Perisno Q&A + FAQ

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Is there some way I can edit the household guard's stats? It used to be my habit to up their profs by 100 but due to the new mechanic where they have prof min and max caps, I don't know if I can edit them safely.

Can I still edit them without causing any real damage?
 
Lords joining/being exiled.

Hi all,

what factors decide which new faction a lord will join? In my current playthrough Sut has abt. 20 lords and no free fiefs. Actually they have only their starting settlements. Several of these landless morons can field armies of more than 100 men/women.

Kuu-lan, my faction, has one town, three castles and one free fief... And only two lords joined up and got fiefs. Some who joined earlier and were to get fiefs according to Boshman were exiled before that and the fiefs in question allocated to Boshman and/or his brothers.
Our armies are pitiful in numbers on top of that. So my second question is why Boshman exiles lords he wanted to enfeof?

You may look up my posts on Cretas. We had lots of fiefs to give but few lords joined up and were exiled almost immediately. And we had many more setllements than Kuu-lan has now.

Rgds, Oldtimer
 
Can Hard mode be disable in any way please? or at least the damage dealt to player/allies set in stone?
No cheatmenu camp options, maybe a couple of line altered in the save file or something?

Reason: Perisno with WSE2 is so disgustingly good BUT no matter what you change the damage to player/friends to, it ALWAYS reverts to 2% which is the opposite of hard mode.
Is there a way around this? The mod obviously does a full circle in terms of damage and thinks 2% is the highest possible.
No solution to this in WSE2 as of yet.

Basically if you put the damages to 100%, as soon as you move, the damage is falsely reverted to 2% due to hard mode being enabled.

These are the lines in scripts relating to hard more:

hard_mode_game_difficulty -1
33 4 0 31 2 144115188075856241 1 260 1 1224979098644774912 262 1 1224979098644774913 268 1 1224979098644774914 266 1 1224979098644774915 264 1 1224979098644774916 4 0 2147483679 2 1224979098644774912 2 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 2 1105 2 1585267068834415843 16720418 263 1 2 3 0 4 0 2147483679 2 1224979098644774914 4 1105 2 1585267068834415844 16720418 269 1 4 3 0 4 0 2147483679 2 1224979098644774915 0 1105 2 1585267068834415845 16720418 267 1 0 3 0 4 0 2147483679 2 1224979098644774916 0 1105 2 1585267068834415846 16720418 265 1 0 3 0 3 0
 
Last edited:
Can Hard mode be disable in any way please? or at least the damage dealt to player/allies set in stone?
No cheatmenu camp options, maybe a couple of line altered in the save file or something?

Reason: Perisno with WSE2 is so disgustingly good BUT no matter what you change the damage to player/friends to, it ALWAYS reverts to 2% which is the opposite of hard mode.
Is there a way around this? The mod obviously does a full circle in terms of damage and thinks 2% is the highest possible.
No solution to this in WSE2 as of yet.

Basically if you put the damages to 100%, as soon as you move, the damage is falsely reverted to 2% due to hard mode being enabled.

These are the lines in scripts relating to hard more:

hard_mode_game_difficulty -1
33 4 0 31 2 144115188075856241 1 260 1 1224979098644774912 262 1 1224979098644774913 268 1 1224979098644774914 266 1 1224979098644774915 264 1 1224979098644774916 4 0 2147483679 2 1224979098644774912 2 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 2 1105 2 1585267068834415843 16720418 263 1 2 3 0 4 0 2147483679 2 1224979098644774914 4 1105 2 1585267068834415844 16720418 269 1 4 3 0 4 0 2147483679 2 1224979098644774915 0 1105 2 1585267068834415845 16720418 267 1 0 3 0 4 0 2147483679 2 1224979098644774916 0 1105 2 1585267068834415846 16720418 265 1 0 3 0 3 0
Fix for Perisno on Hard mode using WSE 2:

Damage to player is getting reset to 2% no matter where each game tick.
SOLUTION: open scripts.txt and search for hard mode.
Once you found it, locate
2 1224979098644774912 2 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 2 1105
and copy paste this over it:
2 1224979098644774912 100 1105 2 1585267068834415842 16720418 261 1 2 3 0 4 0 2147483679 2 1224979098644774913 100 1105

Getting a non stop barrage of:
- SCRIPT ERROR: Invalid Item Kind ID: -1
- Simple trigger trigger no: 179 (line 7, opcode 1530, modifier 0x0)

SOLUTION: go to WSE config and set suppress script error to true.

This is the fix for the issues that arise immediately as you play.
 
Is there no way to rid those Zann generals of their spearheads permanently? I find it hardly fun after a while, with 700 units strong, any other faction must band half of their lords together to not run from just one them, not to mention that emperor, more than 1000 guy directly under his command.The only faction that can effectively against them is the faction with player as marshal, this totally trivializes all other factions, renders them nothing but sheep waiting for slaughtering. There are so many factions in game, but player has to fight just one for the majority of the game is tiresome.
 
Is there no way to rid those Zann generals of their spearheads permanently? I find it hardly fun after a while, with 700 units strong, any other faction must band half of their lords together to not run from just one them, not to mention that emperor, more than 1000 guy directly under his command.The only faction that can effectively against them is the faction with player as marshal, this totally trivializes all other factions, renders them nothing but sheep waiting for slaughtering. There are so many factions in game, but player has to fight just one for the majority of the game is tiresome.
Capture the Zahn Lords, throw them in prison, throw away the key.
Repeat until all 7 captured. Ignore the map parties, target and reclaim/capture Zahn fiefs.
Done
 
What I find frustrating, and this is not Perisno but Warband itself, is the Marshal controversy penalty during the Zahn invasion. The most effective way to rid the world of the Zahn scum is by being Marshal, yet because there are so many 'smaller' Zahn patrols that still outnumber the faction Lords' parties, so you have so much controversy stacked against you it becomes pointless to be the Marshal. I found that my personal fief, taken back from the Zahn, then got handed to some irrelevant snivelling Tolradian Lord that joined our pure Naphtali....
It made me so mad, so disrespected, that I rebelled, and started my own faction...
Oh wait, working as intended I suppose.
 
Hi all,

is Perisno compatible with WSE2? It starts alright but lots of info that should appear down left of screen does not.
Like abt. lords being defeated.

Rgds, Oldtimer
 
Hi all,

is Perisno compatible with WSE2? It starts alright but lots of info that should appear down left of screen does not.
Like abt. lords being defeated.

Rgds, Oldtimer
You'll get much quicker responses if you join the Discord. I only check here from time to time. The team is very active on that platform.

But to answer you're question, its not fully compatible with WSE. You'll get some red text etc. You should be able to use it, but expect some hiccups.
 
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