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

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Arnald said:
@Caba'drin do you happen to know how i can make vassals accept troops like in native ? i am playing floris (gameplay) right now vassals wont accept many troops from me,
What problem are you running into with Floris? From what I can see on a quick look, apart from some Diplomacy adjustments (lords won't accept troops if they have far beyond their 'ideal' party size), the option is still there. Are you not seeing it at all? Or is it there, but not working?

Arnald said:
playing ACOK mod which also uses diplomacy i had a bad experience with this limit, knights that i was giving to lords were disappearing from their parties after a few hours, all of them :mad: :mad: :mad:, dunno for sure if it's diplomacy or maybe that mod was messed up
so now if i have a lord with 80 troops and i give him 100 knights will he keep them or will they disappear because of the limit ? if that's the case how can i tweak this ? if possible ofc
In Floris Gameplay/Expanded, I don't see any obvious trigger or script that would make troops disappear based on being over a party's ideal size.
 
Hey, i hope someone replies to me, really need to know this. If you want to skip to the actual question go to >>

I have been playing The Red Wars MOD, beautiful idea, great gameplay, nice add-ons to the map of Calradia and great troops. Sadly, they stopped updating it in 2014, so i have been customizing it to my own good, putting the citys and Lords with more troops, new banners, and even factions. But one of the flaws the mod has is, money, it's really hard to earn money, even with trading and enterprises it's hard, I have a character with Trade 5 and still makes 10 denars profit with SPICE. And i have fallen into debt so i am always losing money. Then i had the idea of enabling tournaments and arena again, because those options don't appear, but i don't know how to.

>>I want to enable Tournaments and Arena again, because the mod doesn't have that option in the city's. Really new into modding.

Sorry if this isn't the right thread to ask this.
 
-R0bin said:
Hey, i hope someone replies to me, really need to know this. If you want to skip to the actual question go to >>

I have been playing The Red Wars MOD, beautiful idea, great gameplay, nice add-ons to the map of Calradia and great troops. Sadly, they stopped updating it in 2014, so i have been customizing it to my own good, putting the citys and Lords with more troops, new banners, and even factions. But one of the flaws the mod has is, money, it's really hard to earn money, even with trading and enterprises it's hard, I have a character with Trade 5 and still makes 10 denars profit with SPICE. And i have fallen into debt so i am always losing money. Then i had the idea of enabling tournaments and arena again, because those options don't appear, but i don't know how to.

>>I want to enable Tournaments and Arena again, because the mod doesn't have that option in the city's. Really new into modding.

Sorry if this isn't the right thread to ask this.
Not the ideal thread to do this, no--better to ask questions about a very specific change to a mod in the mod's own thread/board or, failing that, The Forge modding section.

From what I can see, The Red Wars isn't open source. Not being familiar with the mod, and with its clear deviations from Native, it would be hard to go through the .txt number files and figure out exactly how and why you aren't seeing tournaments. Given the setting of the mod, I'd imagine the modders didn't only turn the option off in towns, but stripped much of the tourney code from the game (or at least disabled it many places) making a quick .txt tweak impossible even were I to be familiar with the source or if the source was available. (One could always use the gold cheat key combo and/or exporting and re-importing your edited character file if you want a quick infusion of money though.)
 
Caba`drin said:
Arnald said:
@Caba'drin do you happen to know how i can make vassals accept troops like in native ? i am playing floris (gameplay) right now vassals wont accept many troops from me,
What problem are you running into with Floris? From what I can see on a quick look, apart from some Diplomacy adjustments (lords won't accept troops if they have far beyond their 'ideal' party size), the option is still there. Are you not seeing it at all? Or is it there, but not working?

Arnald said:
playing ACOK mod which also uses diplomacy i had a bad experience with this limit, knights that i was giving to lords were disappearing from their parties after a few hours, all of them :mad: :mad: :mad:, dunno for sure if it's diplomacy or maybe that mod was messed up
so now if i have a lord with 80 troops and i give him 100 knights will he keep them or will they disappear because of the limit ? if that's the case how can i tweak this ? if possible ofc
In Floris Gameplay/Expanded, I don't see any obvious trigger or script that would make troops disappear based on being over a party's ideal size.

then i guess it was just some problem with that mod, anyway what i need to tweak is vassal troop limit, i want my vassals to accept as many troops as i give them, is there an easy tweak for that ?

EDIT: now that i think it kinda feels like cheating having lords with hundreds of soldiers so nvm about that

i do however want to tweak fief income now, i want to double it, i tried using tweakmb but with floris it wont work, can you help me with that ?

EDIT: nvm tweakmb works with floris




 
guys i want to increase the unit spawn when i attack a hideout or lair.... like 15 or 20 .. i only get 4-5 while enemy has 30-40+
 
im playin viking conquest and wanna change the upgrade cost, ****ed with the numbers a bit but couldnt find which one actually fully changed it.... dunno if you could help and I get this post is old but I need this
 
Hi

I been playing Prophecy of Pendor for a bit, but one of the things I really miss from Floris and Silverstag, is the option that automatically reassign archers that is out of ammo, to infantry etc.

Is this something that can be tweaked through .txt ?
 
1)  Ref # 76
Part A) tweak to make the volunteers in villages based on the faction that owns the village & 
Part B)  If you want to change the troops given to other lords based on faction


I can see no one has posted here recently. But is there a way to get these two tweaks?
Thanks

Can this be done for Europe 1200 on warband?
 
Hardrada said:
Are you tired of merchants who can't afford to buy the goods/loot you worked so hard for?  Here's how to change the amount of denars merchants have to spend.

Once a day the game compares the amount of money that a merchant has with a set figure in the code, and if the merchant has less than that it selects a random number between two other figures and gives that to the merchant.  The code that controls this is at the top of triggers.txt.
0.000000 0.000000 24.000000  0  31 1492 1 100 1490 1 150 1492 1 100 1493 2 288230376151711829 700 1512 3 360287970189640140 11 36 2121 3 1224979098644774912 232 288230376151711814 6 3 1224979098644774913 648518346341351443 648518346341351461 521 3 1224979098644774914 1224979098644774913 23 1492 1 100 6 3 1224979098644774915 288230376151711814 288230376151711840 2120 3 1224979098644774916 1224979098644774915 1224979098644774912 521 3 1224979098644774917 1224979098644774913 1224979098644774916 2133 2 1224979098644774918 100 2107 2 1224979098644774918 1000 2108 2 1224979098644774918 1224979098644774917 2107 2 1224979098644774918 1000 2108 2 1224979098644774918 1224979098644774917 2107 2 1224979098644774918 1000 2108 2 1224979098644774918 1224979098644774917 2107 2 1224979098644774918 1000 2108 2 1224979098644774918 1224979098644774917 1493 2 1224979098644774915 1224979098644774918 3 0 1512 3 1224979098644774914 11 36 1510 2 1224979098644774914 30 1511 1 1224979098644774914 2149 2 1224979098644774919 1224979098644774914 2147483678 2 1224979098644774919 1500 2136 3 1224979098644774920 500 1000 1 3 36748722493063468
1224979098644774914 1224979098644774920 3 0
0.000000 0.000000 24.000000  0  14 1492 1 100 1490 1 150 6 3 72057594037927938 360287970189640068 360287970189640086 1512 3 72057594037927938 13 16 1512 3 72057594037927938 12 16 1512 3 72057594037927938 14 8 1512 3 72057594037927938 15 4 1510 2 72057594037927938 30 1511 1 72057594037927938 2149 2 72057594037927942 72057594037927938 2147483678 2 72057594037927942 900 2136 3 1224979098644774912 200 400 1 3 936748722493063468 72057594037927938 1224979098644774912 3 1 0
0.000000 0.000000 24.000000  0  19 1492 1 100 1490 1 150 6 3 72057594037927938 360287970189640086 360287970189640104 1512 3 72057594037927938 2 5 1512 3 72057594037927938 3 5 1512 3 72057594037927938 4 5 1512 3 72057594037927938 7 6 1512 3 72057594037927938 8 4 1512 3 72057594037927938 9 3 1512 3 72057594037927938 10 5 1512 3 72057594037927938 5 2 1512 3 72057594037927938 6 2 1510 2 72057594037927938 30 1511 1 72057594037927938 2149 2 72057594037927942 72057594037927938 2147483678 2 72057594037927942 900 2136 3 1224979098644774912 200 400 1 3 936748722493063468 72057594037927938 1224979098644774912 3 1 0
0.000000 0.000000 24.000000  0  11 1492 1 100 1490 1 150 6 3 1224979098644774912 360287970189640141 360287970189640159 1512 3 1224979098644774912 1 5 1510 2 1224979098644774912 65 1511 1 1224979098644774912 2149 2 1224979098644774913 1224979098644774912 2147483678 2 1224979098644774913 600 2136 3 1224979098644774914 200 400 1 3 936748722493063468 1224979098644774912 1224979098644774914 3 0

First we have Goods Merchants, then Armourers, Weaponsmiths, and lastly Horse Merchants.  Let's start with the goods merchants and change the first red number (1500) to something higher than we would ever need, I'll use 50000 since there's no harm in going a bit overboard.  We also want to change the random number range so it won't take too long before the merchants are swimming in cash, I'm going to use 10000-20000 so just replace the red 500 1000 with 10000 20000 and in just a few days every goods merchant will have 50000-70000 denars to spend on your goods.  Just repeat the process with the other merchant types and you'll never have any trouble finding a buyer for your best loot again.
Hey, I've been looking for these codes quite a while now, but I can't seem to find them. Neither in Native nor in Perisno 0.77.
Can anyone help me, please?
 
WARNING: This was done using "Floris_Evolved", not 100% sure if this'll work for native/floris.

Did something for myself today thought it made things easier, maybe way to easier... I've replaced one of the dialog options for the manhunters to allow them to be recruit for "X" amount of denars. though there is a negative renown hit by doing so.

Simply go into Conversations.txt and replace the following:

Code:
dlga_start:manhunter_talk_b 131081 0  1 31 2 144115188075856110 2 Hey,_you_there!_You_seen_any_outlaws_around_here?  92  0 NO_VOICEOVER 
dlga_start:manhunter_talk_b 131089 0  1 31 2 144115188075856110 2 Hey,_you_there!_You_seen_any_outlaws_around_here?  92  0 NO_VOICEOVER 
dlga_start:manhunter_talk_b 131097 0  1 31 2 144115188075856110 2 Hey,_you_there!_You_seen_any_outlaws_around_here?  92  0 NO_VOICEOVER 
dlga_manhunter_talk_b:manhunter_talk_b1 69631 92  0 Yes,_they_went_this_way_about_an_hour_ago.  93  0 NO_VOICEOVER 
dlga_manhunter_talk_b1:close_window 4095 93  0 I_knew_it!_Come_on,_lads,_lets_go_get_these_bastards!_Thanks_a_lot,_friend.  6  1 2133 2 144115188075856011 1 NO_VOICEOVER 
dlga_manhunter_talk_b:manhunter_talk_b2 69631 92  0 No,_haven't_seen_any_outlaws_lately.  94  0 NO_VOICEOVER 
dlga_manhunter_talk_b2:close_window 4095 94  0 Bah._They're_holed_up_in_this_country_like_rats,_but_we'll_smoke_them_out_yet._Sooner_or_later.  6  1 2133 2 144115188075856011 1 NO_VOICEOVER

With:

Code:
dlga_start:manhunter_talk_b 131081 0  1 31 2 144115188075856110 2 Hey,_you_there!_You_seen_any_outlaws_around_here?  92  0 NO_VOICEOVER 
dlga_start:manhunter_talk_b 131089 0  1 31 2 144115188075856110 2 Hey,_you_there!_You_seen_any_outlaws_around_here?  92  0 NO_VOICEOVER 
dlga_start:manhunter_talk_b 131097 0  1 31 2 144115188075856110 2 Hey,_you_there!_You_seen_any_outlaws_around_here?  92  0 NO_VOICEOVER 
dlga_manhunter_talk_b:manhunter_recruit 69631 92  4 2154 2 1224979098644774912 648518346341351424 1652 3 1224979098644774913 144115188075856273 0 1073741856 2 1224979098644774912 0 110 1 1224979098644774913 No_but_I_will_give_you_money_and_good_protection_if_you_join_my_party.  2100  0 NO_VOICEOVER 
dlga_manhunter_talk_b:manhunter_talk_b2 69631 92  0 No,_haven't_seen_any_outlaws_lately.  94  0 NO_VOICEOVER 
dlga_manhunter_talk_b2:close_window 4095 94  0 Bah._They're_holed_up_in_this_country_like_rats,_but_we'll_smoke_them_out_yet._Sooner_or_later.  6  1 2133 2 144115188075856011 1 NO_VOICEOVER 
dlga_manhunter_recruit:manhunter_recruit_2 4095 2100  0 Sounds_like_a_good_deal._To_show_us_your_good_will,_pay_us_{reg5}_denars_and_we_will_join_you.  2101  17 1650 2 1224979098644774912 144115188075856273 2133 2 1224979098644774913 0 6 3 1224979098644774914 0 1224979098644774912 1652 3 1224979098644774915 144115188075856273 1224979098644774914 1653 3 1224979098644774916 144115188075856273 1224979098644774914 1 2 936748722493063191 1224979098644774915 2133 2 1224979098644774917 72057594037927936 2107 2 1224979098644774917 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 3 0 2133 2 144115188075856007 1224979098644774913 2170 3 1224979098644774918 1369094286720630791 360287970189639680 2122 3 1224979098644774919 3 1224979098644774918 2121 3 1224979098644774920 100 1224979098644774919 2107 2 144115188075856007 1224979098644774920 2108 2 144115188075856007 100 2133 2 72057594037927941 144115188075856007 NO_VOICEOVER 
dlga_manhunter_recruit_2:manhunter_recruit_3a 69631 2101 3 2149 2 72057594037927938 360287970189639680 30 2 72057594037927938 144115188075856007 2133 2 72057594037927941 144115188075856007 All_right_here's_your_{reg5}_denars.  2102  4 1529 2 360287970189639680 144115188075856007 1106 2 1585267068834416997 16711680 2123 3 1224979098644774912 144115188075856007 -50 1 3 936748722493063446 360287970189639680 1224979098644774912 NO_VOICEOVER 
dlga_manhunter_recruit_2:manhunter_recruit_3b 69631 2101  0 I_don't_have_that_much_money_with_me  2103  0 NO_VOICEOVER 
dlga_manhunter_recruit_3a:close_window 4095 2102  0 Ok,_we_are_at_your_service_from_now_on.  6  4 1 3 936748722493063338 648518346341351424 144115188075856273 1661 1 144115188075856273 1232 1 144115188075856273 2133 2 144115188075856011 1 NO_VOICEOVER 
dlga_manhunter_recruit_3b:close_window 4095 2103  0 Heh._Thought_that_was_to_good_to_be_true,_All_right._Go_now.  6  5 2270 1 1224979098644774912 2105 2 1224979098644774912 72 501 3 144115188075856273 3 1224979098644774912 1644 2 144115188075856273 72 2133 2 144115188075856011 1 NO_VOICEOVER

This is basically simple copy-pasta from the deserters, but may help a few people.

EDIT1: Found out, this somehow negates max party size when recruiting manhunters. so 999/10 is possible. (Not my intention at all.)
 
I have a problem  :oops: :oops:, so i modified the black armor but with a new id; So the problem is i cant seem to find it in the game (vanilla), i read the merchants refill only every few weeks => can someone either tell me how to add a spedific item to the player inventory or how i can modify the .txt with the data for the refillment.
Thanks in advance

Fusho  :fruity:
 
Hello, I want to use the tweak that adds a dialogue to grunts so i can view / change their equips but the IDs are all wrong on WFAS so the tweak in the guide is off for it. Do any people here know how to edit the right numbers in the file so it'll work?

Edit : nevermind I did it ^_^
 
Is there such a script in scripts.txt, that can edit NPC lord relation gain and loss with their liege after a fief is given to someone else? I wish to know so I could decrease the ammount of exiles that way. Editing val_clamp relation_with_liege in module_scripts doesn't really seem to do the trick for me.
 
Thrashmands said:
Is there such a script in scripts.txt, that can edit NPC lord relation gain and loss with their liege after a fief is given to someone else? I wish to know so I could decrease the ammount of exiles that way. Editing val_clamp relation_with_liege in module_scripts doesn't really seem to do the trick for me.


Here's what I did for Europe 1200...it might help you if you know how to make your own text adjustments.  https://forums.taleworlds.com/index.php/topic,295324.0.html

- Scroll down to Page 2 and find
"Lord relations loss/bonus during fief granting mod" (without TweakMB!) (Ref #45)

- It looks long but it's not really...just read all the details and the notes I put in there and you should find enough clues to edit most Mods out there. 

Hope it helps. 
 
And for the village improvement build times, that's in menus.txt. Look for menu_center_improve. Heres an excerpt:
menu_center_improve 0 {s19}_As_the_party_member_with_the_highest_engineer_skill_({reg2}),_{reg3?you_reckon:{s3}_reckons}_that_building_the_{s4}_will_cost_you_{reg5}_denars_and_will_take_{reg6}_days. none 22 1 2 936748722493063459 144115188075856091 2133 2 1224979098644774912 72057594037927936 2320 2 4 0 2320 2 19 1 1 2 936748722493063457 1369094286720630792 2133 2 1224979098644774913 72057594037927936 2133 2 1224979098644774914 72057594037927937 2133 2 72057594037927938 1224979098644774913 2121 3 1224979098644774915 20 1224979098644774913 2107 2 1224979098644774912 1224979098644774915 2108 2 1224979098644774912 20 2123 3 1224979098644774916 1224979098644774912 100 2105 2 1224979098644774916 3 2133 2 72057594037927941 1224979098644774912 2133 2 72057594037927942 1224979098644774916 4 0 31 2 1224979098644774914 360287970189639680 2133 2 72057594037927939 1 5 0 2133 2 72057594037927939 0 2322 2 3 1224979098644774914 3 0 3
The 100 is the amount it divides the cost of the improvement to get the time - so for every 100 denars of cost, it's a day. You could up this to 500 or 1000 to significantly decrease build times. The 3 after that is the amount of days added after it has got the number from dividing - you could set this to 0 to directly knock 3 days off all the build times. While I'm here I might as well note that the 20's are the way engineering skill counts into things. It takes the first 20 minus engineering skill divided by the second 20. So the default is 10 engineering = 50% of the cost and time. You could change them both to 15 to make it 10 engineering give only 1/3 of the cost and time, or even 12 for 1/6 - just don't change it to 10 or less, or it'll be free improvements (which doesn't make much sense!).
[/quote]

So, looking at this file now, makes no sense. Or maybe it's just because of me using Perisno. Think I should maybe ask them to decode this jumble? Lol.
 
Ok so I have some basic knowledge of the scripts of the game and stuff , but one thing I cant get to understand yet.... There is that new mod L'aigle and I noticed that lords begin with armies of around 400-800 but as soon as they get defeated , most of them (ones without towns or who are not kings..) cant get to restore back to the starting numbers so they basically stay in towns with like 80troops and cant get to gather more even after 2/3 weeks time ... any ideas why that is so ? (I have edited Ai lors max party size , amount of troops recruited in towns and villages , money earned from fiefs .... and still they cant recruit more ) any ideas why is that so ? (new tweak should be added ,for increasing (modifying) ai lords party gather speed)
 
martin464646 said:
Ok so I have some basic knowledge of the scripts of the game and stuff , but one thing I cant get to understand yet.... There is that new mod L'aigle and I noticed that lords begin with armies of around 400-800 but as soon as they get defeated , most of them (ones without towns or who are not kings..) cant get to restore back to the starting numbers so they basically stay in towns with like 80troops and cant get to gather more even after 2/3 weeks time ... any ideas why that is so ? (I have edited Ai lors max party size , amount of troops recruited in towns and villages , money earned from fiefs .... and still they cant recruit more ) any ideas why is that so ? (new tweak should be added ,for increasing (modifying) ai lords party gather speed)

Well guys , at the end I tried editing party templates and kingdoms reinforcements , what happened really surprised me. Yet again only the lord of towns and the kings got to reinforce their armies even faster , the rest lords of (villages and no land) still didnt get more than 70 troops. I think its just the mod itself that is bugged...
 
Is there a way where I can start a new game and have that character already own a castle?
I'm trying to roleplay as a lord without having to gather an army and take a castle over.
Anything I could edit in the game files to make my character already own Grunwalder Castle and it's village?
I'd like to start the game normally, help the merchant and what not, but just have a castle to myself and my own faction.
 
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