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

Users who are viewing this thread

TheMageLord said:
CBCRonin,

Nope, the one you're looking for is:
168.000000  8 1 1 936748722493063285 2133 2 1224979098644774912 72057594037927936 2120 3 1224979098644774913 1224979098644774912 144115188075856031 4 0 32 2 1224979098644774913 0 2060 1 864691128455135260 3 0 2133 2 144115188075856356 0

The one you are referring to is the one that reduces your renown by 0.5% every week.
Thank you very much for the info.

I think I'll change both to a monthly scale  :mrgreen:.
 
Ah ML thank you so much =) Staring at strings of numbers is not my forte at all, much appreciated!
 
Villages already always resist when you have 25 or less party size, so if you want to slaughter peasants just bring 25 men and have fun. No tweak needed :grin:

They leave you alone when you have 26+
 
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.



is there  a way to enable cheat mode after you have started the game?
 
TheMageLord said:
Arcius Azrael said:
Back to page 4, about the garrsion companion thingy, you two said 2 opposite things:
Magelord said:
change all instances of 268435472 to 16
While Lord Kinlar said:
Open troops.txt. Find the companion you want to garrison, for example, find this line,

trp_npc12 Jeremus Jeremus 16 0 0 1 0 0

and change 16 to 268435472.

so, er, which one is correct? And btw, I did both way and I still cant garrison any of my companion  :shock:

Hahaha, I didn't even notice that. My version is correct - apparently Lord Kinlar had already changed all of his to be garrisonable and accidentally reversed the process in the instructions.

The dialog fix I didn't count as a separate tweak, more of a continuation of the garrisonable companions one. I linked to it in the post about that - I just edited the post to bold the part about that and make it easier to notice, since it's kind of important to avoid the issues caused by garrisoning heroes.

Terrorib, uh... you quoted my post? Ok.

Tachyon, I actually looked into that No String thing, but the dialog is almost identical to the .960 dialog. It stores a few things, then stores the string with the player's name, then displays it. The only difference between .960 and 1.003 is the 1.003 version clears your quest after the dialog displays while the .960 one does that in the menu before. I don't think that would cause any issues... The problem is it seems to be random from the reports of it. I believe it is only a display error, though - the lord is still removed and set properly by the menu before it, and will come back within 48 hours to rule the kingdom. You just miss the nice farewell speech.

Ok, we miss the farewell speech, and yes I know the Lord returns after a while. But, the stupid quest is still active in the Quests list. We don't get any renown/money , and there's only an option to abort it by talking to the Lord. :sad:
 
Oh, wow - it never gets rid of the quest? I assumed it did (I never actually experienced the bug).

That would definitely warrant a fix... I guess you'd have to move the line to remove the quest back over to the menu (where it was in .960).

Dem466, You would have to add the line 2133 2 144115188075856014 1 to some script or dialog and then get it to run. That line sets cheat mode to 1, thus turning it on.
 
TheMageLord said:
That would definitely warrant a fix... I guess you'd have to move the line to remove the quest back over to the menu (where it was in .960).

Can you do that? I'm not too sure about meddling with scripts myself, I've got nil experience. Sorry if I'm asking too much of you, but you're one of the few active tweakers on this forum.
 
Ah, I was thinking it used to remove the quest in a menu, but looking in the .960 files it actually removed it in the conversation back then too. You did at least get the "Your rebellion is victorious! Your faction now has the sole claim to the title of..." menu? You should HAVE to get this menu, since it's the one that sets up the conversation - unless something changed that I'm not aware of. You can add the line to that menu and have it get rid of the quest there.

Open up menus.txt and find: 
mno_continue  0  Continue...  3 2133 2 144115188075856039 15 1025 1 144115188075856355 2040 0  .
Change the 3 to a 4 and paste
1 2 936748722493063430 504403158265495591
right after the 3. It should look like this:
mno_continue  0  Continue...  4 1 2 936748722493063430 504403158265495591 2133 2 144115188075856039 15 1025 1 144115188075856355 2040 0  .

With that done it should remove the quest at the same time it triggers the dialog, and even if the dialog is bugged the quest will be gone. I don't have time to test this right now, but if you have a game that's just about to complete the rebellion give it a try.

Also, if you DO make this change, you might also want to remove that line from the conversation.txt. I'm not sure what it would do if it worked and tried to remove the quest twice... maybe nothing, but I don't know :smile: If you want to do this, go to
dlga_event_triggered:rebel_thanks_answer 4095 5  4 31 2 144115188075856039 15 520 3 1224979098644774912 144115188075855885 14 2335 2 3 1224979098644774912 2320 2 6 1585267068834415044 {s6}  123  1 1 2 936748722493063430 504403158265495591
and remove the blue part and change the 1 to a 0. This part isn't really necessary, just optional if you want to make sure. It probably wouldn't do anything anyway other than "completing" it again.

Note: You could get rid of the quest after you already clicked through this menu by adding 1 2 936748722493063430 504403158265495591 to ANY script or dialog. Just make sure to remove it after the quest is gone and try not to trigger it twice, as like I mentioned above - I don't know what that might do.
 
TheMageLord said:
Ah, I was thinking it used to remove the quest in a menu, but looking in the .960 files it actually removed it in the conversation back then too. You did at least get the "Your rebellion is victorious! Your faction now has the sole claim to the title of..." menu? You should HAVE to get this menu, since it's the one that sets up the conversation - unless something changed that I'm not aware of. You can add the line to that menu and have it get rid of the quest there.

Open up menus.txt and find: 
mno_continue  0  Continue...  3 2133 2 144115188075856039 15 1025 1 144115188075856355 2040 0  .
Change the 3 to a 4 and paste
1 2 936748722493063430 504403158265495591
right after the 3. It should look like this:
mno_continue  0  Continue...  4 1 2 936748722493063430 504403158265495591 2133 2 144115188075856039 15 1025 1 144115188075856355 2040 0  .

With that done it should remove the quest at the same time it triggers the dialog, and even if the dialog is bugged the quest will be gone. I don't have time to test this right now, but if you have a game that's just about to complete the rebellion give it a try.

Yeah, I got the "Your rebellion is victorious.." message, I will now try to apply your fix. Will test and report back.
 
Maybe TheMageLord could do this next:

A script which increases the experience troops get in the training grounds.
 
Wow, thanks a lot for the tweaks! :smile:
Could i request an example of changing the properties of weapons, e.g. whether a weapon pierces or cuts and the values for these. Id like this as i downloaded Talaks wonderful weapons pack but id like to change some of the properties. For example the new bastard sword has pierce damage on its swing behaviour. If you could just highlight the areas i need to change in an items properties in item_kinds1.
 
TheMageLord said:
Mills gives a one time bonus of 5%, which I admit kinda sucks... Changing it to a recurring means you have to add a new trigger (so might not be savegame compatible).

Heres a simple trigger that I made from scratch that you can add that will keep applying the bonus:
720.000000 3 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 131 1 1 3 936748722493063465 1224979098644774912 5
What this does is: Every 720 hours (30 days) it runs a check through all the villages. For each village with a mill, it triggers a script that increases prosperity by 5%.

What you do is open up simple_triggers.txt and paste that whole thing in at the very bottom, then go up to the very top and increase the very first number in the file (84, on line 2) by 1 (so 85 unless you've added other triggers). That way it will read the trigger. Again, I don't know if this is savegame compatible - I don't have a save with a mill built to see if it is or not. Also note that while this trigger *should* work, im only human. I'll be using it myself, though - so I do trust it :smile:

You wouldn't know the locations of the other improvements in the script would you :wink:?
 
why hasnt this been made a sticky yet? this is thread has alot to offer and deserves it if you ask me
 
pesja said:
why hasnt this been made a sticky yet? this is thread has alot to offer and deserves it if you ask me
http://forums.taleworlds.com/index.php/topic,46961.0.html

I'm reasonably sure that classifies, yes? :razz:
 
TheMageLord said:
Ah, I was thinking it used to remove the quest in a menu, but looking in the .960 files it actually removed it in the conversation back then too. You did at least get the "Your rebellion is victorious! Your faction now has the sole claim to the title of..." menu? You should HAVE to get this menu, since it's the one that sets up the conversation - unless something changed that I'm not aware of. You can add the line to that menu and have it get rid of the quest there.

Open up menus.txt and find: 
mno_continue  0  Continue...  3 2133 2 144115188075856039 15 1025 1 144115188075856355 2040 0  .
Change the 3 to a 4 and paste
1 2 936748722493063430 504403158265495591
right after the 3. It should look like this:
mno_continue  0  Continue...  4 1 2 936748722493063430 504403158265495591 2133 2 144115188075856039 15 1025 1 144115188075856355 2040 0  .

With that done it should remove the quest at the same time it triggers the dialog, and even if the dialog is bugged the quest will be gone. I don't have time to test this right now, but if you have a game that's just about to complete the rebellion give it a try.

OK TheMageLord, it got rid of the quest :smile: despite the "No String" error still showing up. But tell me, do we normally get any experience points or something for successful completion of the rebellion? Because I didn't get any  :cry:
 
Back
Top Bottom