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

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How do you change the amount of renown given to a player? Unless thats not out.. If so it would be VERYYY Helpful. :razz:
 
Hey. It's very nice. However, when I've added the trigger for the heroes to be garrisonable, it doesn't work. I've done it twice, and no change. The first time the numbers changed back, though I might have copied it over. The second time, it still doesn't work ingame though the numbers are there. Do I need to start a new game?
 
I have a question, MageLord:

I've used the tweak you outlined regarding increasing the party size of AI Lords:

http://forums.taleworlds.com/index.php/topic,36638.0.html

But is there a way to increase the size of neutral parties like Bandits and Sea Raiders and Deserters, et al.? There are simply too many tiny (often fewer than 10 member!) parties going around even in late game. They just clutter up space, and I have no motivation to attack them, as they offer no challenge/fun, and also the rewards are almost nonexistent.
 
go to party_templates on troop editor and lower the kingdom reinforcement parties by however much you want
 
tommylaw 说:
go to party_templates on troop editor and lower the kingdom reinforcement parties by however much you want

You sure I am supposed to "lower" it to increase garrison size? I thought you have to increase it? It's counter-intuitive--but then I don't understand how reinforcement parties work.
 
Is there ayway that u can make captured castles produce armies in thier garrisons so they can defend themselves?
 
MisterBarca 说:
tommylaw 说:
go to party_templates on troop editor and lower the kingdom reinforcement parties by however much you want

You sure I am supposed to "lower" it to increase garrison size? I thought you have to increase it? It's counter-intuitive--but then I don't understand how reinforcement parties work.

sorry, make the numbers higher to increase garrson size
 
hmm I think this has been asked before but I cannot find it: Has anyone found a program to translate the 1337 scripts into readable python and back? And why was it all in numbers to begin with, python, as a scripting language, should work just fine in text form.
 
EDIT Sorry about that, didn't check up on the front page first :smile:

Terribly sorry to add to this huge thread but what I'm looking for is hard to find:

I disabled npc interaction, but after a long time fighting, lezalit, rolf and klethi have all left my party due to being tired with my leadership or the warrior's life or whatever. What the hell? Wasn't that supposed to have been taken care of by that tweak? If not, is there a way to tweak so that my remaining followers (3 of whom I can't afford to lose because of the invested skills) can't leave?
 
HI

is there also a way to get lords killed and new lords get into the game when time passes?
like being a general and you go with your lords to fight and 1 lord dies...
and a few days later a new lord joins your faction again..
that would be awasome:grin:

greets
 
Keep in mind that these are just "little tweaks". Most of your ideas would require some serious modding, not just a "little tweak".
 
I haven't posted in the thread in a while, as I kind of stopped supporting these. They still work fine, I'm just too lazy to keep monitoring the thread and replying :razz:

I've still been responding to most of my PM's, though. Heres one that I just replied to regarding how I figured out the gibberish of numbers and how to edit the mercenary salary. I figured others might find it useful, since it might help you understand the gibberish and make it easier to see exactly what it is you're tweaking.

I used the module system to decipher things, actually. After you figure out the codes for things you can just search for that number to find what you're looking for.

As far as editing the salary, it really is easier with the module system :smile:

The code for the mercenary pay trigger in the module system is:
  #Mercenary Pay day.
  (6,
  [
    (store_current_hours, ":cur_hours"),
    (try_begin),
      (ge, ":cur_hours", "$mercenary_service_next_pay_time"),
      (call_script, "script_party_calculate_strength", "p_main_party", 0),
      (assign, ":eek:ffer_value", reg0),
      (val_div, ":eek:ffer_value", 2),
      (val_add, ":eek:ffer_value", 30),
      (call_script, "script_round_value", ":eek:ffer_value"),
      (val_add, "$mercenary_service_accumulated_pay", reg0),
      (store_add, "$mercenary_service_next_pay_time", ":cur_hours", 7 * 24),
    (try_end),
    ]),

Which basically does this: Takes the current time every 6 hours, compares it to the last time mercenary wages have been taken, and if it has been over a week it continues. It then calls script_party_calculate_strength, which is in scripts.txt and assigns a number for the strength level of each stack of troops and adds it all up. That script assigns the number it gets to reg0. Then it takes reg0 and sets it as :eek:ffer_value. Then it divides offer_value by 2, adds 30, and then calls script_round_value using offer_value as the input. That script does a big roundoff - if the number is less than 100 (1-99) it rounds it off to a multiple of 10 - so under 5 = 0, 5-14 = 10, etc on up to 95-99 = 100. If the number is more than 99 but less than 300 (100-299) it rounds it off to multiples of 50. So 100-124 = 100, 125-174 = 150, 175-224 = 200, etc. If it's over 299, it rounds if off to multiples of 100. In this case 349 would be 300, 350-449 = 400, etc. It then takes the rounded value from that script (again assigned to reg0, lots of scripts do that) and adds it to the accumulated pay, which is given to you when you ask the King for your pay. It also adds 1 week (7x24=16:cool: to the mercenary pay time, so you won't get the pay to trigger for another week.

The trigger for the mercenary pay in text is:

6.000000  11 2270 1 1224979098644774912 4 0 30 2 1224979098644774912 144115188075855953 1 3 936748722493063209 648518346341351424 0 2133 2 1224979098644774913 72057594037927936 2108 2 1224979098644774913 2 2105 2 1224979098644774913 30 1 2 936748722493063384 1224979098644774913 2105 2 144115188075855932 72057594037927936 2120 3 144115188075855953 1224979098644774912 168 3 0

In this case, the 6.000000 is the interval time. The 11 is the number of lines to follow (if you count the above script, it has 11 lines of code). The 2270 is store_current_hours, the 1 is the number of things used in that function, and the 1224979098644774912 is the number used for the first local variable in every script or trigger (in this case, :cur_hours). It then continues along with the same exact format - the 4 is try_begin, the 0 being part of that (0 bits to follow), then the 30 is ge (greater than or equal to), and so on and so forth. Breaking it up into the 11 lines you get:

    6.000000  11
01    2270 1 1224979098644774912
02    4 0
03      30 2 1224979098644774912 144115188075855953
04      1 3 936748722493063209 648518346341351424 0
05      2133 2 1224979098644774913 72057594037927936
06      2108 2 1224979098644774913 2
07      2105 2 1224979098644774913 30
08      1 2 936748722493063384 1224979098644774913
09      2105 2 144115188075855932 72057594037927936
10      2120 3 144115188075855953 1224979098644774912 168
11    3 0

These lines directly relate to the module system code above.

Comparing the two, you can see that editing the 2 or the 30 would affect the pay. The 2 is the divisor, changing it to 1 would double the troop power based pay. The 30 is simply added to it, and would be a direct bonus to wages regardless of troop power. You could also change the 2108. 2108 is calling for val_div, if you changed it to 2107 it would be val_mul (as in, multiply instead of divide). Doing this you could make it effectively 4x the pay per troop power (instead of dividing by 2, you're multiplying by 2, so 4x). Or you could change both the 2 and the 2108 to make it multiply by a higher number.

I didn't innately know what val_mul, val_div, try_begin, etc etc were. I looked them up in the module system, every operation is listed inside header_operations. If you understand how it's all sorted, you can easily divide a script into lines like I did above and quickly look up the various operations to figure out exactly what's going on. Not quite as easy as just reading the module system, but it works. The module system is much easier for doing any modifications if you have it though, as it has useful comments like "#Mercenary Pay Day" which helps you figure out what's what - without such comments figuring out which trigger was mercenary pay day might have been difficult.
 
On a related note, as people try to apply these to mods as well as vanilla, some of the numbers will change.  Especially with tweaks to conversation.txt.  If the mod you're tweaking has added dialog, the system of line numbers will change.  The second number in a dialog line is the line / menu number that text displays in, the second to the last is the line it links to if you click it.  It took me forever to figure out why the tavernkeepers wouldn't buy prisoners from me in a tweaked mod until I figured this out and adjusted those two numbers so the option showed up in the right dialog and pointed to the right dialog

For example, in this tweak the bold numbers are mod-dependent line numbers:
dlga_tavernkeeper_talk:ransom_broker_sell_prisoners 69631 610  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_have_prisoners_to_sell.  626  0
 
used troop editor :grin:

ive got a question..

is there anyway to change a companions name to  a differnet one?
personally i think Rolf's name doesnt fit his charachter
i am not too bothered about the conversations between companions when they either criticise or praise the othe one i jus would feel more immersed if i could name my guys Captain Rolf or somin lyk that :grin:

i hope its not too complicated
 
I have a request. Is it possible to set it so that you merely follow your target, rather than bump into it and initiate an encounter(maybe through the right click menu)? Would make the "follow the marshall" quests a little less tedious :smile:.
 
Goodguy3 说:
I have a request. Is it possible to set it so that you merely follow your target, rather than bump into it and initiate an encounter(maybe through the right click menu)? Would make the "follow the marshall" quests a little less tedious :smile:.
Yes, that would be really nice. As Goodbuy said, that would make "Follow the Marshall" quests easier.
Does that need serious modding, or can that be made by a little tweak ?
 
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