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

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Lord Kinlar

Master Knight
Medjai said:
How can increase the cap of prisoners over 50 ?

isi said:
This will increase the number of prisoners that you can carry in a party (for each point of prisoners management):

game_get_party_prisoner_limit -1
6 2133 2 1224979098644774912 360287970189639680 2133 2 1224979098644774913 0 2170 3 1224979098644774914 1369094286720630786 1224979098644774912 2122 3 1224979098644774913 1224979098644774914 5 2133 2 72057594037927936 1224979098644774913 2075 1 72057594037927936 

so, if i change what i presume to be the 5 multiplier to 20, i will be able to have 20x10= 200 prisoners !? (actualy, it's ok to get even more, as there's lots of enemies to take as prisoners)

http://forums.taleworlds.com/index.php/topic,36638.msg958485.html#msg958485

 

EasyCo506

Grandmaster Knight
Can I make a request?

I'd like a direct way to improve relations with villages, towns, lords, etc. That doesn't deal with quests (or at least gives quests faster, as I am quickly finding that lords have no quests for me).

I'm thinking you could do this by giving them money? Maybe offer to gives villages, towns, and lords money and supplies (food, goods, etc.) to automatically raise your relations. If that won't work, maybe you could get the lords a drink (like how it is with the tavern option).

And going along with that, is there a way to make it were you can constantly buy drinks for people in taverns? Usually when I do get the option, I can only do it once.
 

Lancefighter

Sergeant at Arms
one of his tweaks deals with timers for quests...

Problem is, I totally didnt understand it. It made absolutely no sense at all.

But in theory, you could set it so a quest repeats itself instantly, instead of taking time... Thus an unlimited supply of that quest (or any of them really).

Do this for like the train peasants quest, and thats tons of fun right there ^^
 

TheMageLord

The Handyman Can
Knight at Arms
M&BWB
Huh, I looked at the dialog files and edited the one that lets you adjust inventory/etc to see if I could get it to work in a castle, but I can't seem to get it to. I don't see anything preventing it... yet it skips all their dialog and goes straight to the generic one. I don't really know a whole lot about dialogs, so I can't really tell why it isn't using the other dialog. You'd probably have to make an extra dialog that specifically worked when they were in a castle or something. It's easier to just ignore it? :smile:

The horses storing in chest thing I don't know about... it could be a limitation to the horse type, or there could be some easy setting we can change. I wouldn't know.

GetAssista, haha - without the tweak to make them follow you it certainly wouldn't be adviseable to make them faster. 5 cattle move at 7.3, imagine trying to keep up with that - unless your party is very fast it would be absoutely horrible.

As far as the prisoner management thing, I seem to recall posting about that a long time ago... I know I looked it up for someone, it might have been in a PM :grin: But yea, thats the right way to do it - just change the 5 to whatever.

The tweak for quests is every single quest timer, you have to modify them separately. If you used that to modify the train peasants quest (default 40) to be 0, it would allow you to repeat it endlessly to raise the morale. Actually allowing you to offer lords drinks or give goods to towns/villages/etc would require creating new menus and dialogs, which I would very much rather not do without the module system :smile:
 

EasyCo506

Grandmaster Knight
I think that tweak only fixed the problem were not doing a village quest would cause you to never get a quest from that village again. Or at least, that's what I got from reading it.

TheMageLord: If you modify all the quests to be 0, would you still be able to do different quests, only this time you won't see any "We don't need your help."?

And I remember looking at the quest one and I couldn't really figure out what to do with all the numbers.
 

TheMageLord

The Handyman Can
Knight at Arms
M&BWB
It's two different ones, the first is to modify the quest timers - it has a list of all the instances of the timer and has you use the search function to find and edit them in order. The village quests are the first 3, editing those timers to 0 would allow you to repeat them as often as you want. You'd still be able to do diff quests, you just would be able to randomly get all 3 without waiting on the timer.

The second one is the one where you are allowed to turn down quests yet still get them, that one you have to set to 2 - which simply changes the way it looks for a refusal, and makes it unable to figure out that you turned him down before - thus he will keep randomly generating quests every time you ask instead of saying he has no other.
 

EasyCo506

Grandmaster Knight
2133 2 1224979098644774938 0 2136 3 1224979098644774939 1224979098644774918 1224979098644774919 2147483848 1
Ok, so I found the first set of numbers (in blue), and the zero after it. The rest of the numbers following it is just a sample of what follows it. What in all of that do I change for the village quests? Since I don't see any number of days. Or anything else that has only two numbers. :smile:
 

Franciscus

Recruit
WF&S
Another wonderful tweak would be changing the default "charge" order in all the battles to "Hold" or "Follow me". Could it be done ?. Get's a little annoying if all the time we must press F1 or F2; those should be the defaults, IMHO.

(PS: Not really certain of this, but the enemy seems to allways attack us. it would be nice if, for instance at least when numerical inferior the opposing party woukd hold atop of a hill or in a forest...)
 

EasyCo506

Grandmaster Knight
Oops. I looked at the directions you gave again, and realized I need to keep finding the next set of numbers. My mistake. I thought each number following the 0 would be the amount of days.
 

TheMageLord

The Handyman Can
Knight at Arms
M&BWB
Glad you figured it out :smile:

To adjust how often you can buy drinks for a town, go into conversation.txt and look for
dlga_tavernkeeper_talk:tavernkeeper_buy_drinks 69631 610  3 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075855980 I'd_like_to_buy_every_man_who_comes_in_here_tonight_a_jar_of_your_best_wine.  615  0
The red 24 is the number of hours you have to wait between buying them wine, you could change this to whatever you like.

It really makes no sense to be anything OTHER than 24 though, since it's buying everyone that night a jar of wine. If you do it more often than 24, how is it working? Are you buying everyone multiple jars of wine? Wouldn't that suffer from some serious diminishing returns? I mean, if you brought your buddy a bottle of wine to drink that night, he might like you better. If you bring him 20 bottles of wine to drink that night, he'll probably think your crazy. Or trying to kill him.
 

Lord Kinlar

Master Knight
TheMageLord said:
Huh, I looked at the dialog files and edited the one that lets you adjust inventory/etc to see if I could get it to work in a castle, but I can't seem to get it to. I don't see anything preventing it... yet it skips all their dialog and goes straight to the generic one. I don't really know a whole lot about dialogs, so I can't really tell why it isn't using the other dialog. You'd probably have to make an extra dialog that specifically worked when they were in a castle or something. It's easier to just ignore it? :smile:

When you talk to companions when they are garrisoned in a castle/town this dialog pops up.

dlga_start:battle_reason_stated.1 4095 0  0 Surrender_or_die._Make_your_choice  878  0
dlga_battle_reason_stated:close_window 69631 878  0 I_am_not_afraid_of_you._I_will_fight.  6  1 1302 0

I don't think it's used elsewhere so we can either change the text in this dialog to something like this...

dlga_start:battle_reason_stated.1 4095 0  0 Hi,_{playername},_how_are_you?  878  0
dlga_battle_reason_stated:close_window 69631 878  0 I_am_fine,_thank_you.  6  1 1302 0

:grin:

or we can replace this dialog with this

dlga_start:player_castle_guard_talk 4095 0  3 31 2 144115188075856039 0 33 3 144115188075855885 360287970189639689 360287970189639805 541 3 144115188075856056 7 360287970189639680 Yes_{sir/madam}?  871  0
dlga_player_castle_guard_talk:player_castle_guard_talk_2 69631 871  0 How_goes_the_watch,_soldier?  872  0
dlga_player_castle_guard_talk_2:player_castle_guard_talk_3 4095 872  0 All_is_quiet_{sir/madam}._Nothing_to_report.  873  0
dlga_player_castle_guard_talk_3:close_window 69631 873  0 Good._Keep_your_eyes_open.  6  0

Although I absolutely have no idea about what those numbers are, or how a certain dialog line is triggered in the game.  :???:
 

EasyCo506

Grandmaster Knight
TheMageLord said:
Glad you figured it out :smile:

To adjust how often you can buy drinks for a town, go into conversation.txt and look for
dlga_tavernkeeper_talk:tavernkeeper_buy_drinks 69631 610  3 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075855980 I'd_like_to_buy_every_man_who_comes_in_here_tonight_a_jar_of_your_best_wine.  615  0
The red 24 is the number of hours you have to wait between buying them wine, you could change this to whatever you like.

It really makes no sense to be anything OTHER than 24 though, since it's buying everyone that night a jar of wine. If you do it more often than 24, how is it working? Are you buying everyone multiple jars of wine? Wouldn't that suffer from some serious diminishing returns? I mean, if you brought your buddy a bottle of wine to drink that night, he might like you better. If you bring him 20 bottles of wine to drink that night, he'll probably think your crazy. Or trying to kill him.

Funny you should mention that, as right after suggesting it, I thought the same thing. :smile: So I'm not doing that.

Also, I changed the number of days for all village quests to 0, all lady quests to 0, and cut down most of the town numbers. But for some reason, I go to a village, and ask for something to do, and they say there is nothing. So I wait until morning (it is night time) and ask again. Another no. Do I need to give it more time to set it? Or do I need to start a new game.
 

TheMageLord

The Handyman Can
Knight at Arms
M&BWB
Franciscus said:
Another wonderful tweak would be changing the default "charge" order in all the battles to "Hold" or "Follow me". Could it be done ?. Get's a little annoying if all the time we must press F1 or F2; those should be the defaults, IMHO.

(PS: Not really certain of this, but the enemy seems to allways attack us. it would be nice if, for instance at least when numerical inferior the opposing party woukd hold atop of a hill or in a forest...)

Enemies already hold if you have superior forces - the AI there is really quite improved over older versions. They also move in formation, the same way your troops move if you hold position and then order them to advance 10 paces repeatedly. You could probably edit the mission_templates to make your troops hold at the start, but it may do like the belfry siege does and have your guys ignore your orders due to it. Is it really that hard to press F1? :grin:

Lord Kinlar, what I meant is the one you talk about IS the generic one - it's what happens when you talk to something that has no other dialogs. I'm not sure where its used, but for some reason talking to companions in a castle skips all other dialog. Even trying to change the one that you get talking to them via the party menu to appear there doesn't seem to work for me... although I might be doing something wrong there :smile:

You could write a new piece of dialog for them and place it above that one if it really bothers you, but it doesn't really matter what they say if you can't actually interact anyway - does it?

EasyCo, sometimes villages just don't have quests for you. Try another village. I haven't looked into the code to see what causes them to not give quests, but some villages sometimes don't. I guess I'll look into that now :grin:
 

Lord Kinlar

Master Knight
TheMageLord said:
Even trying to change the one that you get talking to them via the party menu to appear there doesn't seem to work for me...

Could you tell me how you changed it? I just want to experiment on this a bit more.

Since there's also a file named dialog_states.txt it makes me wonder if the dialogs in the game work on an FSM (Finite State Machine) or something.  :smile:
 

Sanzo84

Sergeant at Arms
TheMageLord said:
*notice* For those of you new to M&B modding, the files you need to edit for these tweaks are in Mount&Blade\Modules\Native.

I thought it might be nice to have all the little text file tweaks that I've posted in random places all stuck in one thread to make them easy to find. So:

1. Change to make cattle follow instead of run

2. Info about changing the way villages get cattle

3. Change Morale and Party Size (still works in 1.003)

4. Adjusting tournament bet amounts

5. Editing the escape rate of lords

It's Do it Yourself modding :smile:

-edit- More!
6. Editing to allow inventory access during sieges.

7. Change AI lord's maximum party size. (same thread as 3 above)

8. Disabling companion interaction (have as many as you like)

9. Modify the timer on repeating quests, repeat them sooner! (Yes, I just linked you to the bottom of this page. Heh heh...)

10. Allow village elders to give quests again after refusing one (Another link to this thread, this time on the 2nd page.)

11. Change to allow consuming of ale/wine (same thread as the food fix below)

12. Adjust the amount of time between recruiting from prisoners. (Another link to this thread, this time on the 3rd page.)

13. Customize arena melee winnings (tedious) (Another link to this thread, this time on the 4th page.)

14. Adjust the build times on village improvements. (Same link as 13, it's in the bottom section of the post.)

15. Allow garrisoning of heroes. This tweak brought to you by Lord Kinlar. (Another link to the 4th page of this thread.)

16. Make cattle move faster. (Yet another link to the 4th page of this thread.)

Also, heres the trading guide I posted. Not exactly a tweak, but I figured if I have it here too it will be easier to find :smile:
Trading Guide

-edit- I made a fix for the food morale bug! It happened to one of my games, so I was able to come up with a 'patch' for it. I can't figure out what's causing the initial problem, but this will correct it - and keep correcting it if it happens again.
Fix your food!

TML, why are you so awesome? *bows to TML's awesomeness, as awesome as he may be still behind Armagan*
 

TheMageLord

The Handyman Can
Knight at Arms
M&BWB
I tried a few things. One thing I tried was to change the state of
dlga_member_chat:member_talk 4095 13  4 2200 1 144115188075855885 1507 1 144115188075855885 520 3 1224979098644774912 144115188075855885 130 2320 2 5 1224979098644774912 Yes,_{s5}?  71  0 
from member_chat to start to see if it would show up then, but that didn't seem to do anything. Looking at the code for it, what it's doing is first storing them, then checking that stored number to see if they are a hero, then it gets the honorific that they use to talk to you (set elsewhere for each companion), then it sets that honorific to display where {s5} is.

And while I'm describing this to you, I suddenly realised what I'm doing wrong. D'oh! Even though conversation.txt stores member_chat there, the actual dialog state is stored in the number - the red 13 in this case. The red 71 is the next dialog that one leads to, which is member_talk if you look it up in dialog_states. Changing the 13 to 0 (start) made it display in the castle, but then it no longer displays in troops - and even displays when you first meet them in the tavern. The change would obviously have to be way more complex to get it to work properly, but you *CAN* get them to talk correctly. You'd just have to add a new dialog entry with conditions that only allow them to talk to you during the castle scene, using start (0) as the dialog state. The trick would be making it specifically affect them only in the castle scene, and only affect the specific heroes.

You could do the castle scene with a check to see if they are in court, which is:
31 2 144115188075856039 1
31 is the function to check if the first equals the second, 144115188075856039 is the $talk context - which I believe is set automatically by the engine, and 1 is talk context court. So if the talk context is court (if they're in a lord's hall or castle) it will come back as true and let the dialog continue.

The check to make sure that they're a companion would be
33 3 144115188075855885 360287970189639844 360287970189639860
33 being a check if the first thing is between the other two things. 144115188075855885 is $g_talk_troop and the other two big numbers are the range of npc heroes.
 

Tachyon

Veteran
WB
TheMageLord, I posted this question in another thread, but I couldn't get a proper response.

Does building a mill only give you a one time bonus of 5% prosperity or does it increase by 5% over regular intervals of time?

In case it only gives a one time bonus, is it possible to tweak it to increase the prosperity of the village after every month or so?
 
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