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

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cities, there should be a sail from port option, it only works in coastal cities though (Tihr, Wercheg and maybe Rivacheg)
 
i couldnt find it but is there a way for SOD when u kill a lord for your honor and relations not to go down please mssage me with the link or w/e ty
 
How can I make archers more accurate :?: I don't mean how to raise their weapon proficiencies, but how to make them shoot more accurately without skill raise.
 
Zoltanus 说:
How can I make archers more accurate :?: I don't mean how to raise their weapon proficiencies, but how to make them shoot more accurately without skill raise.
better skills make them more accurate. so no you cant without raising skills.
 
I've asked this before.. Is there a way to edit XP values in .808? I've looked into the .txt files, but I can't make it out...
 
Re: Guildmaster Quests tweak

I implemented this tweak, but I only get offered Caravan quests.
Doesnt matter which town I go to and I must have tried at least 200 times and still only Caravan quests.
None of the other quests have shown at all (bandit killing, rescue daughter, deliver ale, stop the war etc)

I have Renown 1600, Level 25 , about 35,000 denar if thats anything to do with why he only offers me caravan quests

I was wondering if theres something i can change so he can choose from the whole range of quests to offer me?


TheMageLord 说:
Heres another one for convenience. A change to the conversation.txt to allow asking a merchant for another quest after you already asked for one (so if you don't like bringing a caravan to X, ask him if he has another job - without having to travel to another city first).

Open up conversation.txt and find:
dlga_mayor_talk:merchant_quest_requested 69631 692  3 2240 1 1224979098644774912 2147483678 2 1224979098644774912 0 2147483679 2 144115188075855993 144115188075855885 Do_you_happen_to_have_a_job_for_me?  712  4 2133 2 144115188075855993 144115188075855885 1 2 936748722493063254 144115188075855885 2133 2 144115188075855997 72057594037927936 2133 2 144115188075855994 144115188075855997
Remove the red, change the 3 to a 2.

So it should look like:
dlga_mayor_talk:merchant_quest_requested 69631 692  2 2240 1 1224979098644774912 2147483678 2 1224979098644774912 0  Do_you_happen_to_have_a_job_for_me?  712  4 2133 2 144115188075855993 144115188075855885 1 2 936748722493063254 144115188075855885 2133 2 144115188075855997 72057594037927936 2133 2 144115188075855994 144115188075855997

What this does is remove the check for if he has already offered you a quest. You'll still have the "About that job..." option if you asked him before, this just lets you see "Do you happen to have a job for me?" along with that. Clicking it generates a new job (and overwrites the job saved as the "About that job...").

Solution!

TheMageLord 说:
The likely reason you're only getting caravan quests is you have already done the others and they are on a timer. For instance, the troublesome bandit and kidnapped girl quests are set on 30 day timers - you must wait 30 days between taking them again. It's a global timer, so you can't go to a new town for new quests - you just have to wait.

See this tweak for a way to change the timers, it has the timers for all the quests. It's a bit involved to go through and change them, but not too bad. You can reduce them or just set them all to 0 if you want endless repeats.

Note that even if you reduce all the timers to 0, you still have to wait out the remaining timers in your current game. The timers are set when you do the quests, so they'll still be ticking away keeping you from doing the quests. The next time you do them your modified timers will be used though, so if you set them to 0 and wait out the 30 days you could repeat them as much as you like.

Have fun.
 
Hello, I'm not sure if this is the right place to ask a question, so im sorry if its not. MageLord (or anybody), do you have any idea why for some reason in my game I have not seen a single party of forest bandits or steppe bandits (i assume they are not spawning). Also, sea raiders sp are grouping up against me (I assume thats a sea raider spawn point?) even though I followed your instructions to stop that from happening. Another issue is that the bandit party size is not listening to what I set it to (i think, ill have to go back and double check). I have minimum party spawns at something like 20 to 40 i think and i still find groups of 8 to 20 around. Any ideas whats up?
 
if you play long enough, parties will stop spawning (there is a limit to how many parties it spawns)
and party template isnt save game compantible
 
Ok, well, that might be one problem if its not save game compatible. But from the start of the game (im only like 70 game days in), no forest bandits or steppe bandits spawned. I tried to up the party spawn amount (like 20 of each) and decreased the time of the check for parties (to 1:cool: either of these possibly causing the glitch? Is there a maximum number of total parties that can be on the map at one time?
 
babeeroniea 说:
will these work on mods?

Well, they will. And they will work on the majority of the mods if not all.

But if your thinking of making a new mod you should use the module and not fiddle with txt only.
 
NaglFaar 说:
babeeroniea 说:
will these work on mods?

Well, they will. And they will work on the majority of the mods if not all.

But if your thinking of making a new mod you should use the module and not fiddle with txt only.
No I wanted to use it on Sword Of Damocles(best mod ever)thanks for the reply.
 
DanialM 说:
i was wondering if you can change the amount of exp you add when you use the exp cheat on your soldiers? :grin: :grin: :grin:
I really doubt it. It would probally be like almost impossible to find the code for the cheat then back up you hard drive then boot the cooler on the system modification flux compacitor.(That was nonsense just so you know) But yeah like i said I doubt it.
 
babeeroniea 说:
NaglFaar 说:
babeeroniea 说:
will these work on mods?

Well, they will. And they will work on the majority of the mods if not all.

But if your thinking of making a new mod you should use the module and not fiddle with txt only.
No I wanted to use it on Sword Of Damocles(best mod ever)thanks for the reply.

Then these will work. BUT...
Just so that you know, their txt files don't look the same as the native ones.
I've done some of the changes, posted here, my self. And they work just fine.
And again, BEWARE, they don't look exactly the same.
 
I used "Disable Companion Interaction" tweak, is it supposed to stop your companions from leaving you no matter what?  Berhestur or whoever, gave me the salt speech and then left after 120 days or so.  Everyone else is happy besides Deshavi, Katrin and Borcha who are "Appalled by my leadership and general state of affairs", which makes no sense because I helped a group of farmers against bandits and stopped 2 village raids in my country before Ber's departure.  I have all the heroes by the way :grin:.
 
Hi, I was just wondering if it were possible to tweak something so you could predetermine which factions wage war on each other and if that is possible, to also tweak the chances of starting new wars with other factions. I ask because I'd like to let the Swadians (my side) fight the Khergits and the Vaegirs (booooh !), without risking a war with yet another faction.
 
Renon 说:
I used "Disable Companion Interaction" tweak, is it supposed to stop your companions from leaving you no matter what? 

Yes, it's supposed to do that. Why it didn't work, I don't know.
You could try this one.
It will allow you to refuse, the companion in question, to quit. Hard-ball is the way.
 
Hardrada 说:
Have you ever gone into a town, gone into the merchant's menu and clicked on assess prices by mistake, then had to it around for a few hours before you find out you can make money trading furs from Khudan to Praven?  I have and it annoys me, so I've added a cancel option.  Here's how to do it:

Open up Menus.txt and search for menu_town_trade_assessment_begin  It should look like this.
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 1
mno_continue  0  Continue...  9 2133 2 144115188075855963 144115188075856056 2133 2 144115188075856093 1 1 2 936748722493063457 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856089 144115188075856056 2133 2 144115188075856101 -1 1030 3 1224979098644774912 5 0 2040 0  .

Change it to this.
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 2
mno_continue  0  Continue...  9 2133 2 144115188075855964 144115188075856060 2133 2 144115188075856097 1 1 2 936748722493063451 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856093 144115188075856060 2133 2 144115188075856105 -1 1030 3 1224979098644774912 5 0 2040 0  .  mno_back_to_town_menu  0  Forget_about_it.  1 2060 1 864691128455135333  .

I just tried this and had a problem.  When in a town, I went to the shopkeeper (general store).  She offered to let me talk to caravan drivers to assess prices (indicating perhaps it's this 'route' to the "assess prices" function which is the problem somehow).  I had the option to 'continue' or 'Forget about it.'  I chose to forget about it.  My relationship with the town deteriorated and it said "You failed to steal any cattle."  Any idea what's going on here?  In the meantime I will revert to default on this one.  All my other text modifications are working fine, so I don't think I've done this one incorrectly (though it's possible).
 
I have a little problem there too, it says I lost some denars to the town but nothing happens. You better checked if your relation really suffered, since it might be just a misplaced message.
 
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