There should be an option somewhere in the mod options or camp menu to be able to conclude heartbeat quests from the distance without any effects.Any tweaks to reduce frequency of village fief requesting help ? First village and literally just 2 days after helping they need help again. Can't do anything else.
Not yet, noted.Is there a tweak that would force defecting lords to change their army template? Right now they can change culture only if the player will ask them to do so.
Never knew they were called Heartbeat quests. Never too old to learn eh . Cant find any such settings in game. Is there some kind of hidden or cheat menu I must activate somewhere ?There should be an option somewhere in the mod options or camp menu to be able to conclude heartbeat quests from the distance without any effects.
From the v3.9.5 changelog: "added option to finish Heartbeat quests remotely (without any effects)"
And you can turn off the notifications in the mod options menu.
Oh, that could be it, I don't know for sure... Didn't have time to actually play PoP (outside testing stuff) since the past two years or so. Tweaks, Wikia page editing, requests, PMs and other questions related to the game are taking up most of my free time I'm willing to dedicate to these things.A
Never knew they were called Heartbeat quests. Never too old to learn eh . Cant find any such settings in game. Is there some kind of hidden or cheat menu I must activate somewhere ?
EDIT: Found and enabled chetmenu, but even in there, I find no such option anywhere.
Is it possible they refer to the option, where you pay the messenger 500 gold to take care of the problem ? That's way too expensive to lose 500 gold every 2 days. How crazy will that get when you have many fiefs ?
Not yet. I noted it for a request.Are there a tweak to allow me to improve lordless villages? Or any fief of the faction I am king?
Melee items are unused and set as "unique", you don't need to touch them in any way. The three base ones are enough for eveything you may think of. As of Complete Arsenal, yeah, it would require adaptation. Here is adapted version: https://drive.google.com/file/d/17csLc6FJvIkZPJWgGQ-2SjKuA7iMOrbZ/view
That's because pistol has it's own weapon type. The other two are "type_musket" so default arquebus option sees them, but since there are no pistols in default PoP, there is no option to display "type_pistol". So here is what you need to do:the option to choose from a list of pistols isn't present in the conversation menu.
I want to make sure ALL villages have at least sheriff, so I can clear the forest bandit infestation I am having. (the forest bandits are managing to be a bigger problem than kingdoms at war with me, no goods are getting anywhere).
That's because pistol has it's own weapon type. The other two are "type_musket" so default arquebus option sees them, but since there are no pistols in default PoP, there is no option to display "type_pistol". So here is what you need to do:
1) Open conversation.txt, increase the counter on the second line by 1 (4218->4219), find these lines:
dlga_pop2_war_room_buy_weapons_choice:pop2_war_room_buy_weapons_steward.11 69631 1026 0 Muskets. 1027 3 2133 2 144115188075856060 17 2133 2 144115188075856061 10000000 2133 2 144115188075856062 1 NO_VOICEOVER
dlga_pop2_war_room_buy_weapons_choice:pop2_war_room_buy_weapons_steward.12 69631 1026 0 Bullets. 1027 3 2133 2 144115188075856060 18 2133 2 144115188075856061 10000000 2133 2 144115188075856062 1 NO_VOICEOVER
2) Add this line between them:
dlga_pop2_war_room_buy_weapons_choice:pop2_war_room_buy_weapons_steward.12 69631 1026 0 Pistols. 1027 3 2133 2 144115188075856060 16 2133 2 144115188075856061 10000000 2133 2 144115188075856062 1 NO_VOICEOVER
3) increase purple number by 1 (12->13), new game is not required.
YesThe second line that we're adding one to is reference to the number of lines of code running in the file we're editing
No, compiler uses dots to separate the lines with the same name from each other. In MS there would be just 12 instances of <name>, but if their code is not the same, the compiler will divide them by <name.1>...<name.12>. So, technically, you may not increase the purple number at all, just put the different one in the new line, say, 13 - it will still do the trick. The position of the choice in dialog menu is determined by its order in conversation file. The lower an option is in the file, the lower it will be in dialog in-game.the purple twelve we're adding one to represents the position of the choice in the dialogue menu
Yesthe numbers 16, 17, and 18 represent type_pistol, type_musket, and type_bullets, respectively
Other than stats and damage type changing, you can also control the scatter range of blunderbuss and the amount of missiles it fires at once. Open it in Morgh's editor and look at its trigger:I'd be interested to hear if anyone has any ideas regarding firearm balance.
Excellent, I'll add it to the Wikia soon. Just one thing, could you please tell me which tweaks does it incorporate exactly? Because probably it would be better to grab those particular tweaks from your submod to build upon, so I'd like to leave a note about it at least. Or perhaps delete the respective tweaks completely.I have reworked my tweaks with dynamic reassignment and now it is a small submod.
Dynamic reassignment and reequipment
Excellent, I'll add it to the Wikia soon. Just one thing, could you please tell me which tweaks does it incorporate exactly? Because proba ly it would be better to grab those particular tweaks from your submod to build upon, so I'd like to leave a note about it at least. Or perhaps delete the respective tweaks completely.
Allright, will do that eventually. Thanks!Tweak 8 a)
Remove part for switching lances. Actually that trigger fires both for dehorsed and dismounted cavalry. If you don't changed code than they will be reassigned.
Tweak 8 b)
Tweak 8 c)
Tweak 9 a)
Tweak 10 a)
Tweak 10 b)
Tweak 10 c)
IMHO, you should delete those tweaks. You can publish the hole installation instructions from nexus on tweak page.
# script_game_event_party_encounter:
# This script is called from the game engine whenever player party encounters another party or a battle on the world map
# INPUT:
# param1: encountered_party
# param2: second encountered_party (if this was a battle
("game_event_party_encounter",
[
(store_script_param_1, "$g_encountered_party"),