[MODDING] Prophesy of Pendor Tweaks and Talk

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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.
Hi! Now I had time to perform a new test as well. You are right, it's not fully savegame-compatible as is. I'll add a note about this. Thanks! Although I tested this tweak two times previously, it seems that it was on a new savegame despite that I wanted to do it on an existing one. My bad.

As for your second point, namely:
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).
That's intended iirc, the appearance of guardian dialogues are triggered after asking out one of the ladies. Another shortcut I presume, to not increase the amount of application steps even further.

P.S.: If I were you, I'd avoid tweaking on the Steam Workshop version like the plague. It's simply not as stable and independant as the manual installation.
 
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Does anyone know how to change the Recruitment and Right to Rule Troop templates for Companions?
For instance, I want to change the Right to Rule Troop template for Sir Jocelyn, from
  1. Silvermist Halberdier
  2. Radiant Cross Plaguewarden
  3. Knight of the Dawn
to
  1. Sarleon Nobleman
  2. Squire of the Lion
  3. Knight of the Lion
These are to be changed in scripts.txt. Recruitment troops are operated by ask_companions_for_unique_troops script, and Right to Rule troops by rtr_quest_troops_reward script. In both cases look at the troop IDs, they start with 360. You just have to subtract 360287970189639680 from them to get morghs editor number, or vise-versa. So, if you need Jocelyn and you know his number is 511 in morghs, then in those scrips he is 360287970189640191. Either that, or look up ids of the troops themselves, like you can just replace 360287970189640078 (Silvermist Halberdier) with 360287970189639777 (Sarleon Nobleman) and so on. These changes don't require new game, but require to send companion on a new mission obviously.

Note, this was posted already at the POP Wiki Tweaks section
Noted but wiki comments clutter way faster than this thread does, so I reply here.
 
These are to be changed in scripts.txt. Recruitment troops are operated by ask_companions_for_unique_troops script, and Right to Rule troops by rtr_quest_troops_reward script. In both cases look at the troop IDs, they start with 360. You just have to subtract 360287970189639680 from them to get morghs editor number, or vise-versa. So, if you need Jocelyn and you know his number is 511 in morghs, then in those scrips he is 360287970189640191. Either that, or look up ids of the troops themselves, like you can just replace 360287970189640078 (Silvermist Halberdier) with 360287970189639777 (Sarleon Nobleman) and so on. These changes don't require new game, but require to send companion on a new mission obviously.
Awesome, thanks Dalion - works like a charm!

@ Gorvex, I'll try to post this on the Wiki one these days, just need some time to work it out. All credits due to Dalion of course
 
@ Gorvex, I'll try to post this on the Wiki one these days, just need some time to work it out. All credits due to Dalion of course
Don't worry about it, it's the general version of the tweak that would be needed, which allows people to find every troop for every companion. I'll do it myself, hopefully somewhat soon. Yours is a very specific case :wink:
 
[Fix] To represent the actual size of army on the open battlefield in the game options.

1) Open: module.ini
2) Find: battle_size_max = 530
3) Change to: battle_size_max = 420

In sieges the number of soldiers will be slightly smaller.
 
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Hey, guys, I was just thinking of starting a new PoP game, and was looking through the list of tweaks on the PoP wiki for ways to change up the game for this run. I really loved tweak 17i:


This tweak overhauls the prisoner rescue system to make it so that your ability to rescue prisoners into your party depends on their level, your level, and your relationship with their faction. It think its a great idea and wanted to ask if anyone could make an additional tweak to also apply this same system to the recruitment of your own prisoners?

Thanks!
 
Hello, how can I change the background color of the party tooltip in the game world? Mine is very difficult to see who's who, especially Ravernstern and the brown guys
 
Submods.

Generally submods are not compatible with each other.
Credits to Rumata who made custom compilator for tweaks. Also he is the main autor of PoP helper.
Link.
Custom Commander chosing a companion as the commander to control before the battle.
Credits to thermocline for sponsoring.
Link.
PBOD chosing troops deployment to start battle.
Credits to germanlord for sponsoring.
Link.

Fixes.

This bug inherited from Native module system. It will force defenders to charge after several reinforcement waves. The fix just deletes that code.

1) Open file mission_templates.txt
2) Find 2 instances of code and replace
Python:
3.000000 0.000000 5.000000  0  26 2147483678 2 144115188075856321 144115188075857270 2370 1 1224979098644774912 30 2 1224979098644774912 2 2385 2 1224979098644774913 0 2147483678 2 1224979098644774913 30 1930 2 4 10 2105 2 144115188075856321 1 4 0 32 2 1224979098644774912 300 1700 1 1224979098644774914 1770 2 1224979098644774915 1224979098644774914 2147483679 2 1224979098644774915 144115188075856381 2147483679 2 1224979098644774915 144115188075856383 30 2 144115188075856321 2 1107 1 0 1790 3 144115188075856381 0 2 1790 3 144115188075856383 0 2 1790 3 144115188075856381 2 2 1790 3 144115188075856383 2 2 1107 1 1 30 2 144115188075856321 4 1107 1 0 1790 3 144115188075856381 9 2 1790 3 144115188075856383 9 2 1107 1 1 3 0

Code to replace
Python:
3.000000 0.000000 5.000000  0  7 2147483678 2 144115188075856321 144115188075857270 2370 1 1224979098644774912 30 2 1224979098644774912 2 2385 2 1224979098644774913 0 2147483678 2 1224979098644774913 30 1930 2 4 10 2105 2 144115188075856321 1
1) Open file postFX.fx in the "Mount&Blade Warband" folder (where mb_warband.exe located)
2) Replace the line
float intensity = dot(color.rgb, float3(.5f, .5f, .5f));
with
float intensity = dot(color.rgb, float3(.1f, .1f, .1f));
You can change intensity of bloom effect by changing those values.
There are different kind of stutters and I will show different aproaches.

1. Micro stutters.
If you don't have big and sudden freezes and want the game to be more smoothly set the correct Max. frame rate (your monitor rate) in the launcher. Well if you have potato computer this will help if you decrease max frame rate additionally.

2. Global map stutters and cursor flickering.
You need to patch mb_warband.exe or change one bit manually. WSE has already implemented that fix.
Read this post.

3. Battle stutters.

-----Turn off Formations and Advanced Horse Archers AI in mod options.

-----Disable switch weapon trigger, wich forces agents to switch lances for melee weapon if enemy is near or if dehorsed.
1) Open mission_templates.txt
2) Find lead_charge
3) In the #4 trigger (counting from 0)
Code:
2.000000 0.000000 2.000000  0  145
Replace 0 to "1 31 2 1 0" keep 2 spaces before and after snipet.
You can turn this script on by changing to
"1 31 2 1 1"
Disabled trigger
Code:
2.000000 0.000000 2.000000  1 31 2 1 0  145
Enabled trigger
Code:
2.000000 0.000000 2.000000  1 31 2 1 1  145

I have tested and that trigger doesn't have a big effect. There is another trigger that should be turned off. It calculates courage effect. This trigger is inherited from Native Warband. Disabling troop routing in the mod options menu doesn't stop this trigger.

-----Disabling morale trigger
1) Open mission_templates.txt
2) Find lead_charge
3) Find trigger
Code:
3.000000 0.000000 0.000000  1 1 1 936748722493063479  0
4) Replace it with
Code:
3.000000 0.000000 0.000000  0  0
There should be one space after code block. Forum doesn't show it.
That will remove any stuttering.
It adds checking if cheat_mode was enabled in the launcher. If you not enabled cheat mode it will be safe to press those combinations (ctrl+H, ctrl+alt+F4).
Open file mission_templates.txt and replace 10 instances of code
0.000000 0.000000 0.000000 0 16 4 0
with this
0.000000 0.000000 0.000000 0 17 4 0 53 0
 
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Any tweaks for changing village troop culture recruitment chance? I saw a lot of threads/guides for changing the size of recruitment groups etc but I'm trying to play a campaign where my Kingdom will recruit an overwhelming majority of Pendor soldiers/recruits. I think someone in this forum mentioned that the split is 80% chance to recruit troops from the player faction and 20% the original owners in-game 30 days after villages are captured. I want to change that percentage to favor my kingdom's culture.
 
Any tweaks for changing village troop culture recruitment chance? I saw a lot of threads/guides for changing the size of recruitment groups etc but I'm trying to play a campaign where my Kingdom will recruit an overwhelming majority of Pendor soldiers/recruits. I think someone in this forum mentioned that the split is 80% chance to recruit troops from the player faction and 20% the original owners in-game 30 days after villages are captured. I want to change that percentage to favor my kingdom's culture.
If you meant direct recruiting from villages, then tweak 13 r) is what you are looking for: https://pop3.fandom.com/wiki/Tweaks#Tweak_13_r

But I'm unsure if it affects the recruiters you can send out for a month from your castle steward.
 
If you meant direct recruiting from villages, then tweak 13 r) is what you are looking for: https://pop3.fandom.com/wiki/Tweaks#Tweak_13_r

But I'm unsure if it affects the recruiters you can send out for a month from your castle steward.
I must have missed it so thanks for pointing that out! I'll add this tweak in but my main concern is primarily regarding my vassals and settlement stewards, so hopefully this will apply to them as well? If anyone does know for sure if this will apply to other vassal parties please let me know.

Edit: Found a tweak that kind of helps, 15 h) from the link you sent makes vassals only recruit prisoners that are the same culture as my kingdom and the previous one 15 g) just automatically assigns them the choice of recruiting troops the same culture as my kingdom instead of taking a negative relations hit when you request them to do so individually.
 
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There is another possibility here. Set the upgrade path for the various recruits to flow into the Pendor troop tree. So, if you get Fierdsvain recruits, one of the upgrade options is a Pendor Recruit.
 
I must have missed it so thanks for pointing that out! I'll add this tweak in but my main concern is primarily regarding my vassals and settlement stewards, so hopefully this will apply to them as well? If anyone does know for sure if this will apply to other vassal parties please let me know.

Edit: Found a tweak that kind of helps, 15 h) from the link you sent makes vassals only recruit prisoners that are the same culture as my kingdom and the previous one 15 g) just automatically assigns them the choice of recruiting troops the same culture as my kingdom instead of taking a negative relations hit when you request them to do so individually.
If your concern is your vassals, then none of the aforementioned tweaks will influence their recruitment routine. Lords in general don't recruit from fiefs. Using their wealth, they pay for reinforcement templates corresponding to their culture, and buy as many as they can afford and maintain. These templates can be found in the Party Templates Editor of Morgh's Editor (a-b-c for each kingdom) and as such can be edited easily.

If you want your vassals to have your kingdom's troops and not their original ones, then you have to convert their culture to yours by speaking to them in private. This action costs some money and relations iirc (been a while since I played, but the option is there for sure)
 
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