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

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TheMageLord said:
Lord Kinlar,
That is annoying, isn't it? I actually already erased the line to stop it but didn't think to post it for others. Just open up simple_triggers.txt and search for
1 4 936748722493063341 864691128455135404 1224979098644774913 0
That's the line that calls up the script to make the menu show up. Just erase all that, then go up to
24.000000  71 2133 2 1224979098644774912 0
and change the 71 to 70 (since we removed a line). This prevents the menu from appearing at all, so don't do it if you like the menu for some reason :grin:

Thanks a lot, TML.  :wink:

Just a quick question though, by doing that you actually disable this block of code, right?

(it's in module_simple_triggers.py)

Code:
  # Check if a faction is defeated every day
    ...
    (try_begin),
      (eq, ":num_active_factions", 1),
      (try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
        (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
        (call_script, "script_add_notification_menu", "mnu_notification_one_faction_left", ":cur_kingdom", 0),
      (try_end),
    (try_end),

...which means that if there's only one faction left, then display the nag menu every day.

But once you erase the line you mentioned, that menu will never appear, not even once. So, I think it's a good idea to apply this tweak after you saw it once.


 
Help requested:
I seem to lack the proper module system *poke poke deploy it already*, so i ask here. ... I note a "get trade penalty" in strings, and i was wondering if that could be modified in my favor.

Here is the string itself:
get_trade_penalty -1
38 21 1 1224979098644774912 2133 2 1224979098644774913 0 1685 3 1224979098644774914 648518346341351424 0 4 0 33 3 1224979098644774912 288230376151711814 288230376151711840 2133 2 1224979098644774913 20 2122 3 1224979098644774915 1224979098644774914 1 2106 2 1224979098644774913 1224979098644774915 5 0 2133 2 1224979098644774913 100 2122 3 1224979098644774915 1224979098644774914 5 2106 2 1224979098644774913 1224979098644774915 3 0 2133 2 1224979098644774916 1000 4 0 33 3 144115188075856110 648518346341351443 648518346341351591 521 3 1224979098644774917 144115188075856110 26 2122 3 1224979098644774918 1224979098644774917 -3 2105 2 1224979098644774916 1224979098644774918 4 0 2147483678 2 1224979098644774917 0 2121 3 1224979098644774919 100 1224979098644774917 2107 2 1224979098644774916 1224979098644774919 2108 2 1224979098644774916 100 3 0 3 0 1 2 936748722493063317 144115188075855885 2133 2 1224979098644774920 72057594037927936 4 0 2147483678 2 1224979098644774920 0 2121 3 1224979098644774921 0 1224979098644774920 2122 3 1224979098644774922 1224979098644774921 20 2105 2 1224979098644774916 1224979098644774922 3 0 2107 2 1224979098644774913 1224979098644774916 2108 2 1224979098644774913 1000 2111 2 1224979098644774913 1 2133 2 72057594037927936 1224979098644774913
SO note a number of '5's in there, which i know to be the current % that the trade skill helps by, but i am unsure if i should simply start hacking away at the files to see if it works. I really dont want to mess stuff up too much...
So umm what exactly do i change? All of them? (perhaps one is a buy and one is a sale number per level?)
 
Lord Kinlar, you're actually just removing (call_script, "script_add_notification_menu", "mnu_notification_one_faction_left", ":cur_kingdom", 0). That's the part that actually calls up the menu, so it still checks if you're the only kingdom, it just doesn't DO anything about it :smile:

Lancefighter,
Heh, one of the 5s is the right 5, but the penalty on trade goods is smaller so thats a 1. The actual code multiplying the trade skill is
2122 3 1224979098644774915 1224979098644774914
The first instance is the 1, which you probably wouldn't want to set higher than 2. Thats the penalty for trade goods, the 20 right before that is the base penalty, and it subtracts the skill x1 out of it - so at 2 10 skill would be 0 penalty. That would make trade skill over 10 make a negative penalty, but theres a check for that so it would just make trade skill over 10 worthless if you made it 2. The next instance is the 5, and thats the penalty for everything but trade goods (armor and such) - that's subtracted out of 100 (5x higher penalty for them) and the most you'd probably want to set it to would be 10 (acting the same way as changing the first to a 2).
 
get_trade_penalty -1
38 21 1 1224979098644774912 2133 2 1224979098644774913 0 1685 3 1224979098644774914 648518346341351424 0 4 0 33 3 1224979098644774912 288230376151711814 288230376151711840 2133 2 1224979098644774913 20 2122 3 1224979098644774915 1224979098644774914 1 2106 2 1224979098644774913 1224979098644774915 5 0 2133 2 1224979098644774913 100 2122 3 1224979098644774915 1224979098644774914 5 2106 2 1224979098644774913 1224979098644774915 3 0 2133 2 1224979098644774916 1000 4 0 33 3 144115188075856110 648518346341351443 648518346341351591 521 3 1224979098644774917 144115188075856110 26 2122 3 1224979098644774918 1224979098644774917 -3 2105 2 1224979098644774916 1224979098644774918 4 0 2147483678 2 1224979098644774917 0 2121 3 1224979098644774919 100 1224979098644774917 2107 2 1224979098644774916 1224979098644774919 2108 2 1224979098644774916 100 3 0 3 0 1 2 936748722493063317 144115188075855885 2133 2 1224979098644774920 72057594037927936 4 0 2147483678 2 1224979098644774920 0 2121 3 1224979098644774921 0 1224979098644774920 2122 3 1224979098644774922 1224979098644774921 20 2105 2 1224979098644774916 1224979098644774922 3 0 2107 2 1224979098644774913 1224979098644774916 2108 2 1224979098644774913 1000 2111 2 1224979098644774913 1 2133 2 72057594037927936 1224979098644774913
You say edit the red one for trade goods, and the green one for armor/such? Thanks!


Quoted with colorful/bold numbers for those who it helps :p
 
Alright, I have another one.

Is there any way to make inventory management a party skill?

These tweaks are awesome, btw.  I don't know how I played M&B without em.  Thanks :smile:
 
Hawkwing,
You could make it a party skill and it would show up in the list as a party skill, but it wouldn't actually affect you. I believe the function that gives you the extra inventory space is hardcoded. Or at least I couldn't find it.
 
Where would I go to edit the amount of money given from battles? I would like to increase the amount some..
 
Anasher,
Open up scripts.txt and search for
2108 2 1224979098644774924 100
That 100 is the divisor for gold (it's multiplied by 50-100 then divided by that). Lowering it to 50 would double the gold, 10 would be 10x the gold, etc.



ScoobyDooby,
I looked into the battle won trigger again. It's set to repeat every second, yet it takes way longer than a second to actually trigger. This leads me to believe that the condition for it isn't updated fast enough. That condition is battle time longer than 10 seconds, all_enemies_defeated, and the player not fallen. I assume the battle time one is there to prevent the thing from ending before it begins (triggering before enemies spawn in). The other two are checks that have to be updated by the engine, so I'm afraid it must be hardcoded. I guess it just takes longer to determine that all enemies are defeated. It immediately puts the 'Battle won' message on the screen once it does trigger though, so if you wait until that displays you won't prematurely tab.
 
Is there any way to make it so that my loyal subjects deposit their 'voluntary' donations directly to my coffers?  Because as much as I love touring my fiefs, visiting with the people, and collecting their money, it's a pain to travel all the way across the map to collect the money required to keep my troops in the field on the other side of the map.  I spend more time traveling to collect taxes to pay my troops then I do actually using my troops.  In fact, it probably costs me more money because I have to pay the soldiers while I collect taxes rather then have them die in a useful way assaulting a city or castle.
 
hmm.. theres no delay for the victory cheers from troops tho, why would they need it for the win message?
anyway, not a big deal and thanks for looking in to it :grin:

 
ScoobyDooby said:
hmm.. theres no delay for the victory cheers from troops tho, why would they need it for the win message?
anyway, not a big deal and thanks for looking in to it :grin:

Actually I think that I've had troops start cheering before the end of a battle, so the extra delay might be an effective precaution.

It does bug me too though.
 
Is there any way to enable asking lords to join your rebellion more than once?  I guess I didn't understand I had but one chance and now they all hate me. =)
 
I just posted a change to allow collecting all taxes at any friendly fief. I have it in the list, or see the post here.

Monk, you could temporarily change it to allow asking ONLY when you've asked them before by finding
540 3 144115188075855885 140 0 2147484190
in conversation.txt and changing the 0 to a 1. Theres 2 instances of that in there, the first is the one you want to change - the other is the one related to cheats. This way you could ask anyone you asked before more, but couldn't ask any new people - so you'd want to change it back once you were finished.
 
Yo, i forgot one more thing that really bugs me, is there any way to reassign the Ctrl+J shortcut for stopping your mount? maybe to the 'Z' or 'X' keys?
seriously why did they use such an awkward shortcut for this, and not even give us an option to change it (its not in the control binding options).

thanks again :smile:

edit: lol i just noticed the thread title is at 54 tweaks now, i think it was at 32 a couple of days ago haha! TML i hope you are getting some sleep in all of this, and some playing time :wink:
 
ScoobyDooby,
I think that would probably be in controls.dat or something, but I wouldn't know how to change it. All the keys and such are edited with the controls menu, I'm not sure why that one isn't in the list...

As far as sleep - Most of the tweaks actually don't take that long to figure out, just a few minutes each. Still plenty of time for my work and my play and some sleep  :smile:
 
This is my first post on this forum so If I make a faux pa, please forgive me :lol:
I have been following and implementing a few of the changes found here and I wish there was somewhere I could get the info to begin understanding how to make these types of tweaks my self. I'm playing the latest version as a rebel state and some things I would really like to be able to do is:
1. Recruit Lords to my faction AND assign to them fiefs, essetially become a true ruler. I was thinking this could be done somehow through the claimant scripts, just without the claimant or even better become a claimant myself. It just is less satisfying owning half the world by myself, but it's even worse haveing a claimant demand I divy up property I owned prior to taking up his cause.
2. I would like it if Lords( including myself) stand a chance of actually dieing in battle. I think that even a 5 or 10% chance of that would vastly change the game.
and third,
I want to be able to get rid of lords that belong to defeated factions that are cluttering up my prisons or even better tie it in with idea #1 and recruit them. At the very least I would like to be able to release them so they can join factions. What would be really cool would be to talk to them in the prison and have them challenge me to a duel in the arena. If they win they go free, if they lose..... well this is a medieval rpg right?

Kudos to those who have the knowledge for creating these tweaks, the list is growing rapidly making a great game even better. :grin: To you I raise my chalis in salute.
 
You could do all of that, but it wouldn't be as simple as changing a few numbers around. You'd have to write new dialogs and menus and such. And if you wanted lords to die and be replaced, you'd have to redo the way that system works and add in scripting to have a chance of death - and come up with a system that creates new lords when other ones die.

While you technically COULD do all of this in the text files, it would be very difficult. What you need is the module system - which hasn't yet been released for 1.003 yet (nobody knows why). The module system is a collection of python files with a program to compile it all into the text files, and it is MUCH more readable. It has comments on just about everything and guides at the top of all the files telling the structure of everything.

So once the module system is released, download it and familiarize yourself with it. The modding forum (The Forge) is a good place to ask questions about things to do with that, but most of the stuff is honestly pretty self explanatory if you take the time to read through the comments and look over the files. Theres also some documentation over here, but thats a couple years old and I haven't looked at it to see if it all still applies.

If you wanted to get a head start, you could download the version .960 module system here. I've been using that as a guide to editing the 1.003 text files, as they are quite similar - but there are subtle differences. Looking at it would still give you a head start on understanding the 1.003 one though, and the coding is still going to be in the same format.

I definitely agree with your concepts, by the way - I was planning on adding similar features to my next mod.

And welcome to the forums! :grin:
 
Hawkwing said:
ScoobyDooby said:
hmm.. theres no delay for the victory cheers from troops tho, why would they need it for the win message?
anyway, not a big deal and thanks for looking in to it :grin:

Actually I think that I've had troops start cheering before the end of a battle, so the extra delay might be an effective precaution.

It does bug me too though.
yeah it bugs me greatly too. I noticed the delay is worse in the latest version. I suspect the delay is from the game taking stock of who's dead and whos not and all the calcs that go along with it. In other games I play where calcs are made regarding variable or changing criteria, they slow down cosiderably when those calcs are modified from original. Just something that we will have to wait for TW to fix I think.
 
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