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

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Haha, I was actually looking down the list and not seeing it, I used the new replies to your post thing to find it, then realised it was a sticky.
Well, *hopefully* it will be easier to find. Some people might not ever read stickies, and in that case... :eek:

Standing on enemies spawn is definitely a bad idea. In that battle I had to keep my men back on my half of the battlefield and make strategic retreats to the baggage many times during the large battle. My men would get whittled down a bit and I'd be out of arrows, so I'd have everyone fall back to the start for the reinforcements and extra arrows. One really bad fight my men got completely surrounded and killed (thats where my 4 companions fell) and I had to run back to the baggage with only 2 surviving huscarls that managed to pull out following me.

It was fun, but it definitely makes M&B more difficult - no restocking arrows, no first aid HP restorations, and your heroes don't keep popping back up and helping more.
 
A question, that may have been asked, but i haven't read through all 23 odd pages sorry if it has. But must say a big THANK YOU to magelord first and foremost, great work.

now, is it possible to somehow make lords pursuadeable to join your faction even as an isolated warlord "Bandit King" just seems strange that i couldn't at least promote my companions if nothing else to act as my lords. i may be a userper but they are following me none the less lol

perhaps a way to activate the persuade dialogue when you are a bandit king?

or is it out'n'out not possible?



 
    My questions for the Tweakmasters are:
        [list type=decimal]
[*]How can I increase the amount of Attribute points I gain per level up? By default levelling up, with all the experience it ends up requiring later on, doesn't seem to do much. 1 point for skills is fine, because they are capped by attributes and have a nice limit of 10. Weapon proficiency is fine, but for having such a large cap of like 640 I would like more points to spend on, say, agility, in order to raise that up more.
[*]How can I increase the limit on attributes to compliment my first question? Attributes continue to give perks like increased Weapon damage and more exp from training well over the normal limit of 63. After this, all Attribute points spent increase nothing. Can it be tweaked so I can pass 63?
[/list]

If these can be done I intend on lowering the EXP multiplier in Mount&Blade/Native/module to created fewer, more far between and satisfying level ups.

Thank you Mage Lord and your vastly underrated fellow Tweaksters! You make this game sing! :mrgreen:
 
Pagan,
You could make the dialog possible just by removing what restricts it from being there.
dlga_lord_talk:lord_join_rebellion_suggest 69631 204  9 32 2 144115188075855901 0 31 2 144115188075855948 144115188075855887 540 3 144115188075855885 140 0 2147484190 3 144115188075855887 10 144115188075855885 560 3 144115188075855885 10 1 2322 2 12 144115188075855901 2335 2 14 144115188075855948 522 3 1224979098644774912 144115188075855948 10 2322 2 15 1224979098644774912 {s12}_is_the_rightful_ruler_of_{s14}._Join_our_cause_against_the_usurper,_{s15}!  277  0
Remove the red, change the 9 to a 7.

This works, but it's just a hack - the dialog will say "Playername is the rightful ruler of No Faction. Join our cause against the usurper, Playername!" and you can convince them like normal, then they'll join you. But doing this you'll be able to ask any lord from any faction to join. You also wouldn't have any way of giving them fiefs, so they'd be permanently landless.

To get something like this working well we'd need the module system. With the module system creating a system for the player to be king of a faction would be much easier. You'd have to make some new dialog and menus. A proper dialog to convince them to join you, a menu that lets you pick which lords you want and assign lands to them, etc. I was already planning on making an option for players to become their own kingdom in whatever mod I decide to make. Doing it well would take a bit of time, but it wouldn't be too bad.

Andargor,
The game only has so many ransom brokers and it moves them around. I'm not sure if you can duplicate npcs across cities or not. The easiest way would be to just make tavern keepers buy prisoners. Go into conversation.txt and find:
dlga_tavernkeeper_talk:close_window 69631 610  0 I_guess_I_should_leave_now.  6  0
and paste this in right above it:
dlga_tavernkeeper_talk:ransom_broker_sell_prisoners 69631 610  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_have_prisoners_to_sell.  626  0
It should look like:
dlga_tavernkeeper_buy_drinks_2:tavernkeeper_pretalk 69631 616  0 Actually,_cancel_that_order.  612  0
dlga_tavernkeeper_talk:ransom_broker_sell_prisoners 69631 610  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_have_prisoners_to_sell.  626  0 This will give you an option to sell prisoners to tavern keepers.
dlga_tavernkeeper_talk:close_window 69631 610  0 I_guess_I_should_leave_now.  6  0
 
KLHLord, I believe thats all hardcoded into the engine. You could just give yourself extra points by exporting and importing the character, but I don't think you can make leveling give it to you automatically.

You could devise a script to check the player's experience points and add to stats or skills at certain ranges with it setting something to prevent it triggering a second time, but it'd probably be more trouble than its worth.

You can also bypass the limit of 63 by exporting and importing. Honestly though, stats over 63 is a bit excessive. Even having 30s makes combat much easier. Having 63 would be easy mode, over 63 is just ridiculously powerful.
 
Wow, didn't honestly expect you to reply so quickly  :lol:

yeah i figured there would be more to it then a simple change, but either way thanks heaps. there are 1 or 2 lords from each faction i like so having them maybe join me will still be very cool! It will still feel like i am a proper warlord with an army even if they can't be given castles. Awesome stuff!

EDIT: actually i just tried it, and it crashes the game on start up... bummer  :oops:

 
  Yeah, I hear you Pagan.
That's why his nick is "The Handyman Can". Always there when you need him!

Too bad about it being hard coded. I should have known. :lol:
I can't wait for the next tweak! :mrgreen:
 
Pagan said:
EDIT: actually i just tried it, and it crashes the game on start up... bummer  :oops:

You must have made a mistake editing it, I tried it before I posted it and it didn't crash. Make sure you only deleted the numbers I marked in red, and make sure you changed the 9 to a 7.
 
I shall not doubt you, so i tried again and WHALLA, worked, indeed i must have deleted some extra numbers the first time.

*makes face like Ron Pearlman* "mi stupido no no no sinquerto mi stupido"

It works!

KLHLord said:
   Yeah, I hear you Pagan.
That's why his nick is "The Handyman Can". Always there when you need him!

what if i stand infront of a mirror, with the lights out and say "the handyman can" 5 times...
 
I have an issue with the troop.txt.. I want more than 630 troops listed in the troop.txt file but If I go over 630 troops it crashes the game. Is there away to make the game let you add more that 630 or is this hardcoded?  Nvm.. think was something to do with the troop editer..
 
Anasher said:
I have an issue with the troop.txt.. I want more than 630 troops listed in the troop.txt file but If I go over 630 troops it crashes the game. Is there away to make the game let you add more that 630 or is this hardcoded?  Nvm.. think was something to do with the troop editer..

You're probably doing something wrong, I have 638 troops.
 
TheMageLord said:
Andargor,
The game only has so many ransom brokers and it moves them around. I'm not sure if you can duplicate npcs across cities or not. The easiest way would be to just make tavern keepers buy prisoners. Go into conversation.txt and find:
dlga_tavernkeeper_talk:close_window 69631 610  0 I_guess_I_should_leave_now.  6  0
and paste this in right above it:
dlga_tavernkeeper_talk:ransom_broker_sell_prisoners 69631 610  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_have_prisoners_to_sell.  626  0
It should look like:
dlga_tavernkeeper_buy_drinks_2:tavernkeeper_pretalk 69631 616  0 Actually,_cancel_that_order.  612  0
dlga_tavernkeeper_talk:ransom_broker_sell_prisoners 69631 610  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_have_prisoners_to_sell.  626  0 This will give you an option to sell prisoners to tavern keepers.
dlga_tavernkeeper_talk:close_window 69631 610  0 I_guess_I_should_leave_now.  6  0

Awesome, so simple! Thanks for making everyone's playing experience better!

 
Well thank you very much!
I tweaked the escape rates and the cow following and the king rewarding lands, love it.
The missing siege tower didn't work for me.

I miss not being able tell a companion to wait somewhere with troops like we could a few versions ago.
It was much better to drop off some troops to increase the rewards for fighting smaller parties.

Thanks for the excellent fixes and explaining how the scripts work!
 
I have an issue with addomg new heros to the game. They are listed as trp_npc17 and down but if I put them after trp_npc16 that messes up the game, so my question is if I put them at the bottom of the list of troops will they still spawn in the inns or do I have to edit something to put them in? 

I guess I add my little tweak I like to do .. In the Map_Icons  you can change the look of you characters Horse Icon

Defaul to look for

player 0 player 0.150000 17 0.150000 0.173000 0.000000 0

player_horseman 0 player_horseman 0.150000 111 0.150000 0.173000 0.000000 0

Edited for me

player 0 knight_a 0.150000 17 0.150000 0.173000 0.000000 0

player_horseman 0 knight_a 0.150000 111 0.150000 0.173000 0.000000 0

This gives the main guy the look of an armored knight instead
 
The way the text files deal with troops is to count them numerically. Adding anything into the middle of the list will screw up every single reference to troops in the rest of the files.

You can add things to the bottom, but it won't be counted in the heroes list.

Once the module system is out you can add in new heroes in between the others, because it references them by name in the module system. Once you compile it to text files it changes everything to a numerical reference.

As far as the map icons are concerned, the first one you listed is the one for player on foot - so if you changed it you would appear mounted even if you were an all infantry army. If you wanted an armed foot soldier you could use bandit_a, it's the one with the axe and shield that all the bandits use.

You could change it to anything. You could be a walking town, tent, bridge, ship, etc. You could even make your icon a little bitty waving flag with the bigger flag over it.
 
Is there a way to make horses get damage when they impact with enemy infantry??

Cos I would love to have horses being used in the first, maybe a second charge, but having to crush with heavy armoured infantry they usually fall down, even if not hit by weapons.

And another question " To make athletic give a bigger speed bonus"
Thanks for all the work, I modified totally the game with your help^^
 
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