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

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there is accuracy changes in other mods. When a M&B warband mod comes up, just compare it to your original game files. Look for something about accuracy in your scripts.txt, menus.txt or watever.
 
I'm too lazy too look thru the whole thread but:
Has someone else besides me tried those fixes on Warband coz most of the files are the same/same way coded. For example the "More Prisoner Money","More Recruits" and the "Cattle follows" fix work 100% and exactly the same way - for M&B AND Warband. Only thing the item_kinds1.txt is different, but I managed to make a few changes and make myself some "custom weapons" :mrgreen:
But I don't wanna use 'em coz I wanna play without cheats and all that.
 
tobmic 说:
Any chance that you can choose what culture your own kingdom will become later ?
Last time when i had my own Kingdom my Vassals recruited units from different factions and it bothered me abit because I´d like to have my Kingdom with Nord units and not mixed : (

anyone knows on this ?
 
I would like to know if it´s possible deactivate the items that the defeated troops drop on the battlefield, i don´t like all of this stuff drooped even in the middle of the air in extrange and unnatural positions. Any tweak to fix it?

Thanks to all for yours reply (If any)
 
TheMageLord 说:
Modding cattle behavior:

none

Modding party sizes:

none

Modding quests:

1. Modify the timer on repeating quests, repeat them sooner! via TweakMB

2. Allow village elders to give quests again after refusing one. via TweakMB

3. Allow asking guild masters for a different quest.

Modding the arena:

1. Adjusting tournament bet amounts via TweakMB

Village/Castle/Town related:

11. Add meet with guild master/village elder options to menus. This tweak by Hardrada. via TweakMB

Combat/Troop Related:

7. Make all parties that dislike you (like bandits) group up against you. (updated 10-08-08 to correct an issue with castle garrisons and spawn points attacking you). via forum

12. Change to allow inventory/party access in the menu while besieging a town.

Hero/Lord Related:

5. Editing the chance and frequency of ransoms being offered for lords. via TweakMB

6. Give troops to any of your kingdom's lords. This tweak brought to you by Lord Kinlar. via forum

NEW15. Ask any lord to duel without quest. This tweak by Tommylaw. via forum

Food Related:

Misc:

4. Change Faction Colors This tweak brought to you by HardCode. via TweakMB

8. Disable stat loss (only necessary for games over 757.5 days) via TweakMB

10. Make the amount you get for prisoners vary based upon the level of the prisoner. part of Warband as of 1.112

17. Add a cancel option to the assess prices menu in towns. This tweak brought to you by Hardrada. via forum

these are the only tweaks i use now :smile: very minimal

Also these tweaks:
  • fix forest lag
  • unlock black armor and greaves
  • install arena overhaul mod scenes
  • add companion export/import feature
  • adjust rout timer
 
The tweak to change the faction of recruits based on who owns the village works in Warband. Just tested it myself. Rejoice!
 
so what happens when you create your own kingdom? with that tweak I mean ...
what troupes do you recruit?
 
you can activate it in the option , show attack direction ... I know it's not exactly what you asked but ... it does the trick
 
TheMageLord 说:
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.

Just open the scripts.txt file and search for 2133 2 1224979098644774938 (the first one is in the appropriate script). The first one you'll find will have a 0 following it, that's where the variable is initially set (so don't change that one). I'll list the results you'll find, with the default number so you can find the ones you want to change. These numbers are the number of days it takes before the quest will repeat.

1. initially set, 0
Village quests:
2. village grain delivery, 20
3. village cattle delivery, 20
4. train villagers against bandits, 40
Mayor quests:
5. Deliver wine/ale to town, 20
6. troublesome bandits, 30
7. kidnapped girl, 30
8. move cattle herd, 20
9. persuade to make peace, 100
10. deal with looters, 30
11. deal with night bandits, 15
Lady quests
12. rescue prisoner lord, 73
13. deliver message to prisoner lord, 30
14. duel for lady, 50
Enemy lord quests
15. Lend surgeon, 50
Lord quests
16. Meet spy in enemy town, 50
17. Raid caravan to start war, 100
18. Escort lady, 30
19. Raise troops, 15
20. Collect taxes, 20
21. Hunt down fugitive, 30
22. Kill local merchant, 30
23. Bring back serfs, 20
24. Follow spy, 50
25. Capture enemy lord, 80
26. Lend companion, 30
27. Collect debt, 20
28. Incriminate loyal commander, 180
29. Capture prisoners, 20

Just go to get_random_quest and start searching for  2133 2 1224979098644774938, all the instances you find should be followed directly by the number on that list. Then just find the right instance of it to edit for whichever quest you want to repeat more often and change it. This is savegame compatible.

Have fun.

-edit- If you're looking for the caravan quest, the reason it isn't in the list is it doesn't have a repeat timer. If for some reason you want to add one (maybe you don't LIKE caravans, and want to limit it to once a year or something) see the bottom of this post. And by doing this, further my evil plan to take over the world! Mwahahaha.

Hi, I believe that for Warband, the script name has changed to get_quest and the numbers to search for are now 2133 2 1224979098644774939. Perhaps someone more experienced in modding/tweaking could verify this, thanks!
 
TheMageLord 说:
Sorkenlol,
The prosperity from quests is in conversation.txt, search for
1 3 936748722493063465 144115188075856056 4
That's where it calls the prosperity script to change the village's prosperity, the 4 is the amount to change it by. There should be 2 instances of it, the first is for the cattle quest and the second is for the grain quest.

In Warband the numbers to search for in conversation.txt are now 1 3 936748722493063580 144115188075856213.
 
TheMageLord 说:
I mentioned before that it would be complicated, but I guess I can do an explanation of how to make changes to relation gains from quests. Note that this will be a LONG list, especially for the lords - and it isn't as easy to do as most of the other tweaks.

First, the quests from towns and villages: Go into conversation.txt and search for
1 3 936748722493063320 144115188075856056
The number directly following this will be what relation is actually being added. There will 15 be instances of it. I'll list what the different instances are (you could probably figure out based on what the dialog says) and what the default is, the same way I did with editing quest timers.

1. Deliver wine quest, 1
2. Buy drinks at tavern, 1
3. Make peace between kingdoms and accept money, 5
4. Make peace between kingdoms and decline money, 8
5. Kill night bandits, 1
6. Kill looter parties, 5
7. Deliver goods from looters quest - no longer used afaik, 3
8. Move cattle herd, 3
9. Bring back ransom girl, 2
10. Troublesome bandits, 2
11. Deliver cattle to village completion, 5
12. Deliver grain to village completion, 5
13. Accepting deliver grain to village, 5
14. Accepting train peasants, 3
15. Accepting deliver cattle, 3

For Warband, the numbers to search for are 1 3 936748722493063422 144115188075856213, the list is exactly the same as well.
 
TheMageLord 说:
Heres another little quick tweak: Number of mercenaries that spawn in towns.

Open up scripts.txt and find:
update_mercenary_units_of_towns -1
6 6 3 1224979098644774912 648518346341351443 648518346341351461 2136 3 1224979098644774913 360287970189639706 360287970189639713 501 3 1224979098644774912 90 1224979098644774913 2136 3 1224979098644774914 3 8 501 3 1224979098644774912 91 1224979098644774914 3 0
The 3 8 is the range of the amount set whenever the script triggers. You can change it to whatever you like. It recalculates the mercenaries every time, not add to them, so you can't get multiple types in the same town.

The type of mercenaries being added are the numbers in blue, it's a range between 360287970189639706 (watchman) and 360287970189639713 (mercenaries_end). The actual range is between the first number and the second number minus 1 (so it never actually puts mercenaries_end in as a mercenary, it's just a placeholder for where mercenaries end at). Adding in mercenaries without the module system would prove difficult though, since adding troops to the troops.txt list would change all point of reference and screw up the game. You could edit it to include troops close to the list easily, though - by reducing the first number in the range by 2 it would reference farmers and townsmen (so it'd be 360287970189639704 360287970189639713) This is your best bet other than editing the current mercenaries to suit what you wanted. It would not, however, count them as mercenaries in the wage checks until they leveled up to Watchmen - but that's not really a big deal since they are cheap anyway.

For Warband:

update_mercenary_units_of_towns -1
6 6 3 1224979098644774912 648518346341351445 648518346341351467 2136 3 1224979098644774913 360287970189639707 360287970189639714 501 3 1224979098644774912 90 1224979098644774913 2136 3 1224979098644774914 3 8 501 3 1224979098644774912 91 1224979098644774914 3 0
 
Lord Kinlar 说:
Improve your relations with lords and ladies up to X by giving them expensive gifts.

Open conversation.txt and find this line...

dlga_lady_restore_relation_2:lady_restore_relation_2b 81919 467  7 50 1 1224979098644774912 33 3 1224979098644774912 360287970189639861 360287970189639991 2173 2 1224979098644774913 1224979098644774912 31 2 144115188075855887 1224979098644774913 1 2 936748722493063317 1224979098644774912 2147483678 2 72057594037927936 0 2322 2 1 1224979098644774912 {s1}  468  1 50 1 144115188075855965

then replace the red 0 with any number you want. Any number between 100 and 150 should work without problem.

This process normally only works when your relations with a person is below 0, now it'll work when it's below 100 or whatever the number you pick.
The above still works for Warband.

If you're not happy with the amount of good relations that a gift provides, you can change it like this...

In the same file, find these lines...

dlga_lady_restore_relation_4:lady_restore_relation_5 69631 470  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075855966 2133 2 72057594037927946 144115188075855966 I_think_a_gift_of_{reg10}_denars_will_do.  471  2 2133 2 144115188075855905 1 2133 2 144115188075855933 144115188075855966
dlga_lady_restore_relation_4:lady_restore_relation_5.1 69631 470  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075855967 2133 2 72057594037927947 144115188075855967 Maybe_I_can_afford_{reg11}_denars.  471  2 2133 2 144115188075855905 2 2133 2 144115188075855933 144115188075855967
dlga_lady_restore_relation_4:lady_restore_relation_5.2 69631 470  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075855968 2133 2 72057594037927948 144115188075855968 In_that_case,_I_am_ready_to_spend_{reg12}_denars.  471  2 2133 2 144115188075855905 3 2133 2 144115188075855933 144115188075855968

and change the red 1, 2 and 3 to lets say 10, 20 and 30. :smile:

Above has changed for Warband:
dlga_lady_restore_relation_4:lady_restore_relation_5 69631 791  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075856099 2133 2 72057594037927946 144115188075856099 I_think_a_gift_of_{reg10}_denars_will_do.  792  2 2133 2 144115188075856007 1 2133 2 144115188075856068 144115188075856099 NO_VOICEOVER
dlga_lady_restore_relation_4:lady_restore_relation_5.1 69631 791  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075856100 2133 2 72057594037927947 144115188075856100 Maybe_I_can_afford_{reg11}_denars.  792  2 2133 2 144115188075856007 2 2133 2 144115188075856068 144115188075856100 NO_VOICEOVER
dlga_lady_restore_relation_4:lady_restore_relation_5.2 69631 791  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075856101 2133 2 72057594037927948 144115188075856101 In_that_case,_I_am_ready_to_spend_{reg12}_denars.  792  2 2133 2 144115188075856007 3 2133 2 144115188075856068 144115188075856101 NO_VOICEOVER


Not happy with the price of gifts? They're here
dlga_lady_restore_relation_3:lady_restore_relation_4 4095 469  8 2322 2 10 144115188075855965 2133 2 144115188075855966 1000 2133 2 144115188075855967 2000 2133 2 144115188075855968 3000 2133 2 72057594037927946 144115188075855966 2133 2 72057594037927947 144115188075855967 2133 2 72057594037927948 144115188075855968 1506 2 72057594037927940 144115188075855965 You_can_improve...

Above has changed to:

dlga_lady_restore_relation_3:lady_restore_relation_4 4095 790  8 2322 2 10 144115188075856098 2133 2 144115188075856099 1000 2133 2 144115188075856100 2000 2133 2 144115188075856101 3000 2133 2 72057594037927946 144115188075856099 2133 2 72057594037927947 144115188075856100 2133 2 72057594037927948 144115188075856101 1506 2 72057594037927940 144115188075856098
 
Hmm, I looked throughout the thread, and I did not find any way to change the frequency+max number of deserter parties. TweakMB does not have the option to tweak deserter parties - only bandits. Does anyone know how to change the size, frequency, tier, and the number (both in terms of party size and the total parties allowed) of deserters? (for Warband)

I mean, I cannot stand buying armour, as it feels like cheating due to the low prices. It also takes away half the fun of the game - for me it is the grind to find the best armour and to distribute it among my 16 heroes. Buying armour destroys this fun. And of course, the deserter parties are the best places to get armour
 
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