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

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Honestly, there's no need for updating anything imo, I've used it like two weeks ago, and more convenient way of DYI modding simply does not exist. Yet :razz:

To all those who have problems with finding anything inside .txt files - simply press CTRL+F when given file is open, paste appropriate piece of numbers there and it'll find them for you. It's really not complicated.
 
Guardian said:
Honestly, there's no need for updating anything imo, I've used it like two weeks ago, and more convenient way of DYI modding simply does not exist. Yet :razz:

To all those who have problems with finding anything inside .txt files - simply press CTRL+F when given file is open, paste appropriate piece of numbers there and it'll find them for you. It's really not complicated.

Download this free alternative to Notepad: http://notepad-plus.sourceforge.net/uk/site.htm

Use its search functions, they are very effective.
 
TheMageLord said:
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).




i know that the text isn't color coded in the .txt but i wanted to change age of machinery script thing. i was just wondering if the color coded bits are the bits you changed it too, or if thats the native standard script .txt. If so then im not sure what to do because the age of machinery one is different.
 
I thought that there was information on adding a couple of things, but I can't seem to get clear how too..

1. Add background options to the character creation dialogue and edit the current options
-e.g. Bandit father, camp follower child hood, mercenary/bandit occupation etc

2. Add City/castle/village improvements
-e.g. a recruiting function to castles, an upgrade to improve recruiting at villages, and a city improvement to increase wealth (like an upgraded market)


 
Oh yeah, one more thing...

How Could I add a script to the jailer in each citie that would allow me to sell my prisoners to the city?
 
Make defecting Lords use their new faction's troops:

I've tested this in my mod but not in Native, so no guarantees.  Note that this only affects lords when they change factions, so if they have already joined a new faction they won't be affected.

Open up scripts.txt and search for change_troop_faction, the first few lines should look like this:
change_troop_faction -1
53 21 1 1224979098644774912 22 1 1224979098644774913 4 0 33 3 1224979098644774913 432345564227567629 432345564227567635 2147484190 3 1224979098644774913 21 0 502 3 1224979098644774913 21 0 1 1 936748722493063506 3 0 1550 2 1224979098644774912 1224979098644774913 6 3 1224979098644774914 648518346341351443 648518346341351501 541 3 1224979098644774914 7

Change it to this:
change_troop_faction -1
54 21 1 1224979098644774912 22 1 1224979098644774913 4 0 33 3 1224979098644774913 432345564227567629 432345564227567635 2147484190 3 1224979098644774913 21 0 502 3 1224979098644774913 21 0 1 1 936748722493063506 3 0 1550 2 1224979098644774912 1224979098644774913 500 3 1224979098644774912 14 1224979098644774913 6 3 1224979098644774914 648518346341351443 648518346341351501 541 3 1224979098644774914 7
 
TheMageLord said:
Seekster, I looked into the way the kingdom name is set and wow, I found a really easy way to make ANY custom name for your kingdom. Heres how:

Open up quick_strings.txt and find
qstr_{s1}_Rebels {s1}_Rebels
Change this to
qstr_{s1}_Rebels {playername}

After this very simple change is done, go and start your kingdom (either by talking to a claimant and accepting rebellion, or taking your own land). As soon as you do this, your kingdom is created - and since we changed the string, the name is set to YOUR name. All you have to do is name yourself whatever you want the kingdom to be named and that will be your kingdom name.
Like if I named myself "Kingdom of Better Nords" and then rebelled against the nords, my player kingdom would be named Kingdom of Better Nords. Then you just change your name back and you have your very own custom named kingdom!

The name is set as the player name at the time that the script fires (when you join a claimant or take land without a kingdom). After that you can change your name to whatever you want - it won't keep changing with the player's name.

The idea of setting it to {playername} is so that it will call up your character's name when it gets set, and you can have different kingdom names between saves without further editing. If all you want is one kingdom name for all your games you can simply change it to that name, using _ as spaces. Like
qstr_{s1}_Rebels Kingdom_of_Whee
This works the same as if you changed it to playername and then set your character's name to Kingdom of Whee before the rebellion, but it will always be set as that so if you forget to change your player's name it will still have it. Either way works :smile:


Im Having Problems with Both..    I tried Both Specified in that Way      This is My string (ro something)  qstr_{s1}_Rebels Valyrian_Empire  Is the Name Correct?  It wont activate ingame  it stays Like "Kingdom of Nords Rebels" =(
 
Im making my own mod, using some of the file tweaks here, and i have it all ready to go but when i try to play it it shows an error for the scripts.txt

im not sure why. i tried replacing it with the one from native, that worked just fine, but i kinda want the tweaks in there... can someone help?

btw... the tweaks i put in there have no errors to them so i dont know whats wrong...
 
TheMageLord said:
The amount of days to not repeat a quest is in the get_random_quest script, but each one is set individually - so you'll have to change each one that you want to......

I'm set all village quests to 0 so they repeat instantly but this is not working. Does anyone have any ideas ?
 
Thierry007 said:
Im Having Problems with Both..    I tried Both Specified in that Way      This is My string (ro something)  qstr_{s1}_Rebels Valyrian_Empire  Is the Name Correct?  It wont activate ingame  it stays Like "Kingdom of Nords Rebels" =(

The script is only called when you become a rebel (read: when you take your first castle from a Faction). If you are a Nord Rebel already, that script won't change your name any longer, only if you rebel again in a new game or if you rebel a second time after joining a faction (though I'm not even sure if you can do that).
 
I made a New game and became a Rebel by taking my own lands... it still was "Kingdom of *name* Rebels"  did i enter something wrong then?
 
Sinan said:
TheMageLord said:
The amount of days to not repeat a quest is in the get_random_quest script, but each one is set individually - so you'll have to change each one that you want to......

I'm set all village quests to 0 so they repeat instantly but this is not working. Does anyone have any ideas ?

Change it to 0.1 instead; changing it to 0 is similar to switching it off after finishing the quest once.
 
I wonder if anyone has a clue how to change the stance of an attacking force with a siege tower.  Is causing me quite a bit of grief when my men just stand in a rectangular formation getting shot to shreds. some fire back, but those in the back lines don't.

So, is it possible to implement the normal commands like 'follow' and 'hold position' when using a siege tower?
 
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.


Sorry for the long quote, but the 3 2 one, do I change it higher to give me a even higher % chance of getting the fief?
 
Hey guys - I've got an update for changing the Deserter Party's size. A few numbers have changed in Version 1.011

1224979098644774922 2 2105 2 1224979098644774923 11 2136 3 1224979098644774924 10 1224979098644774923

TheMageLord said:
As far as the deserters, those are created by the spawn_bandits script. It calls up a random lord, then gets his faction, then picks the tier 1 troop of that faction, then upgrades them all with a bit of randomness thrown in. The number of them it spawns is a random number between 10 and (11+(playerlevel x 2)-1). So if you're level 10 it randomly spawns between 10 and 30 deserters. Those lines are
2122 3 1224979098644774922 1224979098644774921 2 2105 2 1224979098644774922 11 2136 3 1224979098644774923 10 1224979098644774922
in scripts.txt.

It doesn't actually take troops from the lord party that it spawns them from.

I think the end of each number line increase by one, so it's difficult to find.
 
Eddie2053 said:
Im making my own mod, using some of the file tweaks here, and i have it all ready to go but when i try to play it it shows an error for the scripts.txt

im not sure why. i tried replacing it with the one from native, that worked just fine, but i kinda want the tweaks in there... can someone help?

btw... the tweaks i put in there have no errors to them so i dont know whats wrong...

Hey Eddie, the only reasonable thing could be that you made an error. You changed something that shouldn've have been changed. Always use the search option to find the specific line, and double check the numbers. If you rely on your eye alone you are bound to change something that you shouldn't. i had the same problem once, M&B wouldn't start after some tweaks, so I ran a process of annihilation, checking everything I changed, and eventually I found out I changed something in the wrong line.
 
has this already been made.

But can we change it so the amount of renown it takes to increase parties by +1 is changed, from 25 to say like 10 or something.
 
LordMutaz said:
But can we change it so the amount of renown it takes to increase parties by +1 is changed, from 25 to say like 10 or something.


It's in scripts.txt, look for this :

game_get_party_companion_limit -1
12 2133 2 1224979098644774912 360287970189639680 2133 2 1224979098644774913 10 2170 3 1224979098644774914 1369094286720630785 1224979098644774912 2172 3 1224979098644774915 1224979098644774912 3 2107 2 1224979098644774914 5 2105 2 1224979098644774913 1224979098644774914 2105 2 1224979098644774913 1224979098644774915 520 3 1224979098644774916 1224979098644774912 7 2123 3 1224979098644774917 1224979098644774916 25 2105 2 1224979098644774913 1224979098644774917 2133 2 72057594037927936 1224979098644774913 2075 1 72057594037927936

The red 25 is what you're looking for, the blue 10 is the base value and the green 5 is how much each point in leadership gives you.

EDIt: Oh and actually it was in the first post...
 
TheMageLord said:
You can adjust xp earned during battle and the speed of npcs leveling up with the _xp_multiplier's in module.ini.

As far as the direct after-battle xp gain, search scripts.txt for
2108 2 1224979098644774922 100 1674
The 100 is the divisor for party XP shares. Changing it to 50 would result in double xp for after-battle xp gain.

Honor lost for refusal to ransom lords is in menus.txt, search for
1 2 936748722493063326 -1
The -1 is the amount of honor to subtract. It's only 1 honor lost by default.
Is it possible to GIVE yourself honor for refusing? Like changing the -1 to a 1?
 
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