[MODDING] Prophesy of Pendor Tweaks and Talk

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PoP is great. I had much fun playing it. But I have noticed one feature during my playthrough.

The 1h and 2h overhead spear thrust is not optimized for close-quarter combat. Even the heaviest spearmen perform extremely poorly in close-quarters. This symptom especially prevalent during siege. I noticed this peculiarity both from my hands-on experience with spear and from observing the AI. I have been trying to avoid employing spearmen ever since.

Perhaps a lot of people have already noticed this. I wonder if there is a sub-mod that makes spear more effective. I know that VC has a different model, but I couldn't figure out how to migrate the VC functionality to here.

I have tried to copy and paste sections of the action.txt file in VC to POP. That seems to change the functionality of the 2h overhead thrust (needs more testing). At least the animation is slightly different: now the 2h thrust animation only proceed at a fixed height just as in VC. But I couldn't figure out the 1h thrust animation nor the functionality.
 
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Hello, first time on this forum. Love the mod.

One question: Does tweak 10f regarding battle advantage make tactics useless or does tactics still play a role in calculating battle advantage?

Thanks!
 
Hello, first time on this forum. Love the mod.

One question: Does tweak 10f regarding battle advantage make tactics useless or does tactics still play a role in calculating battle advantage?

Thanks!
Hi! That tweak just sets your minimum and maximum battle advantage compared to the enemy's forces. Tactics can still push it in your favor between those limits. The only time when it's rendered worthless is when you already reached your maximum battle advantage due to your party strength superiority. So whenever you don't severely outnumber the enemy, Tactics will continue to help you. It's exactly when you really need it anyways, when the enemy is the one to outnumber you. Other than that, you can freely adjust the minimum and maximum battle (dis)advantage with that tweak.
 
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Hi! That tweak just sets your minimum and maximum battle advantage compared to the enemy's forces. Tactics can still push it in your favor between those limits. The only time when it's rendered worthless is when you already reached your maximum battle advantage due to your party strength superiority. So whenever you don't severely outnumber the enemy, Tactics will continue to help you. It's exactly when you really need it anyways, when the enemy is the one to outnumber you. Other than that, you can freely adjust the minimum and maximum battle (dis)advantage with that tweak.

Great. Thank you very much. Played POP many years ago and just started playing again, great mod.

Also a big thank you for being active on the wiki. :smile:
 
If you are a spear lover from Viking Conquest ("Ray" is the best!) , this post might mean a lot to you.

I wonder if there is a sub-mod that makes spear more effective. I know that VC has a different model, but I couldn't figure out how to migrate the VC functionality to here.

I have tried to copy and paste sections of the action.txt file in VC to POP...

I copied values for 2h-overhead spear thrust in the action.txt of VC to both 1h and 2h spear trust in POP. I noticed two differences.

1. This is important. Now, I can land hits with overhead thrust at hugging range, that applies to both 1h and 2h overhead thrusts. Very noticeable difference for the player. Spearmen controlled by AI are more capable at close-quarter combat as a result. They no longer sucks.

2. Before the change, the player is able to aim higher or lower with the overhead thrust. After the modification, both the 1h and 2h thurst animation proceed at a fixed height -- the player can no longer control how elevated their aim is. The aim only moves horizontally now. Other than that, the animation looks exactly the same as before.

It is still mysterious to me why things change the way it does, it just does.

Here is the section of the action.txt file post-change:
ready_overswing_spear 524288 1679818762 1
0.400000 attacks_staff_thrust_overhead 6 21 7 0 0.0 0.0 0.0 0.0
release_overswing_spear 524288 2183135242 1
0.500000 attacks_staff_thrust_overhead 21 43 6 0 0.0 0.0 0.0 0.0
release_overswing_spear_continue 0 572522497 1
0.300000 attacks_staff_thrust_overhead 43 50 3 0 0.0 0.0 0.0 0.0
parried_overswing_spear 0 35651599 1
0.300000 attacks_staff_thrust_overhead 50 43 3 0 0.0 0.0 0.0 0.0
blocked_overswing_spear 0 35651599 1
0.300000 attacks_staff_thrust_overhead 50 43 3 0 0.0 0.0 0.0 0.0
reload_pistol_half 0 35651644 1
1.200000 reload_pistol_new 125 250 4 0 0.0 0.0 0.0 0.0
ready_overswing_musket 524288 1679818762 1
0.400000 1h_spear_thrust_overhead 6 21 7 0 0.0 0.0 0.0 0.0
release_overswing_musket 524288 2183135242 1
0.500000 1h_spear_thrust_overhead 21 43 6 0 0.0 0.0 0.0 0.0
release_overswing_musket_continue 0 572522497 1
0.300000 1h_spear_thrust_overhead 43 50 3 0 0.0 0.0 0.0 0.0
parried_overswing_musket 0 35651599 1
0.300000 1h_spear_thrust_overhead 50 43 3 0 0.0 0.0 0.0 0.0
blocked_overswing_musket 0 35651599 1
0.300000 1h_spear_thrust_overhead 50 43 3 0 0.0 0.0 0.0 0.0
ready_thrust_musket 1678835712 1679818762 1

If you want to adapt this spear modification in your game. Locate the action.txt file in your POP folder. Find the lines in the action.txt file with the same english description as the section in the spoiler (from and including the line that begins with "ready_overswing_spear" to and including the line that begins with "ready_thrust_musket"). Replace all of them by the contents in the spoiler. Make sure every line is aligned properly.

Note:
1. I adjusted the speed of overhead trusts by a small margin to make them just a touch slower than normal thrusts.
2. I increased the time it takes to draw the spear ready for an overhead thrust by a small margin, bringing them somewhat on par with normal thrusts. This would offer the player playing on manual blocking control ample time to react (because you can't count on them not dealing damage now).

P.S.
I recently fought Maltise' army with the mod. Her Dread Legion Infantries are quite capable with their Shield and Spear. Back ranks can stab over the shoulder of the front rank. Very deadly, even against our sword-welding infantries.
 
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Somehow forum still deletes extra spaces which are essential for tweaks. This and the fact that it automatically turns some digits/symbols into emotes are the reason why I probably won't post here any more tweaks.
raw

This post will be considered part 2 as part 1 has exceeded the character limit.

13 )
While 3.9.1 patch introduced a fix for looters quest party being hostile to other parties as well, it left behind couple other guildmaster quest problems:
1) Track Down Bandits quest fails if target party is destroyed by someone else than player
2) The target party of the above quest can turn out to be unique spawn, which player won't be able to deal with within 60 days and quest will fail
3) Target parties of Deal with Looters quest are really unpleasant to try and catch (not technically a problem, but fixing this would surely count as a QoL feature, like cattle following you instead of running)
Tweak aims to cover all of the above, but does it independently, so you can skip the points you are good with.

(1) to make target party of Track Down Bandits quest neutral to all but player:
- open conversation.txt, find this line:

dlga_merchant_quest_track_bandits_choice:merchant_quest_track_bandits_brief 69631 1457 0 Aye,_I'll_do_it. 1454 12 2133 2 144115188075856102 0 2133 2 144115188075856101 144115188075855892 526 3 1224979098644774912 504403158265495607 8 1603 3 1224979098644774912 262144 1 506 3 504403158265495607 8 144115188075856112 506 3 504403158265495607 6 144115188075855892 506 3 504403158265495607 12 144115188075856280 2342 2 8 144115188075856280 2330 2 9 1224979098644774912 1290 1 504403158265495607 2320 2 2 216172782113788389 1 3 936748722493063555 504403158265495607 144115188075855892 NO_VOICEOVER

- increase the red number by 1 (12->13), and add this after the blue one: 1620 2 1224979098644774912 432345564227567619

(2) to exclude minor faction armies and heroes from the list of possible target parties for Track Down Bandits quest:
- open scripts.txt, find merchant_road_info_to_s42 script, increase the number it starts with by 9 (212->221)
- find this part: 1224979098644774928 1224979098644774930 2133 2 1224979098644774929
and put this before 2133:

1609 2 1224979098644774940 1224979098644774927 2147483681 3 1224979098644774940 576460752303423556 576460752303423578 2147483679 2 1224979098644774940 576460752303423502 2147483679 2 1224979098644774940 576460752303423505 2147483679 2 1224979098644774940 576460752303423508 2147483679 2 1224979098644774940 576460752303423511 2147483679 2 1224979098644774940 576460752303423514 2147483679 2 1224979098644774940 576460752303423518 2147483679 2 1224979098644774940 576460752303423521

(3) to make the target parties of Deal with Looters quest converge on your location to attack you instead of running away:
- open conversation.txt, find this line:

dlga_merchant_quest_looters_brief:close_window 4095 1450 25 4 0 541 3 144115188075856280 0 3 2320 2 5 1585267068834416647 5 0 541 3 144115188075856280 0 4 2320 2 5 1585267068834416646 3 0 2136 3 1224979098644774912 3 7 506 3 504403158265495586 10 1224979098644774912 6 3 1224979098644774913 0 1224979098644774912 2136 3 1224979098644774914 5 14 1103 1 1224979098644774914 1100 2 144115188075856280 576460752303423654 1640 2 72057594037927936 2 1643 2 72057594037927936 2 1625 2 0 72057594037927936 1642 2 72057594037927936 0 3 0 2341 2 9 144115188075855892 2342 2 13 144115188075856280 2330 2 4 144115188075856280 1290 1 504403158265495586 2320 2 2 1585267068834417504 1 3 936748722493063555 504403158265495586 144115188075855892 2133 2 144115188075855935 1 Excellent!_You'll_find_the_looters_roaming_around_the_countryside,_probably_trying_to_rob_more_good_people._Kill_or_capture_the_bastards,_I_don't_care_what_you_do_with_them._I'll_pay_you_a_bounty_of_200_denars_on_every_band_of_looters_you_destroy,_until_all_the_looters_are_dealt_with. 6 0 NO_VOICEOVER

- increase the red number by 1 (25->26) and replace the blue ones with this:

1640 2 72057594037927936 4 1641 2 72057594037927936 648518346341351424 1639 2 72057594037927936 0 1606 2 72057594037927936 15 1607 2 72057594037927936 15
14 )
Just what the title says.

- open conversation.txt, find the line that starts with dlga_declaration_of_indep3:declaration_of_indep3 and replace it with this:
Code:
dlga_declaration_of_indep3:declaration_of_indep3 4095 269  0 All_Hail_{reg63?King:Queen}_{playername}!_^^_Long_live_the_{reg63?King:Queen}!!!  269  10 2114 2 144115188075856171 65536 603 1 0 1506 2 1224979098644774912 360287970189639680 4 0 32 2 1224979098644774912 0 600 1 1152921504606847611 5 0 600 1 1152921504606847610 3 0 1 1 936748722493063217 NO_VOICEOVER
(basically do the third step from 15 f) tweak)
- open scripts.txt, find cf_reinforce_party script
- decrease the number it starts with by 11 (620->609), then find and remove this part in it:
4 0 31 2 1224979098644774913 432345564227567630 33 3 1224979098644774912 648518346341351446 648518346341351504 521 3 1224979098644774916 1224979098644774912 7 4 0 32 2 1224979098644774916 0 520 3 1224979098644774913 1224979098644774916 14 5 0 521 3 1224979098644774913 1224979098644774912 61 3 0 3 0
15 )
These 2 castles in particular are out of the desertous D'Shar territory and are located in grassy plains despite their scene. Since their exterior is surrounded by hilly areas, they are relocated close to mountains as a result.

- open parties.txt
in Safid's record replace
-44.150000 -50.280000 -44.150000 -50.280000 -44.150000 -50.280000
with
-53.300000 -124.210000 -53.300000 -124.210000 -53.300000 -124.210000
in Tuldar's record replace
-10.340000 -60.210000 -10.340000 -60.210000 -10.340000 -60.210000
with
-63.370000 -109.860000 -63.370000 -109.860000 -63.370000 -109.860000

this requires new game or save editor appliance to take effect!
16 )
Do I even have to explain how frustrating it was sometimes to get blocked by the ally units? Enemy troops you can kill and pass, your troops you can order to go 10 steps backwards, but ally troops are gonna ruin your plans no matter what. Well, not anymore. With this tweak, you'll be able to pass through any non-hostile troop as long as you hold left [Ctrl] while moving. The difference will be most noticable in sieges.

- open mission_templates.txt and 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)
  • mst_village_raid - village fights (27 -> 28 )
  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 57)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 43)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 38 )
  • mst_bandit_lair - bandit lairs (19 -> 20)
- add the following trigger in a new line right under the increased trigger counter for each section:
0.000000 0.000000 0.000000 2 2147484654 0 70 1 29 24 2124 1 1 1700 1 1224979098644774912 1710 2 1 1224979098644774912 1770 2 1224979098644774913 1224979098644774912 12 3 1224979098644774914 1 1 1702 1 1224979098644774914 1704 1 1224979098644774914 1707 1 1224979098644774914 1770 2 1224979098644774915 1224979098644774914 2147485436 2 1224979098644774915 1224979098644774913 1689 2 2 1224979098644774912 727 2 1224979098644774916 2 726 2 1224979098644774917 2 2130 1 1224979098644774916 2130 1 1224979098644774917 4 0 2147483678 2 1224979098644774916 0 2108 2 1224979098644774916 2 3 0 2108 2 1224979098644774917 2 721 2 1 1224979098644774916 720 2 1 1224979098644774917 1711 2 1224979098644774912 1 3 0

Tweak works in any version of any module, it's entirely universal, have fun!
17 )
When someone takes you prisoner, they take 1-5 of your items and some gold, which varies from 1/4 to 1/10. You also lose all your troops. If you manage to defeat the party that has looted you, all the taken items with their modifiers will be guaranteed to appear in the battle loot, so you can take them back if you are not skipping loot screen rapidly. But gold and troops are lost forever. And while it will still hold true for troops, you can remove the gold/item penalty with this tweak.

- open scripts.txt and look for the loot_player_items script:

loot_player_items -1
52 23 2 1224979098644774912 1 1540 2 1224979098644774913 360287970189639680 6 3 1224979098644774914 0 1224979098644774913 1541 3 1224979098644774915 360287970189639680 1224979098644774914 30 2 1224979098644774915 0 1542 3 1224979098644774916 360287970189639680 1224979098644774914 1570 2 1224979098644774917 1224979098644774915 2133 2 1224979098644774918 0 4 0 31 2 1224979098644774917 11 2133 2 1224979098644774918 20 5 0 31 2 1224979098644774917 1 2133 2 1224979098644774918 15 5 0 1073741855 2 1224979098644774917 2 1073741855 2 1224979098644774917 3 1073741855 2 1224979098644774917 4 1073741855 2 1224979098644774917 8 1073741855 2 1224979098644774917 9 31 2 1224979098644774917 10 2133 2 1224979098644774918 5 5 0 1073741855 2 1224979098644774917 12 1073741855 2 1224979098644774917 13 1073741855 2 1224979098644774917 14 1073741855 2 1224979098644774917 15 31 2 1224979098644774917 7 2133 2 1224979098644774918 5 3 0 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 1224979098644774918 1531 2 360287970189639680 1224979098644774915 4 0 32 2 1224979098644774912 0 521 3 1224979098644774920 1224979098644774912 109 2105 2 1224979098644774920 110 501 3 1224979098644774912 1224979098644774920 1224979098644774915 2106 2 1224979098644774920 110 2105 2 1224979098644774920 115 501 3 1224979098644774912 1224979098644774920 1224979098644774916 2106 2 1224979098644774920 115 2105 2 1224979098644774920 1 2109 2 1224979098644774920 5 501 3 1224979098644774912 109 1224979098644774920 3 0 3 0 2149 2 1224979098644774921 360287970189639680 2123 3 1224979098644774922 1224979098644774921 4 2123 3 1224979098644774923 1224979098644774921 10 2136 3 1224979098644774924 1224979098644774923 1224979098644774922 1529 2 360287970189639680 1224979098644774924

The green part is responsible for items, so to remove that penalty - delete it all and decrease orange number by 46 (52->6).
The yellow part is responsible for gold, so to remove that penalty - delete it all and decrease orange number by 5 (52->47).
To remove them both, your script should look like this:
Code:
loot_player_items -1
1 23 2 1224979098644774912 1

For 3.9.5.1 version, new game is not required
 
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I'll soon add the above and tweak #12 to the Wikia
Seems like you frogot to remove the request about previous range button in cheatmenu with July 26th update. Also bullet trail request is still there, maybe some other too, imo the list should be revised.

Also I can quiclkly relocate Sange Safid(location #3, closer to other fiefs) and Tuldar(location #2, it looks like a mountain pass and it would make sense to have a keep there to defend it) right now. Are you good with it?
reloca11.jpg
 
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Indeed I forgot to remove that, thanks! I'll review the list.

Any of the pointed locations would be cool for those 2 D'Shar castles, thank you :smile:
 
Sweet, thanks a lot! :grin: Was planning to do it eventually, but due time constraints I thought to myself that I'll just put it to the request list in case someone can get to it faster than me :smile:
 
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I'm not sure where should I post bugs for Complete Arsenal of Al-Aziz, so I figured I'll post it here:
Clarissa does not have dialogue to put cape on Bronze Ruby Rune Plate, perhaps even some others
Emerald Rune Hammer is thrustable, without doing damage, both on horseback and on foot.
 
Thank you for the report! The hammer can be thrusted indeed, I left 'thrust_onehanded_lance' flag on by accident. But as for Clarissa sewing capes, I tested all plates thoroughly over and over in the past, and it works fine, even for Bronze Ruby Rune Plate: Either you didn't have enough money (400 denars) at that time, or perhaps you didn't have it equipped before asking?

#Edit: I uploaded the Emerald Rune Hammer fix to Nexus
 
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I have to ask, is there any way to tweak the system that assigns premade garrisons so that if I conquer a castle or town myself, and "ask for it as a reward" and receive it, I get the premade garrison and don't stand around with an empty city until I fill it myself?

The reason I am asking is, what I used to do was conquer stuff on my own, then "ask for no rewards", and the lords would usually agree that the fief should go to me because it "should go to the one who captured it". This would also grant me the base npc garrison. This was changed at some point, because now if I don't ask for the fief directly, they don't consider the conquer status and I basically need to convince lords individually to support me, which is though on its own but almost impossible if I'm not the marshal because there is simply no time to reach enough of them even if I had the votes. Then I get the fief, but with 0 garrison and I spend ages fighting off even the most idiotic Sarleon lord with 50 troops laying siege. It's driving me nuts.

I have seen there is something on the wiki page about this, but I'm not sure it exactly applies to the situation I mentioned.
 
You probably remember reading this request in the given list:
Add an automatic garrison reinforcement also for the player's faction, and for the kingdom he joined as a vassal or a mercenary (when the player participates in sieges)
 
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So guys, sorry for the spam, I wrote on the wiki page also just in case. This thing of the tweaks kinda opened up a whole world for me :grin:

I tried 17w, the one that adds the 2 noldor ladies. They now appear correctly in Elacrai but I get these problems:

1) Both of them only have the dialogue "Surrender or die. Make your choice", player replying automatically "Today is a good day to die! Let us fight."
2) Calanon and Sadren do not have any of the normal dialogue regarding daughters eligible to wed, despite being in theory their guardians (I'm not sure if this is intended, perhaps they only get dialogue after I ask one of the girls to marry, to initiate the wedding procedure).

I've tried going back through the files and I can't find glaring errors, anyone has any idea?
 
Hey Gorvex, editing this post as I've ran some tests after redoing the procedure a few times, and I think the issue is the tweak is not savegame compatible. I'm not sure if this was obvious and I missed it, but figured I'd report it in case: on a fresh start, I tried accessing Elacrai with cheats, and everything plays out fine (I didn't go through the whole marriage thing, but the dialogues are not broken). On the ongoing savegame, it simply keeps giving the error above.

Just for clarity, I redid the procedure (3 times), checked the numbers at the end of tweak (all match correctly) and I think the game version is fine since it's downloaded directly from Steam Workshop.
 
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