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

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how can i tweak the relation loss when a vassal loses a battle ? will it affect the vassals of enemy kings too ?
 
Lord Kinlar said:
TheMageLord said:
anifreak,
The trigger that gives npcs XP is:
48.000000  18 6 3 1224979098644774912 360287970189639861 360287970189639971 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 30 520 3 1224979098644774914 1224979098644774912 10 32 2 1224979098644774914 648518346341351591 132 1 1224979098644774914 2170 3 1224979098644774915 17 1224979098644774912 2105 2 1224979098644774915 2 2122 3 1224979098644774916 1224979098644774915 500 1673 2 1224979098644774914 1224979098644774916 3 0 6 3 1224979098644774917 648518346341351443 648518346341351501 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 521 3 1224979098644774918 1224979098644774917 7 2147483679 2 1224979098644774918 360287970189639680 1673 2 1224979098644774917 3000 3 0
The 48 is the number of hours between triggering. The 30 is the chance of them getting the xp (by default only 30% of the time). The 500 is the amount trainer skill is multiplied by to get the experience added (trainer skill + 2, then multiplied by 500). The rest of the trigger is adding XP to castles and towns. The 10 is the chance of adding XP to castles/towns. The 3000 is the amount of XP being added to the castles/towns.

Ha ha! I've been experimenting on the same line of code and have just found a way to auto-upgrade garrisoned troops:smile:

As I said this is only an experiment but it works, though it seems a bit slow. Let me explain...

This is the line of code in the 0.960 module system that upgrades garrisoned troops (module_simple_triggers.py).

Code:
       
      (try_for_range, ":center_no", walled_centers_begin, walled_centers_end),
         (store_random_in_range, ":rand", 0, 100),
         (lt, ":rand", 10),
         (party_get_slot, ":center_lord", ":center_no", slot_town_lord),
         (neq, ":center_lord", "trp_player"),
         (party_upgrade_with_xp, ":center_no", 1000),
       (try_end),

It only upgrades the troops in castles/towns that doesn't belong to the player because of this statement...

Code:
(neq, ":center_lord", "trp_player")

If you remove it, it'll auto-upgrade your troops as well as others. But it's a really slow process because 90% of the time it doesn't do anything at all because of this piece of code...

Code:
(lt, ":rand", 10)

If you change the 10 to 100, the game will always auto-upgrade all the garrisoned troops whenever this script is called.

Here's how to do it...

Open simple_triggers.txt and find this line...

48.000000  18 6 3 1224979098644774912 360287970189639861 360287970189639971 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 30 520 3 1224979098644774914 1224979098644774912 10 32 2 1224979098644774914 648518346341351591 132 1 1224979098644774914 2170 3 1224979098644774915 17 1224979098644774912 2105 2 1224979098644774915 2 2122 3 1224979098644774916 1224979098644774915 500 1673 2 1224979098644774914 1224979098644774916 3 0 6 3 1224979098644774917 648518346341351443 648518346341351501 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 521 3 1224979098644774918 1224979098644774917 7 2147483679 2 1224979098644774918 360287970189639680 1673 2 1224979098644774917 3000 3 0

First, completely remove those four numbers that are in red. 2147483679 2 1224979098644774918 360287970189639680

Then change 18 to 17.

Replace 10 with 100.

48.000000 -> This script is called at every 2 days, change it to 24.000000 if you want a faster upgrade.
3000 -> This is the amount of XP to distribute. Increase it if you want.

Mind you, there's no way to control the upgrade path, so if there are multiple upgrade options for a certain troop, the game will probably pick the first one, but I'm not sure.

Very helpful, but does it affect patrol parties for Diplomacy and Floris because none of them are upgrading like castle ones unless I talk to my Employees.
 
Is there a way to change the bonus of the "Large bag" modifier? (+4 is just pathetic) to +15?
I couldn't find it myself, sadly, and I really don't want to mess up the difficulty balance by making the unmodified bags bigger.
As a temporary solution I had to make the base Khergit arrowbags hold 45 arrows and cost accordingly(rebought the one I had for fairness) since it doesn't differ much from the Bodkin arrowbag.

Also, as a bit of offtopic, I wanted to ask what are these files compiled from?
Is there a way to edit the actual source code? I would love to either recode the Native module or code a new one based on the Native.
I see metric tons of different utilities for modding MBW but as it is the case with all the other moddable games, most of the tools concentrate on modding pointless cosmetics where I am only interested in modding the gameplay logic.

UPD:
Seems like Wikia is wrong and the modifier actually adds 2/15(0.13...) of the base amount instead of a constant +4 so I should probably look for other numbers if I'm going raw into this.
 
Can anyone update the "rebel and keep your lands" tweak, i think its outdated because when i try to rebel nothing happens and a red error message appears saying "invalid script parameter at script village_set_state : line no : 1  [240]" i coulnt figure how to fix that. Thanks!
 
Would like to know the edit for allowing the escort caravan quest for a neutral player - ie. A making it a neutral merc quest rather than having to join a faction and only being able to escort that faction's caravans.

Did a search, can't find it at all.
 
Aruda said:
Can anyone update the "rebel and keep your lands" tweak, i think its outdated because when i try to rebel nothing happens and a red error message appears saying "invalid script parameter at script village_set_state : line no : 1  [240]" i coulnt figure how to fix that. Thanks!

I know this is a few months old but I just came to visit and saw this.  There is another work around to get a chance to rebel.

Below is an example from Page 5 of: https://forums.taleworlds.com/index.php/topic,295324.0.html

Tweak to RAISE OR LOWER the chance of king giving you a property that you've captured. (Ref # 8:cool:
Originally by TML
IN Scripts.txt.

Actually this is only a small part of a larger posted tweak but I thought it might be useful.  There are a few other things going on to determine the calculations like:

1st defining the value of towns, castles & villages. 2nd your Renown and relationship with king and 3rd a random number is generated....blah blah blah.

* It then checks whether or not YOU'VE captured the place personally – if you did, it multiplies it by 3 and then divides it by 2. That effectively gives you a 50% higher score for capturing it. You could change these numbers to give the one capturing it an even bigger chance if you like.

To increase your chance: changing the blue 3 to 30 and the blue 2 to 1, that would result in whoever takes it getting it almost always.

To Decrease your chance for example to 1/5th : changing the blue 3 to 1 and the blue 2 to 5, that would decrease your chance for the King to give you the town or castle you just captured.

WHY IS THIS SIGNIFICANT???  Because many times I have read where players are constantly being given their properties to them when in fact they don't really want them.  I've often heard of players complaining that they "Wish the King would NOT give them a captured castle and therefore the player would get the chance to rebel.  This tweak can help solve that problem. 


E1200 Lines to look for:

calculate_troop_score_for_center -1
41 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 1 6 3 1224979098644774915 648518346341351446 648518346341353256 2133 2 1224979098644774916 0 4 0 31 2 1224979098644774912 360287970189639680 541 3 1224979098644774915 7 -2 2133 2 1224979098644774916 1 3 0 1073742365 3 1224979098644774915 7 1224979098644774912 31 2 1224979098644774916 1 4 0 541 3 1224979098644774915 0 3 2105 2 1224979098644774914 4 5 0 541 3 1224979098644774915 0 2 2105 2 1224979098644774914 2 5 0 2105 2 1224979098644774914 1 3 0 3 0 520 3 1224979098644774917 1224979098644774912 7 2120 3 1224979098644774918 500 1224979098644774917 2108 2 1224979098644774918 1224979098644774914 2136 3 1224979098644774919 50 100 2107 2 1224979098644774918 1224979098644774919 4 0 541 3 1224979098644774913 28 1224979098644774912 2107 2 1224979098644774918 3 2108 2 1224979098644774918 2 3 0 4 0 31 2 1224979098644774912 360287970189639680 522 2 1224979098644774920 144115188075856256 1 2 936748722493063435 1224979098644774920 2133 2 1224979098644774921 72057594037927936 2107 2 1224979098644774921 2 2105 2 1224979098644774918 1224979098644774921 3 0 2133 2 72057594037927936 122497909864477491

Notes:
Again..i haven't tested this myself yet...but it looks very good for testing.  Also, I really like the part of solving the problem of kings being too generous.  Of course, if people didn't want to get a kingdom that way...they could always just use MY tweak Renounce / Rebel & keep your stuff tweak without having to use this one.  :cool:

Edit, I tested it for decreasing chance...so I could rebel and it worked fine.
 
I'm interested with:

3. Make windmills give a 5% monthly bonus, instead of only once.
1. Change to allow consuming of ale/wine
3. Adjust the amount of food you consume.
11. Adjust the way the persuasion skill works. This has the 5 instances of Persuasion skill, and tells you how to change 4 of them.

But with Clash of Kings 4.0. Which files edit and what lines i need to change? I understand that ACOK files are different compared to native.
I tried TweakMB but there are no such options(or disabled).
 
How can I implement the ability to leave battle as enemy troops are fleeing (from Viking Conquest) into all mods (like Gekokujo) that don't currently have that feature? Is this a feature that can be added in with a tweak and/or maybe a few lines added in to one of the .txt's?
 
Cpt. Nemo said:
This thread is for small tweaks and edits. Your question would fit better in the Warband modding section.

Maybe so. I would have thought it could be done via simply changing or replacing a few numbers to allow the player to tab-out early while the enemy is retreating.
 
Aruda said:
Can anyone update the "rebel and keep your lands" tweak, i think its outdated because when i try to rebel nothing happens and a red error message appears saying "invalid script parameter at script village_set_state : line no : 1  [240]" i coulnt figure how to fix that. Thanks!

Many of the listed tweaks throughout this thread are outdated and no longer applicable. I've had a lot of "fun" figuring out what line is where when the one provided no longer exists. Even more so when the header isn't provided, making any attempt to determine what the new code is impossible without the module system.

Here's a crude tweak for those sick and tired of magnet shields in Native:

Open Skills.txt and find this line:

skl_shield Shield 1 10 Reduces_damage_to_shields_(by_8%%_per_skill_level)_and_improves_shield_speed_and_coverage._(Personal_skill)

Change both numbers in red to 0.

This essentially nullifies the shield skill entirely for all NPC's and the player by limiting the shield skill itself to a maximum of 0. The tweak doesn't completely rid the game of the problem, only minimizes it, so only make this edit if your hatred for magnet shields outweighs your temptation to use one yourself.

Another crude tweak for giving archers a fair chance in arenas:

Open Item_Kinds1.txt and find
itm_practice_dagger Practice_Dagger Practice_Dagger 1  practice_dagger 0  12730370 9223372037685248015 2 0 0.500000 100 0 0 0 0 16384 110 0 47 0 526 528
0
0

Highlight and overwrite it with

itm_practice_sword Practice_Sword Practice_Sword 1  practice_sword 0  12976130 9223388529554358287 3 0 1.500000 100 0 0 0 0 22528 103 0 90 0 532 534
0
0

This method is much simpler than other provided methods, and I've used it in nearly every mod I've ever played, so it's essentially a universal tweak. What is there may be different than in Native, so just take screenshots of the weapon in Cheat Menu to determine what garbage weapon you want to replace, and where it is located in Item_Kinds1.txt.

As a bonus, here's some info for those who want to modify basic weapon values:

Here are two examples using weapons from AWOIAF.

itm_hatchet Hatchet Hatchet 1  xeno_grom 0  79953922 9223388530091229198 360 262164 2.000000 100 0 0 0 2 0 80 0 46 0 256 279
11
35 36 37 38 52 48 49 50 40 52 51
0

Note that the values are not always in the same exact location for each weapon. Take screenshots of the weapon in-game using Cheat Menu for assistance, if you are having trouble figuring it out.

itm_hunting_bow Hunting_Bow Hunting_Bow 2  hunting_bow1 0  hunting_bow_carry1 3458764513820540928  6357000 5905584128 267 655370 0.000000 90 0 0 95 0 0 82 35 0 0 16 0
0
1
-51.000000  1 1 3 936748722493063806 48 1

The number marked in red is the weapon damage.

⦁ Piercing Damage is 256 + #. 256 + 23 (This is how much piercing damage the weapon will do) = 279 = 23 piercing damage.
⦁ Cutting Damage is anything below 256. No math needed, just put the value you want there.
⦁ Blunt Damage is 512 + #. 512 + 23 (This is how much blunt damage the weapon will do) = 535 = 23 blunt damage.

⦁ The number marked in green is the base swing/load speed of the weapon.
⦁ The number marked in blue is the swing reach of the weapon. DO NOT MODIFY THIS, unless the reach for the weapon model is blatantly incorrect.
⦁ The number marked in yellow is the strength requirement to wield the weapon.
⦁ The number marked in purple is the base accuracy of the ranged weapon.
 
TheMageLord said:
You can adjust xp earned during battle and the speed of npcs leveling up with the _xp_multiplier's in module.ini.

As far as the direct after-battle xp gain, search scripts.txt for
2108 2 1224979098644774922 100 1674
The 100 is the divisor for party XP shares. Changing it to 50 would result in double xp for after-battle xp gain.

Honor lost for refusal to ransom lords is in menus.txt, search for
1 2 936748722493063326 -1
The -1 is the amount of honor to subtract. It's only 1 honor lost by default.

In that same text area (party_give_xp_and_gold), how would I changed the amount of gold gained.  The amount you gain after battle is so ridiculously low; especially when you battle lords and raid entire bandit lairs.
 
hi i BELIEVE i have read about tweaking .txt file to change the time required between recruiting volunteers in villages. I did the tweak in my vanilla MnB. Now im replaying WFaS but even google cant find it pls

i also want to find again there is a tweak that let you change the minimum health allowed before we or another hero counted as injured. so the party skill may takes effect

im sorry i made a new thread and this reply. ive gone crazy im actually starting to think im halucinating...i just cant find them again. ive read all 82 tweaks over and over again
 
Is there a tweak that will make your friendly lords always follow you even if you're not the Marshall?

Also a tweak that removes the morale loss from party size?

And a tweak to adjust chance of enemy lords capturing each other after battle? Thanks
 
hi is there a tweak taht let me upgrade available units from a stack in single click ? 100nord recruits need 100 clicks and thats destroying my finger

no i dont need the cheat to illegally upgrade the unit. i want if there are 5 out of 50 swadian man at arms then one single click and 5knights are trained
 
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