# Compilation of 82 little tweaks to the text files to change your gameplay(links)

### Users who are viewing this thread

#### Tiberius

##### Sergeant Knight
HardCode said:
New Tweak: Change Faction Color (New game required for effect, reloading module data in Edit Mode doesn't work.)

Tired of seeing all bandit parties as gray? Want to add color to your own party (and faction if you go rebel)? Well, here is a tweak to do this.

1. Go to http://flor.nl/dec2hex.html and put your web-formatted RGB color in the Hex field, then hit the tab key. For example, let's use FF2222, a nice shade of red for the M&B world map.

2. Open factions.txt.

3. Change the following value in red to the value in the Dec field from the web page's conversion results.
0 fac_outlaws Outlaws 33280 8947848
0.000000  -0.600000  0.500000  0.000000  -0.050000  -0.500000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  -0.150000  -0.050000  -0.050000  -0.050000  -0.050000  -0.050000  -0.050000  0.000000  0.000000  0.000000  0.000000  -0.600000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000

becomes

0 fac_outlaws Outlaws 33280 16720418
0.000000  -0.600000  0.500000  0.000000  -0.050000  -0.500000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  -0.150000  -0.050000  -0.050000  -0.050000  -0.050000  -0.050000  -0.050000  0.000000  0.000000  0.000000  0.000000  -0.600000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000

The value in red is the integer value of the converted web compliant hex color. Now, outlaw parties on the world map will show in red.

How come only outlaws have an actual number (other than 0) before the one we are supposed to change?

I mean I changed

Code:
0 fac_kingdom_1 Kingdom_of_Swadia 0 10040115
0.000000  0.000000  -0.050000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.900000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  -0.020000  0.000000  -0.020000  -0.050000  -0.050000  0.000000  0.000000  -0.100000  0.000000

to

Code:
0 fac_kingdom_1 Kingdom_of_Swadia 0 14518340
0.000000  0.000000  -0.050000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.900000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  0.000000  -0.020000  0.000000  -0.020000  -0.050000  -0.050000  0.000000  0.000000  -0.100000  0.000000

And the color didn't change.

EDIT: Also, is there a way to change the starting gear of each class you choose (and their text) through this kind of modding?

#### TacKY

##### Banned
Where do I find quick_strings.txt and how do I rebel and form my empire? I want to betray the Vaegirs  and I hope I dont get flamed. WIll I be king?

#### mfberg

##### Sergeant Knight at Arms
Probably can find it in your c:\program files\Mount&Blade\Modules\Native folder.

mfberg

#### TheMageLord

##### Knight at Arms
mfberg,
you could edit the mission template to spawn more than 1 troop, but the way it's currently set up everyone spawns as team 0 and as they spawn they all change to team 1 unless they're the player. You'd have to figure out which entry point is being used by the player and change that line to have more than 1 troop, remove the trigger setting everyone to team 1, and change everyone else to team 1 manually. Otherwise your "ally" would pop in and be set against you

Tiberius,
Did you start a new game after changing the color? I haven't actually used that tweak but I think it might not be savegame compatible.
The items are added in menus.txt, all the choices are checked and adjusted at the end of character creation after mno_begin_adventuring. It has a check and a block of code for every single class choice in the game though, so finding exactly what you want may be a bit difficult. The best way would be to use the .960 module system to figure out about where the thing is. Adding items is in this format:
1530 3 360287970189639680 288230376151712107 5
The 1530 is the function troop_add_item, the 360287970189639680 is trp_player, the 288230376151712107 is the item number (an Old Round Shield in this case), and the 5 is the imod (battered in this case). The way you get the item number is 288230376151711744 + the item number. So 288230376151711744 is the code for INVALID_ITEM and the rest go down the line adding one at a time. The easiest way to get the item number is to open up the unofficial item editor, it lists them all by number. To get the number for the item modifier you can either use the unofficial item editor and count down the list (starting at 0 for N/A or plain) or go into Mount&Blade\Data\item_modifiers.txt and subtract 1 from the line number (since line 1 is imod 0). So if I wanted to add a lordly strange armor I would change that line to
1530 3 360287970189639680 288230376151712151 29
Then whenever I started a game and chose that option (the one I took it from was the noble) would give you a Lordly Strange Armor. You just have to figure out the item, the imod, and then find the correct line to edit - and then it gives it to you when you chose that option.

TacKY,
As mfberg said it's in Mount&Blade\Modules\Native, the same folder that all the others are in.
However, all that does is make your faction *named* that. It won't affect the way the game handles breaking off as a liegeless lord. You just take any land while you're not sworn to someone else (castle or town) to go "rebel." You can be "king" in the sense that you'll do whatever you want, but you won't be able to get any lords to follow you unless you change something else - and even then it'll be a hack job, you won't be able to assign land to them or anything.

#### Tiberius

##### Sergeant Knight
Alright, I will try to change the starting items.

And yes, I started a new game and the colors were all the same.

#### makky

##### Recruit
I changed the rebel faction name and I get "UNRECOGNIZED TOKEN" before the name i put in? did i not include something?

qstr_{s1}_Rebels {Asheron}  <--(that is right isnt it?)

#### TheMageLord

##### Knight at Arms
makky,
No, you actually put {playername}, that makes it pick up whatever you have as your player's name. You can also just change it to a name, like "Kingdom_of_X" Use _ instead of spaces and you can put whatever name you want there. The reason I used {playername} is because it would allow you to pick it while playing simply by changing your character's name before you start the rebellion. Plus you could have different named kingdoms in different games without having to change the files every time. If you change it to a specific name it will always be that name.

#### terrorib

##### Squire
this is realy great
i use almost every tweak
but 1 doesn't work for me
the reinforcement tweak
i can't find he lines
i want to tweak the mod : Realm of freedom
can somebody help me with that

#### Slyde

##### Sergeant at Arms
I would just like to say, Wow MageLord this is some collection of tweaks you have here.
Thanks for the fix regarding ' having enemy parties join the battle', it really helpes, now I dont have an entire city joining the battle on the enemy's side ( 60 against 400 ).

I have a query to ask, in previous versons you were able to edit your Companion's Face, it was a feature I used to edit the faces for most of my comanions because have you seen Borcha's face.
So what I am asking is that in the new verson it has been taken out, is there a way to enable it, or is there an unofficial editor that does it?

Cheers

#### Zandman

##### Sergeant at Arms
Seeing that demigod TheMageLord and others have started fixing almost all the things that annoy me in this otherwise beautiful game, I thought I'd start asking around for even more fixes.

Now I know very little about modding, tweaking and programming myself, so I have no way of knowing whether what I'm asking for is impossible or easy. If impossible or something best suited for a separate mod job, just tell me and I'll lock the thread.

[I'm trying to put these threads here as well as on the Zendar Town Square "root" to see if the response is different.]

#1: When on a claimant quest, all captured castles and towns seem to go to me, but I don't necessarily WANT all those castles and towns.
Is there a way to make the distribution of ownership more like in "regular" mode or, even better, make it an option whether you want it or want the claimant to choose?

*RESOLVED: Most likely a bug - one MUST renounce one's oath to the current ruler BEFORE supporting the claimant, or everything will fall apart. I will bug report this, if it's not done already.

#### Zandman

##### Sergeant at Arms
Seeing that demigod TheMageLord and others have started fixing almost all the things that annoy me in this otherwise beautiful game, I thought I'd start asking around for even more fixes.

Now I know very little about modding, tweaking and programming myself, so I have no way of knowing whether what I'm asking for is impossible or easy. If impossible or something best suited for a seperate mod job, just tell me and I'll lock the thread.

[I'm trying to put these threads here as well as on the Zendar Town Square "root" to see if the response is different.]

#2: Before, shop items were sorted by type (AND by price/quality), now everything is sorted by price. It's very good that the loot after a battle is sorted this way, sure, but the shops are a mess now. Are those things the same code? Can it be changed?
So: Shop items sorted by type - loot by value. Can it be done?

#### ScoobyDooby

##### Regular
#1: when on a claimant quest you should be able to distribute new fiefs to either yourself, the claimant or any lord that joined your rebellion. The message to choose should come very shortly after capturing the said fief (about 1-2 hours game time). I have read on the forums about a bug that will consider you are the claimant and when this happens the game will give you ownership of all fiefs regardless of who you choose to give it to. from what i read this bug happens when you join a claimant while still being a vassal for another kingdom. so my guess is your game is bugged.

#2: agree on the sorting thing, also a "sort inventory" button would be great but thats probably a job for a mod, anyway...

and no need to double post, you could ask the two questions on the same reply.

#### Zandman

##### Sergeant at Arms
ScoobyDooby said:
[...] and no need to double post, you could ask the two questions on the same reply.

Thank you for the reply about #1 - I'll certainly check that out, and I KNOW it seemed like the lords considered me to be the claimant. Not at first, but after a short while.
If it's a bug... well, then it should be repaired before release, shouldn't it?

- and I don't consider it a "double post": they're just the first parts of a series of questions that I will be posting in the near future. This allows me, like in this instance, to close a resolved issue (if your answer to #1 is correct) and leave the unresolved ones (like #2) out there.

#### ScoobyDooby

##### Regular
TML, i have a request for tweak #55

can you add the option to ask a claimant you are questing for the locations of other lord in your rebellion. right now im leading a rebellion but i only took one lord to my side (yes i am greedy ) so if i can't find him i have no one to ask.
hope this is possible,

oh and i wanted to ask about the make cattle move faster, is that save game compatible? because it didn't work for me on my saved game and i thought you wrote here somewhere they should all be compatible (probably isn't just making sure).

thanks again!

#### Thyr

##### Knight
Changes in troops.txt unfortunately aren't savegame-compatible (seems as if the stats are somehow included in the savefile), you'll need to start a new game for the change to take effect I'm afraid

#### TheMageLord

##### Knight at Arms
Slyder,
If you enable edit mode (under the Advanced tab in the Options menu from the launcher) you can then edit the companion faces again, and just turn edit mode off after you're done.

Zandman,
I believe the shop sorting is hard coded. It's possible that theres some new script that I haven't noticed sorting them, but I think it's just the engine.

ScoobyDooby,
I made up a quick dialog to ask the location of lords from the claimant. This is basically a copy of the lord's dialog, adapted so that it works with the claimant (had to change a few things, and use new dialog states). I used states 890, 891, and 892. This means it wouldn't be compatible with any kind of mod that uses those dialog states, but even if it didn't work you could simply up all those numbers by something to get it to work. In Native this shouldn't be a problem, as 890 891 and 892 aren't used. Here it is:
dlga_supported_pretender_talk:lord_talk_ask_location 69631 60  1 2147484208 3 144115188075855885 8 0 I_want_to_know_the_location_of_someone.  890  0
dlga_lord_talk_ask_location:lord_talk_ask_location_2 4095 890  0 Very_well,_I_may_or_may_not_have_an_answer_for_you._About_whom_do_you_wish_to_hear?  891  0
dlga_lord_talk_ask_location_2:lord_talk_ask_location_3 81919 891  8 50 1 1224979098644774912 2147483679 2 144115188075855885 1224979098644774912 33 3 1224979098644774912 360287970189639861 360287970189639991 1073742364 3 1224979098644774912 2 2 540 3 1224979098644774912 2 4 2173 2 1224979098644774913 1224979098644774912 31 2 432345564227567629 1224979098644774913 2322 2 1 1224979098644774912 {s1}  892  1 50 1 144115188075855935
dlga_lord_talk_ask_location_2:lord_pretalk 69631 891  0 Never_mind.  63  0
dlga_lord_talk_ask_location_3:lord_pretalk 4095 892  2 1 3 936748722493063445 144115188075855935 1 1 3 936748722493063343 144115188075855935 0 {s1}  63  0
Just paste this right before line 90 (dlga_supported_pretender_talk:close_window 69631 60  0 Let_us_keep_going,_{reg65?my_lady:sir}.  6  0). That way it will show up as the dialog option right before "Let us keep going."

As far as savegame compatibility, I made the post that most of them are compatible before I made a bunch that weren't  Anything dealing with troops.txt is not, like Thyr said.

Oh, and you put that dialog in conversation.txt, in case anyone didn't know.

#### TheGnome

##### Squire
I know you're probably working on a million requests, but I had been thinking about this one, and then someone else made a similar post here.  http://forums.taleworlds.com/index.php/topic,48167.0.html

Is there a way to allow garrisoned troops to gain experience during a castle siege where the character is actually part of the defense?

Also, is it possible to allow siege defense to boost morale like a normal battle?

Also, I'll have to go the bug page, but I noticed the other day that the number of troops shown on the page where it says," X number of troops is attacking so and so's X number of troops is not calculated correctly for siege defense.  I have screenshots etc. where i re-tested it.  I had 90 troops and my garrison had 290 troops and we would be defending against approx. 700 troops.  When the screen popped up saying I'd been attached etc., it said i was defending with 280 troops...  the math just doesn't work.  I have no way of knowing, due to the battle size changer limit, pc limit and waves of reinforcements if the only error is with the number and not the actual troops involved, or with both.

#### TheMageLord

##### Knight at Arms
TheGnome,
Garrisoned troops don't actually have their experience stored. You can find this when you garrison a troop that's ready for upgrade, when you pick him back up he's no longer ready for upgrade. The way the game handles upgrading garrison troops is by a function party_upgrade_with_xp, which instantly upgrades them and probably wouldn't be a good idea for player garrisons, as it might not upgrade them the way you wanted to (like upgrading all your Nord Recruits to huntsmen instead of footmen when you wanted them for huscarls).

Morale is added in at the same time as xp and gold after a battle, and for some reason sieges don't call the script to give xp and gold. I looked into the mission templates and nothing in there calls the script, so whether or not a battle calls that particular script might be hardcoded.

That # of troops is probably due to some of them being unconscious. Did you look at the troops you were defending with to see how many were actually fit for battle?

#### ScoobyDooby

##### Regular
Omg you are the best!

and just in time too, the rhodocks declared war on me and my one lord went awal

#### Darkness_ST

##### Recruit
Hey yall, this is my first post because something has finally bothered me enough to cause me to ask for a fix. I have used a fair amount of your amazing tweaks ML, and i gotta say, for not knowing any languages, you do an absolutely amazing job. But i digress... I am wondering where I could mod the rate that pathfinding increases party speed because i want to be able to eventually catch up with the deserters around the khergits whose speeds range from 5 to 7. This is because they have the biggest parties to fight against for some more xp. I am sick of constantly hunting down tiny parties of sea raiders and the like. I tried to fix this by doing the banding together tweak, but it was not enough.

To summarize, if it is possible, where can i modify the rate of which my map speed increases with each level in pathfinding? Thanks in advance

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