Innovative 2015 submod "Brytenwalda Reworked" pulling together the best features

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Knight at Arms
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New submod Standalone v21 has been released here!
Last Update October 4, 2015.

Brytenwalda Reworked: Experience Dark Age Britain and Ireland

Brytenwalda Reworked 2015-6 Submod Description
First of all, this mod builds on all the great work done by the Brytenwalda team and seeks to keep the spirit and focus of their efforts alive. It includes all elements of Brytenwalda 1.41 with a large number of content and tweak revisions and only a small number of script revisions. I adds onto 1.41 new scripts by TML from 2013. It includes all the graphical enhancements of Brytenwalda Repolished 1.05 at the permission of Brujoloco.
The Goals and Vision of this submod:
1)  To make Brytenwalda more accommodating to newcomers while keeping the intricate historical and political character of the submod alive. 1.41 and Repolished are intentionally realistic, meant to simulate the reality of struggling in the dark ages. It also gets boring quickly to some.
The competition in payer attention from games is much higher than it was 4 years ago. Players expect to accomplish something in an open world like this within 7 days of playing. 

2) To allow players to accomplish things in a shorter period of time. The time frame I have in mind is 1.1 game years to the founding of a kingdom on easy settings and a significant reduction for other settings.  The majority of the script tweaks will make the game about 15% easier on settings. Money will be about 15% easier to make. You will need that and far more to successfully hold onto a kingdom.

3) Make the late game accessible. For me, the running one’s own kingdom is the most exciting part of this mod.  However, doing this without cheating seems virtually impossible. Holding onto a kingdom established without more than 200,000 in savings and huge army was not possible in earlier versions. Many scripts have been altered to make things easier:
• Good Lord conversion is easier with high persuasion skill and RTR
• Adjusting “Campaign AI” has a major effect on the ability of enemy factions
• Better returns on building investments
• Lords are now fixed in character-type/renown. Spreadsheet with all their settings is possible.
• Many other dynamics that will allow you to survive longer as a faction leader.
Older players may argue that this makes the game too easy. However,

4) Immersive Realism to me is ruined by using cheats. I would like all players to be able to play without being tempted to use cheats. As it stands, the game is too punishing and even boring for many experienced players. If players believe the mod has reduced the intrinsic cheating of the AI, they will be less likely to cheat.

5) Simplicity when possible. The scripts in the game are very complex and can overload the game causing stuttering. A number of quests failed regularly due to complex scripting. The most troublesome have been commented out, while others are streamlined or made to run at night. Also, item weight penalties are now based on a simple script rather than the arrangement of items in itemkinds.

6) Transparency. I have added clues in-game to help players make vital decisions. NPC morale and a few other factors appear in-game. Dialogs drop many more quest hints.  Also, making decisions about buying and selling is a huge part of the game, so I standardized and published a list. I plan to publish clear guides to all the quests and other features in the near future.

7) Amplify the effect of acquired skills and traits (RTR, reputation) whenever possible in scripts. Currently, intelligence and charisma skills at high levels only have a minor impact on gameplay. It would be nice to see them make a difference in the game. Since player traits are so important to outcomes, wealthy players can accelerate trait acquisition. Special merchants and quests now feature items with significant bonuses to traits.

8 ) Encourage a diversity of strategies. Banditry or extended Freelancer were necessary shortcuts in earlier versions However, the path to success as a trader, enterprise developer, slaver, ransomer, book reader, warrior or warband leader are now easier. I want players to discover new paths to success and hear about it on the forum.

9) Bring Quests back alive. Most quests have been improved to different degrees:
• Beowulf Sword: Completely revamped with new side quest added
• Arrians: New giver, more challenging, better outcome
• King of Rheged: New dialog and outcome
• Odin’s Cave: Bodyguards, new loot
• Roman Baths: Tied to Hadrian Wall Quest, bodyguards, better loot
• Hadrian Wall: You don’t need to conquer London. Dialog revamp.
• Celtic “Sacrifice” Quest: Revamped, new rewards
• Help Pyr the Elder: excellent items and scripting
• Neko and Cantabrian warriors: debugged and dialog revamped

10) Less Violence: Some players and player parents object to all the bloodshed. All weapons but knives can now toggle to a blunt mode. A scripting project has been started to allow the “use blunts” command to cause most agents to use an alternate form of their weapon that is blunt. There is also a new line of blunt-only weapons.

11) Support for submodders. BW141/Repolished were very difficult for submodders to work with. The biggest change is that the module_items and module_troops have been revamped to features names that are very similar to the names of items and troops seen in-game. This took an enromous amount of time and debugging. Additionally, I have translated as much as I could into source files and have published them on a regular basis.. You can access sources files at the link under my profile or I can easily support old and new submods with the new layout. Example: 100 Companion submod was recently added.

Partial, Short Changelog (as of Oct 11, 2015):
New Overhead spear animation that works
New Game Icon revamp. Credits largely go to Kraggrim.
Prisoner Management Skill added back in and revamped
Agility removed as an attribute to accelerate skill progression. Text file available to add it back in.
Skills-Attribute relation revamped to allow specialization. More skills are now party skills.
Mercenary revamp: New gear, all have blunts, much easier to find and recruit in taverns
Added 5 stable ransom brokers in Loidis, Cirren Cester, Monid, Temair and Caisel
Captives sell at 50% higher rate
New Meshes for authentic dark age swords courtesy of Gothic Knight (Still not released)
Wages reduced slightly; Leadership has larger impact on wage reduction.
Most common TweakMB changes have been included into the game files since the TweakMB database is out of date and causes file corruption now.
Made enterprises more lucrative depending on town. You need to think about the best enterprise for a town rather than just picking wine or beer-makers.
Published standardized trade-item list
Kidnap, Escort caravan and escort herd quests yield gold and XP much higher depending on quest distance
Impossible quests have been made rare or made easier. Ex: Train Troops quest should not require troops higher than level 29 be delivered
Reduced size of Lord parties by 10%
Hunting map smaller, 2 new types of wild animals to hunt
Make Peace quest yields 2X RTR if you refuse the money reward.
Lowered costs of manor and mill improvement by 20%
Increased return on all investment buildings by about 25%.
Reduced Imod price increase for high-quality weapons and armor at normal merchants
Added 8 special merchants selling items you can find nowhere else.
Spies give spotting skill bonus at sizes 4, 8 12. Wages much smaller except when on mission.
Many other special characters give party bonuses: camp women, caravan masters, cantabers, clerics, several others
Villages: I have removed some of the penalty for trading with villages. Village raids cause slightly less damage to them. High village relations yield better recruits at a higher rate.
Mission Templates:
Increased starting stamina points but they dissipate quickly with heavy armor
Made athletics have a 15% greater impact on stamina.
Made it 22% less easy to kill the horse of a mounted troop with all weapon classes
Spears were getting a 200% bonus. Now have a 140% bonus on damage
Reduced the damage from striking enemies in the back 40%
It's too easy to exploit this and surround enemy war parties.
New script to force troops to use their best weapon (common Native problem)
Formations are callable from within new menus, including ambush and camp defense

Brytenwalda Team
Kalarhan, Somebody and Antonis for scripting guidance
Brujoloco for the graphical and scene enhancements from Repolished
Kraggrim, Produno and Redleg for significant contributions and guidance
HooTman, trooper0077 and a few more I will add for task help and testing
Gigantic for major testing and the youtube video
Others: I still need more help due to time limits!!


Knight at Arms
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I intend to release new Scripts, Item_kinds and skills files in the next few days.
The bulk of my work has been in Scripts, which is the source of many bugs as well as many controlling features.
Notice that I have made a few scripts more challenging where well-developed skills can offset the change.
The developing changelog to Scripts is posted below:
13620 Minor adjustments to trade system. Much more can be done when I get feedback.
14054 Removed 25% trade penalty with villages
14005 Normal goods: Enabled higher max penalty (5% only) to make trade skill more relevant since it can now go beyond 10
14091 Reduced price increases when buy multiples of an item from 20% to 15% (I think)
14122 Redcued  penalty when selling multiple items by 7% from 30 to 23%
14274  Current, your party wages are like this: produces wage =  (troop_level * 20)  + (troop_level * 20) / 25. I changed the divider to 20 causing wages to go UP. This increase can be greatly offset with leadership skill.
If 20+, newwage= wage+40. This means that strategically, wages for troops level 20-27 or so are most inefficient
Mounted troops got 130% extra, now get only 100% extra
Mercenaries got 100% extra, now get only 50% extra
Companions get 100% extra, now get 50% extra
14365 Made each point of leadership skill cause 7% more decrease in troop wage
14448 Spies in party got 100, now get 60. Spy wage while in towns increased from 123 to 200
Bandits got 100% extra, now get 66% extra
14479 Reduced join cost of cav from 200% to 100% more
14593 Did you realize that elite troop upgrade costs are 10x greater than in native?
Upgrade costs reduced for troops decreased by about 15%
14646 Reduced dividers for ransom amounts with brokers. Price should increase about 20%
There is code to sell to non-ransom brokers for a much smaller price. I raised this price to= ransom broker
14990 Reenabled a script to allow renown to increase companion limit up to 25.
17680 initialize_item_info Morale bonues from food adjusted slightly. More expensive or rare items give more morale.  Food that rots given 33% larger bonuses. Hunted food bonus up 10% except for wolf which doesn't rot
17733 Increased morale bonus from personal banner from 15 to 18 to reflects its higher price and customization. New horse lance banner (wessex2) given a 2 point bump for its cost and value as being easier to see.
25865 Decreased penalty on party size for quality and centralization by 18% (vs serfs and aristocracy)
26618 Bibliovulga now adds 2 persuasion. It is not clear if persuasion tops out at 10 even if you set it higher
26683 Penalty for heavy armor athletics reduced from 4 to 3 (remember that only Player gets fatigue penalty)
Penalty for light armor goes from 2 to 1 for athletics. Remember that the shield and helm still cause a loss of 1 on many stats including athletics.
26720 Persuasion for wearing a crown went from 1 to 2 to account for challenges faced late-game
26733 Give Noble Tunic additional 1 point persuasion. Give it to emissaries who probably haven't been able to level up with charmisma. The noble tunic is now rare, but expensive merchandise.
Emissaries fail 95% of the time anyways. Plus, noble tunics are low armor and very rare/expensive
26756 Did you know that having a horn or banner increases tactics and leadership by 1?
26825 It seems that only trade looting tactics foraging tracking and spotting are scripted as party skills. Does someone know if other skills like leadership or IM work if party skills?
26928 Women boost wound treatment, Caravan master boost trade and "sacerdotes" boost firstaid.
However, it takes 69 women in your party to boost woundtreat 3 points.
Reduced these odd requirements by 20%.
27100 "game_get_party_speed_multiplier  Party speed multipliers.
Speedisconstant. Speed multiplierXspeed=speed
SpeedMultiplier = PathfindingX4(was 3) + 100/(inventory_weight_of_whole_party/100) - inventory_weight_of_whole_party
Other factors cause direct decrease in speed:
Lootwagon = -25 (was 20) In-Caravanparty =-1 (was -20), wagon=-12 (I don't know which wagon this variable refers to), normal=-1
Skirmisherparty=+40 Pirates at sea-50 Pirates on land =-10 (per caba) Enemy territory slowdown code has been deprecated by MOTO
27205 "get_inventory_weight_of_whole_party" It appears inventory doesn't count what you wear
27233 npc_get_troop_wage could increase troop wages of Lord parties but this might give bonus to large factions
27370 Another place to change trade good variance. I reactivated a commented Native trade good script based on distance
28381 Autocalc bonus for troops changed given that companions start at level 15, they now improve autocalc results by exta 1%
28743 "party_calculate_loot" Player loot share increased to 45% from 30% This is for lairs and caravans only
28789 Player-loot share for defeated combatant parties increased from 3% to 30%. However, there seems to be a cap on individual loot based on your current inventory.
28943 It seems player_loot_share also determines amount gold you get after battle
28919 It seems that XP is divvied up according to the strength skill of each survivor.
This isn't too helpful for the surgeons in the group.
29096 20% easier for companions to escape when your party is taken prisoner
30142 Calculating gain from training grounds I think I increased xp gain by about 5%
30677 Augmented Moto's mod where he attempted to make it hard for high level troops to die when the game autocalculates. Please comment: search: "inflict_casualties_to_party" for 7 and 12
31570 Reduced quest dont give again periods about 25% to allow for shorter overall campaign
31607 incrased gold reward for caravan escort distance by 15
31672 Increased gold for distant kidnapped girl by about 25% (not for nearby)
31690 10% increase to cattle escort quest according to distance
31732 Decreased time between make peace requests from 120 to 25. However, it costs 20% more to pay off lords. Make Peace quest frequency reduced from 100 days to 25 days.
Reasoning: You can only afford this if your party is well-developed. Once you reach this state, there are only about 100 days before one is ready for independence.
31745 25% more xp reward for looters quest (have to chase down 5 parties)
32217 more gold for raising 5-8 troops 22%; should not require you to raise elite troops
32630 Capture enemy troops made less common and 20% more lucrative. Also, don't need to capture more than 5. (Pain in the ass to get 4 Gwrdas)
32383 Capture enemy lord gives 400 more money
36148 Random food storage call on centers has a lower limit, meaning you can actually starve some towns/castles into submission without poisoning. Poison harms relationship and honor.
36193 Larger village inventories
36254 Reduced damage on village prosperity from raid by 14% help out small factions
36638 incrased spotting for watch tower by 33% Reason: AI doesn't build this and it's to easy to miss the message
40426 Fixed error. 4 day wait according to Moto was listed as 400 hours.
45079 Added slight bonus for trade skill when assessing prices
47108 3% more town wealth from caravan success 
47883 10% harder to recruit from village you are not lord or king of. Left the rest of variables to tweakmb
Now renown and persuasion, but not honor (for now) increases, recruitment chances slightly
48092 Bandits infestations now at 4% instead of 3%. Bandits cause less loss of prosperity
49705 Incrased number of herds of all types by 1. Increased the spawn radius. Too much?
49755 Reduced number of Priest parties by 1 each. Now should be a max of 10 Christain and 5 pagan priest parties at any moment. OK? I thought they chew up valuable CPU and are pretty worthless.
50200 Decreased building costs in towns and villages by 15-20%
20172 Building level 1 and level 2 temples is 40% less expensive
51189 You still have the option to disable grievances from companions here.
51267 Disable complaints after battle here. Left untouched.
51398 Raised the bar for personality and morality conflicts to cause companion to leave by 15%
55200 Recruiting non-faction lord to player faction
Right to rule easier to gain through peace quests and marriage
Victory argument (Unify) requirest 3 fewer villages/castles to be successful.  Don’t try this argument until you have  at least 12 villages, castles and towns.
The I will gives you a fief argument depends not on how many unassigned fiefs you have, but on the number of Lords in your kingdom who have not been given a fief.
If you attempt to convert a Lord with this line and you have even 1 Lord without a fief you will lose.
I changed it to requiring 2 unfiefed Lords for the argument to fail.
55360 You can actually succeed with each personality type using two different arguments.
It is not clear where or if they know what you tell other Lords.
57229 Persuasion actually accounted for only about 5% of the decision of Lords to join your faction. Increased it to make about 10% of the decision.
Upstanding and Good-natured Lords are more strongly affected by ideology/persuation.
They penalty for changing sides left intact. This means that it will now be easier to recruit Lords of the same culture, but harder if different culture
60868 Made enemy marhsall's less likely to declare war on player. Note that when you set "reduce campaign ai" to hard, you have little chance of peace with most marshalls. I made it about 10% easier to keep positive relations with marshalls (still near impossible).
63000 Added 1 point bonus for every poem you recite to a lady even if they give you a 0
66957 Reduced penalty for deserting while freelancing. it's hard not to when your faction is losing and you're last man standing. There is no way to end th quest other than rejoin, which can't happen unless you have 0 faction realtion again
67497 Reduced selling (&buying) prices across the board for all items. This will mean less income from wars, which counters increased loot share. Expensive items loss value in a gradient. 10% off for balanced weapons on up
68114 You get extra xp events with higher intelligence skill. It's a random Roll, but threshold is 15% lower
70769 MaxHitpoints = 2(Ironflesh + level) + strength + 35 Left this alone
72670 Persuasion improves emissary effectiveness categories: 2-4,5-6(was-7),7-9(was8-9), 10+
75277 Trade skill reduces trade penalty more. Reduced penalty only about 1% in original script.
75798 Reduced construction time of entrenchment about 5% to test. Large parties will entrench much faster. Engineer helps
77316 Recruit prisoner = upper bound = Persuasion*3 + Charisma + Leadership*3 + Honor/2 + Renown/100
I made it= upper bound = Persuasion*4 + Charisma + Leadership*3 + Honor/2 + Renown/100
Note that even if upperbound inifite, succeess occurs random 1 in 4. Not sure this will change anything


Sergeant Knight at Arms
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Sounds very interesting.  I am looking forward to trying out your new submod.


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Smaller map size for hunting maybe? It shouldnt be easy meat, but can be very frustrating early on without a horse. Or even with one. Maybe I'm just impatient.


Knight at Arms
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That looks like low-hanging fruit.
Would you mind if I removed the mountain terrain and replaced it with standard terrain while I'm at it?

What is the name of the file that holds the map and assigns terrain types to certain regions?
I'll need that to either swap out the silly hills or make them less steep.


Knight at Arms
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Hi community,
I've uploaded the revised Repolished to Nexus here:

I need testers for all the claims I've made above.
Drop this into your game file.
It should work with both Brytenwalda and Brytenwalda Repolished.
Scripts has been merged with Kraggrims subsubmod here:,316790.msg7602500.html#msg7602500

I need testers for the new economic system and for bugs.
If you find a problem, please verify and post the error message and screenshot if possible.
I will upload a version of item_kinds combined with Kraggrim tomorrow.
I will upload another version of Scripts in the coming week.

Beta of changes by GDWitt for Brytenwalda Repolished 1.06.
Built on base of Kraggim's mod here: Kraggrim subsubmod
Download repolished and install.
Download Kraggrim and install. Copy over repolished.
Download these and copy Scripts and Scenes over Kraggrim.

Contains: Scripts.txt, item_kinds.txt, scenes.txt
Major revisions in Scripts.
Scenes only contains initial map shrinker for forest and hunting maps.
Item_kinds: new trade_goods with new origin cities. Noble tunics for sale.


Knight at Arms
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Updated mod is posted here:

I am having troubles getting Scripts to coordinate with the menus in Repolished 1.05.
Everything is working with Brytenwalda 1.41 except for two ports are stranded.

I would appreciate testing with anything you all have time for.  Otherwise, you can use scenes.txt to test the new terrain in nearly any mod.
Item_kinds will be fine but you need to add meshes as follows to module.ini:
load_resource = weapon_meshes1
load_resource = weapons_e #chief off
load_resource = weapons_f #chief off
load_resource = weapon_meshes_e #chief off

What files are necessary to get the repolished map upgrade?

Below is the proposed item_kinds for simplified memory:
Beer Beer 1  250 0 30.000000 10 30 0 0 0 0 0 0 0 50 0 0
Butter Butter 100 0 6.000000 110 40 0 0 0 0 0 0 0 90 0 0
Cheese Cheese 1  100 0 6.000000 90 40 0 0 0 0 0 0 0 90 0 0
Dried_Meat Dried_Meat  150 0 15.000000 100 70 0 0 0 0 0 0 0 150 0 0
Dyes Dyes 1  400 0 10.000000 60 0 0 0 0 0 0 0 0 0 0 0
Fine_Cloth Fine_Cloth 1  650 0 40.000000 50 0 0 0 0 0 0 0 0 0 0 0
Flax_Bundle    200 0 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
Furs Furs  350 0 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
Grapes125 0 40.000000 60 10 0 0 0 0 0 0 0 30 0 0
Hides 1  275 0 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
Honey 0 225 0 5.000000 90 40 0 0 0 0 0 0 0 90 0 0 assumes they were poor bee cultivators
Leatherwork    0 400 0 40.000000 90 utilities, bags and enclosures
Linen  450 0 40.000000 50 0 0 0 0 0 0 0 0 0 0 0
Mead Mead  300 0 30.000000 10 30 0 0 0 0 0 0 0 50 0 0
Mineral  300 0 60.000000 10 0 0 0 0 0 0 0 0 0 0 0
Oil  700 0 50.000000 10 0 0 0 0 0 0 0 0 20 0 0
Olives  150 0 40.000000 60 imported
Pottery 225 0 60.000000 90 0 0 0 0 0 0 0 0 0 0 0
Salt 300
silk Tile  1000 0 30.000000 15 0 0 0 0 0 0 0 0 0 0 0
Silver  500 0 60.000000 10 0 0 0 0 0 0 0 0 0 0 0
Smoked_Fish  80 0 15.000000 110 50 0 0 0 0 0 0 0 150 0 0
Spice 800
Stone 125 0 60.000000 10 0 0 0 0 0 0 0 0 0 0 0
Tools 450 0 50.000000 90 0 0 0 0 0 0 0 0 0 0 0
Wine  450 0 30.000000 20 10 0 0 0 0 0 0 0 40 0 0
Wool_Cloth  350 0 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
wool0  0 225 0 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
yBeef Beef  125 0 20.000000 100 80 0 0 0 0 0 0 0 150 0 0
yBread Bread  50 0 30.000000 110 40 0 0 0 0 0 0 0 150 0 0
yCabbages 40 0 15.000000 110 40 0 0 0 0 0 0 0 150 0 0
yChicken  70 0 10.000000 110 40 0 0 0 0 0 0 0 150 0 0
yFruit 50 0 20.000000 110 40 0 0 0 0 0 0 0 150 0 0
yGrain 20 0 30.000000 110 40 0 0 0 0 0 0 0 150 0 0
yPork Pork 1  pork 0  0 100 0 20.000000 100 70 0 0 0 0 0 0 0 150 0 0
ySausages Sausages 1  sausages 0  0 60 0 10.000000 110 40
yWolf_Meat 1  raw_meat 0  0 90 0 30.000000 100 30
zBoar_Meat Boar_Meat 1  raw_meat 0  0 175 0 30.000000
yGoat_Meat Lamb 100 0 20.000000 100 30 0 0 0 0 0 0 0 50 0 0
zGoat_Meat2  Goat 0 125 0 30.000000 
zVenison Venison 1  raw_meat 0  0 125 0 30.000000 100
zWild_Donkey_Meat 1  raw_meat 0  0 125 0 30.000000 100


Sergeant Knight at Arms
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gdwitt said:
What files are necessary to get the repolished map upgrade?
If I understand your question, you will need the map.txt and parties.txt for map upgrades.


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Hi all,

though I think some of the changes are improvements my main impression is of a surrender to IGG-lobby.

Rgds, Oldtimer


Sergeant Knight at Arms
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Oldtimer said:
Hi all,

though I think some of the changes are improvements my main impression is of a surrender to IGG-lobby.

Rgds, Oldtimer
What's the IGG lobby?


Knight at Arms
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It looks like I will only be able to include about 60% of the changes I promised.
Repolished 1.05 changes (v. Brytenwalda 1.41) are extensive and Bruj is not answering on where he obtained his changes.
I have no source code and even a minor revision of the number strings in some areas causes the game to crash.

I could leave out many of the easier tweaks that overlap with TweakMB thought I fear this will alienate newcomers.

Note that I did make several things harder: wages are higher, the wagon slows down the party more, and there are more bandits.
I plan for a Thursday release of a Repolished-compatible beta.

What is IGG-lobby?


Knight at Arms
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Oldtimers should have no problem use TweakMB and Morgh to make the game harder.

Is disabling companion interaction a feature we really need?,254993.0.html

I find their interactions to be entertaining and to be one of the few features that makes the game feel like a first-person leadership campaign.
If I really need them around, I can offset the leaving with some nice 2000 scilling gifts.

In scripts, I see where this can be turned off permanently.
All I have done so far is increase the threshold at which they say I'm leaving no matter what you say (by about 25%).

I have a script to increase hitpoints of the player if anyone is interested. You won't be able to turn it off with Tweak.
A visitor asked about having Wargs for mounts....??

What else are you all interested in?



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So is this savegame compatible?
I think nations should be less agressive and be more willing to get peace, especially if they are loosing bad, cause in my current game one country is at war with me because they fear i'm too powerful, and 5 others for "the sake of honor" and nobody wants peace, and what's stupid is like 4 of them aren't even suppose to be at war with me. So for example, Mierce attacks me and their ally East Saxony also declares war on me, but when I battle one of the Saxon lords who is raiding my village all the sudden all the allies of the Saxons declare war on me. Pretty sure this isnt suppose to happen in real life lol. getting rid of this alliance chain reaction would also be nice to see


Knight at Arms
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The mechanism to stop the late game meltdown is not straightforward.
Most parts of it are buried in routines that I can't replace in Repolished without causing a crash or runtime error.
Assuming you have a large income still available, you just need to hang in and fight another battle every day.
I always quit after several game weeks and start looking for ways to fix it.
What version are you playing?

My submod did two things:
1) Increased the threshold to start a war
2) Made it 50% easier to recruit Lords from the same culture given the right condition.

My release time should be between Saturday 7pm and Sunday 1 pm US EST.
I will try to release two versions at each time above for those who want to get going with the submod.
It should be savegame compatible assuming you are using repolished.
If you are using B1.41 it is already available to download.


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When Repolished 1.6 comes out would it be compatible with that? I don't wish to loose all my progress again, takes forever to actually get things established in this mod? Other than that I would love to try this out, it looks great,264484.15.html
This would also be cool, it looks like it's just scripts so maybe you can add it in too


Knight at Arms
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Here is the latest submod:
This version is compatible with Repolished 1.05 and Kraggrim's submod.

I need testers for these files.
See above thread for changes.
Scripts has been merged with Kraggrims subsubmod here:,316790.msg7602500.html#msg7602500
If you're playing Repolished105 only, it'll work with that as well.
I have pulled Scripts into several early savegame, so I believe it will also be savegame compatible.

Backup your scripts, scenes and itemkinds file.
Copy and paste the contents into your game folder.
Start game.

If you want to do a savegame load, beware that there's a 40% risk you'll get an error on loading item_kinds1:
The Item_kinds1 contains items that match some changes in scripts: new prices and locations for trade_goods, banners, noble tunics, horns as well as a new line of blunt weapons.
You need to add these lines to module.ini to get itemKinds to not give in-game errors for meshes.
Add this:
load_resource = weapon_meshes1
load_resource = weapons_e #chief off
load_resource = weapons_f #chief off
load_resource = weapon_meshes_e #chief off

Changelog for Scenes: Shrunk size of hunting map and forest maps. Attempted to make forest maps less hilly.
Changelog for Scripts:
game_quick_start -only 2 tweaks
game_get_troop_wage (still working on this)
game_get_join_cost (still working on this)
initialize_item_info  (still working on this)
town_walker_occupation_string_to_s14 deduction_for_trade_skill
update_npc_volunteer_troops_in_village not important
npc_morale easier companion
get_relevant_comment_for_log_entry not important
calculate_troop_political_factors_for_liege partial


Knight at Arms
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I will be releasing an update to the submod by 6pm EST or so on Thursday.
Please post any questions here.

Major changes will be new simple_triggers file and item_kinds will have the cities for trade_good revamped (among other things).


Knight at Arms
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Sorry folks. I had a very long day.
It will be released tomorrow by 10am US EST.
I will try to post the new (untested) scripts and simple_triggers tonite by 1am EST.