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

Users who are viewing this thread

Improve your relations with lords and ladies up to X by giving them expensive gifts.

Open conversation.txt and find this line...

dlga_lady_restore_relation_2:lady_restore_relation_2b 81919 467  7 50 1 1224979098644774912 33 3 1224979098644774912 360287970189639861 360287970189639991 2173 2 1224979098644774913 1224979098644774912 31 2 144115188075855887 1224979098644774913 1 2 936748722493063317 1224979098644774912 2147483678 2 72057594037927936 0 2322 2 1 1224979098644774912 {s1}  468  1 50 1 144115188075855965

then replace the red 0 with any number you want. Any number between 100 and 150 should work without problem.

This process normally only works when your relations with a person is below 0, now it'll work when it's below 100 or whatever the number you pick.

A quite expensive way to make new friends though. :smile:

If you're not happy with the amount of good relations that a gift provides, you can change it like this...

In the same file, find these lines...

dlga_lady_restore_relation_4:lady_restore_relation_5 69631 470  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075855966 2133 2 72057594037927946 144115188075855966 I_think_a_gift_of_{reg10}_denars_will_do.  471  2 2133 2 144115188075855905 1 2133 2 144115188075855933 144115188075855966
dlga_lady_restore_relation_4:lady_restore_relation_5.1 69631 470  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075855967 2133 2 72057594037927947 144115188075855967 Maybe_I_can_afford_{reg11}_denars.  471  2 2133 2 144115188075855905 2 2133 2 144115188075855933 144115188075855967
dlga_lady_restore_relation_4:lady_restore_relation_5.2 69631 470  3 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 144115188075855968 2133 2 72057594037927948 144115188075855968 In_that_case,_I_am_ready_to_spend_{reg12}_denars.  471  2 2133 2 144115188075855905 3 2133 2 144115188075855933 144115188075855968

and change the red 1, 2 and 3 to lets say 10, 20 and 30. :smile:


Not happy with the price of gifts? They're here
dlga_lady_restore_relation_3:lady_restore_relation_4 4095 469  8 2322 2 10 144115188075855965 2133 2 144115188075855966 1000 2133 2 144115188075855967 2000 2133 2 144115188075855968 3000 2133 2 72057594037927946 144115188075855966 2133 2 72057594037927947 144115188075855967 2133 2 72057594037927948 144115188075855968 1506 2 72057594037927940 144115188075855965 You_can_improve...
 
Is there a way to remove "no slot for upgrading to [insert unit name]" when upgrading troops? Or at least a way to increase/modify the limit?

Edit

Also, when you go to a tavern and buy everyone a jar of wine, you're to limited doing it for one town every two days. Is there a way of changing that?
 
Sorkenlol,
It sounds like you added troops to the list. Did you go in and add troops in troops.txt between the other ones? That throws off troop references and and makes it spawn the wrong troops for everything. It has nothing to do with adding dialogs like the tavern keeper buying prisoners thing.

Hinotori,
The script that updates the center notes doesn't even reference the player relation, so it would be a more complicated change. You'd have to go into the center_update_notes script and add a line to get the player's relation to the center and assign it to a reg#, and then you'd have to edit that line to include whatever reg# you assigned it to. Is this really necessary, though? It gives the number in the town menu, and it's not difficult to find the town to see your relation.

Rocksaw,
It's the same script that spawns all of them, so you can't change the frequency separately. You could change the maximum number of bandit parties, though. I went ahead and edited the tweak about changing the frequency to include the maximum number. It still spawns them at the same rate, but that way they build up more if you stop hunting them for a bit. You could even change the frequency to make them spawn really fast and just have the bandits that you don't like limited to a couple parties.

Lord Kinlar,
Looks good, I'll add it :smile:

DaNotoriousMC,
I believe the slot limit is hardcoded, so no. And on the jar of wine thing, that's actually a once a day thing. Someone asked about it before, but we kind of decided that it made absolutely no sense to be able to buy them jars of wine more than once a day - the actual text is buy everyone that comes in here tonight a jar of wine. So if you do it more than once a day, what exactly are you doing? Telling the barkeep to buy multiple jars of wine for everyone? How big is the jar, anyway? I imagine people would be happy with one jar, and buying them multiple wouldn't really affect their opinion of you, because it's kind of overdoing it. Like if I walked into a bar and bought everyone a bottle of wine, people would probably like me. If I walked into the bar and bought everyone 10 bottles of wine, people would probably start to think I was nutty.

 
TheMageLord said:
Swadius,
You can change a couple things in the skills file that take effect in game, but not the way the actual skills behave.
skl_prisoner_management Prisoner_Management 3 10 Every_level_of_this_skill_increases_maximum_number_of_prisoners_by_%d._(Leader_skill)
The 3 is where flags for the skill are set. In this case the 3 is the base attribute (charisma is 3, int is 2, dex is 1, str is 0). It can also have a flag to determine if it's displayed in the party skills list or not. If this is the case, that number will be +16. Like the wound treatment skill has an 18 there (2 for int, +16 for party skill). Then the 10 is the maximum for the skill. All skills are set at 10 max by default, but you could change them to 5 or 20 or whatever - you'd still need 3x that in the base attribute to raise it that high, though. The rest of the text is the description you get when you mouse over it ingame. It has no actual effect on the way the skill works, only the description you get.

Whether or not a skill is displayed in the party skills list doesn't affect the way the skill works in the slightest - even if you make leadership a party skill and get companions with 10 leadership, you can still only lead the same number of troops. It's the same way with inventory management. It would show the skill in the party screen as if it was doing something, but nothing would happen.

Most of the skills are hardcoded in function, but some can be edited in the scripts. Leadership COULD be made into a party skill, since the factor determining your party size is a script - you could change it to search through your party and get the highest skill, just like it does with engineering. Inventory management, on the other hand, is hardcoded (or at least I couldn't find any script that set your inventory size based on it). So even if you made it display in the party skills list, it still wouldn't increase your inventory size - the engine is specifically checking YOUR inventory management skill.

Awww :sad:.

Thanks for your time anyway, MageLord.



P.S. I've noticed that many abilities can be switched on and off pretty easily, is the ability to tell one of your companions to wait on the map with a few troops also switched off in the scripts?
 
TheMageLord said:
DaNotoriousMC,
I believe the slot limit is hardcoded, so no. And on the jar of wine thing, that's actually a once a day thing. Someone asked about it before, but we kind of decided that it made absolutely no sense to be able to buy them jars of wine more than once a day - the actual text is buy everyone that comes in here tonight a jar of wine. So if you do it more than once a day, what exactly are you doing? Telling the barkeep to buy multiple jars of wine for everyone? How big is the jar, anyway? I imagine people would be happy with one jar, and buying them multiple wouldn't really affect their opinion of you, because it's kind of overdoing it. Like if I walked into a bar and bought everyone a bottle of wine, people would probably like me. If I walked into the bar and bought everyone 10 bottles of wine, people would probably start to think I was nutty.
That's understandable, but that's not what I was asking about.

You're only able to buy everyone wine at one tavern per day. If you buy everyone wine at one tavern and go to another tavern that same day, the option of buying everyone wine doesn't show up until the next day.
 
Is there some way to make it so that every skill is stackable? Like Trade, Engineer, First Aid, etc. etc.

Just wondering... because that would be great.
 
Tiberius,
As far as I know, all of the combat skills are hardcoded. The only skills that you can modify are the few that are referenced in scripts or triggers, and only the parts of them that are dependent on the scripts are changeable. Like the basic trainer function is hardcoded, but the way trainer operates in the train peasants quest can be changed - so can the way NPC parties use trainer. Leadership can be modified because all of its functions are based on scripts. Trade, persuasion, and engineering are the same. Pathfinding, athletics, and riding can't be changed as far as I know.

Swadius,
I don't see any dialog remaining for the leave companions on the map bit, so I think it was all stripped out. You'd have to add it all back in.

DaNotoriousMC,

Ah, I never really thought about other taverns - but it would require a significant change to make it dependent upon towns. You would have to add some sort of town specific variables or timers or a 'bought wine' slot to all the towns, and have the script reference it. Right now it just a global buy drinks variable. Heres the dialog that deals with it:
dlga_tavernkeeper_talk:tavernkeeper_buy_drinks 69631 610  3 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075855980 I'd_like_to_buy_every_man_who_comes_in_here_tonight_a_jar_of_your_best_wine.  615  0
What this does is get the current hours, then subtract 24 from it, then check if that number is greater than the last time you bought wine. Thus 24 hours have to pass before you can buy more. So whatever you set the 24 to is how many hours have to pass between buying wine.

Eddie2053,
Not easily, but someone could modify the skill scripts for the ones that aren't hardcoded (trade and engineer, from your list) to add up skills in the party. That would likely unbalance the system, though - it wasn't really designed for having such high skills as you could get if it just added up everyone.
 
O master crafter, it is I, once more. :wink:

Is there a way to change faction relations (not individuals), or perhaps change the relation increase for helping a faction in a battle?

 
TheMageLord said:
Hinotori,
The script that updates the center notes doesn't even reference the player relation, so it would be a more complicated change. You'd have to go into the center_update_notes script and add a line to get the player's relation to the center and assign it to a reg#, and then you'd have to edit that line to include whatever reg# you assigned it to. Is this really necessary, though? It gives the number in the town menu, and it's not difficult to find the town to see your relation.

It's not particularly necessary, but it would be helpful, yeah. I tend to do a lot of village quests all over Calradia, and I often forget which villages like me and which are indifferent. However, I understand now why it's a pain, so if it's too much trouble, no worries.
 
Thanks for your reply, TheMageLord, much appreciated.

About things you commented.

2) I kinda agree. It's hard to find them, in my infantry savegame they're extinct. It was just a suggestion based on an event that happened with me once. I was chasing a Sea Raider party and I had 10 prisoners. My speed was just 0.1 above them and between us there was a Manhunter party. So I just disbanded my prisoners.

3) The point is to not fight. Just another way of recruiting and another use of persuasion, since they ask only 150 denars to let you go, not that essential indeed.
 
Correcting the Weekly Cost figure in the Party menu:

As you are probably aware the figure given as your weekly cost only applies to the troops in your party, if you have troops in garrisons their wages aren't included and your actual wage bill can be a lot higher than the sum in the party menu, making that figure irrelevant.  Here's how to fix it.

Open up scripts.txt and search for game_get_total_wage, it should look like this:

game_get_total_wage -1
11 2133 2 1224979098644774912 0 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 0 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 1653 3 1224979098644774916 648518346341351424 1224979098644774914 1 3 936748722493063178 1224979098644774915 0 2107 2 72057594037927936 1224979098644774916 2105 2 1224979098644774912 72057594037927936 3 0 2133 2 72057594037927936 1224979098644774912 2075 1 72057594037927936

Change it to this:

game_get_total_wage -1
2 1 1 936748722493063285 2075 1 72057594037927936

What this does is replace the script calculating the cost for troops in your party with a command to call the script used to calculate the wages you pay, so it should always be accurate.
 
need to call in the expert, as I too am unhappy about this, so here goes.

Dear TheMageLord
Is it possible to change the factors in battle autoresolves, so the "send troops to fight without me" considers other factors than it does at the moment or weighs those factors differently?

Link to post with original idea: http://forums.taleworlds.com/index.php/topic,48814.0.html
 
Seeing that demigod TheMageLord and others have started fixing almost all the things that annoy me in this otherwise beautiful game, I thought I'd start asking around for even more fixes.

Now I know very little about modding, tweaking and programming myself, so I have no way of knowing whether what I'm asking for is impossible or easy. If impossible or something best suited for a separate mod job, just tell me and I'll lock the thread.


#4: Let's say you have a mission to fetch some cattle. You ride to the next village, and up pops a menu where you can interact in many ways. You can even shop... but not for cattle. D'oh. So you have to enter the village. You ride along a path, past some of the townsfolk, around a corner, up a steep hill and finally you get to the town elder. You talk to him - you want to buy some cattle... but you learn they have none left! Argh. So you exit and ride to the next village. Rinse and repeat. You die of boredom. SO:

- Is there a way to put a button/option on the village menu that says "buy cattle"? It could just lead directly to the dialogue window with the town elder for all I care - I just don't want to ride across a village again, only to hear "no cattle".
- If not this, how 'bout a warning sign that says they're cattle-free and that you're wasting your time?

 
This is for anyone annoyed by the horrible sound played when clicking.  I posted this in suggestions earlier.

The first thing I did was change that annoying thud.  The offending sound is drum_2.ogg and it's called from snd_click 257 1 0.  One can change the sound to anything, or just eliminate it completely by switching the name to badsound.ogg or something.

It goes in order; type, priority, volume.  Snd_click is sf_2d, no priority, volume 1.  That gives you the red number.  So just add in increments of 256 to change volume. Volume 4 would be 1025 for instance. Priority adds 16 to this number.  The green number is the amount of sounds, in this case 1.  The blue would be it's place in the list, so don't change this unless you want to change them all.

So, if you wanted to have multiple sounds it would look something like snd_distant_chicken 2177 2 229 230 which has two chicken sounds.

If you want no click change the first line in sounds.txt to badsound.ogg 257.  If you want to change parameters then edit the first line and the  snd_click line further down the list.
 
Could you change the subject of those messages to relative tweak?
Every tweak post is named as " Re: Compilation of 69 little tweaks to the text files to change your gameplay(links)  ", so it makes them kinda hard to read
 
Andargor,
You could change it, but you would have to find it at every instance that changes your relation and adjust how it changes it. It's mostly in conversation.txt. You would have to search for what the npc says when it changes your relation, then find that specific big of dialog. Then find the amount of change in the numbers on the same line as that dialog. It would likely be following a large number, since most of the 2s and 3s and such following a small number is the number of operators in that function (numbers like 500 and 2133 and such are usually functions).

Hardrada,
Alright, added.

Muglebust,
You could redesign the system to take in more factors, but it wouldn't be as easy as adjusting a few numbers. You would have to rewrite it. Currently all it takes into consideration are the levels of the troops, with high levels mattering far more than low levels. The script used to determine the party strength is the same one that a lot of things use, party_calculate_strength. The actual bit that inflicts casualties based on the strength is menu_order_attack_2 in menus.txt.

Zandman,
Similar things have been asked before, but I haven't taken the time to do it. You could just make a menu that lets you talk to the elder (the same way you can talk to lords from outside castles) from the village screen. It would involve a new menu option and some code to find the appropriate elder and setup the conversation.

Gaping Angus,
Ok, added.

Pii100,
Sure, I can start doing that.
 
Back
Top Bottom