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

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IceShade said:
Well, thanks, I guess. Any way how to interpret this in a normal text file like .. scripts.txt?

game_get_troop_wage -1
42 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 1224979098644774914 0 4 0 1073741855 2 1224979098644774912 360287970189639680 31 2 1224979098644774912 360287970189639798 5 0 33 3 1224979098644774912 360287970189639966 360287970189639971 5 0 2171 2 1224979098644774915 1224979098644774912 2133 2 1224979098644774914 1224979098644774915 2105 2 1224979098644774914 3 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 25 3 0 4 0 152 1 1224979098644774912 2107 2 1224979098644774914 5 2108 2 1224979098644774914 3 3 0 4 0 33 3 1224979098644774912 360287970189639706 360287970189639713 2107 2 1224979098644774914 3 2108 2 1224979098644774914 2 3 0 4 0 33 3 1224979098644774912 360287970189639844 360287970189639860 2107 2 1224979098644774914 2 3 0 2170 3 1224979098644774916 1369094286720630785 360287970189639680 2122 3 1224979098644774917 5 1224979098644774916 2121 3 1224979098644774918 100 1224979098644774917 2107 2 1224979098644774914 1224979098644774918 2108 2 1224979098644774914 100 4 0 2147483679 2 1224979098644774912 360287970189639680 2147483679 2 1224979098644774912 360287970189639798 2147483681 3 1224979098644774912 360287970189639966 360287970189639971 2111 2 1224979098644774914 1 3 0 2133 2 72057594037927936 1224979098644774914 2075 1 72057594037927936

 
bravesirknight said:
Is there a way to add a massive cheat? Like give you 10 levels, max all your troops, and 50k in one shot?

Ahadran had a "trainer" in his darkmod which could give you up to 100k xp in a few clicks. Ask him.
 
Gaping Angus said:
IceShade said:
Well, thanks, I guess. Any way how to interpret this in a normal text file like .. scripts.txt?

game_get_troop_wage -1
42 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 1224979098644774914 0 4 0 1073741855 2 1224979098644774912 360287970189639680 31 2 1224979098644774912 360287970189639798 5 0 33 3 1224979098644774912 360287970189639966 360287970189639971 5 0 2171 2 1224979098644774915 1224979098644774912 2133 2 1224979098644774914 1224979098644774915 2105 2 1224979098644774914 3 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 25 3 0 4 0 152 1 1224979098644774912 2107 2 1224979098644774914 5 2108 2 1224979098644774914 3 3 0 4 0 33 3 1224979098644774912 360287970189639706 360287970189639713 2107 2 1224979098644774914 3 2108 2 1224979098644774914 2 3 0 4 0 33 3 1224979098644774912 360287970189639844 360287970189639860 2107 2 1224979098644774914 2 3 0 2170 3 1224979098644774916 1369094286720630785 360287970189639680 2122 3 1224979098644774917 5 1224979098644774916 2121 3 1224979098644774918 100 1224979098644774917 2107 2 1224979098644774914 1224979098644774918 2108 2 1224979098644774914 100 4 0 2147483679 2 1224979098644774912 360287970189639680 2147483679 2 1224979098644774912 360287970189639798 2147483681 3 1224979098644774912 360287970189639966 360287970189639971 2111 2 1224979098644774914 1 3 0 2133 2 72057594037927936 1224979098644774914 2075 1 72057594037927936

Hmm, I'm just looking at all of this and wonder.. Is this just going to change the troop wage, or is it going to change the mercenary salary (for me, not my trrops)? Or is the purpose of this edit to lower the wage of my men so I can get equal with the mercenary's salary?

What of course I really want is to change the way I get paid once a week by the king for my mercenary services. Like, increase it ten fold. That should be sufficient. I mean, he IS hiring a 50 man army to wage war under his banner.. that's something expensive.. right?  :neutral:
 
IceShade said:
Hmm, I'm just looking at all of this and wonder.. Is this just going to change the troop wage, or is it going to change the mercenary salary ?

No, that's the salaries for mercenaries from the post you quoted.  I think Zathan thought you wanted to adjust your mercenary wages which was the quote.
Your wages are a different script.  I'll check it out.

-edit- It's actually in dialogs, lord_propose_mercenary.
          (assign, ":eek:ffer_value", reg0),
          (val_add, ":eek:ffer_value", 100),
          (call_script, "script_round_value", ":eek:ffer_value"),
          (assign, ":eek:ffer_value", reg0),
          (assign, "$temp", ":eek:ffer_value"),

So, I guess you could change the 100 to something higher or assign temp to 1000 or something.  The 100 is here.
dlga_lord_propose_mercenary:lord_mercenary_service 4095 359  10 1 3 936748722493063209 648518346341351424 0 2133 2 1224979098644774912 72057594037927936 2105 2 1224979098644774912 100 1 2 936748722493063384 1224979098644774912 2133 2 1224979098644774912 72057594037927936 2133 2 144115188075855905 1224979098644774912 522 3 1224979098644774913 144115188075855887 10 2147483679 2 1224979098644774913 144115188075855885 2335 2 9 144115188075855887 2322 2 10 1224979098644774913 As_it_happens,_{playername},_I_promised_{s10}

There's also a call later down under lord_mercenary_service_verify_2 where temp is called by troop_add_gold to pay you off which could be changed.
 
Some of your search strings don't work any more, the long numbers have changes in the last digit on some of them. Mostly incremented by one. The companion interaction variable is now -1 not 0 and changing it to 1 doesn't seem to disable it.

BK
 
Gaping Angus said:
IceShade said:
Hmm, I'm just looking at all of this and wonder.. Is this just going to change the troop wage, or is it going to change the mercenary salary ?

No, that's the salaries for mercenaries from the post you quoted.  I think Zathan thought you wanted to adjust your mercenary wages which was the quote.
Your wages are a different script.  I'll check it out.

-edit- It's actually in dialogs, lord_propose_mercenary.
          (assign, ":eek:ffer_value", reg0),
          (val_add, ":eek:ffer_value", 100),
          (call_script, "script_round_value", ":eek:ffer_value"),
          (assign, ":eek:ffer_value", reg0),
          (assign, "$temp", ":eek:ffer_value"),

So, I guess you could change the 100 to something higher or assign temp to 1000 or something.  The 100 is here.
dlga_lord_propose_mercenary:lord_mercenary_service 4095 359  10 1 3 936748722493063209 648518346341351424 0 2133 2 1224979098644774912 72057594037927936 2105 2 1224979098644774912 100 1 2 936748722493063384 1224979098644774912 2133 2 1224979098644774912 72057594037927936 2133 2 144115188075855905 1224979098644774912 522 3 1224979098644774913 144115188075855887 10 2147483679 2 1224979098644774913 144115188075855885 2335 2 9 144115188075855887 2322 2 10 1224979098644774913 As_it_happens,_{playername},_I_promised_{s10}

There's also a call later down under lord_mercenary_service_verify_2 where temp is called by troop_add_gold to pay you off which could be changed.

Ahh! That's what I was looking for. Thanks a lot :smile:
 
Thanks for your good work, but I've been having a problem.

I try to get my king to give a castle I requested and conquered alone to me. So I looked up your guide and changed the 2 to 20000. So I would be sure to get the castle ( got 50-60 relationship with my king so 1000 000 points ). But the king still gives it to somebody else? Am I doing something wrong? I've changed it before I requested the castle.

calculate_troop_score_for_center -1
41 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 1 6 3 1224979098644774915 648518346341351443 648518346341351591 2133 2 1224979098644774916 0 4 0 31 2 1224979098644774912 360287970189639680 541 3 1224979098644774915 7 -2 2133 2 1224979098644774916 1 3 0 1073742365 3 1224979098644774915 7 1224979098644774912 31 2 1224979098644774916 1 4 0 541 3 1224979098644774915 0 3 2105 2 1224979098644774914 4 5 0 541 3 1224979098644774915 0 2 2105 2 1224979098644774914 2 5 0 2105 2 1224979098644774914 1 3 0 3 0 520 3 1224979098644774917 1224979098644774912 7 2120 3 1224979098644774918 500 1224979098644774917 2108 2 1224979098644774918 1224979098644774914 2136 3 1224979098644774919 50 100 2107 2 1224979098644774918 1224979098644774919 4 0 541 3 1224979098644774913 28 1224979098644774912 2107 2 1224979098644774918 3 2108 2 1224979098644774918 2 3 0 4 0 31 2 1224979098644774912 360287970189639680 522 2 1224979098644774920 144115188075856122 1 2 936748722493063317 1224979098644774920 2133 2 1224979098644774921 72057594037927936 2107 2 1224979098644774921 2 2105 2 1224979098644774918 1224979098644774921 3 0 2133 2 72057594037927936 1224979098644774918
 
Woo, lots of new posts. Been a bit busy lately :grin:

Lets see...

KonFuseD[Q],
I'd rather not have anything in the list that causes errors, and that may cause problems in the future. There are better ways to make peace - you could just call up the menu that gives you the choice to make peace, so you would pay for peace then immediately leave the conversation to find a menu asking if you want to make peace.

Hardrada,
Ok, added your stuff.

IceShade,

I updated the post to include the new global variable needing to be set the other day. It would just have to be the same thing as the updated one to set it correctly. I never did check to see if all that still works, as I don't use it. I haven't actually played M&B for weeks :grin:

Amade,
If you can find the trigger in module_simple_triggers.py in the module system you could probably figure out how to tweak it by looking over the code and determining how it works. If memory serves it's the same trigger that does war and peace, but it might be different probabilities - I can't recall. The module system is usually pretty good with comments telling you what trigger does what though, so I suggest just looking in there and seeing if you can figure it out.

Hardrada,
Your number is slightly wrong on the explanation, but the tweak looks good :smile: The game actually only stores whole numbers, and it doesn't round up - all the decimals are simply cut off. So in your example you'd be paid 11400 instead of 11500. This knowledge from my experience with troop values - even if a troop is worth 1.92 wage, you only pay him 1.

Tiberius,
You would have to edit the trigger that gives you pay. I believe the global variable used for mercenary pay is $mercenary_service_accumulated_pay, so just look for that in module_simple_triggers.py and you will come across a trigger adding to it. Changing the way that trigger works should make your pay better.

Zathan,
Thats the cost of mercenaries that YOU hire, not the wage you get paid if you become a mercenary to a kingdom.

Ogodei,
I'm not sure if you can change that or not, but there are text color tweaks for lots of colors - so name text may very well be possible. I don't really have the time to dig around for it, though. Hopefully someone else will post an answer :smile:

Dreen,
Alright, I updated the post to include that. That new variable changes the reference for a LOT of things, and I haven't had the time lately to go through and figure out which ones had changed :smile:

Targir,
I'm not sure what you mean, do you mean to make them show up in taverns like the other heroes? If so, I believe the scripts that add them to towns is a range - between companions_begin to companions_end (constant values set in module_constants, they refer to the first hero in the list and the guy after the last hero in the list). To get your hero included in the setup you would have to add an npc in troops.py in between the others. Adding npcs like that with the text files won't work (it doesn't update the references and throws everything out of whack) but doing it in the module system should be safe. They won't have conversations set though, so it would either say no_string or use some kind of default if there is one.

destii,
That would require some kind of special system set up to make it work. You would have to make a new reinforcement party for each different type of lord you want, then modify the script where it adds reinforcements to use the new ones IF it's the lords that you want it given to. Or modify the existing parties and give different lords differing chances of getting each one. It wouldn't be an easy add-in, and would require a bit of knowledge of the module system to get working.

audum,
Are you sure it doesn't work? I haven't actually tested it (don't have an old character for 1.010 to see) but the menu appears to be the same, and I can still find the number. You are looking in menus.txt, right?

bravesirknight,
You could add some kind of menu option to do that. Maybe in the camp menu or something? You would just have to use the appropriate coding in the module system and then compile it. It's much easier to figure out than the text files :smile:

Gaping Angus,
I think that's just an initial payment. The actual wage is added in simple_triggers.

Kalenden,
That's for 1.010, right? Did you paste that in over your script in 1.010? The intention was just to show you which numbers to change, and if you pasted it in over your script (the script there was from 1.003) it would change the global variable being used. Instead of finding your kingdom, it finds something else - thus totally screwing up the check to find the king whose relation will be affecting you. I updated that post with the new number (changed 144115188075856122 to 144115188075856123). It should still work in 1.010, the only change was that global variable reference being thrown off (due to the added global variable in 1.010).

Wow that was a long post. Sorry if I missed anyone, lots of folks to reply to :smile: I updated the scripts that I know needed updating, but I don't really have the time to dig through them all and make sure they still work. I didn't really intend to keep this alive after the module system was out, anyway - but I suppose it's still useful for people who don't want to bother with it.

I'd like to work on my own module when I find the time, but so far all I've managed to do was partially complete a troop overhaul for it in the few hours of spare time I've had. I changed it so that all factions have troops from the same troop tree, so any faction recruit can be changed into anything from bowmen to axe throwers to lancers to spearmen to knights (mounted or unmounted). They still have their own faction flavors - with them getting reinforcements pre-upgraded to the point that they're already on the path to be certain types of troops (heavy cavalry types for Swadians, light cavalry for Khergits - for instance). I also made all the troops a good bit stronger, and all the top-tier troops (except mercenaries) wear heraldic armor displaying your colors. And I still haven't managed to play it and see how all THAT works... A TON of things to do before it would be in any shape for a release (dialogs, scripts, etc - I tend to make my mod one module_ file at a time haha).
 
Well, since 1.011 is said to be compatible to 1.003 again, might there be a chance that they'll add the global variable that messed everything up somewhere else in order to fix the problems? If yes, it could be smarter not to change too much yet... :eek:
 
TheMageLord said:
Your number is slightly wrong on the explanation, but the tweak looks good :smile: The game actually only stores whole numbers, and it doesn't round up - all the decimals are simply cut off. So in your example you'd be paid 11400 instead of 11500. This knowledge from my experience with troop values - even if a troop is worth 1.92 wage, you only pay him 1.

I've corrected that, thanks.

I'm trying to add the tweaks I use into the module system, most of the time that's easy but for some where you have added new lines, seeing the code you used would help.  The two I'm looking at in particular are Make windmills give a 5% monthly bonus and Make all parties that dislike you group up against you (although I'm sure there are more other people are interested in), would you mind editing those posts to add the code in for anyone who's interested.

Good luck with the mod, it sounds interesting.
 
TheMageLord said:
audun,
Are you sure it doesn't work? I haven't actually tested it (don't have an old character for 1.010 to see) but the menu appears to be the same, and I can still find the number. You are looking in menus.txt, right?

Yeah, it happened to me when I was sieging a castle, and I got captured, I lost one intelligence point, checked menus.txt and the code was correct. :sad:
 
Thanks for the reply MageLord, but it is actually for 1.003 ( should've mentioned that, sorry ) and I only changed the 2 number and nothing else.
 
I just tried using the tweak to talk to elders and guild masters from the menu but when I go to a village and click the option I start talking to myself! I can even give myself quests  :???: (but I haven't tried accepting one yet). Anyone have an idea of what I did wrong? here is my entry for the villages:

1224979098644774923 21 2133 2 144115188075856088 0 5 0 2133 2 144115188075856088 1 3 0 12
mno_village_manage  4 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1 541 3 144115188075856056 7 360287970189639680  Manage_this_village.  2 2133 2 144115188075856040 864691128455135312 2060 1 864691128455135318  .  mno_recruit_volunteers  1 1 1 936748722493063461  Recruit_Volunteers.  5 4 0 1 1 936748722493063394 5 0 2060 1 864691128455135314 3 0  .  mno_village_center  3 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1  Go_to_the_village_center.  21 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 521 3 1224979098644774913 144115188075856056 25 1263 2 11 1224979098644774913 1 1 936748722493063393 4 0 200 1 504403158265495558 2147485921 0 546 3 504403158265495558 1 144115188075856056 2147483850 1 504403158265495558 2147483851 1 504403158265495558 1263 2 45 360287970189640286 3 0 1911 1 792633534417207299 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_village_center.  mno_village_elder_meeting  3 2147484189 3 144115188075856057 35 2 2147484189 3 144115188075856057 35 1 2147484209 3 144115188075856057 39 1  Meet_with_the_Village_Elder.  12 4 0 1 1 936748722493063394 5 0 1261 1 720575940379279361 1262 0 1263 2 0 360287970189639680 521 3 1224979098644774912 144115188075856057 25 1263 2 11 1224979098644774912 1911 1 792633534417207297 1910 1 720575940379279361 2049 1 1224979098644774912 3 0  .  mno_village_buy_food  2 541 3 144115188075856056 35 0 2147484209 3 144115188075856056 39 1  Buy_supplies_from_the_peasants.  6 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 25 2042 1 1224979098644774912 3 0  . 
 
I must say all the tweaks you have made are wondeful and thank you for taking the time to help all of us. Iam curious about increasing my own experience in game . Ive got cheat mode on but sitting there having to click ctrl+x a few thousand times kinda stinks when it only gives you 1k exp each time. Is there any way to increase it?
 
samatatareborn said:
I just tried using the tweak to talk to elders and guild masters from the menu but when I go to a village and click the option I start talking to myself! I can even give myself quests  :???: (but I haven't tried accepting one yet). Anyone have an idea of what I did wrong?

That's funny, are you still using 1.003? If not I have no idea why it's doing that.  Just comparing the rest of our entries I note that where you have 144115188075856056 I have 144115188075856057 so hopefully changing the 7 to 6 in the meeting code should fix it.
 
I am just waiting for TheMageLord's mod. There are a few dire things that need an insta-update, but other than that, it's in Mage's hands.
;D
 
Hardrada said:
That's funny, are you still using 1.003? If not I have no idea why it's doing that.  Just comparing the rest of our entries I note that where you have 144115188075856056 I have 144115188075856057 so hopefully changing the 7 to 6 in the meeting code should fix it.

Oh, is this tweak not for 1.003? My bad, in my excitement I didn't read your instructions  :lol:
 
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