Apparently I struggle with being smarter than the game files. Exactly where do I find the start_at_training_ground line to change the script?
82 21 1 144115188075856114 22 1 144115188075856290 2204 2 144115188075856291 144115188075856114 2190 3 144115188075856292 144115188075856291 432345564227567628 521 3 144115188075856293 144115188075856114 0 1609 2 144115188075856294 144115188075856114 1 2 936748722493063235 648518346341351424 2133 2 144115188075856295 72057594037927936....
EiO said:mine works... they dont say a word about each other... but they still leave my party... tnx to my persusion skill to persuade them to stay more....
TheMageLord said:By request of Wraithcat, I looked into a way to disable companion interaction. It turned out to be much simpler than I thought it would be - there is a built in toggle to disable it, but the option to disable it wasn't added in. It's actually there in the .960 module system, but commented out - and doesn't exist in the 1.003 text files. The value is initially assigned as 0 in game_start, though, which is what I'll be editing here (so it would require a new game, unlike the other tweaks).
I won't copy the whole script on this one, since it's ridiculously large, but heres the line of code you need to search for:
144115188075856295 is the actual thing being assigned here, and 0 is what it is being assigned to. Normally this is to get the variable ready to be set elsewhere, but we can just set it here and save the hassle. Change the 0 to a 1, and presto - the next time you start a game, companions will no longer interact (no complaints or compliments).2133 2 144115188075856295 0
You COULD work it into a game in progress if you really wanted to, but you would have to add the line of code somewhere. I won't cover that here, but basically you'd just pick a script that will be triggered and add in the 2133 2 144115188075856295 1 thing to the end or beginning of it. Then you add 1 to first number in the script (which is the # of lines in that script, it needs to add 1 because you're actually adding in an extra line of code). You could remove it after you know that the script has been triggered - it stays once set.
This is the first of my tweaks that I won't actually be using, since I usually only keep 2 or 3 companions anyway, but it's good for those who want companion armies. Enjoy.
-edit- For those new to M&B modding, this is all in scripts.txt, which is in Mount&Blade\Modules\Native.
Link to other tweaks.
-edit- If you want to put this into games in progress, you can do like lord Kinlar said and add the line to start_training_at_training_ground. See this for a good (I hope, anyway...) explanation of doing that.