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

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Rhineville

Veteran
Gaping Angus said:
Rhineville said:
I know that when determining troop wages while in a castle, the wages are halved... but how does that work? Is it the total that's halved or each individual wage. Say if I wanted to effectively make troop wages while in a castle next to nothin, would changing the number from 2 to 1000 work, or would it hav deleterious effects?

It's actually the total wages divided by 2, here is the line.
Code:
(val_div, ":garrison_wages", 2),#Half payment for garrisons

If you want to change it, the script is calculate_player_faction_wage in scripts.txt.

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 936748722493063177 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 2 2121 3 1224979098644774921 14 144115188075856335 2107 2 1224979098644774912 1224979098644774921 2108 2 1224979098644774912 14 2120 3 72057594037927936 1224979098644774912 1224979098644774913

You would want to change the red number, no need to go as high as 1000.

thanks Angus but I already kinda sorta knew that :smile:

I was just wondering since I plan to conquer calradia on my own and though it's challenging, I don't particularly find shelling out thousands upon thousands for garrisoned recruits very much fun. Was just wondering if it divides each wage seperately (so that a troops who's wage is 1 would still be one, can't divide it any further thus negating my plan....)
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Separate question (it will become apparent how noob I am at this scripts stuff so feel free to ignore):
I'm trying to field a companion army to start and they, along with other cavalry have the pesky habit of just trotting along when they have 10 enemies hacking away at them. Is there any way to force cavalry to use a different maneuvering script (like say, the horse skirmishing script) when their speed slows below 'x'? This way when they get slowed/stopped they'll know to high-tail it out of there rather than just sit there like idiots. :smile:
 

Gaping Angus

Regular
Rhineville said:
thanks Angus but I already kinda sorta knew that :smile:

Yeah, I just noticed this info on the first page.  Oops.  I'm not sure of your question, would you like to not pay them at all?  That is also a possibility.
 

Livonya

Sergeant at Arms
I have a request that may be beyond the scope of this project, as it involves a dialog fix.

The situation:

The player has a positive relationship with a faction.
The player is not at war with that faction.
The player decides to raid a caravan from that faction.

The problem:

The player can attempt to raid the caravan, and will then take a relationship hit, however, when you get to the start the battle screen the only option that is given to the player is "Leave".

So you take the relationship hit, but don't actually get to raid the caravan.

If the player raids the caravan over and over again, taking a relationship hit each time, then the player will eventually be able to start combat once the relationship is less than 0.

It is quite annoying. 

I had a situation last night where I helped a caravan from a friendly faction, and they ended up getting 75 prisoners, but the caravan only had 7 units left.  So this will just be free troops for my enemies.  I have a positive 35+ relationship with the caravan's faction, and I am willing to take the faction hit to get those prisoners, but in reality I have to take my relationship to -14 in order to actually take the caravan.  Silly.

- Livonya
 

Gaping Angus

Regular
Livonya said:
The player has a positive relationship with a faction.
The player is not at war with that faction.
The player decides to raid a caravan from that faction.

- Livonya

Maybe I misunderstood but do you want an option to always attack any caravan regardless of relationship?
 

TheMageLord

The Handyman Can
Knight at Arms
M&BWB
Raamon,
I don't think you can get the AI to take control of moving the player party. I could be wrong, though.

Tachyon,
I'm not sure if we can edit the basic battle AI. Is that somewhere in the module or is it in the engine? You can have it give orders to the AI troops, like the way the lords move their troops across the field in formation; but I haven't seen a way to actually change the way they fight.

tommylaw,
You would have to turn off the override equipment and get rid of the extra gear being added, but that would kind of break the system. I don't think theres a specific entry for the player, it just puts you in one of the places. So if you wanted to always use your gear you'd have to edit all of them, which would then spawn the participants with their regular gear too - which in the case of the arena guys would be naked and unarmed. You might be able to get around this by allowing you to access your inventory in the place, but I'm not sure how that would function in a mission that overrides your equipment.

Rhineville,
I don't think we can edit that sort of AI either. I could be wrong.

Livonya,
You can turn off the thing that restricts you from attacking in the attack menu. Open up menus.txt and find
mno_encounter_attack  2 31 2 144115188075856037 0 2147485156 1 360287970189639680  Charge_the_enemy.  23 2133 2 144115188075856016 0 2133 2 144115188075856041 1 1 1 936748722493063379 1 1 936748722493063270 1691 1 72057594037927936 1020 0 4 0 31 2 144115188075856036 1 1911 1 792633534417207307 521 3 1224979098644774912 144115188075856035 10 1910 1 1224979098644774912 5 0 31 2 144115188075856036 2 1911 1 792633534417207307 521 3 1224979098644774912 144115188075856035 10 1910 1 1224979098644774912 5 0 1911 1 792633534417207305 1 1 936748722493063345 3 0 2133 2 144115188075856040 864691128455135265 2060 1 864691128455135270 2048 0  .  mno_encounter_order_attack  3 31 2 144115188075856037 0 1 2 936748722493063239 648518346341351424 30 2 72057594037927936 4  Order_your_troops_to_attack_without_you.  1 2060 1 864691128455135268
The 31 2 144115188075856037 0 is an operation checking if $encountered_party_friendly equals 0. That global variable is set to 1 (thus the option to attack isn't available) if your relation is above 0. So if you remove the blue part and then minus 1 from each of the red numbers (since you're removing an operation) it will allow you to attack even if you have positive relation.
 

jdogg

Recruit
Hello, I have followed this thread and am amazed by your genrosity with your time and effort and I for one greatly appreciate it. I was hoping you could help me with making the battlefield size larger. I have found the following thread, but not having much programming or modding experience I am unsure of what I am doing; http://forums.taleworlds.com/index.php/topic,46989.0.html.

Is this the way to make battlefields bigger? If it is, is there an easier way to do it? Any help you could give would be most appreciated. Thanks - J
 

TheMageLord

The Handyman Can
Knight at Arms
M&BWB
I haven't really tried making random battlefields larger, but that looks like the right way to do it. That's actually a pretty good little guide, I think I might link it in the main post here :smile:

There, added it. I put a NEW thing on it. It's not really NEW (the post is almost a month old), but its new to the list so :razz:
 

Valcus

Veteran
WB
TheMageLord said:
Valcus,
I know I saw a post about decreasing font size before. A quick search reveals this post.

Thanks you so much for the link. The information worked well, but unfortunately, it changes all of the text throughout the game. If someone knows a way to only change the size of the battle message text, if would be much better. Thank you again for all your hard work :smile:
 

bob505

Banned
This is kind of a stupid question but how do you people find these tweaks? Like how do you know what texts to change and stuff.
 

Hardrada

Sergeant
Have you ever gone into a town, gone into the merchant's menu and clicked on assess prices by mistake, then had to it around for a few hours before you find out you can make money trading furs from Khudan to Praven?  I have and it annoys me, so I've added a cancel option.  Here's how to do it:

Open up Menus.txt and search for menu_town_trade_assessment_begin  It should look like this.
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 1
mno_continue  0  Continue...  9 2133 2 144115188075855963 144115188075856056 2133 2 144115188075856093 1 1 2 936748722493063457 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856089 144115188075856056 2133 2 144115188075856101 -1 1030 3 1224979098644774912 5 0 2040 0  .

Change it to this.
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 2
mno_continue  0  Continue...  9 2133 2 144115188075855964 144115188075856060 2133 2 144115188075856097 1 1 2 936748722493063451 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856093 144115188075856060 2133 2 144115188075856105 -1 1030 3 1224979098644774912 5 0 2040 0  .  mno_back_to_town_menu  0  Forget_about_it.  1 2060 1 864691128455135333  .
 

Tachyon

Veteran
WB
bob505 said:
This is kind of a stupid question but how do you people find these tweaks? Like how do you know what texts to change and stuff.

Knowledge of the Python scripting language I believe.
 

jdogg

Recruit
RE: Increased Battlefield size.

I have attempted to follow Maw's instructions. Since I know nothing of python I am assuming that if you edit the scenes txt. you will achieve the same results, at least I am hoping so. Here is what I have done (example):

scn_random_scene_steppe random_scene_steppe 1792 none none 0.000000 0.000000 480.000000 480.000000 -0.500000 0x0000000036038a8c000d234800003254000059550000107f
  0
  0
outer_terrain_steppe
The 0x0000... number is what I got out of the game in edit mode and moving the sliders for x and y all the way to the right, copying, and then pasting in notepad. Since it appeared to be the same number for each scene originally I again assumed that I could use the same number for each scene. I then changed the size from 240 to 480. This appears to work, however the enemy starts in the middle of the map and I start in the lower left corner. Would you have any suggestions on where I went wrong. Thanks -J
 

Thymo

Sergeant at Arms
M&B
Hardrada said:
Have you ever gone into a town, gone into the merchant's menu and clicked on assess prices by mistake, then had to it around for a few hours before you find out you can make money trading furs from Khudan to Praven?  I have and it annoys me, so I've added a cancel option.  Here's how to do it:

Open up Menus.txt and search for menu_town_trade_assessment_begin  It should look like this.
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 1
mno_continue  0  Continue...  9 2133 2 144115188075855963 144115188075856056 2133 2 144115188075856093 1 1 2 936748722493063457 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856089 144115188075856056 2133 2 144115188075856101 -1 1030 3 1224979098644774912 5 0 2040 0  .

Change it to this.
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 2
mno_continue  0  Continue...  9 2133 2 144115188075855964 144115188075856060 2133 2 144115188075856097 1 1 2 936748722493063451 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856093 144115188075856060 2133 2 144115188075856105 -1 1030 3 1224979098644774912 5 0 2040 0  .  mno_back_to_town_menu  0  Forget_about_it.  1 2060 1 864691128455135333  .



:shock:

I know i have A LOT of times!  :cry:

Thanks a lot for this script! One of the most useful on the list!  :mrgreen:
 

TheMageLord

The Handyman Can
Knight at Arms
M&BWB
Valcus,
I'm not sure if you can change the size of specific messages, I've never really tried. The operations that create messages only have an option for color. There may be some place where it sets the message sizes though.

bob505,
Just a basic understanding of the module system and the format it uses when building the text files. It's not really that difficult, I use the old .960 module system files to figure out what numbers are what. Header_operations.py has the number for all the operations and an explanation of what they do, then you can look for the bit that you want to edit by doing a text search through the module_x.py files. Some of the scripts are changed, but most of them are still performing the same basic function. It'll be easier once the 1.003 module system is out, then we can just edit it and build the text files. It's a whole lot more readable than the blocks of numbers.

Hardrada,
Good idea, I've accidentally clicked that menu before too and been forced to wait :smile: I added it to the list.

jdogg,
It looks like it should work, but I haven't actually done the changes myself. I'm not really sure how the random map entry points are calculated. You might try going into edit mode during battle and seeing if you can move the entry points around there and see if it will let you save them. I'm not sure if they're randomly assigned or pulled from a file like the non-random maps.
 

TheMageLord

The Handyman Can
Knight at Arms
M&BWB
It'd certainly be possible, but you would have to add in some sort of way to make them do it.

The easiest way to give them mercenary troops (or just different troops) would be to edit party_templates.txt to include mercenaries. The templates are like this:
pt_kingdom_1_reinforcements_a kingdom_1_reinforcements_a 0 0 1 0 35 2 6 0 34 4 7 0 -1 -1 -1 -1
That's kingdom 1's reinforcements_a. 35 is the troop type, followed by 2 6 which is the amount of that troop (a range). It then has a 0 for whether or not they are a prisoner (1 = prisoner, 0 = regular member), and repeats for the second troop type. The four -1s are the other potential slots for members. To add another troop type you would change one of the -1's to a troop number and then add in two numbers for the amount and a 0 so they aren't prisoners. You can have a max of 6 troop types in a template.

To get the troop # you have to either open the unofficial troop editor and see the number there, or take the line # of the name in troops.txt and divide by 7 then subtract 3.

It gives castles/towns reinforcements_a 65% of the time, and reinforcements_b the remaining 35% of the time. Heroes get reinforcements_a 50% of the time, reinforcements_b 25% of the time, and reinforcements_c the remaining 25% of the time.

Kingdom 1 is Swadia, 2 is Vaegir, 3 is Khergit, 4 is Nord, 5 is Rhodok.

I'm not sure if this is savegame compatible or not, I've never actually edited party templates during a game. It would quickly become apparent if it wasn't, though.
 

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.


#5: Now this is one of the very few things in M&B that annoys me so much i almost wanna cry - roads.
I can't tell you how many times it's happened: I've been in a fight, and then I immediately get chased by a party that seeks to take advantage of my weakened state. Now it looks like I'll get away, but OH NO! A ROAD! My party does a wild, unpredictable dance on the map and bumps into the enemy. Unable to join the fight myself, I watch as my band of warriors go down in flames.
So:

- Is there a simple way to tell the game to treat roads as... non-roads, or is there some intricate path system that has to be deactivated?
I'm not interested in "stay away from the roads" answers or "you have to double-click about three quarters of an inch to the right of the place you wanna go" answers - I just want to wipe the effects of the roads away, if at all possible, and have them treated as normal terrain.
 
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