[MODDING] Prophesy of Pendor Tweaks and Talk

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MitchyMatt

Grandmaster Knight
WB
Best answers
0
Hello Everyone,

I think it is best that we get an organized sticky thread with the amount of talk and know-of of tweaks / submods that currently exist for the mod.

This will consolidate our discussions to this thread and keep the forum a bit more organized for now and the future.

Any and all discussion about tweaks can be made here including support. Bugs / Issues that arise from tweaking your game invalidate any vanilla mod support you want from our bug thread. Instead, direct your issues or concerns here so that you may find a solution.

If you would like your submod advertised here I'll create reserve spots so that I may post them on your behalf so that others may see compilations or tweaks you want to showcase/link.

Links to questionable download sites are not going to fly so please make sure to post uploaded sites that are well-known. If you have any questions feel free to PM myself.

Enjoy!
 

MitchyMatt

Grandmaster Knight
WB
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Name: The Complete Arsenal of Al-Aziz
Version: v3.9.4
Download: Nexus
Sub-Mod Description: This is an unofficial addon for Prophesy of Pendor v3.9.4 (hotfix patch #3). It contains various new rune items, added to the mines of Al-Aziz for purchase: daggers, bastard swords, two-handed axes, hammers, lances, spears, throwing spears/knives/dirks, crossbows, bolts, arrows, shields, horse armors (with horse), and multiple sets of rune plates.
Readme:
Many weapon and armor types are missing from the selection of the mines of Al-Aziz. With this unofficial addon, that will be no longer the case! The items are set to have different capabilites as well beside having different stats. The stats are adjusted in a balance that I find appealing. If you don't like it, feel free to change them via Morgh's Editor. Note however that weapon reaches are matching the length of models, so it's not advised to change these if you want them to behave as expected.

List of added items:
- Strange / Sapphire / Ruby / Emerald Rune Dagger
- Strange / Sapphire / Ruby / Emerald Rune Bastard Sword
- Strange / Sapphire / Ruby / Emerald Rune Two-handed Axe
- Strange / Sapphire / Ruby / Emerald Rune Hammer
- Strange / Sapphire / Ruby / Emerald Rune Lance
- Strange / Sapphire / Ruby / Emerald Rune Spear
- Strange / Sapphire / Ruby / Emerald Rune Throwing Spears
- Strange / Sapphire / Ruby / Emerald Rune Throwing Daggers
- Strange / Sapphire / Ruby / Emerald Rune Throwing Dirks
- Strange / Sapphire / Ruby / Emerald Rune Crossbow
- Sharpshooter Bolts
- Sentinel Arrows
- Strange / Sapphire / Ruby / Emerald Rune Shield
- Strange / Sapphire / Ruby / Emerald Rune Horse
- Silver Sapphire / Ruby / Emerald Rune Plate (with Cape)
- Ebony Sapphire / Ruby / Emerald Rune Plate (with Cape)
- Bronze Ruby Rune Plate (with Cape)
- Azure Sapphire Rune Plate (with Cape)
- Viridian Emerald Rune Plate (with Cape)
- Amethyst / Amber / Jade Rune Plate (with Cape)

Stats on the Tweaks page of the Wikia, link below.

Extras:
- The prices for upgrading rune equipment are reduced by eliminating the cost of Large Pouch of Diamonds. Somewhat as they were prior to v3.9.
- Clarissa of Pent can sew capes for or take them off from the different new Rune Plates
- Aeldarian and Ithilrandir will have an Ebony and Silver Rune Plate respectively instead of Mystical Rune Plates, which can likewise be taken from them. These can be upgraded into much stronger versions than the original Sapphire/Ruby/Emerald Rune Plates
- Mystical Rune Plates are now available for purchase from Hamidaron (at the mines of Al-Aziz)
- Sapphire, Ruby and Emerald Rune Plates can be upgraded further to Azure, Bronze and Viridian variants respectively, for a cost of a Large Pouch of Diamonds and a jar of Wine for each (as usual). These will have the same stats compared to each other, so that at least stats won't have to be evaluated beside aesthetics.


--== Installation ==--

- First, make sure that you have the latest hotfix patch installed for v3.9.4: https://www.moddb.com/mods/saxondragon/downloads/v394-hot-fix
- Then download the provided .zip file and extract its content into your PoP module:
--- Manual installation directory: Program Files\Steam\steamapps\common\MountBlade Warband\Modules\Prophesy of Pendor V3.9.4\
--- Steam Workshop directory: Program Files\Steam\steamapps\workshop\content\48700\Prophesy of Pendor V3.9.4\
- Overwrite everything.
- That's it, you are done! In case you tweaked the files to be overwritten, then your revision is required (see below). Or simply reapply the tweaks after overwriting the files.
- If a manual application of the addon is required in form of a tweak due to incompatibility, then proceed to the Tweaks page of the Wikia: https://pop3.fandom.com/wiki/Tweaks
- There you'll find the tweak version of this addon. I'll drive you through the process and I'll show you how to adjust stuff step by step.


--== Credits ==--

- lconracl for letting us use his awesome models and textures for the majority of items below
- Dare2Die for the Rune Plates, Horse Armors, and the blades of Rune Two-handed Axes
- Dalion for the Rune Daggers (with scabbard), Bastard Swords, Lances, Spears, Throwing Spears, Throwing Knives, Throwing Dirks, Shields and the handles of Rune Two-handed Axes
- Leonion, faradon and Silver Wolf for the Rune Hammers, Crossbows, Arrows and Bolts
- ArcticCactus01 for the assets used for some Rune Plates (from Warsword Conquest)
- Furok and kraggim for the assets used for some Rune Horse Armors (from Warsword Conquest)



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Dalion

Squire
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Nice to see such a thread. Now I can combine all my current/future tweaks in one post. I might also do some of the wiki's request list, and with each new tweak, this post will be updated.

1 ) To display item ID automatically in-game

2 ) To make Eyegrim able to convert undeads only from rescued prisoners and not from his own

3 ) To extend Fierdsvain mixed-gender feature to include other troops

4 )
This tweak will allow you to attract nearby horse in 50m radius to your position with a whistle call by pressing H. However, the horse will not track your movement, and will come to the point where you stood after pressing the button, so keep that in mind. Conditions for this to work:
- Player should be alive and dismounted
- Horse shouldn't have a rider
- Distance between player and horse should be less than 50m
- If there are multiple horses within that distance, only the closest one will answer the call (so you can't call more than one horse at a time, to call the next you should kill the closest)

Implementation:

• First of all, you need to download this custom sound, since not PoP nor Native don't have any whistle calls. Put it in Pendor's Sounds folder. Next, open sounds.txt, increase the first counter by 1 (1342 -> 1343) and put this at the end of first part of the file:

horse_whistle.ogg 2720

end_game_victory_screen.ogg 2569
tavernsound.ogg 2182
fl_pistol.WAV 2720
horse_whistle.ogg 2720
639
snd_click 769 1 0 0
snd_tutorial_1 1801 1 1 0
snd_tutorial_2 1801 1 2 0

Then increase the second counter by 1 (639 -> 640) and put this at the end of second part:

snd_horse_whistle 2720 1 1342 0

Make sure that the empty line remains at the very end of the file.

• Now open mission_templates.txt, increase the trigger counter (the number by itself on a single line) by 1 under the following sections:
- mst_lead_charge - field battles (66 -> 67)
- mst_village_attack_bandits - bandit infestations (24 -> 25)

Add the following code in a new line right under the increased trigger counter for each section:

0.000000 1.000000 1.000000 6 71 1 35 1700 1 1224979098644774912 1702 1 1224979098644774912 1714 2 1224979098644774913 1224979098644774912 31 2 1224979098644774913 -1 1750 2 1224979098644774912 1152921504606847615 27 2133 2 1224979098644774912 -1 2133 2 1224979098644774913 0 1700 1 1224979098644774914 1710 2 10 1224979098644774914 12 1 1224979098644774915 1702 1 1224979098644774915 2147485352 1 1224979098644774915 1715 2 1224979098644774916 1224979098644774915 31 2 1224979098644774916 -1 1710 2 11 1224979098644774915 711 3 1224979098644774917 10 11 2147483680 2 1224979098644774917 50 4 0 2147483679 2 1224979098644774913 1 2133 2 1224979098644774918 1224979098644774917 2133 2 1224979098644774912 1224979098644774915 2133 2 1224979098644774913 1 5 0 2147483678 2 1224979098644774917 1224979098644774918 2133 2 1224979098644774918 1224979098644774917 2133 2 1224979098644774912 1224979098644774915 3 0 3 0 4 0 30 2 1224979098644774912 0 1730 2 1224979098644774912 10 3 0

In battle press H to call a horse.
5 )
Brother Randalf becomes kinda useless after you buy salt mine map, but the option to buy his location from travelers still remains. Why? His role in this mod is over! Well, not anymore. With this tweak, after buying Al-Aziz info, he will be able to reveal every bandit lair on the map (at the moment of dialog). If it's been, let's say a month since the last talk and you feel like new lairs could spawn, go find him again and he will reveal them. So now there's actually a reason for option to buy his location to remain.

Implementation:

• Open quick_strings.txt, find this string:

qstr_I_have_already_shown I_have_already_shown_you_the_location_of_the_mines_of_Al-Aziz,_there_is_nothing_else_I_have_to_trade_to_you_besides_my_books!

and replace it with:

qstr_I_have_already_shown I_have_already_shown_you_the_location_of_the_mines_of_Al-Aziz,_but_it_is_not_the_only_hidden_place._You_see,_brigands_usually_tend_to_set_up_lairs,_where_they_store_all_their_stolen_goods_and_gather_their_forces_for_upcoming_raids._These_places_are_made_to_be_beyond_notice_of_common_sight,_not_to_mention_they_will_be_well-guarded._But_if_you_are_interested,_for_a_humble_sum_of_300_denars_I_can_show_you_location_of_some_that_I_happened_to_notice_during_my_travels.

then find this one:

qstr_Oh!_Yes_that_s_right Oh!_Yes,_that's_right._Too_much_strong_drink_has_affected_my_memory._Who_are_you_again?

and replace it with:

qstr_I_cannot_afford_that I_cannot_afford_that_at_the_moment._Maybe_next_time.

• Open conversation.txt, increase its first number by 1, then find this string:

dlga_azziz_map_trade:book_trade_completed 69631 1271 2 150 1 288230376151711875 2147483780 1 648518346341351594 Yes!_Here_are_the_gems._Show_me_where_the_hidden_mines_are_located.

add this on the new line right after it:

dlga_azziz_map_trade:book_trade_completed 69631 1271 3 132 1 648518346341351594 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 300 I'm_not_afraid_of_any_brigands._Show_me. 1270 8 11 1 1224979098644774912 521 3 1224979098644774913 1224979098644774912 0 31 2 1224979098644774913 18 1603 3 1224979098644774912 256 0 1603 3 1224979098644774912 16384 1 1231 1 1224979098644774912 3 0 1529 2 360287970189639680 300 NO_VOICEOVER

then find this:

dlga_azziz_map_trade:special_fail 69631 1271 9 4 0 132 1 648518346341351594 2320 2 5 1585267068834417431 5 0 2147483798 1 288230376151711875 2320 2 5 1585267068834417432 5 0 2320 2 5 1585267068834417433 3 0 {s5} 1272 0 NO_VOICEOVER

- Increase red number by 3
- put this after the blue number, watch the gaps:
2149 2 1224979098644774912 360287970189639680 2147483678 2 1224979098644774912 300
- put this after the purple number, watch the gaps:
2147483780 1 648518346341351594

That's all. New game is not needed.
6 )
With this tweak, the amount of prisoners you can keep will be based on how many units you currently have (excluding yourself). The ratio depends on your Prisoner Management skill: at 0 PM, you need 5 soldiers to keep an eye on 1 prisoner (prisoner_capacity = (party_size - 1) / 5), the cap icreases by 0.3/party member per each skill point, and at 10 PM you need 2 soldiers for 1 prisoner (prisoner_capacity = (party_size - 1) / 2).

Implementation:

- open scripts.txt, locate game_get_party_prisoner_limit script and replace it with this:

game_get_party_prisoner_limit -1
10 2133 2 1224979098644774912 0 2133 2 1224979098644774913 5 2170 3 1224979098644774914 1369094286720630786 360287970189639680 1601 2 1224979098644774915 648518346341351424 2107 2 1224979098644774914 3 2108 2 1224979098644774914 10 2106 2 1224979098644774913 1224979098644774914 2123 3 1224979098644774912 1224979098644774915 1224979098644774913 2133 2 72057594037927936 1224979098644774912 2075 1 72057594037927936
7 )
Self-explanatory.

Implementation:

- Open scripts.txt, search for update_party_creation_random_limits

update_party_creation_random_limits -1
7 2171 2 1224979098644774912 360287970189639680 2122 3 1224979098644774913 1224979098644774912 4 2105 2 1224979098644774913 15 2110 2 1224979098644774913 100 2106 2 1224979098644774912 1 1080 2 1224979098644774912 1224979098644774913 2133 2 72057594037927936 1224979098644774913

4 is the level multiplier, but it is only one part of the formula for the size limitation. Nevertheless, by changing it you can adjust the result.
8 )
Yes, PoP does have a hidden option for quick start. But the enabling itself won't make much difference since it's placed in pretty much the last menu that keeps you from the global map and also doesn't allow to skip character creation. So this tweak not only enables the option, but also fixes all of the above.

Implementation:

- First we need to modify the default option, then we should move it to the right place. Open menus.txt, find this part:

mno_pop_cheat 1 31 2 0 1 [TEST]_Just_let_me_play! 5 1 1 936748722493063453 1672 2 648518346341351424 72057594037927936 1623 3 648518346341351424 648518346341351451 2 1511 1 360287970189639680 2040 0

- replace red numbers with "255 0", purple with "2052", then cut this option from dot to dot and place in menu_start_game_0, right before mno_continue:
menu_start_game_0 18374686479671628288 Welcome,_adventurer,_to_Prophesy_of_Pendor!_^_Before_beginning_the_game_you_must_create_your_character._^^_Be_very_careful,_Adventurer._Your_background_choices_here_will_forever_impact_your_options_and_opportunities_in_Pendor. none 21 2133 2 144115188075856134 0 2133 2 144115188075856135 0 2133 2 144115188075856136 0 2133 2 144115188075856137 0 2133 2 144115188075856138 0 2133 2 144115188075856139 0 2133 2 144115188075856140 0 2133 2 144115188075856141 0 2133 2 144115188075856142 0 2133 2 144115188075857213 -40 2133 2 144115188075857211 0 2133 2 144115188075857212 1 271 1 120 2133 2 144115188075857217 3 2133 2 144115188075857270 36 2133 2 144115188075857271 36 2133 2 144115188075856323 14 2133 2 144115188075857218 14 2133 2 144115188075857297 1 2133 2 144115188075857296 0 2031 1 1441151880758558750 2
mno_pop_cheat 1 255 0 [TEST]_Just_let_me_play! 5 1 1 936748722493063453 1672 2 648518346341351424 72057594037927936 1623 3 648518346341351424 648518346341351451 2 1511 1 360287970189639680 2052 0 . mno_continue 0 Continue... 1 2060 1 864691128455135239 . mno_go_back 0 Go_back 1 2055 0 .

- Then go back to menu_start_phase_2 and decrease the last number in its line by 1 (7 -> 6), also make sure that only 1 dot divides the place where you cut our option from. Now go to menu_start_game_0 and increase the last number in its line by 1 (2 -> 3) .

- That's all. The option will be displayed only if Edit Mode is enabled on the last tab of game launcher settings, and will bring you right to the global map by 1 click. Do keep in mind however that since you totally skip your bio this way, your character will be lvl 1 and naked, so it is recommended to buff him in Morgh's editor before testing stuff. Import is not an option this time since your character won't have a name. If you open character window to give him one, you will face the very thing you were trying to skip.
9 )
With this tweak, Scorpion Assasins will not ambush the player if he:
1) wears their armor and helm (this could make them think of him as of ally)
2) has a positive relations with them (attacking a friend is illogical)
3) joined their order, no matter the rank (attacking a fellow order member is even more illogical)
Any of these conditions will do the job, no need to meet them all. However this applies only to Scorpion Assasins, you can still be ambushed by other bandits.

Implementation:

- open scripts.txt, search for cf_enter_center_location_bandit_check

cf_enter_center_location_bandit_check -1
72 2147483679 2 144115188075856246 0 561 3 144115188075856143 155 1 31 2 144115188075856238 0 31 2 144115188075856216 0 4 0 541

- increase the red number by 25 (72 -> 97)

- put this before 4: 2133 2 1224979098644774919 1 4 0 521 3 1224979098644774913 144115188075856246 155 31 2 1224979098644774913 360287970189640026 2190 3 1224979098644774920 432345564227567630 432345564227567677 2133 2 1224979098644774921 0 2133 2 1224979098644774922 0 4 0 151 2 360287970189639680 288230376151712398 151 2 360287970189639680 288230376151712805 2133 2 1224979098644774921 1 3 0 4 0 520 3 1224979098644774923 360287970189639680 162 2147483679 2 1224979098644774923 0 2173 2 1224979098644774924 1224979098644774923 31 2 1224979098644774924 432345564227567677 2133 2 1224979098644774922 1 3 0 1073741856 2 1224979098644774920 0 1073741855 2 1224979098644774921 1 31 2 1224979098644774922 1 2133 2 1224979098644774919 0 3 0 31 2 1224979098644774919 1
10)
This tweak allows player, companions (after they became lords) and claimants (after they became kings) to wear civilian clothes in castle hall scenes. NPC outfits are determined in code, and player outfit can be customized dynamically under Camp -> Take an action -> Set civilian outfit option. If player takes back all items from civilian dummy, he will appear in his usual equipment again.

Implementation:

1) Open menus.txt, increase the first counter by 1 (317 -> 31:cool:, then search for menu_camp_action, increase counter at the end of its line by 1 (10 -> 11) then find this part:

mno_camp_recruit_prisoners 11 105 1 1

and replace it with:

mno_camp_civilian_outfit 0 Set_civilian_outfit. 35 2167 1 1224979098644774912 4 0 2147483678 2 1224979098644774912 9 1106 2 1585267068834417694 14574654 5 0 2322 2 3 360287970189639680 1501 2 360287970189640712 3 1506 2 1224979098644774913 360287970189639680 1505 2 360287970189640712 1224979098644774913 2750 3 4 360287970189639680 0 2751 3 360287970189640712 4 0 2751 3 360287970189640712 4 1 2172 3 1224979098644774914 360287970189639680 0 2172 3 1224979098644774915 360287970189640712 0 2121 3 1224979098644774916 1224979098644774914 1224979098644774915 1520 3 360287970189640712 0 1224979098644774916 2170 3 1224979098644774917 24 360287970189639680 2170 3 1224979098644774918 24 360287970189640712 2121 3 1224979098644774919 1224979098644774917 1224979098644774918 1521 3 360287970189640712 24 1224979098644774919 2170 3 1224979098644774920 26 360287970189639680 2170 3 1224979098644774921 26 360287970189640712 2121 3 1224979098644774922 1224979098644774920 1224979098644774921 1521 3 360287970189640712 26 1224979098644774922 2170 3 1224979098644774923 33 360287970189639680 2170 3 1224979098644774924 33 360287970189640712 2121 3 1224979098644774925 1224979098644774923 1224979098644774924 1521 3 360287970189640712 33 1224979098644774925 2170 3 1224979098644774926 34 360287970189639680 2170 3 1224979098644774927 34 360287970189640712 2121 3 1224979098644774928 1224979098644774926 1224979098644774927 1521 3 360287970189640712 34 1224979098644774928 2060 1 864691128455135549 2051 1 360287970189640712 3 0 . mno_camp_recruit_prisoners 11 105 1 1

Watch for the gap at the start.

2) Add this menu at the very end of the file (make sure an emty line remains):

menu_civilian_info 0 The_items_chosen_will_be_equipped_on_you_during_your_castle_hall_visits.^^NOTE:_This_outfit_supports_only_civilian_items,_all_the_rest_will_be_returned_back_to_you_as_you_proceed.^^If_you_want_to_disable_this_feature_for_your_character,_just_take_all_items_back_and_in_castle_halls_you_will_appear_in_your_usual_equipment. none 0 1
mno_info_continue 0 Continue... 25 1540 2 1224979098644774912 360287970189640712 6 3 1224979098644774913 0 1224979098644774912 1541 3 1224979098644774914 360287970189640712 1224979098644774913 2147483679 2 1224979098644774914 -1 2133 2 1224979098644774915 0 4 0 1570 2 1224979098644774916 1224979098644774914 2147483679 2 1224979098644774916 12 2147483679 2 1224979098644774916 13 2147483679 2 1224979098644774916 14 2147483679 2 1224979098644774916 15 2133 2 1224979098644774915 1 3 0 1073741855 2 1224979098644774915 1 2147486371 2 1224979098644774914 536870912 1542 3 1224979098644774917 360287970189640712 1224979098644774913 2325 2 5 1224979098644774914 1107 1 1 1105 2 1585267068834417695 14574654 1107 1 0 1530 3 360287970189639680 1224979098644774914 1224979098644774917 1531 2 360287970189640712 1224979098644774914 3 0 1107 1 1 2060 1 864691128455135291 .


3) Open scripts.txt, increase the first counter by 1 (752 -> 753), add this script at the very end of the file (make sure an emty line remains):

set_civilian_items -1
100 500 3 360287970189640186 401 0 500 3 360287970189640186 402 322 500 3 360287970189640186 403 772 500 3 360287970189640186 404 0 500 3 360287970189640187 401 0 500 3 360287970189640187 402 243 500 3 360287970189640187 403 728 500 3 360287970189640187 404 0 500 3 360287970189640188 401 0 500 3 360287970189640188 402 343 500 3 360287970189640188 403 772 500 3 360287970189640188 404 0 500 3 360287970189640189 401 0 500 3 360287970189640189 402 292 500 3 360287970189640189 403 723 500 3 360287970189640189 404 0 500 3 360287970189640190 401 0 500 3 360287970189640190 402 346 500 3 360287970189640190 403 731 500 3 360287970189640190 404 0 500 3 360287970189640191 401 0 500 3 360287970189640191 402 402 500 3 360287970189640191 403 772 500 3 360287970189640191 404 0 500 3 360287970189640192 401 0 500 3 360287970189640192 402 388 500 3 360287970189640192 403 733 500 3 360287970189640192 404 0 500 3 360287970189640193 401 0 500 3 360287970189640193 402 318 500 3 360287970189640193 403 772 500 3 360287970189640193 404 0 500 3 360287970189640194 401 0 500 3 360287970189640194 402 321 500 3 360287970189640194 403 732 500 3 360287970189640194 404 0 500 3 360287970189640195 401 0 500 3 360287970189640195 402 625 500 3 360287970189640195 403 772 500 3 360287970189640195 404 0 500 3 360287970189640196 401 0 500 3 360287970189640196 402 353 500 3 360287970189640196 403 733 500 3 360287970189640196 404 0 500 3 360287970189640197 401 0 500 3 360287970189640197 402 568 500 3 360287970189640197 403 733 500 3 360287970189640197 404 0 500 3 360287970189640198 401 0 500 3 360287970189640198 402 254 500 3 360287970189640198 403 722 500 3 360287970189640198 404 0 500 3 360287970189640199 401 0 500 3 360287970189640199 402 378 500 3 360287970189640199 403 732 500 3 360287970189640199 404 0 500 3 360287970189640200 401 0 500 3 360287970189640200 402 305 500 3 360287970189640200 403 724 500 3 360287970189640200 404 0 500 3 360287970189640201 401 0 500 3 360287970189640201 402 247 500 3 360287970189640201 403 725 500 3 360287970189640201 404 0 500 3 360287970189640202 401 0 500 3 360287970189640202 402 373 500 3 360287970189640202 403 733 500 3 360287970189640202 404 0 500 3 360287970189640203 401 0 500 3 360287970189640203 402 295 500 3 360287970189640203 403 772 500 3 360287970189640203 404 0 500 3 360287970189640204 401 0 500 3 360287970189640204 402 296 500 3 360287970189640204 403 726 500 3 360287970189640204 404 0 500 3 360287970189640205 401 0 500 3 360287970189640205 402 328 500 3 360287970189640205 403 724 500 3 360287970189640205 404 0 500 3 360287970189640311 401 1042 500 3 360287970189640311 402 395 500 3 360287970189640311 403 724 500 3 360287970189640311 404 0 500 3 360287970189640312 401 1042 500 3 360287970189640312 402 321 500 3 360287970189640312 403 724 500 3 360287970189640312 404 0 500 3 360287970189640313 401 1042 500 3 360287970189640313 402 597 500 3 360287970189640313 403 733 500 3 360287970189640313 404 0 500 3 360287970189640314 401 1042 500 3 360287970189640314 402 339 500 3 360287970189640314 403 772 500 3 360287970189640314 404 0 500 3 360287970189640315 401 1042 500 3 360287970189640315 402 396 500 3 360287970189640315 403 733 500 3 360287970189640315 404 0

These are tweak default outfits for NPCs. You can change them to your liking, or leave as is. The system consists of the repeating four lines:
500 3 360287970189640186 401 0
500 3 360287970189640186 402 322
500 3 360287970189640186 403 772
500 3 360287970189640186 404 0
Yellow number is troop constant (360287970189639680) + troop sequence number (which can be most easily checked with Morgh's Editor). Purple numbers are slots: Head (401), Torso (402), Legs (403) and Hands (404). Green number is an item you want to occupy the respective slot. 0 means the slot is empty (and not that it is occupied by "invalid item").

4) Open mission_templates.txt, increase the trigger counter (the number by itself on a single line) by 2 under the following sections:
• mst_visit_town_castle (9 -> 11)
• mst_visit_castle_castle (9 -> 11)
• mst_visit_town_castle_ghostlady (10 -> 12)

Add these triggers to all of them:

0.000000 0.000000 0.000000 7 2133 2 1224979098644774912 0 6 3 1224979098644774913 4 8 1541 3 1224979098644774914 360287970189640712 1224979098644774913 31 2 1224979098644774914 -1 2105 2 1224979098644774912 1 3 0 2147483679 2 1224979098644774912 4 37 1700 1 1224979098644774912 1541 3 1224979098644774913 360287970189640712 4 4 0 2147483679 2 1224979098644774913 -1 1779 2 1224979098644774912 1224979098644774913 5 0 1804 3 1224979098644774914 1224979098644774912 4 2147483679 2 1224979098644774914 -1 1774 2 1224979098644774912 1224979098644774914 3 0 1541 3 1224979098644774915 360287970189640712 5 4 0 2147483679 2 1224979098644774915 -1 1779 2 1224979098644774912 1224979098644774915 5 0 1804 3 1224979098644774916 1224979098644774912 5 2147483679 2 1224979098644774916 -1 1774 2 1224979098644774912 1224979098644774916 3 0 1541 3 1224979098644774917 360287970189640712 6 4 0 2147483679 2 1224979098644774917 -1 1779 2 1224979098644774912 1224979098644774917 5 0 1804 3 1224979098644774918 1224979098644774912 6 2147483679 2 1224979098644774918 -1 1774 2 1224979098644774912 1224979098644774918 3 0 1541 3 1224979098644774919 360287970189640712 7 4 0 2147483679 2 1224979098644774919 -1 1779 2 1224979098644774912 1224979098644774919 5 0 1804 3 1224979098644774920 1224979098644774912 7 2147483679 2 1224979098644774920 -1 1774 2 1224979098644774912 1224979098644774920 3 0
-25.000000 0.000000 0.000000 4 2071 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 1073741857 3 1224979098644774913 360287970189640186 360287970189640206 33 3 1224979098644774913 360287970189640311 360287970189640316 39 2071 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 1 1 936748722493063920 520 3 1224979098644774914 1224979098644774913 401 520 3 1224979098644774915 1224979098644774913 402 520 3 1224979098644774916 1224979098644774913 403 520 3 1224979098644774917 1224979098644774913 404 4 0 32 2 1224979098644774914 0 1779 2 1224979098644774912 1224979098644774914 5 0 1804 3 1224979098644774918 1224979098644774912 4 2147483679 2 1224979098644774918 -1 1774 2 1224979098644774912 1224979098644774918 3 0 4 0 32 2 1224979098644774915 0 1779 2 1224979098644774912 1224979098644774915 5 0 1804 3 1224979098644774919 1224979098644774912 5 2147483679 2 1224979098644774919 -1 1774 2 1224979098644774912 1224979098644774919 3 0 4 0 32 2 1224979098644774916 0 1779 2 1224979098644774912 1224979098644774916 5 0 1804 3 1224979098644774920 1224979098644774912 6 2147483679 2 1224979098644774920 -1 1774 2 1224979098644774912 1224979098644774920 3 0 4 0 32 2 1224979098644774917 0 1779 2 1224979098644774912 1224979098644774917 5 0 1804 3 1224979098644774921 1224979098644774912 7 2147483679 2 1224979098644774921 -1 1774 2 1224979098644774912 1224979098644774921 3 0


5) Open conversation.txt, search for dlga_lord_talk:companion_lord_trade

dlga_lord_talk:companion_lord_trade 69631 475 3 33 3 144115188075855892 360287970189640186 360287970189640206 542 3 144115188075856294 11 360287970189639680 31 2 144115188075855894 144115188075856294 Dear_Friend,_let_me_see_your_equipment. 591 0 NO_VOICEOVER

Increase the bold number by 1 (3 -> 4), and add this right after it:

2147483679 2 144115188075856070 1

6) Lastly, open quick_strings.txt, increase the first counter by 2 (3102 -> 3104), and add this strings at he very end of the file (make sure an emty line remains):

qstr_You_need_to_have_9_fr You_need_to_have_9_free_slots_in_inventory_for_this.
qstr_{s5}_returned_back_a {s5}_returned_back_as_it_is_not_a_civilian_item.

IMPORTANT: If you've applied tweaks that add new scripts, menus or quick strings, then you must adapt all the red numbers to the correct values. If not, ignore this and enjoy.

Basically all these numbers are sequence number of script/menu/string + respective constant. Constants are as follows:
scripts - 936748722493063168
menus - 864691128455135232
quick strings - 1585267068834414592

So, given that new entries of this tweak are added at the end of files as were new entries of other tweaks, your numbers should be:
864691128455135549 = 864691128455135548 + total amount of non-default menus
1585267068834417694 = 1585267068834417693 + total amount of non-default quick strings
1585267068834417695 = 1585267068834417693 + total amount of non-default quick strings +1
936748722493063920 = 936748722493063919 + total amount of non-default scripts
11 )
This tweak allows to add multishot to any ranged weapon. New added missiles use the same direction as your crosshair does. The code is totally universal, it will automatically:
1) find what ammo you are currently using
2) add more instances of it with the same speed but not the same position on the line (so first missiles break the enemy shield and next ones actually do damage), the interval between positions is insignificant but it's enough for its purpose
3) reduce your ammo after each shot by the exact same amount as the number of missiles fired, to create the feeling of multishot and preserve the balance

Implementation:

1) Adjust this code to your liking:
-51.000000 119 2071 1 1224979098644774912 2124 1 1 1726 3 1224979098644774913 1224979098644774912 0 1570 2 1224979098644774914 1224979098644774913 2709 2 1224979098644774915 1224979098644774913 2133 2 1224979098644774916 0 2133 2 1224979098644774917 1 2133 2 1224979098644774918 5 6 3 1224979098644774919 0 4 2147483679 2 1224979098644774917 0 1804 3 1224979098644774920 1224979098644774912 1224979098644774919 2147483679 2 1224979098644774920 -1 1570 2 1224979098644774921 1224979098644774920 4 0 31 2 1224979098644774914 8 2147483679 2 1224979098644774920 1224979098644774913 31 2 1224979098644774921 5 1825 3 1224979098644774922 1224979098644774912 1224979098644774919 2147483679 2 1224979098644774922 0 2133 2 1224979098644774923 1224979098644774922 2133 2 1224979098644774924 1224979098644774920 2133 2 1224979098644774925 1224979098644774919 2133 2 1224979098644774917 0 5 0 31 2 1224979098644774914 9 2147483679 2 1224979098644774920 1224979098644774913 31 2 1224979098644774921 6 1825 3 1224979098644774922 1224979098644774912 1224979098644774919 4 0 2147483679 2 1224979098644774922 0 2133 2 1224979098644774916 1 5 0 2133 2 1224979098644774926 1 6 3 1224979098644774927 0 4 1804 3 1224979098644774928 1224979098644774912 1224979098644774927 2147483679 2 1224979098644774928 -1 2147483679 2 1224979098644774928 1224979098644774920 1570 2 1224979098644774929 1224979098644774928 31 2 1224979098644774929 6 2105 2 1224979098644774926 1 3 0 31 2 1224979098644774926 1 2133 2 1224979098644774916 1 3 0 31 2 1224979098644774916 1 2133 2 1224979098644774923 1224979098644774922 2133 2 1224979098644774924 1224979098644774920 2133 2 1224979098644774925 1224979098644774919 2133 2 1224979098644774917 0 5 0 1073741855 2 1224979098644774914 16 31 2 1224979098644774914 17 2147483679 2 1224979098644774920 1224979098644774913 31 2 1224979098644774921 18 1825 3 1224979098644774922 1224979098644774912 1224979098644774919 4 0 2147483679 2 1224979098644774922 0 2133 2 1224979098644774916 1 5 0 2133 2 1224979098644774926 1 6 3 1224979098644774927 0 4 1804 3 1224979098644774928 1224979098644774912 1224979098644774927 2147483679 2 1224979098644774928 -1 2147483679 2 1224979098644774928 1224979098644774920 1570 2 1224979098644774929 1224979098644774928 31 2 1224979098644774929 18 2105 2 1224979098644774926 1 3 0 31 2 1224979098644774926 1 2133 2 1224979098644774916 1 3 0 31 2 1224979098644774916 1 2133 2 1224979098644774923 1224979098644774922 2133 2 1224979098644774924 1224979098644774920 2133 2 1224979098644774925 1224979098644774919 2133 2 1224979098644774917 0 5 0 31 2 1224979098644774914 10 31 2 1224979098644774921 10 31 2 1224979098644774920 1224979098644774913 1825 3 1224979098644774922 1224979098644774912 1224979098644774919 2147483679 2 1224979098644774922 0 2133 2 1224979098644774923 1224979098644774922 2133 2 1224979098644774924 1224979098644774920 2133 2 1224979098644774925 1224979098644774919 2133 2 1224979098644774917 0 3 0 3 0 6 3 1224979098644774930 0 1224979098644774918 2147483678 2 1224979098644774930 1224979098644774918 2136 3 1224979098644774931 -1 1 723 2 1 1224979098644774931 2136 3 1224979098644774932 -1 1 725 2 1 1224979098644774932 2136 3 1224979098644774933 -100 100 721 2 1 1224979098644774933 1829 7 1224979098644774912 1 1224979098644774915 1224979098644774913 0 1224979098644774924 0 3 0 6 3 1224979098644774919 0 4 1804 3 1224979098644774920 1224979098644774912 1224979098644774919 2147483679 2 1224979098644774920 -1 2147483679 2 1224979098644774919 1224979098644774925 31 2 1224979098644774920 1224979098644774924 1825 3 1224979098644774934 1224979098644774912 1224979098644774919 2105 2 1224979098644774923 1224979098644774934 3 0 1727 3 1224979098644774935 1224979098644774912 1 4 0 32 2 1224979098644774935 1224979098644774923 2133 2 1224979098644774935 1224979098644774923 3 0 2106 2 1224979098644774918 1 2121 3 1224979098644774936 1224979098644774935 1224979098644774918 4 0 30 2 1224979098644774936 0 1776 3 1224979098644774912 1224979098644774924 1224979098644774936 5 0 1776 3 1224979098644774912 1224979098644774924 0 3 0

Green number is both the num of missiles and the ammount of ammo taken after each shot. Blue numbers are vertical spread range while purple are horizontal one. If they are the same value, the missiles will spread in a square form. Note that difference between (-1, 1) and (-2, 2) may be bigger than you think. Red numbers are the line position shift, if you are not satisfied with default one.

2) Open the Item Editor of Morgh's Editor, and navigate to the entry of any ranged weapon you want to apply multishot to. There is a little box below the 'Flags' tab called 'Trigger'. Change the default 0 value to 1, and paste the adjusted trigger to the empty box below. Keep in mind there should be 2 spaces after -51.000000! Press Update item. Once you applied it to all weapons you wanted, press Save Changes. New game is not required.

Not only this tweak doesn't require any adaptation for other PoP versions, it is entirely universal - you can copy-paste it to Perisno, ACOK, native or any other mod - it will work as is.
12 )
This trigger in simple_triggers.txt is responsible for AI troop training:

(when copying it to the search bar make sure you have 2 spaces after 48.000000 !!! god I hate to post tweaks here)

48.000000 71 6 3 1224979098644774912 360287970189640185 360287970189640315 540 3 1224979098644774912 2 2 520 3 1224979098644774913 1224979098644774912 10 32 2 1224979098644774913 648518346341351594 132 1 1224979098644774913 2170 3 1224979098644774914 17 1224979098644774912 2105 2 1224979098644774914 5 2122 3 1224979098644774915 1224979098644774914 1000 2133 2 1224979098644774916 30 4 0 2173 2 1224979098644774917 1224979098644774912 2147483679 2 1224979098644774917 144115188075856294 266 1 1224979098644774918 4 0 31 2 1224979098644774918 0 2133 2 1224979098644774916 35 2107 2 1224979098644774915 3 2108 2 1224979098644774915 2 5 0 31 2 1224979098644774918 2 2133 2 1224979098644774916 25 2108 2 1224979098644774915 2 3 0 3 0 2136 3 1224979098644774919 0 100 2147483680 2 1224979098644774919 1224979098644774916 1673 2 1224979098644774913 1224979098644774915 3 0 6 3 1224979098644774920 648518346341351446 648518346341351504 521 3 1224979098644774921 1224979098644774920 7 4 0 2147483679 2 1224979098644774921 360287970189639680 2133 2 1224979098644774915 3000 2133 2 1224979098644774916 30 4 0 2133 2 1224979098644774922 -1 4 0 30 2 1224979098644774921 0 2173 2 1224979098644774922 1224979098644774921 3 0 2147483679 2 1224979098644774922 144115188075856294 266 1 1224979098644774918 4 0 31 2 1224979098644774918 0 2133 2 1224979098644774916 35 2107 2 1224979098644774915 3 2108 2 1224979098644774915 2 5 0 31 2 1224979098644774918 2 2133 2 1224979098644774916 25 2108 2 1224979098644774915 2 3 0 3 0 2136 3 1224979098644774919 0 100 2147483680 2 1224979098644774919 1224979098644774916 1673 2 1224979098644774920 1224979098644774915 1 2 936748722493063761 1224979098644774920 5 0 31 2 1224979098644774921 360287970189639680 521 3 1224979098644774923 1224979098644774920 293 2170 3 1224979098644774924 17 1224979098644774923 521 3 1224979098644774925 1224979098644774920 274 541 3 1224979098644774920 349 0 2112 3 1224979098644774925 0 2 2105 2 1224979098644774925 1 2122 3 1224979098644774915 1224979098644774924 50 2105 2 1224979098644774915 250 2107 2 1224979098644774915 1224979098644774925 1673 3 1224979098644774920 1224979098644774915 0 3 0 3 0

There are some dependecies on training skill, which will be marked as TS in below formulas. There is also a different divisor (D) depending on campaign ai difficulty, which is 3/2 on "good" campaign ai, 1 on "average" and 2 on "poor".

For lords, the gained xp is ((TS+5)*1000)/D. For garrisons, the gained xp is just 3000/D, but when garrison belongs to player, it is (TS*50)+250, where a fief steward comes in and his TS is taken into account, not player's. Also his dialog option of whether to train garrison or not decides the very triggering of xp gain for player's garrisons (training grounds building is required for option to appear).

The training for both lords troops and garrisons are not guaranteed when the trigger checks. Each check has only a chance of applying the above calculations, which depends on campaign ai as well and is 25 on "good" campaign ai, 30 on "average" and 35 on "poor".

If these values suit you as is, and you just want them to apply more often, all you need to do is to decrease the red number which represents the frequency of trigger check (in game hours).

Part 2
 
Last edited:

omegaweapon

Sergeant at Arms
Best answers
0
oh my god a full sticky thread for meddling with the occult? man pop ways changed a lot it seems :smile:.

now seriously I would like a way to make the prisoner management skill works with the number of your soldier in your army.
that means the amount of prisoners you can have is based on your army and prisoner management skill simply improve the ratio.
an example would be at 0 skill you need 10 soldier for each prisoner in 10 skill you need 1 soldier for each prisoner.

I am not sure if it's the right place to put request. so apologize if it's not the right place in advance
 

Gorvex

Master Knight
Best answers
0
omegaweapon said:
now seriously I would like a way to make the prisoner management skill works with the number of your soldier in your army.
that means the amount of prisoners you can have is based on your army and prisoner management skill simply improve the ratio.
an example would be at 0 skill you need 10 soldier for each prisoner in 10 skill you need 1 soldier for each prisoner.

I am not sure if it's the right place to put request. so apologize if it's not the right place in advance
It's in the request list on the Wikia's Tweaks page already. But I'll rewrite the description a bit, because by mistake, I said "max party size" instead of "current party size". As it should be, since more men can keep an eye on more prisoners.
 

omegaweapon

Sergeant at Arms
Best answers
0
Gorvex said:
omegaweapon said:
now seriously I would like a way to make the prisoner management skill works with the number of your soldier in your army.
that means the amount of prisoners you can have is based on your army and prisoner management skill simply improve the ratio.
an example would be at 0 skill you need 10 soldier for each prisoner in 10 skill you need 1 soldier for each prisoner.

I am not sure if it's the right place to put request. so apologize if it's not the right place in advance
It's in the request list on the Wikia's Tweaks page already. But I'll rewrite the description a bit, because by mistake, I said "max party size" instead of "current party size". As it should be, since more men can keep an eye on more prisoners.
yeah I saw that that I was like why it's max army size, now I understand what happened :smile:. amazing
hopefully someone is nice enough and make it happen (if possible)
 

Dalion

Squire
Best answers
0
omegaweapon said:
at 0 skill you need 10 soldier for each prisoner in 10 skill you need 1 soldier for each prisoner.
Good idea. Done, above post updated, enjoy  :smile:
 

omegaweapon

Sergeant at Arms
Best answers
0
UndeadDuke said:
omegaweapon said:
at 0 skill you need 10 soldier for each prisoner in 10 skill you need 1 soldier for each prisoner.
Good idea. Done, above post updated, enjoy  :smile:
amazing tyvm :grin:.
now it's a choice of do I need that many soldiers and pay their wage since I can have that many more prisoners to catch. 

btw if I do this tweak what happen if I increased my prisoner management beyond 10? like at 12 (to capture the spawns 100% of time). as long as it doesn't break the code it would be perfect.
or if I added the tweak that let me add companions prisoner mangament to my total capacity.
 

Dalion

Squire
Best answers
0
omegaweapon said:
what happen if I increased my prisoner management beyond 10? like at 12 (to capture the spawns 100% of time)
If you set your prisoner management skill past 10, you should just increase 11 in the code to be max skill +1. If your max skill is 12, then replace 11 with 13 and so on

omegaweapon said:
or if I added the tweak that let me add companions prisoner mangament to my total capacity.
This tweak is incompatible with it, you need to choose between the two. Even if I adapt it to work, the final ratio will still be 1=1, so I don't see the need in doing so.
 

omegaweapon

Sergeant at Arms
Best answers
0
UndeadDuke said:
omegaweapon said:
what happen if I increased my prisoner management beyond 10? like at 12 (to capture the spawns 100% of time)
If you set your prisoner management skill past 10, you should just increase 11 in the code to be max skill +1. If your max skill is 12, then replace 11 with 13 and so on

omegaweapon said:
or if I added the tweak that let me add companions prisoner mangament to my total capacity.
This tweak is incompatible with it, you need to choose between the two. Even if I adapt it to work, the final ratio will still be 1=1, so I don't see the need in doing so.
ah got it there is only one 11 in the code I was worried that I can't understand what should I do :grin:. awesome tyvm.

as for second one yeah your right time to revert some changes then :smile:). (sorry it was my lazy mind to avoid changing things)

many thanks man you made my day.
 

Plasquar

Grandmaster Knight
Best answers
0
Can someone please post the tweak to speed up the CKHO?
Sadly once they're ready to join the fight the game is already over.
 

lim6221

Recruit
Best answers
0
Is there any way to remove retreat penalty during siege? Yes, I want to be cheating scum
 

Gorvex

Master Knight
Best answers
0
Hey there folks!

In case you didn't see it yet, here's an unofficial addon for Prophesy of Pendor v3.9.4 (hotfix patch #3) that I compiled and uploaded recently: https://www.nexusmods.com/mbwarband/mods/6315. It contains various new rune items, added to the mines of Al-Aziz for purchase: daggers, bastard swords, two-handed axes, hammers, lances, spears, throwing spears/knives/dirks, crossbows, bolts, arrows, shields, horse armors (with horse), and multiple sets of rune plates.

Many weapon and armor types are missing from the selection of the mines of Al-Aziz. With this unofficial addon, that will be no longer the case! The items are set to have different capabilites as well beside having different stats. The stats are adjusted in a balance that I find appealing. If you don't like it, feel free to change them via Morgh's Editor. Note however that weapon reaches are matching the length of models, so it's not advised to change these if you want them to behave as expected.

List of added items:
- Strange / Sapphire / Ruby / Emerald Rune Dagger
- Strange / Sapphire / Ruby / Emerald Rune Bastard Sword
- Strange / Sapphire / Ruby / Emerald Rune Two-handed Axe
- Strange / Sapphire / Ruby / Emerald Rune Hammer
- Strange / Sapphire / Ruby / Emerald Rune Lance
- Strange / Sapphire / Ruby / Emerald Rune Spear
- Strange / Sapphire / Ruby / Emerald Rune Throwing Spears
- Strange / Sapphire / Ruby / Emerald Rune Throwing Daggers
- Strange / Sapphire / Ruby / Emerald Rune Throwing Dirks
- Strange / Sapphire / Ruby / Emerald Rune Crossbow
- Sharpshooter Bolts
- Sentinel Arrows
- Strange / Sapphire / Ruby / Emerald Rune Shield
- Strange / Sapphire / Ruby / Emerald Rune Horse
- Silver Sapphire / Ruby / Emerald Rune Plate (with Cape)
- Ebony Sapphire / Ruby / Emerald Rune Plate (with Cape)
- Bronze Ruby Rune Plate (with Cape)
- Azure Sapphire Rune Plate (with Cape)
- Viridian Emerald Rune Plate (with Cape)
- Amethyst / Amber / Jade Rune Plate (with Cape)

Stats on the Tweaks page of the Wikia (currently as tweak 18 b): https://pop3.fandom.com/wiki/Tweaks

Extras:
- The prices for upgrading rune equipment are reduced by eliminating the cost of Large Pouch of Diamonds. Somewhat as they were prior to v3.9.
- Clarissa of Pent can sew capes for or take them off from the different new Rune Plates
- Aeldarian and Ithilrandir will have an Ebony and Silver Rune Plate respectively instead of Mystical Rune Plates, which can likewise be taken from them. These can be upgraded into much stronger versions than the original Sapphire/Ruby/Emerald Rune Plates
- Mystical Rune Plates are now available for purchase from Hamidaron (at the mines of Al-Aziz)
- Sapphire, Ruby and Emerald Rune Plates can be upgraded further to Azure, Bronze and Viridian variants respectively, for a cost of a Large Pouch of Diamonds and a jar of Wine for each (as usual). These will have the same stats compared to each other, so that at least stats won't have to be evaluated beside aesthetics.

Screenshots, installation guide and credits on the above linked Nexus page. Check it out if you are interested!

Enjoy! :smile:
 

MitchyMatt

Grandmaster Knight
WB
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Thanks Gorvex, updated 2nd OP post with the submod. If you got any updates/changes to make just PM me the changes or additions.
 

Gorvex

Master Knight
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MitchyMatt said:
Thanks Gorvex, updated 2nd OP post with the submod. If you got any updates/changes to make just PM me the changes or additions.
Ah, very nice, it's me who should be thanking you! :party: I have to tell, you did a much better job at presenting it on this forum than I did, so thank you! :iamamoron: I wanted to leave everything else (screenshots, credits and whatnot) to the Nexus page, hence the bit of lazyness.
 

Tenplar0805

Recruit
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I’ve been having a couple issue while playing the prophesy Pendor mod and I was wondering if anyone had been having the same problems or can offer Andy solutions.
For some reason I keep losing troops form my party. My morale is high and I have plenty of food plus a baggage train. It’ll happen randomly at times and when I have a returning companion that rejoins my party.
And for some reason whenever I enter a tavern in a town I get a bunch of red debug messages.
Would appreciate it if anyone has any suggestions
Sorry if I posted this in the wrong place
 

gosuu

Recruit
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added Brainybots to pendor, adjusted settings and it feels like a whole new game again. You can google it and find it on nexusmods. two step installation too

The external mod adds tricks(such as kicks, holds, blocking ability) to the fighting AI and makes them better fighters
55-65% block chance has been the best, and a range of 175-700 wprof makes it so peasants are still like peasants but knights and soldiers actual feel like veteran fighters.

tournaments and arena are hard as **** but it’s a lot of fun. They’re still pretty bad and easy to kill in group fights though

You can make it high/difficult settings and only apply to unique characters like lords and companions too and make them actually stand out