[MODDING] Prophesy of Pendor Tweaks and Talk

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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.
 
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.
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.
 
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.
 
A
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.
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 ?
 
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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 ?
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.
 
Are there a tweak to allow me to improve lordless villages? Or any fief of the faction I am king?

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).

I took ONE village, but got a huge tax inefficiency hit for doing so :sad: But could give them a ridiculous 300+ people mercenary patrol (in the end I profited, all those mercs were stashed in random garrisons costing me ridiculous wages, so I got all mercs and gave them all to a single patrol :grin:)
 
Set battle advantage limits.
This tweak will allow you to fight with outnumbered armies. You will not spawn with 50 soldiers if you have hundreds in the party. This tweak sets battle advantage limits to 1:2 and 2:1.
1) Find in scripts.txt calculate_battle_advantage
2) Increase counter +2
2) After code
2108 2 1224979098644774918 100
insert
2111 2 1224979098644774918 -5 2110 2 1224979098644774918 5
3) Make shure you have one space before code and after
4) You can change red numbers to increase limits. 5 - is exactly 2:1.

If you outnumber any army for some reason. They will spawn with small groups and it takes a very long time to kill them all. So limit will work here too. Defenders in sieges get more size than the attackers. Hardcoded advantage limirs are [-12: 5].
 
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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

I've added two of the three firearms from the above link to the Custom Knighthood Order equipment purchase menu with tweak 3f, but I haven't figured out how to add the pistol, as the option to choose from a list of pistols isn't present in the conversation menu. How does one add a pistol dialogue option to the CKO equipment choices?
 
the option to choose from a list of pistols isn't present in the conversation menu.
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.
 
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).

You should ally bandits, it's too late in your game but it's a great strategy that you need to work on from the start of the game.
You lose relation points when you attack them. You don't lose relation points when they attack you (have a much smaller army). You earn relation points when you help them in battle.
 
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.

Thanks again, Dalion! If you don't mind, let me see if I might've accidentally learned what this is actually doing. The second line that we're adding one to is reference to the number of lines of code running in the file we're editing, the purple twelve we're adding one to represents the position of the choice in the dialogue menu, and the numbers 16, 17, and 18 represent type_pistol, type_musket, and type_bullets, respectively?

On a side note, I'm absolutely loving the tracers and gun animations you've introduced me to, and having a more diverse firearms selection has been a blast! I'm still playing around with the stats of the various firearms to try and balance them into Pendor, and one of the alterations that I think I've found some success with is in changing the damage type for the pistol and blunderbuss to cutting instead of piercing. With this and some accuracy and damage value adjustments, I've found it allows the pistol and blunderbuss to surpass the arquebus in most circumstances within mid range against lightly armored foes, while still allowing the arquebus an opportunity to shine against more heavily armored threats at most engagement ranges. I'm still testing these adjustments, but it seems to work pretty well, so far. I'd be interested to hear if anyone has any ideas regarding firearm balance.
 
The second line that we're adding one to is reference to the number of lines of code running in the file we're editing
Yes
the purple twelve we're adding one to represents the position of the choice in the dialogue menu
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 numbers 16, 17, and 18 represent type_pistol, type_musket, and type_bullets, respectively
Yes
I'd be interested to hear if anyone has any ideas regarding firearm balance.
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:
-51.000000 83 600 1 1152921504606847617 2071 1 1224979098644774912 2124 1 1 700 2 2 1 1726 3 1224979098644774913 1224979098644774912 0 2709 2 1224979098644774914 1224979098644774913 2133 2 1224979098644774915 1 2133 2 1224979098644774916 0 2133 2 1224979098644774917 0 2133 2 1224979098644774918 5 6 3 1224979098644774919 0 4 2147483679 2 1224979098644774915 0 1804 3 1224979098644774920 1224979098644774912 1224979098644774919 2147483679 2 1224979098644774920 -1 1570 2 1224979098644774921 1224979098644774920 4 0 31 2 1224979098644774921 18 1825 3 1224979098644774922 1224979098644774912 1224979098644774919 4 0 2147483679 2 1224979098644774922 0 2133 2 1224979098644774916 1 5 0 2133 2 1224979098644774923 1 6 3 1224979098644774924 0 4 1804 3 1224979098644774925 1224979098644774912 1224979098644774924 2147483679 2 1224979098644774925 -1 2147483679 2 1224979098644774925 1224979098644774920 1570 2 1224979098644774926 1224979098644774925 31 2 1224979098644774926 18 2105 2 1224979098644774923 1 3 0 31 2 1224979098644774923 1 2133 2 1224979098644774916 1 3 0 31 2 1224979098644774916 1 2133 2 1224979098644774927 1224979098644774922 2133 2 1224979098644774917 1224979098644774920 2133 2 1224979098644774928 1224979098644774919 2133 2 1224979098644774915 0 3 0 3 0 4 0 31 2 1224979098644774917 0 2133 2 1224979098644774917 288230376151712901 3 0 6 3 1224979098644774929 0 1224979098644774918 2147483678 2 1224979098644774929 1224979098644774918 2136 3 1224979098644774930 -3 3 723 2 1 1224979098644774930 2136 3 1224979098644774931 -3 3 725 2 1 1224979098644774931 2136 3 1224979098644774932 -100 100 721 2 1 1224979098644774932 1829 7 1224979098644774912 1 1224979098644774914 1224979098644774913 0 1224979098644774917 0 3 0 6 3 1224979098644774919 0 4 1804 3 1224979098644774920 1224979098644774912 1224979098644774919 2147483679 2 1224979098644774920 -1 2147483679 2 1224979098644774919 1224979098644774928 31 2 1224979098644774920 1224979098644774917 1825 3 1224979098644774933 1224979098644774912 1224979098644774919 2105 2 1224979098644774927 1224979098644774933 3 0 1727 3 1224979098644774934 1224979098644774912 1 4 0 32 2 1224979098644774934 1224979098644774927 2133 2 1224979098644774934 1224979098644774927 3 0 2106 2 1224979098644774918 1 2121 3 1224979098644774935 1224979098644774934 1224979098644774918 4 0 30 2 1224979098644774935 0 1776 3 1224979098644774912 1224979098644774917 1224979098644774935 5 0 1776 3 1224979098644774912 1224979098644774917 0 3 0 720 2 2 -10 721 2 2 72 1969 3 1008806316530991171 2 15 1969 3 1008806316530991169 2 15 1969 3 1008806316530991170 2 15 725 2 2 45 1969 3 1008806316530991136 2 10

Green number determines both number of missiles fired and an amount of ammo taken. Blue numbers are vertical spread range, purple are horizontal one. As you can see I set them to same value in order to scatter missiles in form of a square. You may change that. Keep in mind however, that the difference between (-3,3) and (-4,4) may be bigger than you think.
Also you may change "Ammo" field of pistol, to set how many shots it can make before reload. Each reload will take the same amount of ammo you set there. And of course, your new value will automatically be updated in the in-game tooltip when hovering the cursor over item.
 
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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 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.
 
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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.

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.
 
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.
Allright, will do that eventually. Thanks!
 
Finally bbcode [code] works fine.
Code:
  # 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"),
 
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