Gekokujo: Submods (Announce, Release, Comment, and Suggest)

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Alright I have found a way to do it without the intimidating module editor. It´s quite easy and safe, here are the steps:

1 - Make backups of actions.txt and items_kinds1.txt, just in case something goes wrong.
2- Open actions.txt and find "spear_thrust_overhead", replace with "attacks_staff_thrust_overhead"...
...so what looked like this...
ready_overswing_spear 524288 1679818762  1
  0.350000 spear_thrust_overhead 0 20 7 0 0.0 0.0 0.0 0.0
release_overswing_spear 524288 2183135242  1
  0.600000 spear_thrust_overhead 20 41 6 0 0.0 0.0 0.0 0.0
release_overswing_spear_continue 0 572522497  1
  0.300000 spear_thrust_overhead 41 52 3 0 0.0 0.0 0.0 0.0
parried_overswing_spear 0 35651599  1
  0.300000 spear_thrust_overhead 26 22 3 0 0.0 0.0 0.0 0.0
blocked_overswing_spear 0 35651599  1
  0.300000 spear_thrust_overhead 26 22 3 0 0.0 0.0 0.0 0.0
...ends up looking like this.
ready_overswing_spear 524288 1679818762  1
  0.350000 attacks_staff_thrust_overhead 0 20 7 0 0.0 0.0 0.0 0.0
release_overswing_spear 524288 2183135242  1
  0.600000 attacks_staff_thrust_overhead 20 41 6 0 0.0 0.0 0.0 0.0
release_overswing_spear_continue 0 572522497  1
  0.300000 attacks_staff_thrust_overhead 41 52 3 0 0.0 0.0 0.0 0.0
parried_overswing_spear 0 35651599  1
  0.300000 attacks_staff_thrust_overhead 26 22 3 0 0.0 0.0 0.0 0.0
blocked_overswing_spear 0 35651599  1
  0.300000 attacks_staff_thrust_overhead 26 22 3 0 0.0 0.0 0.0 0.0
3- Now for the tedious part your are going to need Morgh´s tools. You have to edit every single polearm (hurts, doesn´t it?) that you want thrusting in two directions and change the following.
-In "Flags" tick "is_pike (WFAS)" and "no_blur (WFAS).
-In "Capabilities" untick "overswing_polearm" and "slashright/left_polearm". Then tick "overswing_spear (WFAS)" near the bottom of the screen.

This solution is by no means perfect and there are some problems. For instance you cannot aim the upper thrust up or down like you can with the lower one. But on the other hand it seems to work better in close combat. Anyway, that´s the best I can do. I hope it´s helpful.

BTW: I can´t just upload a submod myself for two reasons. I´m using the animations submod and I haven´t replaced every single Yari yet. I have a German exam this week and...das ist wichtiger.
 
Articulo34 said:
Alright I have found a way to do it without the intimidating module editor. It´s quite easy and safe, here are the steps:

1 - Make backups of actions.txt and items_kinds1.txt, just in case something goes wrong.
2- Open actions.txt and find "spear_thrust_overhead", replace with "attacks_staff_thrust_overhead"...
...so what looked like this...
ready_overswing_spear 524288 1679818762  1
  0.350000 spear_thrust_overhead 0 20 7 0 0.0 0.0 0.0 0.0
release_overswing_spear 524288 2183135242  1
  0.600000 spear_thrust_overhead 20 41 6 0 0.0 0.0 0.0 0.0
release_overswing_spear_continue 0 572522497  1
  0.300000 spear_thrust_overhead 41 52 3 0 0.0 0.0 0.0 0.0
parried_overswing_spear 0 35651599  1
  0.300000 spear_thrust_overhead 26 22 3 0 0.0 0.0 0.0 0.0
blocked_overswing_spear 0 35651599  1
  0.300000 spear_thrust_overhead 26 22 3 0 0.0 0.0 0.0 0.0
...ends up looking like this.
ready_overswing_spear 524288 1679818762  1
  0.350000 attacks_staff_thrust_overhead 0 20 7 0 0.0 0.0 0.0 0.0
release_overswing_spear 524288 2183135242  1
  0.600000 attacks_staff_thrust_overhead 20 41 6 0 0.0 0.0 0.0 0.0
release_overswing_spear_continue 0 572522497  1
  0.300000 attacks_staff_thrust_overhead 41 52 3 0 0.0 0.0 0.0 0.0
parried_overswing_spear 0 35651599  1
  0.300000 attacks_staff_thrust_overhead 26 22 3 0 0.0 0.0 0.0 0.0
blocked_overswing_spear 0 35651599  1
  0.300000 attacks_staff_thrust_overhead 26 22 3 0 0.0 0.0 0.0 0.0
3- Now for the tedious part your are going to need Morgh´s tools. You have to edit every single polearm (hurts, doesn´t it?) that you want thrusting in two directions and change the following.
-In "Flags" tick "is_pike (WFAS)" and "no_blur (WFAS).
-In "Capabilities" untick "overswing_polearm" and "slashright/left_polearm". Then tick "overswing_spear (WFAS)" near the bottom of the screen.

This solution is by no means perfect and there are some problems. For instance you cannot aim the upper thrust up or down like you can with the lower one. But on the other hand it seems to work better in close combat. Anyway, that´s the best I can do. I hope it´s helpful.
Don't forget to edit the timing values.
ready_overswing_spear 524288 1679818762  1
  0.350000 attacks_staff_thrust_overhead 6 21 7 0 0.0 0.0 0.0 0.0
release_overswing_spear 524288 2183135242  1
  0.600000 attacks_staff_thrust_overhead 21 43 6 0 0.0 0.0 0.0 0.0
release_overswing_spear_continue 0 572522497  1
  0.300000 attacks_staff_thrust_overhead 43 50 3 0 0.0 0.0 0.0 0.0
parried_overswing_spear 0 35651599  1
  0.300000 attacks_staff_thrust_overhead 26 21 3 0 0.0 0.0 0.0 0.0
blocked_overswing_spear 0 35651599  1
  0.300000 attacks_staff_thrust_overhead 27017 27014 3 0 0.0 0.0 0.0 0.0
The animations will be a little weird, off by a few frames if they don't use those values as intended. I checked them in OpenBRF and they're accurate.

Articulo34 said:
BTW: I can´t just upload a submod myself for two reasons. I´m using the animations submod and I haven´t replaced every single Yari yet. I have a German exam this week and...das ist wichtiger.
Yeah lol. Same reason. I've already modified my Gekokujo. Well not heavily, but it's quite different and if I upload my compiled files it'll probably result in a bunch of errors for people.
 
iskar said:
Thanks for the help, lads. I'll give it a shot. :smile:

PS: Give me a nudge, if you need some help from a Rhenanian German native speaker :wink:
Kannst du für mich die Prüfung tun? Bitte!!!1111

Just kidding. The test is tomorrow so the die has already been cast, but thanks for the offer.
 
Yep, those are fine :smile:

I tried out the module system solution and actually got it working with the help of Hanakoganei's excellent step-by-step explanation. I even managed to add more than just the overswing to the itc_spear variable, so it had the same sideswings as the staff, which got me positively exhilarated, seeing as this was my first try at working with the module system whatsoever.  :grin:

Thanks a lot for the help, again, lads!
 
Thank you guys for your support. I have no idea how it went (really, my mind usually forgets everything the moment I´m out) but at least I´m free and careless. Until the next one, that is. :roll:
 
I think I speak for everyone in saying we should have a boshin war overhaul submod, which includes trains and railways, muskets, foreign advisers in your mansions or towns, navy recruitable regular infantry and samurai etc.
 
if i ever learn how to model or animate, i wanna make a submod that restylizes armors and looks of the major lords in the game. like give historical armor to lords like Hashiba and Takeda and what not.  i think that would be neat. 
 
belgarion234 said:
if i ever learn how to model or animate, i wanna make a submod that restylizes armors and looks of the major lords in the game. like give historical armor to lords like Hashiba and Takeda and what not.  i think that would be neat.
If you look in the submod thread you´ll see one that overhauls most armor models.
 
And now for a bunch of extremely unlikely but cool ideas.

A submod set in the Thirty-Eight Years' War would be cool.  Japan was a very different place in the 8th century, and it would be glorious to repel the Wajin from the land of the Emishi.

But that's unlikely.  It would be easier to just expand some of the options for a would-be Ainu player who would unify his people and retake Ezo and the north.  I love how this mod not only recognizes the Ainus' existence, but also represents them pretty well, even though they're not at all major players and most people have never heard of them.  And I like how Isonsangemat dreams of rebuilding the Emishi.  But so far in my Emishi playthrough, I'm finding it impossible to fulfill our mutual dream because the Ainu are not warriors and because there's no way to establish an Ainu/Emishi state with Ainu lords and units. 

With that goal in mind, it would be great if there were some way to create a simple fort with a village near Otasut and Niputay.  1257 AD gives you the ability to construct not only a regional manor from villages but also a castle from a village.  Once you've built a manor house (not a regional manor) in your village, you can spend 45,000 or 50,000 denars to build a castle.  It appears near your village, and your village is now attached to it.  To compensate the castle or town that your village used to be attached to, another village appears.  For game balance you can only build one such castle per game.  Gekokujo could do the same, and let you pay the chiefs of Otasut and Niputay to have a simple Ainu fort (called a chasi)with a village near each of them, or maybe just one of them.  The chasi would be a simple affair with some earthen mounds, wooden palisades, and a small moat.  Not much, but it's a start.  The chasi and their villages would be classified as belonging to the new Ainu culture in game terms, and would allow you to recruit Ainu units.  However, these units should be able to level up like the Japanese units so that they can eventually be able to fight and not die instantly. 

In another crazy idea, regional manors could have a sort of colonization scheme.  In 1257AD, the regional manors have population numbers.  The higher the number, the more people walk around in it, the more taxes they pay you (it's still not much) and the larger the manorial army you can raise.  Manorial armies are raised by talking to the local constable and telling him to raise an army.  It follows you around and fights on your side, and can be up to 200 or 300 men, I think, but you have to pay the extra upkeep costs or the army will disband or attack (never happened to me, since I always can pay).  The manor's population can get up to about 1,050 before it levels off.  Raising an army will drop both the manor's population and its prosperity.  Both will recover over time at a rate determined by the manor's tax rate.

What I'm suggesting is some sort of system in which manors' populations, once they exceed 1,000, can be transferred to another fief you own to increase its prosperity and change its culture to the one of your manor.  For example, if I had a manor of over 1,000 people near Otasut's castle's village, and I owned, say, the village on the southern tip of Ezo (Hakodate?), I could do a population transfer.  The manor's population would drop to a very low number, Hakodate would see increased prosperity, and I could recruit Ainu units there instead of Japanese.  However, there might be a battle against the enraged villagers first, and I'd take a relations hit with some of the Japanese factions and lords.  On the flip side, you could do this to the Ainu villages, too, like some sort of proto-Kaitakushi.  Or even just transfer people from your manor to your village or some other Japanese place you own to increase prosperity.  And maybe if you did Ainu transfers to northern Japan, you could recruit Emishi horse archers and make Isonsangemat proud!  Villages could cost 1,000 pop, castles 2,000, and towns 3,000 to convert cultures.  Since you can only have one such regional manor per game, and since it takes a while to get the population back up, you couldn't do this too often.  Like most of the other ideas for this submod, they're mostly for that bizarre kind of player with specific tastes, like me.

Proper Ainu faces and hair/beard styles would be nice, though they're acceptable now.  Maybe there could be some Ainu woman faces with the tattooed mustaches, though I wouldn't be keen to court them.  All Ainu units should have massive beards, and the Ezo bow should be a renamed short bow from Warband.  A new set of arrows with their own quiver would be a nice touch but unnecessary.  One of the Ezo outfits, the green one, is actually a lamellar coat.  It could be renamed "Ezo Armor" and given appropriate stats, and a few similar outfits added.  The emush and the warabite-to could be given new hilts and scabbards in the Ainu style.

http://www.vikingsword.com/vb/attachment.php?attachmentid=47694&stc=1

Aterui shall have his revenge!  :twisted:
 
This is for anyone who has wanted this, and just couldn't find it..I know I was stressing trying to find something like this.

Ruler based recruiting! A simple tweak made to the vanilla Gekokujo 3.0 scripts.txt now allows you to take a territory for your faction
and after 72 hours or when you increase your relation with that territory, it will start producing your factions troop!

http://www.filedropper.com/gekokujorecruits
 
jacobhinds  do you intend to finish your armour mod? I mean making the shoulder pads longer for hi tier armours, improving the nanban armour, fixing the shoulder pads of the kozane?
 
Can someone change the firearms aiming animations..? I'm a bit too lazy to actually change them myself and re-download the whole mod if I mess up..
 
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