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

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This is a great topic and it would be a crime if it did not get sticked (Seriously though this really really deserves a sticky).

One problem I always have is food, especially when I have a large army in the late game I just can never seem to carry enough food. Is there a way to tweak the code so that your troops dont consume as much food so that it lasts longer?
 
Tachyon, I just copied the code that the dialog normally uses (calls a script to remove the quest) and had you put it in the menu before the conversation. It's doing the same thing that the dialog WOULD do. There just isn't any lines to reward the player.

Looking in the dialog where it ends the quest, I don't see any mention of rewarding the player either... so I don't think you're supposed to be rewarded. I guess the ability to tell the claimant who to give land to is reward enough :smile:

Charonte said:
http://forums.taleworlds.com/index.php/topic,46961.0.html

I'm reasonably sure that classifies, yes? :razz:

lol... these aren't exactly "ini tweaks", and I won't be able to edit the thread... but a sticky is a sticky I guess :grin:
 
Seekster said:
One problem I always have is food, especially when I have a large army in the late game I just can never seem to carry enough food. Is there a way to tweak the code so that your troops dont consume as much food so that it lasts longer?

Oh hey Seekster, I just noticed your question :eek:

You could edit the trigger that makes you consume food. It triggers every 14 hours, and it's the ONLY one in simple_triggers.txt with that as the timer. So just open up simple_triggers.txt and find this:
14.000000  37 31 2 144115188075856120 0 1650 2 1224979098644774912 648518346341351424 2133 2 1224979098644774913 0 6 3 1224979098644774914 0 1224979098644774912 1653 3 1224979098644774915 648518346341351424 1224979098644774914 2105 2 1224979098644774913 1224979098644774915 3 0 2108 2 1224979098644774913 3 4 0 31 2 1224979098644774913 0 2105 2 1224979098644774913 1 3 0 2133 2 1224979098644774916 1224979098644774913 2133 2 1224979098644774917 0 6 3 1224979098644774918 0 1224979098644774916 2133 2 1224979098644774919 0 6 3 1224979098644774920 288230376151711814 288230376151711828 507 3 1224979098644774920 0 0 1 3 936748722493063328 1224979098644774920 41 2105 2 1224979098644774919 1 3 0 4 0 32 2 1224979098644774919 0 2136 3 1224979098644774921 0 1224979098644774919 1 2 936748722493063416 1224979098644774921 5 0 31 2 1224979098644774917 0 1106 2 1585267068834415008 16711680 1 2 936748722493063327 -3 2133 2 1224979098644774917 1 4 0 1 2 936748722493063237 648518346341351424 32 2 72057594037927936 0 1 3 936748722493063470 2 216172782113784187 3 0 3 0 3 0
the 14 is the # of hours between eating. It's kind of an odd number to consume food, isn't it? I mean, who eats every 14 hours?  A higher number would make it trigger less often. You could also change the # of men it takes to consume 1 unit of food, that's the 3. What it does is take the total number of men and divide by 3, then if it's below 0 it adds 1 (so you always consume at least 1 unit).
 
Thanks, maybe I could change it to consuming food once every 24 hours instead, you know kind of like a daily ration of food to the troops.
 
TheMageLord said:
Tachyon, I just copied the code that the dialog normally uses (calls a script to remove the quest) and had you put it in the menu before the conversation. It's doing the same thing that the dialog WOULD do. There just isn't any lines to reward the player.

Looking in the dialog where it ends the quest, I don't see any mention of rewarding the player either... so I don't think you're supposed to be rewarded. I guess the ability to tell the claimant who to give land to is reward enough :smile:

Alright thanks :smile: .  I was afraid that I missed out on a reward of some sort. Now all we need to do is figure out how to implement the dialogue properly. Btw TheMageLord, I got that same NO STRING bug both in 1.000 and 1.003 .
 
The weird thing is in .960 the bug wasn't there, and the dialog is almost exactly the same. The only difference is the way it checks for the claimant's kingdom. It checks a slot instead of a previously set variable like it did in .960. Maybe the slot is bugged? Heres a way to change it back to the way it worked in .960, in case that is the problem:

Go into conversation.txt and find the dialog:
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
Change this to:
dlga_event_triggered:rebel_thanks_answer 4095 5  3 31 2 144115188075856039 15 2335 2 3 144115188075855948 2320 2 6 1585267068834415044 {s6}  123  1 1 2 936748722493063430 504403158265495591
Things removed are in red, changes are in blue.

This makes the dialog about the same as it was in .960. I don't currently have a save with a rebellion ending to test this in, but if you still have the save you can give it a try.

The only other difference between this and the .960 dialog is the .960 dialog sets a thing that I don't think is used anymore, and that shouldn't cause a NO_STRING. Hopefully this works, because if it doesn't fix it I'm stumped.
 
These makes the game about 10,000 times more enjoyable.


Is there a way to edit certain troops to spawn with different equipment? Such as making huscarls spawn with longbows?
 
Well, now for complete happiness and rejoicement we need somebody to write a small program that makes it one-button-push job to install/deinstall those tweaks. And make it programmable for future tweaks, that is basic search-replace
 
Torak said:
These makes the game about 10,000 times more enjoyable.


Is there a way to edit certain troops to spawn with different equipment? Such as making huscarls spawn with longbows?

Yeah.

Go into troops.txt, find the section for nord huscarls, then give them longbows and arrows by changing the -1's to the appropriate number.

For example:

trp_nord_champion Nord_Huscarl Nord_Huscarls 40894464 0 0 2 0 0
  120 0 313 0 314 0 302 0 297 0 367 0 388 0 392 0 392 0 251 0 211 0 144 0 140 0 130 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  7 5 4 4 28
166 166 148 164 151 152 0
0 0 0 1378 423168 0
  34359738369 1315051091194281984 1835136 0 68467827464 5615707260354297855 2031609 0

Red is the inventory - each non-zero is an item. -1 is an empty slot.
 
TheMageLord said:
The weird thing is in .960 the bug wasn't there, and the dialog is almost exactly the same. The only difference is the way it checks for the claimant's kingdom. It checks a slot instead of a previously set variable like it did in .960. Maybe the slot is bugged? Heres a way to change it back to the way it worked in .960, in case that is the problem:

Go into conversation.txt and find the dialog:
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
Change this to:
dlga_event_triggered:rebel_thanks_answer 4095 5  3 31 2 144115188075856039 15 2335 2 3 144115188075855948 2320 2 6 1585267068834415044 {s6}  123  1 1 2 936748722493063430 504403158265495591
Things removed are in red, changes are in blue.

This makes the dialog about the same as it was in .960. I don't currently have a save with a rebellion ending to test this in, but if you still have the save you can give it a try.

The only other difference between this and the .960 dialog is the .960 dialog sets a thing that I don't think is used anymore, and that shouldn't cause a NO_STRING. Hopefully this works, because if it doesn't fix it I'm stumped.

You're stumped  :cry: . Still NO STRING error. I believe that the game incorrectly assumes that your Claimant is a companion (since he/she is in your party) , and accidently mixes up the dialogue choices with that of a regular companion.
 
Huh... I just ran a game through real quick with my changed dialog, and it worked. Then I loaded it up without my changed dialog, and it still worked. That was with the Nord claimant, haven't tried others.

But I think this isn't a specifically certain claimants issue, from what I've heard it's completely random. It has to be some kind of engine thing that isn't storing the string correctly and bugging the dialog sometimes. Otherwise it would be consistent, bugging every single time you try it. Maybe its the same data corruption that causes food to lose its morale bonus?
 
Yeah, I reckon it's got something to do with a string not being properly stored. Faulty programming :razz: . I guess it's something only Armagan and Co. can handle. Thanks for removing the quest from the list though :smile:
 
Just a suggestion, how about changing: "Compilation of 29 little tweaks to the text files to change your gameplay(links)"

To: "Compilation of small tweaks for your text files"

Methinks it sounds a bit better.
 
Eh magelord, i can't find the repeat timer for the "escort caravan" quest. Do you know where it is in the scripts file?

Really good work by the way...
 
Audun said:
Just a suggestion, how about changing: "Compilation of 29 little tweaks to the text files to change your gameplay(links)"

To: "Compilation of small tweaks for your text files"

Methinks it sounds a bit better.

But then it wouldn't fit with my evil plan to take over the world by making people read overly long titles!

Sleepyfox, the escort caravan doesn't have a repeat timer. You can keep repeating it constantly.

If you meant that you want to add one, find:
2133 2 144115188075855999 0 2133 2 1224979098644774920 1224979098644774939
This is the last 2 lines of the section dealing with the caravan quest. Just add 2133 2 1224979098644774938 # right after the 0, where # is the repeat timer. It should look like:
2133 2 144115188075855999 0 2133 2 1224979098644774938 # 2133 2 1224979098644774920 1224979098644774939
Then you have to go to the beginning of get_random_quest and change the 778 there to a 779 (so it will read the line of code you added in without crashing).
 
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...").
 
TheMageLord said:
Hmm, 1000 virgins? Tempting, but 1000 women is just too much to handle - it'd make my dream into a nightmare. I'll settle for 10 :razz:

Haha, your all welcome.

I've been enjoying making these. It started out as just tweaking things to make my own gameplay better. Then it got to where tweaking the game became as much fun as playing it. Now I'm running my M&B game in windowed mode, checking the forums and making tweaks between battles. :grin:

do AI lords has income ? does it effect the quality of the troops they have ? if we increase he income for towns does it effect other lords ?
 
Hmm I tried the tweak that makes it so you can still get missions from the Town Elders even after you refuse a mission. I did get a few missions earlier but lately Ive gone to dozens of towns and they all say they dont have a mission for me. Ill look back at the tweak but is there anything that comes to mind that I could have done wrong there.

Also is there a way to change the name of your kingdom if you become a warlord. So for example instead of "Kingdom of Khergit Khanate rebels" you can be "The New Empire of Calradia"?
 
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