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

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TheMageLord said:
LONG POST WARNING:  :twisted:
This post details how handing out of land by the King is done.
The way it handles giving a piece of land to someone is to calculate a “score” for all lords in the faction (including you). This score is based on their renown, number of holdings, whether or not they captured it (the one who starts the siege gets credit), a lot of luck, and if it's you: a tiny addition of the King’s relationship (too small of an addition in my opinion). It then takes the one with the highest score and awards them the land.

The part that actually handles the scoring is in calculate_troop_score_for_center in scripts.txt:
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
The first section deals with finding what centers a lord owns and adding up his holdings based on point values. The 4 there is the value of towns in this equation. The 2 is the value of castles. The 1 is the value of villages. I believe castles would count as 3, since you get the castle and the village. All this is added to a base of 1.

The next part adds in renown. The 500 there is the base number that morale gets added to, so even with 0 renown you have a chance of getting stuff. The next line takes that number and divides it by the score holdings score calculated above. Even just 1 castle with fief is going to cut your renown value down to ¼. Then the next line gets a random number from 50-100 and then multiplies that into the score (this is the big random part of it that frustrates many people). It then checks whether or not they captured the place personally – if they did it multiplies it by 3 and then divides it by 2. That effectively gives you a 50% higher score for capturing it. You could change these numbers to give the one capturing it an even bigger chance if you like.

The last part first checks if you’re the player, and if you are it calls the script that checks your relationship with the king. It then multiplies that relationship score by 2 and adds it to your score. Considering that maximum relationship is 100 and that by this point your score is going to be way up in the thousands, even if you have 0 renown, that multiply by 2 is pretty crappy – which means by default relationship to the king is a tiny factor, with the random roll of 50-100 playing the major part in whether or not you get land. That's all for the tweak, now a bit of discussion on it (also long! :razz:)

For example, lets run a guy with 500 renown (a fairly decent renown) who owns 1 castle with village and has been working his ass off for the king (100 relationship) who conquered another castle and requested it.
500+500 = 1,000
/4 = 250
*(50-100) = 12,500 – 25,000
*1.5 = 18,750 – 37500
+200 = 18,950 – 37700
Your current castle weights pretty heavily against you getting another one, but the real killer would be a roll of 50 on the random – that means you have ½ the number that other lords might get. Capturing it yourself helped your roll quite a bit, but all that time you spent sucking up to the king nets you a whopping 0.53%-1.06% increase in score.

Now, if it was 20 times it would be 2000 points, a 5.33-10.66% score increase for the absolute maximum relationship possible in this case. That’s a bit better. Then you might change the 50-100 range to 50-60 to narrow the random gap (and make your relationship boost more on the 10% side). And maybe a change of the multiply/divide bit to make it 2x for capturing yourself. Now suddenly your chances of losing it solely on a random roll are way lower, capturing it yourself plays a much bigger part, and getting on the king’s good side actually has benefits. Adjusting the 500 to base renown to make renown more important might be a good idea too, just remember that it lowers the numbers and thus makes the relationship bonus even higher. It also might be good to set the castle number to 1, since owning a city is at least twice as good as owning a castle + fief – unless your plan is to stick all the castles off on the lords and keep the cities for yourself.

Let’s run it through again with these adjustments: 250 base renown, castle set to 1, capturing it yourself set to x2 instead of 1.5, 20x relationship bonus:
500+250
/3 = 250
*(50-60) = 12,500 – 15,000
*2 = 25,000 – 30,000
+2,000 = 27,000 – 32,000
The number is about the same, but the variability is way less – and the numbers that the other lords are going to get (the ones who didn’t capture it) are going to be significantly less. In this case having the 100 favor and capturing all of the stuff yourself would let you control a big chunk of lands without the king denying you at every turn to give it to that no-name with 0 land who hasn’t won a battle in a year. These are the settings I personally am going to use, you can use whatever ones you want.

Even if you don't make any changes, it's at least a good guide on how the system actually works.

-edit- I updated the 144115188075856122 to 144115188075856123 for 1.010 (due to global variable being added). This doesn't actually affect you if you're just changing the numbers, but if you pasted the whole thing in from the old version it would screw up the script.
-edit2- I changed the 144115188075856123 back to 144115188075856122 since in 1.011 the variable was moved to the bottom of the list and no longer offsets the other variables.

Hey guys, i absolutely dont understand this. What should I change to have 100% chance of geting the stuff, no matter how much properties I own and relation with king 80 and renown 1100?
 
Change the yellow 2 to something huge like 20000 and hope the math doesn't blow up.

Edit: Scratch that, that will result in you getting anything ANYONE conquers.  Instead change the blue 3 to 30 and the blue 2 to 1, that will result in whoever takes it getting it almost always.
 
Is there anyone who has a copy paste of the script that gives you a very high probability of getting the settlement you capture ?

That would be great !!!
 
Pode said:
Change the yellow 2 to something huge like 20000 and hope the math doesn't blow up.

Edit: Scratch that, that will result in you getting anything ANYONE conquers.  Instead change the blue 3 to 30 and the blue 2 to 1, that will result in whoever takes it getting it almost always.

Thx a lot, I'll give it a try
 
Hey guys!

Im kinda new to this forum.
Sure ive been downloading mods and been searching for fixes, but the tweaks are just awesome.
Thanks TML

Now i got an idea.  :idea:
I like the tweak with village recruits based on owning faction but would it be possible
to also add farmers to the recruiting pool when player faction own them?
Like when Vaegir lords capture it they get vaegir recruits
but when i capture it i get farmers.

This way i can work on my own faction in the game.
I will change the farmer-hired blade tech tree to be my troops with troop editor.
I would be able to hire fully upgraded troops in the tavern and
by changing troop types in tavern to my own.
And by capturing castles/towns i can hire my own troops in villages.

Feel free to use this idea for yourself.  :mrgreen:
Im just using it to get the "get your own kingdom" feel.  :twisted:

Btw thanks to all who have been adding ideas and tweaks to this thread.
Finally an average peasant like me can mod  :razz:

 
I've been using the Age of Machinery mod with pretty good number of these tweaks incorporated (by me, of course)
as some global variables (and other troublesome things) were added by the mod, I had to work around them, and I succeeded
but one bug has appeared after the tweaks :sad:
when battle between armies starts (i.e. rhodoks vs nords without any bandits), all cavalry units (all, but my heroes) dismount at once
there are always tons of lone horses near spawn points :sad:

I guess some tweak refused to run normally due to those messed up variables
any clues, where should I start digging?
 
SwordChest said:
Is it possible to tweak the speed that time flies by and change the beginning speed?

Yes,

you can change it in the module.ini file of your mod folder (native if you're directly tweaking native).
Look for
Code:
time_multiplier = 0.25


and change the value to whatever you want (I'm using 0.75 right now)

Now this increases the speed at which time flows, but it also means everyone moves around the map like the flash.
What you want nexst is to decrease the overall speed of all parties.
This can be done by adding the following in scripts.txt

Code:
game_get_party_speed_multiplier -1
 2 23 2 1224979098644774912 1 2075 1 [color=red]100[/color]

Where 100 is the speed modifier (100% here, default speed. you want to make this smaller)

And don't forget to increase the number of scipts by one at the beginning of the file :

Code:
scriptsfile version 1
354
game_start -1 [...]

354 should become 355

If you are useing the module system it's even easier : Armaggan just left a couple of scripts commented out for modders to use...  :roll:


Finally, note that this can be gamebreaking in some ways, some missions may become nearly impossible to complete due to lack of time for example.
 
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.

Great info.. I found a link:  http://en.wikipedia.org/wiki/List_of_colors that gives a comprehensive overview of the possible colors and their hexadecimal values.

I am sure that someone will find this link as useful as I have.

Thanks for the breakdown here.. it is appreciated.

Saxondragon
 
Hey, I'm not sure if you've already gotten posts like this, but I'm using 1.011, and I gotta say everything seems to be running smoothly.  Then only thing I'm having a problem with, and I don't know if it's because of my 1.011 or what.  The problem is that while my morale positives equal above 400 and my negatives just under 100, I only have 80 morale.  Will it stay around 80 even if I increase my size?  Can it be changed?
 
TheMageLord said:
Go into menus.txt and search for:
mno_tutorial_cheat  1 31 2 1 0
Change that 0 to a 1 and you will have the "CHEAT!" option on the "You arrive in Calradia" screen.

What it does is turn cheatmode on, which makes almost every script display what's going on (like Lord X is doing X, Claimant X is in X). It also gives you a bunch of xp, high prisoner management/leadership, an army, and an inventory full of tournament armor.

Hi TML

First of all thank you for all these tweaks, your contribution to the community is absolutely priceless. My game experience has become much more enjoyable thanks to all these posts of yours.

I have a question on the CHEAT! tweak. Does this become active during a savegame and is it possible to activate it ?

Many thanks.
 
Themagelord  Im Having problems with Tweaking the Mill    i have done as you said...  i shortend the time tho..  The problem is that the Mill gives 5 Support (how much the Village likes you) every 100 hours ( i have ste it like that)  so its basicaly that i can have 2 schools...  are There More Codes for the Mill  since Before i found this One  i replaced one wich already Had 5% Bonus each Month  but im not sure... Edit:  it seems it Just adds a one time Bonus that 5 support (friendly thing) is something else then....  im Going to Delete and change it (that string of numbers and then re add it..  Also would someone Please tell me how i can see if the prosperity changes        Question 2: How can i make the Tax income from my villages Higher? With Editing things?
 
Combat/Troop Related:
1. Editing to allow inventory access during sieges.
http://forums.taleworlds.com/index.php/topic,46514.0.html

This tweak seems not to work anymore in 1.011
 
It would be great if someone could make a little file, maybe something like a "trainer" program or a mod, where one could activate the different tweaks by clickling on a box, either as part of the game or as a separate application. In this way it would be possible to simply apply the tweaks when a new version comes out. I wish I could do it, but my programming skills are stuck at when I was doing Basics on the C64...

:razz:
 
TheMageLord said:
To change the siege menu to allow access of party menu and inventory, search for:
menu_castle_besiege 4096
The 4096 is telling it to show a picture, we need to add 256 to that (256 tells it to enable hotkeys) so change it to 4352.
[

First of all, hail to you, TheMageLord, may the gods bless you with gold growing in your fields and a long life! :grin: I think everyone agrees that you are doing a huge great job and that it honors humankind to find such selfishless community oriented attitudes. Thumbs up!

Now my question, I've tried to put this tweak but it doesn't seem to work. Can it be related to having the ver 1.011? Or how is it supposed to work exactly? I am not sure I got it right, does it mean that while sieging a city/castle (either building the ladder or siege tower, or just waiting outside) it is possible to access the party and inventory menu by pressing the hotkeys without having to abandon the siege first?

Thanks a lot for everything!

Edit: Ok, I finally got it. The hotkeys are activated while in the siege castle menu.  :oops:
 
Very confused(and very noob >.<). I wanted to do the tweak so all castles I besiege and win, become mine(if i understood correctly, 1st page, themagelord's tweak about castles etc). Where do i find the script.txt and i'm not sure what to do.




edit: let me guess, this tweak i want to do doesn't work on age of machinery does it? =(


edit2: or are the color coded numbers in the tweak what i'm meant to change it to? (please say it is ^_^)
 
TML could you update Most of them?  i tried to change Several tweaks but Most i couldnt Find due to lack of Information...    for Notepad++ Users it would be Helpfull to tell on wich Line  (Like 1 2 or 30 for example) it would make things Alot easier since Some of those files have over 400 lines (alot to read)
 
i swear i saw one on how to make lords join your kingdom(make it alot easier) but now i can't find it >.<
 
Phorest,
Not quite sure what you're asking. The scripts.txt file is in the module folder, Mount&Blade\Modules\NameofModule. It may be compatible, but I haven't tried any of them on mods - only Native. The scripts.txt file isn't color coded, just my posts :smile:

Thierry007,
They should still be pretty much the same... A few may be different, but I honestly don't have time to update them. You might try getting a file from 1.003 and seeing if you can find it there, and if so using that line number to find the 1.011 one (it would likely be the same, or very close).



Lots of things going on IRL in the last week, which is why I've been pretty inactive on these forums.

I haven't even had time to work on my module :sad:

I probably won't be updating the thread much anymore, at least not for a while - since I've gotten quite busy of late. I skimmed the posts since I last checked them and didn't see any more that I specifically needed to reply to or add to the list (correct me if I'm wrong).
 
Themagelord  i use 1.003    (its my current game version)    For like Changing the Ransoms of Lords I tried to find It  In the Apropriate file (cant remeber the name atm)  But i cant seem to find It..  it is a Bit diffucult to find Letters Between all those Numbers..  also some of those code lines ont seem to exist  Example  mno_tutorial_cheat    doesnt exist  Faction objectives cheat exists tho..    a Mis understanding Here or something  else?
 
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