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

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Hi, first, sorry for my bad english. Second, thanks for some great tweaks. Third and most important, one more tweak i tried to find, but didn't: Theamount of xp given with ctrl + x in cheat mode.

I played my dude to lvl44 honestly, now i want to play around. But to hit the ctrl + x about thousand times per level is just too f***ing annoying. So can i tweak it to 10 000xp, 50 000xp or 1 000 000xp per hit of the crtl + x?

Thanks in advance

Eric
 
Eric_Clapton said:
Hi, first, sorry for my bad english. Second, thanks for some great tweaks. Third and most important, one more tweak i tried to find, but didn't: Theamount of xp given with ctrl + x in cheat mode.

I played my dude to lvl44 honestly, now i want to play around. But to hit the ctrl + x about thousand times per level is just too f***ing annoying. So can i tweak it to 10 000xp, 50 000xp or 1 000 000xp per hit of the crtl + x?

Thanks in advance

Eric
Errrrrm. You really want to drink all the water in the ocean using a spoon? To get level 60+, you need around 25kk exp I think, while it was something around 5kk for level 45.
Isnt it easier just to export your character, open it in notepad and set something like 10000 str for 2.5k+ hitpoints and 1-hit kills and 200+ agi to run faster than a horse and other things which work "just like the cheat mode"?
Or just set un-allocated skillpoints to a high number and start clicking again your thousands of times to get some 400+ masteries - or just type in the number in that same export char txt file. As easy as that.

The export file contents, pun in CharExport folder(and probably name like your character, e.g. Eric.txt).
When you export, you can re-type the char name, entered this here just to moke your selfconsciousness:  :razz:
charfile_version = 1
name = Cheater
xp = 50000000
money = 10000000

attribute_points = 0
skill_points = 0
weapon_points = 0

strength = 10000
agility = 400
intelligence = 500
charisma = 500

trade = 10
leadership = 10
prisoner_management = 10
reserved_skill_1 = 0
reserved_skill_2 = 0
reserved_skill_3 = 0
reserved_skill_4 = 0
persuasion = 10
engineer = 10
first_aid = 10
surgery = 10
wound_treatment = 10
inventory_management = 10
spotting = 10
path-finding = 10
tactics = 10
tracking = 10
trainer = 10
reserved_skill_5 = 0
reserved_skill_6 = 0
reserved_skill_7 = 0
reserved_skill_8 = 0
looting = 10
horse_archery = 10
riding = 10
athletics = 10
shield = 10
weapon_master = 10
reserved_skill_9 = 0
reserved_skill_10 = 0
reserved_skill_11 = 0
reserved_skill_12 = 0
reserved_skill_13 = 0
power_draw = 10
power_throw = 10
power_strike = 10
ironflesh = 10
reserved_skill_14 = 0
reserved_skill_15 = 0
reserved_skill_16 = 0
reserved_skill_17 = 0
reserved_skill_18 = 0

one_handed_weapons = 1000
two_handed_weapons = 1000
polearms = 1000
archery = 1000
crossbows = 1000
throwing = 1000
firearms = 0

face_key_1 = 1b4103588
face_key_2 = 473391669ecd96dc
Not sure bout the face thing, but I dont think it even exports these(the ones you already have in the game remain, if I remember correctly). Same goes for kill ratios.
 
Yeah, well, I tried that of course, but either I'm stupid, or the game bugs, but the charexport doesn't write a file to me. All I get to my Chareport folder is the txt file whitch includes description of the folder function.

Eric


edit: I went to doublecheck, but as weird as i may hear, I cant find the whole charexport folder anymore... Maybe I'm just so tired I can't see anymore.

edit2: Ok, I've found it.. I had accindentally hidden the folder, but still there are no character files in it? why?
 
Your problem is probably that you need to be logged on as an administrator to save files to where ever you installed the game.

You either need to switch to an administrator account or install the game somewhere that your user account can access.

This is the same thing that prevents people from saving their text files in the Native folder.

If it isn't this, then I wouldn't know - I've always had the files show up in CharExport without problem.
 
TheMageLord said:
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).

Hmm, conversations.txt seems to hold individual relations (like 144115188075855885 -30 1 3 on line 212 if you keep a captured lord captured after a battle). Are faction relation changes in there?

Alternatively, where are they stored? I looked at the save file, but couldn't figure it out. I'm a warlord, and I'm tired of factions I've worked up to 20+ relation all of a sudden declare war and set me at -40... :sad:
 
TheMageLord said:
Your problem is probably that you need to be logged on as an administrator to save files to where ever you installed the game.

You either need to switch to an administrator account or install the game somewhere that your user account can access.

This is the same thing that prevents people from saving their text files in the Native folder.

If it isn't this, then I wouldn't know - I've always had the files show up in CharExport without problem.

At this instanse I have to admit me being pretty noob. Well not noob exactly, but pretty unfamiliar whith these modern things. Did tweak well on c64 and amiga and eaven wih MSDos, but this vista gets me confused. Am I not the admin as deafault? And if not, how the hell do I switch to admin? I'm on my personal computer, whith no other accounts than my own account, and I thought that I'm on admin account, but now that you say it, the damn vista keeps me asking stupid questions about saving and moving and deleting files from certain folders.


Eric

Edit: the user account manager says I'm the admin. So ... I hate this vista. Everything was so much easier whith MSDos.
 
hey TML can u possibly make a way to recruit manhunters, cause getting manhunters is really hard bec. u can't attack them and the prisoners i free are very few considering the time it takes for sea raiders to get some prisoners. And if ur wondering what i want them for its just for RP reasons. :grin:
and tnx a bunch 4 ur other tweaks, it made my game a lot more "interesting"  :smile:
 
Hey MageLord, do you know if there is any way in the scripting to change all of the skill books in the game to passively add to the skill they do, instead of some adding skill passively, and others just increasing it after you read the book fully?

I have the item editor and all, but nothing I saw in there under the books looked like anything that could change how that works, so I'm guessing it's a script or trigger that either passively adds onto skill, or just increases it after reading.
 
anifreak said:
hey TML can u possibly make a way to recruit manhunters, cause getting manhunters is really hard bec. u can't attack them and the prisoners i free are very few considering the time it takes for sea raiders to get some prisoners. And if ur wondering what i want them for its just for RP reasons. :grin:
and tnx a bunch 4 ur other tweaks, it made my game a lot more "interesting"  :smile:

If I want manhunters, I hang around the coast, large groups of sea raiders capture manhunters. You defeat the sea raiders and hire the manhunters you free.

EDIT: Oh you said that...  :oops: Well, I usually get a good quantity with some patience.

 
CatalystDestiny said:
Hey MageLord, do you know if there is any way in the scripting to change all of the skill books in the game to passively add to the skill they do, instead of some adding skill passively, and others just increasing it after you read the book fully?

Yeah, the relevant scripts are game_get_items_extra_text and game_get_skill_modifier if I recall.  I can't test right now but I think the books are separated in the items list as readable or reference.  You would have to add the appropriate books to _get_items and _get_skill_modifier scripts, basically copypaste and change names/skills.
I think the string of numbers would be too large to post here though.

I'll check it out when I get home.
 
I found the really simple way to change many text colours - for example colour of conversation. To change it, follow the instructions:

1. Open game_variables.txt
2. Find following line (it's nearly on the bottom):

conv_t_partner_text_color = 0xFF0011DD

3. Bolded part is RGB name of colour. Now it's black. You can change it for example to blue:

conv_t_partner_text_color = 0xFF331100

4. Save file and run game. You should see blue text while talking with any NPC's :smile:.

If you want to change text in other places, just search for "0xxxxx" codes and rename them.

Now I'm trying to understand other pieces of game_variables.txt. I see that we can change x and y position of buttons.

It's very cool and I hope that Mage Lord will add it to the list.

PS: Sorry for my English, I know it's bad :???:.

EDIT:

Here are some screenshots from my latest work:

mb1jz7.jpg


mb2ex1.jpg


You can see the change of colour in both pictures.
 
Andargor,
The faction changes are mostly in conversation.txt (anything that changes during a conversation with an npc is in there). If it's during a menu, then it's in menus.txt. The game is just set to randomly declare war on Warlords, though - it's meant to make taking land in your own name difficult. You COULD change the menu where they declare war to not affect your relation, but that would just break it so that they can never really declare war...

Eric_Clapton,
I still use XP, so I wouldn't know how to manage stuff on Vista. It could be some kind of setting "protecting" your folder from your game modifying it, who knows with Windows. I'm just pulling ideas out of nowhere here, but you might try right clicking the folder and checking the properties? Or it might be a global folder setting or something; you could try looking in whatever vista has as a control panel and looking for folder options or something similar. I know in XP you can turn off "simple sharing" in folder options and then selectively set permissions on every file and folder, but as I said I am unfamiliar with Vista.

anifreak,
You would have to make some sort of system to recruit them. The easiest way to get them ingame would be to use the unofficial troop editor to change the upgrade paths. Change a few of the kingdom's recruits to be upgradeable to manhunters, and then you could just go recruit that kingdom's troops and make manhunters. This wouldn't be savegame compatible, though.

CatalystDestiny,
It is possible, but would require added code to the game_get_skill_modifier_for_troop script. I believe that script is checked for all skills, but the script itself only has checks for 3 of them (wound treatment, trainer, surgery). What it does is store the skill that's being referenced and then each block compares that to a certain skill. If it equals that certain skill, it calls a script to check if you have the appropriate book in your inventory. If you do, it then adds 1 to the modifier.
Heres the script broken down:
game_get_skill_modifier_for_troop -1
20 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 0 <--- setting up the variables
4 0 <-- try begin
31 2 1224979098644774913 1369094286720630795 <--- equal to wound treatment?
1 3 936748722493063463 1224979098644774912 288230376151711811 <--- script to check for specific skill book item
32 2 72057594037927936 0 2105 2 1224979098644774914 1 <--- (2 lines here) if greater than 0 books, then +1 modifier
5 0 <-- else try
31 2 1224979098644774913 1369094286720630801 <--- equal to trainer?
1 3 936748722493063463 1224979098644774912 288230376151711812  <---  script to check for specific skill book item
32 2 72057594037927936 0 2105 2 1224979098644774914 1 <--- (2 lines here) if greater than 0 books, then +1 modifier
5 0 <-- else try
31 2 1224979098644774913 1369094286720630794 <--- equal to surgery?
1 3 936748722493063463 1224979098644774912 288230376151711813 <--- script to check for specific skill book item
32 2 72057594037927936 0 2105 2 1224979098644774914 1 <--- (2 lines here) if greater than 0 books, then +1 modifier
3 0 <-- try end
2075 1 1224979098644774914 <--- sets the script result to the modifer set above.
To add the other scripts you would have to figure out the numerical code for the skill (it should be in numerical order according to skills.txt, so just add for down the list or subtract for up the list from these skills) and the numerical code for the book item (same as skills, in order in item_kinds.txt). Then you have to copy a segment (from the 5 0 to the part where it sets the +1 modifier) and paste it in right after the others, then change the skill number and the item number. And for every line that you add you have to increase the 20 at the beginning. Each block is 5 lines, so every skill you add is +5 to that number. If you did it for all the books you would probably want to edit menus.txt to get rid of the read books menu, too.

Kolba,
Ok, I'll add it.
 
How do you change the health of different horses? I know how to change their other stats, but I can't seem to find the number that changes their health. I want to make deadlier horses (more charge) but with less health.
 
Tiberius said:
How do you change the health of different horses? I know how to change their other stats, but I can't seem to find the number that changes their health. I want to make deadlier horses (more charge) but with less health.

itm_charger Charger Charger 1  charger 0  65537 0 1411 41876193280 0.000000 40 0 65 0 4 140 32 35 0 0 25 1
0
 
That's weird, the item editor doesn't show that number correctly. It must have changed in the newer versions.

Looking in item_kinds, it appears to be:
itm_warhorse Warhorse Warhorse 1  warhorse 0  65537 0 724 110595670016 0.000000 50 0 52 0 4 135 34 36 0 0 18 0
0
The warhorses have 135 hps, so the 135 must be it. I haven't edited it to see, but I don't see another number that could be it.
 
Gaping Angus said:
Tiberius said:
How do you change the health of different horses? I know how to change their other stats, but I can't seem to find the number that changes their health. I want to make deadlier horses (more charge) but with less health.

itm_charger Charger Charger 1  charger 0  65537 0 1411 41876193280 0.000000 40 0 65 0 4 140 32 35 0 0 25 1
0

TheMageLord said:
That's weird, the item editor doesn't show that number correctly. It must have changed in the newer versions.

Looking in item_kinds, it appears to be:
itm_warhorse Warhorse Warhorse 1  warhorse 0  65537 0 724 110595670016 0.000000 50 0 52 0 4 135 34 36 0 0 18 0
0
The warhorses have 135 hps, so the 135 must be it. I haven't edited it to see, but I don't see another number that could be it.

Ah, thanks both of you, but...

Code:
 itm_saddle_horse Saddle_Horse Saddle_Horse 2  saddle_horse 0  horse_c 34360000512  65537 0 112 41876193280 0.000000 90 0 14 0 1 0 38 41 0 0 11 0 
0

 itm_steppe_horse Steppe_Horse Steppe_Horse 1  steppe_horse 0  65537 0 92 41876193280 0.000000 80 0 15 0 2 0 43 39 0 0 10 0 
0

 itm_courser Courser Courser 1  courser 0  65537 0 323 110595670016 0.000000 70 0 16 0 2 0 39 45 0 0 14 0

Where's the health in these?
 
Tiberius said:
Code:
 itm_saddle_horse Saddle_Horse Saddle_Horse 2  saddle_horse 0  horse_c 34360000512  65537 0 112 41876193280 0.000000 90 0 14 0 1 0 38 41 0 0 11 0 
0

 itm_steppe_horse Steppe_Horse Steppe_Horse 1  steppe_horse 0  65537 0 92 41876193280 0.000000 80 0 15 0 2 0 43 39 0 0 10 0 
0

 itm_courser Courser Courser 1  courser 0  65537 0 323 110595670016 0.000000 70 0 16 0 2 0 39 45 0 0 14 0

Where's the health in these?
If I'm to guess I'd say the 0 in the same location as the previous horses tells the game to use the default healthvalue for horses.

TheMageLord, do you know a way to make part of a particular string scrolling on the world map a different colour? Ie: "Knudarr Castle has been besieged by King Yaroglek of Kingdom of Vaegirs." It would greatly help filtering the important stuff in times of many castles/towns changing hand. It would also help to quickly identify who's village just got looted etc.
 
Hank said:
Just wanted to help out, and I already know this is probably common knowledge, but incase anyone doesn't know:

Editing Bandit Party sizes is pretty simple:

Open up Party_Templates:

pt_looters Looters 2251799813685257 0 2 312 98 4 25 0 -1 -1 -1 -1 -1
pt_manhunters Manhunters 2 0 23 137 106 9 40 0 -1 -1 -1 -1 -1
pt_steppe_bandits Steppe_Bandits 562949953421319 0 2 312 104 5 56 0 -1 -1 -1 -1 -1
pt_forest_bandits Forest_Bandits 562949953421321 0 26 312 102 5 58 0 -1 -1 -1 -1 -1
pt_mountain_bandits Mountain_Bandits 562949953421321 0 25 312 101 5 60 0 -1 -1 -1 -1 -1
pt_sea_raiders Sea_Raiders 562949953421321 0 2 312 103 5 50 0 -1 -1 -1 -1 -1 

The numbers in red are the ones you want to change. The first ones are the minimum in the party, and the second one is the number that is the maximum for the spawned party.

However, the actual size is based upon your character level and party size. But it's based upon that ratio, so increasing the maximum for Mountain Bandits to say, 200 can spawn Mountain Bandits of upwards of 30-50 at the start of the game. I'm getting Mountain Bandit parties of upwards of 117 or so at my current level, which is 30-some.

Everyone probably already knows this already though.

I set these to max 200 thinking it would make it more of a challenge ...

It was, I really enjoyed it.

However: the AI got pwned by parties of 100 sea raiders and absolutely nothing happened, with every available Lord manning the defences against roaming bandits and sea raiders the game ground to a halt.

The poor Nords got wiped out by the Swadians in about 1 hr of game time after they lost all their men fighting off sea raiders. :smile:

So be careful .. I don't recommend more than 100.
 
TheMageLord said:
Sibilance,
Just noticed I forgot to reply to your post :razz:. Changing skills to rely on different stats is actually quite easy, just open up skills.txt and find
skl_persuasion Persuasion 2 10 This_skill_helps_you_make_other_people_accept_your_point_of_view._(Personal_skill)
Change the 2 to a 3 and it will use charisma. 0 is strength, 1 is agility, 2 is int, 3 is charisma.

Just a clarifying note - it seems that party skills add +16 to the above, so surgery relies on INT (2), but as it's a party skill, the skill number is 18.
 
well i think i am gonna try to make some heraldric plate armor
(or rather TRY no experience in this field    :sad: )
my plan is to examine heraldric mail see what the code for the heraldry is
export it onto plate armor ....and see how it goes
will reply later with results
results
http://img406.imageshack.us/my.php?image=mb1yi7.png (kinda comical)
thanks for the tips ill look into it further hopefully i can do it right next time
 
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