added 76 new units, most of which were from Calradia's fire. Some I made up myself and then I also added the original huscarl version, since they're awesome. I downloaded most of the mods in the same category to check if they had some cool units, but few of them did. One unit I did steam was the Slingers from the Brytenwalda. Afterwards, I realized that they were using firearms, so I had to made some stones for them to throw instead. But they're still very cool.
  • Added 211 items, almost all of which from Calradia's fire (over half of these added because the added units used them). Probably made up around 20 myself.
  • I improved the faction colors. A very annoying thing with this mod was that a lot of factions had overlapping colors, making it hard to tell them apart. Now, everyone has distinc colors, and those with somewhat similar colors are on either side of the world.
  • I made all of the neutral parties that spawn more interesting to fight. I made sure they had more unit diversity and could be bigger (to match the bigger army sizes).
  • I changed army sizes so that typical AI sizes will be 300-700 instead of 100-300. Playing army size is scaled accordingly. Morale and wages have been tweaked to fit with this change (wages have been lowered significantly, to allow for a more casual player experience). Sizes of garrisons, neutral parties, reinforcements, etc. have been increased as well
  • I made food last a lot longer, accommodating bigger armies and saving the player some hassle as well.

So, what were important lessons I learned from my modding experience, where I started modding before reading about it? Well:

  • Always keep itm_items_end at the end of item_kinds1.txt. I learned this the hard way as I wondered why the IDs of previously added items would change every time I added a new one
  • Be aware, when looking at items, that the can have more than one mesh added (if you use Morgh's Editor, use the drop-down) - I found out after some hours of testing and scratching my head
  • openbrf is a great tool for editing meshes. It doesn't tell you that you can search, though. When, one time, I accidentally pressed CTRL + F and search appeared, it was such a relief. This saved me many hours of having to find the .brf-files in which certain meshes were contain
  • As mentioned previously in this thread, the order in which you load brf-files in the module.ini does matter. It matters because meshes use materials, so those materials have be loaded berfore the meshes. Materials use textures, so those have to be added before those. Also, don't forget that textures have references to dds-files in the "Textures"-folder, so don't forget to copy those in addition to the brf-files.
 
On the scenes fixes, you might want to check original 1257AD files or the Enhanced Edition's. The scenes there are okay and can be inserted into Medieval Conquests; you find them at SceneObj
 
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