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.
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.
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)
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.
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:
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:
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.
- 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:
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:
- 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:
- 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
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, then search for menu_camp_action, increase counter at the end of its line by 1 (10 -> 11) then find this part:
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 3602879701896401864010
500 3 360287970189640186402322
500 3 360287970189640186403772
500 3 3602879701896401864040 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)
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):
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
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)
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).
oh my god a full sticky thread for meddling with the occult? man pop ways changed a lot it seems .
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
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.
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 . amazing
hopefully someone is nice enough and make it happen (if possible)
amazing tyvm .
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.
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.
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.
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.
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!
Ah, very nice, it's me who should be thanking you! I have to tell, you did a much better job at presenting it on this forum than I did, so thank you! I wanted to leave everything else (screenshots, credits and whatnot) to the Nexus page, hence the bit of lazyness.
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
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
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