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

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Banok 说:
do these work with warband?

Some does, some doesn't. Some might be because they changed some of the numbers in the new patches or mods. Try some of them and keep a clean back-up somewhere of each file you change :smile:
 
I checked on the script (randomly_start_war_peace) and it is rather complicated.
It checks the number of resources (number of cities and castles), the number of armies and the number of active wars for each kingdom and how "tempting" the other kingdoms are (generation is similar) and creates a chance to make war or peace.
The script is executed every week so the easiest way to change it is to change the frequency.

Thank you so much! I will test this out  :grin:

Wasn't able to find the lines. Then again I have warbands and my simple_triggers.txt is only 110 lines long. I find the line beginning with 32.00000 but there is no 168 line after it (there are several above though).
 
Is it possible to update tweak "Add meet with guild master/village elder options to menus"? Because it is one of most useful and it's doesn't work for 1.011 :sad:
 
Does anyone know how to change the volunteer types for each village when you own it as a king? I've used magelord's tweak for use when one of the default factions gain control of a village, but i was wondering if you could change it manually through the scripts or a program for when you own it?
 
TheMageLord 说:
Heres a list of everything that persuasion does, and how to change the way it works. These first 3 are in conversation.txt.

2. Persuasion gives you a bonus to winning lords to your side during the rebel conversation. It takes persuasion times 5 and then generates a randon number between -10 and (persuasionx5 -1). So 10 persuasion would be -10 to 49. This is straight up added to the chance of winning them over, so it's already a pretty good increase. If you want to change this search for:
2107 2 1224979098644774913 5
Just change the 5 if you want a higher multiplier.

About this one here, in the new Warband, that exact string isn't found and there's 8 instances of everything except the number 5 on the end so which one do we change to get a higher value for recruiting.
 
Numbers like 1224979098644774913 in these tweaks change version to version, let alone product to product. So don't expect them to work with WB without any modification. Also Warband has its own section in the forum.

To answer your question,
2107 2 1224979098644774913 5
is in a line starting with dlga_lord_join_rebellion_suggest_4 in the original M&B, but that dialog line does not exist in Warband. So you can not apply this tweak directly.


 
velho434 说:
it says that i cannot save the changes !?!? :twisted: :twi :cool: :neutral: :mrgreen: :mrgreen: :mad: :lol: :???: :twisted: :evil:sted: :twisted: :evil: :evil: :evil: :grin: :grin:

hwewwelölpppppp  heHEEEEELLLPPPPPPPPP

1. Right click on the file,  click "Properties".
2. At the bottom there will be, "Attributes".
3. Uncheck: "Read-only" and "Hidden" if it is checked.

OR if that doesn't work..

Save the file into another folder, delete the file in the folder your trying to edit (note: make a backup),
then take the edited file you saved into a different folder, to the folder your editing.


Dragnguard77
 
Anyone have any hints on how to get this particular mod to work with the Diplomacy mod? 



Lord Kinlar 说:
Leave some of your troops with your faction's travelling villagers or caravans, to protect/escort them.

For villagers

In conversation.txt,

replace these lines...

插入代码块:
dlga_village_farmer_talk:close_window 69631 47  0 We'll_see_how_poor_you_are_after_I_take_what_you've_got!  6  13 521 3 1224979098644774912 144115188075856111 123 521 3 1224979098644774913 1224979098644774912 121 521 3 1224979098644774914 1224979098644774912 7 1 3 936748722493063320 1224979098644774912 -4 1 3 936748722493063320 1224979098644774913 -2 1 3 936748722493063319 1224979098644774914 -2 2190 3 1224979098644774915 144115188075856298 432345564227567629 4 0 32 2 1224979098644774915 0 2106 2 1224979098644774915 5 3 0 2106 2 1224979098644774915 3 1 3 936748722493063322 144115188075856298 1224979098644774915 
dlga_village_farmer_talk:close_window.1 69631 47  0 Carry_on,_then._Farewell.  6  1 2133 2 144115188075855899 1

with these ones...

插入代码块:
dlga_village_farmer_talk:close_window 69631 47  0 We'll_see_how_poor_you_are_after_I_take_what_you've_got!  6  13 521 3 1224979098644774912 144115188075856111 123 521 3 1224979098644774913 1224979098644774912 121 521 3 1224979098644774914 1224979098644774912 7 1 3 936748722493063320 1224979098644774912 -4 1 3 936748722493063320 1224979098644774913 -2 1 3 936748722493063319 1224979098644774914 -2 2190 3 1224979098644774915 144115188075856298 432345564227567629 4 0 32 2 1224979098644774915 0 2106 2 1224979098644774915 5 3 0 2106 2 1224979098644774915 3 1 3 936748722493063322 144115188075856298 1224979098644774915 
dlga_village_farmer_talk:farmers_give_troops 69631 47  1 31 2 144115188075856298 144115188075856123 I'm_leaving_some_of_my_soldiers_with_you,_to_escort_you.  2008  0 
dlga_farmers_give_troops:do_farmers_give_troops 4095 2008  0 Thank_you,_{sir/madam}.  2009  1 2043 0 
dlga_do_farmers_give_troops:village_farmer_talk 4095 2009  0 Anything_else,_{sir/madam}?  47  0 
dlga_village_farmer_talk:close_window.1 69631 47  0 Carry_on,_then._Farewell.  6  1 2133 2 144115188075855899 1


For caravans

In conversation.txt,

replace this line...

插入代码块:
dlga_merchant_talk:close_window 69631 515  0 [Leave]  6  1 2133 2 144115188075855899 1

with these ones...

插入代码块:
dlga_merchant_talk:caravan_give_troops 69631 515  1 31 2 144115188075856298 144115188075856123 I'm_leaving_some_of_my_soldiers_with_you,_to_escort_you.  2040  0 
dlga_caravan_give_troops:caravan_accept_troops 4095 2040  0 Thank_you,_{sir/madam}.  2041  1 2043 0 
dlga_caravan_accept_troops:merchant_talk 4095 2041  0 Anything_else,_{sir/madam}?  515  0 
dlga_merchant_talk:close_window 69631 515  0 [Leave]  6  1 2133 2 144115188075855899 1

then find a group of villagers travelling or a friendly caravan and give them a few troops to escort them.

PS. You can take your soldiers back if you can catch the same group again later on.
 
I was wondering If you could change the troops your lords recruit, I don't see a way in troop editor, unless I missed it. As in lords that you recruit Example: Lord Brocha witch for your kingdom would recruit: Mercenary Swordsman, Mercenary Cavalry, Hired Blade. Instead of recruiting troops from the faction you took the castle/city from.


Edit: I also wanted to know if you could insert some things in conversation.txt to marry/court a companion like Lady Matheld/ Lord Brocha.
 
Dragnguard77 说:
I was wondering If you could change the troops your lords recruit, I don't see a way in troop editor, unless I missed it. As in lords that you recruit Example: Lord Brocha witch for your kingdom would recruit: Mercenary Swordsman, Mercenary Cavalry, Hired Blade. Instead of recruiting troops from the faction you took the castle/city from.
Not easily done with text edits. You would need to define a new kingdom (yours) but you have to do that in several different files.
 
Berpol 说:
Dragnguard77 说:
I was wondering If you could change the troops your lords recruit, I don't see a way in troop editor, unless I missed it. As in lords that you recruit Example: Lord Brocha witch for your kingdom would recruit: Mercenary Swordsman, Mercenary Cavalry, Hired Blade. Instead of recruiting troops from the faction you took the castle/city from.
Not easily done with text edits. You would need to define a new kingdom (yours) but you have to do that in several different files.

All right thanks anyways mate.

EDIT: could you send me a link if there is a tutorial for a sort of thing?
 
The part that actually handles the scoring is in calculate_troop_score_for_center in scripts.txt:

I know this was posted by TheMageLord a while back but how do i access the calculate_troop_score_for_center in scripts.txt:

Thanks in advance.
 
I don't understand your question. You open the file scripts.txt, search for calculate_troop_score_for_center and you will find the script. What you can change is described here.
As always make a copy of the original file.
 
Nope, that's not it. I play the D2D version and use a couple of the tweaks myself.

Don't go through documents and settings. You want to find the Mount & Blade directory under C:/program files.

EDIT: Ah you found it. Good!
 
TheMageLord 说:
Heres a tweak to make the volunteers in villages vary based on the faction that owns the village.

Find this in scripts.txt:
update_volunteer_troops_in_village -1
35 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923
This is where it actually adds the troops and calculates the tier and such (as seen in my other tweak, changing the number of troops recruited in villages). The line you need to replace is highlighted in red. Replace that with
2204 2 1224979098644774914 1224979098644774912 4 0 31 2 1224979098644774914 432345564227567629 521 3 1224979098644774914 1224979098644774912 19 3 0
The red is actually included in that, but it's easy to just select it all and paste over it. Then change the 35 to a 39 (so it reads the extra 4 lines of code you just pasted in).

After this is done, your script should look like this:
update_volunteer_troops_in_village -1
39 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 2204 2 1224979098644774914 1224979098644774912 4 0 31 2 1224979098644774914 432345564227567629 521 3 1224979098644774914 1224979098644774912 19 3 0 522 3 1224979098644774915 1224979098644774914 41 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923

What this actually does is change the script so that it gets the village's current faction as the one to select recruits from instead of the original faction. The extra 4 lines are a check that I included which checks if the current faction is the player faction, and if it is it reverts to the original function of taking the village's original faction. The reason I included that check is the player's faction doesn't have troops set, so if it wasn't there you wouldn't be able to recruit troops from places captured by the player faction. This means that this tweak only works for the main factions taking land, and the player faction will still recruit based on original ownership.

Also note that the trigger to update this only fires every 72 hours(or if you increase relation with the village), so the village will still offer the old faction's recruits until it updates.

This script only edits the player's volunteers, though - if you want to change the troops given to lords based on faction you need to go to the next script down (update_npc_volunteer_troops_in_village) and replace 521 3 1224979098644774913 1224979098644774912 19 with
2204 2 1224979098644774913 1224979098644774912 4 0 31 2 1224979098644774913 432345564227567629 521 3 1224979098644774913 1224979098644774912 19 3 0
And change the 23 at the beginning to 27 (again, for the extra 4 lines of code being added) It should then look like this:
update_npc_volunteer_troops_in_village -1
27 23 2 1224979098644774912 1 2204 2 1224979098644774913 1224979098644774912 4 0 31 2 1224979098644774913 432345564227567629 521 3 1224979098644774913 1224979098644774912 19 3 0 522 3 1224979098644774914 1224979098644774913 41 2133 2 1224979098644774915 1 6 3 1224979098644774916 0 5 2136 3 1224979098644774917 0 100 2147483678 2 1224979098644774917 10 2136 3 1224979098644774917 0 2 1561 3 1224979098644774918 1224979098644774914 1224979098644774917 4 0 2147483680 2 1224979098644774918 0 1561 3 1224979098644774918 1224979098644774914 0 3 0 32 2 1224979098644774918 0 2105 2 1224979098644774915 1 2133 2 1224979098644774914 1224979098644774918 3 0 2133 2 1224979098644774919 12 2120 3 1224979098644774920 2 1224979098644774915 2108 2 1224979098644774919 1224979098644774920 2136 3 1224979098644774921 0 1224979098644774919 501 3 1224979098644774912 90 1224979098644774914 501 3 1224979098644774912 91 1224979098644774921

This is the same modification that we made to the player volunteer script, only the variable used changed by 1 (since less variables were used).

I've used Morgh's editor, to create a few units and gave them the player faction culture, will I be able to recruit them in my villages if I started my own kingdom?
 
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