The LOLLord's little tweaks for 1.105-1.113!!!!

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Pejot said:
Could You tell what and where i have to change if I want battles to continue after I'm knocked out??

Like when you'd have a Surgery-Skill of like 1000 or so? So you can continue to lead your troops into battle as often as you'd wish without "dying/getting unconcious"?
Good plan, I just checked the module_scripts and module_triggers and didn't find anything (just looked thru it rather fast and with the search.function) and I'm not sure; but it could be hardcoded, like all the other skills - but since there are many (rather huge) files and vars in the module system and I'm pretty beaten right now, I'll try some other time - but it'd be awesome if you don't have to load a older savegame or let the enemy capture you; but fight forever instead :wink:
 
:smile:

I was going to say "oh, I see the ransom prices change now depending on the men you are ransoming", is 50 still a base and then adjusted by modifiers?
 
Rhythalion said:
:smile:

I was going to say "oh, I see the ransom prices change now depending on the men you are ransoming", is 50 still a base and then adjusted by modifiers?

You can change the 50 but it doesnt do anything... atl east thats for me; instead, do THIS:

File "Scripts.txt"
1. Search: 1224979098644774913 2105 2 1224979098644774914 10
2. Replace 10 with 20
3. Search: 1224979098644774914 2108 2 1224979098644774914  6
4. Replace 6 with 3

First Value is  Python: val_add, ":ransom_amount", second is Python: val_div, ":ransom_amount"; in Python this means 6 is actually a divider for the ransom itself, where the 10 is an "adder" :roll: for the amount of denars you get. That's the only way it worked in 1.113 for me so far, sorry for my false alarm earlier - I already fixed my posting.

Btw the Prisoner->Tavernkeeper script isn't working for 1.113 anymore - it gives you the Menu, but then it just shows you a price of more than 900000  denars for the first prisoner, you click sell, WON'T GET ANY MONEY AT ALL! and then every other Prisoner is 0 denars  :neutral:
 
LOLLord Ben said:
Pejot said:
Could You tell what and where i have to change if I want battles to continue after I'm knocked out??

Like when you'd have a Surgery-Skill of like 1000 or so? So you can continue to lead your troops into battle as often as you'd wish without "dying/getting unconcious"?

I think he means that the actual battle continues around while the player is knocked out, no auto-calculation. A feature of many mods for native. But sadly I think it requires the module system.

 
rooperi said:
I think he means that the actual battle continues around while the player is knocked out, no auto-calculation. A feature of many mods for native. But sadly I think it requires the module system.

Ooooh! Now that changes everything! But sometimes it takes a lot of time for your guys to even engage the enemy, not speaking of when enemies/friendlies get stuck in walls, trees, etc. But that is some good point, since the autocalc is somewhat random sometimes. Yea you need python for this and need to find out the script, compile it, compare it and then engineer something for yourself. I'm taking a look.
 
i'm not sure if it's effect the ranged traning
do you know how to change the XP gained thru bow training
i want to train archers
 
Thank you for showing how to remove stat loss after playing for too long :smile:

Can you please add the tweak to improve party morale? Thanks.
 
#1  Change the honor you get from allowing a defeated lord to leave:
in conversation.txt
dlga_defeat_lord_answer:defeat_lord_answer_2 69631 283  0 You_have_fought_well._You_are_free_to_go.  285  3 1 3 936748722493063422 144115188075855987 5 1 2 936748722493063429 3 1 6 936748722493063626 13 360287970189639680 -1 144115188075855987 144115188075855989 NO_VOICEOVER

The red number is the amount of honor you get if you let the lord go, change it to whatever you wish to


#2  Change the amount of time to appoint a new marshal in your kingdom
in conversation.txt
dlga_minister_change_marshal:minister_pretalk 4095 212  3 2270 1 1224979098644774912 2106 2 1224979098644774912 144115188075857047 2147483678

2 1224979098644774912 48

The red number is the amount of time between you can appoint a new marshal

#3  Change the amount of relation loss with the lord's faction you attack
in conversaion.txt
dlga_lord_talk:party_encounter_lord_hostile_ultimatum_surrender 69631 265  3 31 2 144115188075856110 2 2147483678 2 144115188075856788 0 2322 2 4 144115188075855987 I_say_this_only_once,_{s4}!_Surrender_or_die!  525  0 NO_VOICEOVER
dlga_party_encounter_lord_hostile_ultimatum_surrender:close_window 4095 525  0 {s43}  6  8 1 3 936748722493063625 144115188075855987 216172782113785233 1 3 936748722493063428 144115188075856787 -3 4 0 32 2 144115188075855990 -10 1 3 936748722493063422 144115188075855987 -1 3 0 2133 2 144115188075856073 1 2133 2 144115188075856050 0 NO_VOICEOVER

The red number is the amount of relation loss with the faction which lord you attack, change it to 0 so you will lose no relation
 
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