Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

正在查看此主题的用户

cryptic 说:
Could someone tell me how to change the binding for the debug menu (default is Control+D since the latest update)?

replace 9th trigger (triggers.txt) with zeroes to remove the test feature

was
插入代码块:
7.700000 0.000000 0.000000  0  5 11 1 1224979098644774912 32 2 1224979098644774912 648518346341351885 132 1 1224979098644774912 1 2 936748722493063719 1224979098644774912 3 0 
0.000000 0.000000 0.000000  8 4 0 71 1 25 70 1 29 70 1 56 1030 3 0 0 0 3 0 71 1 32 70 1 29  1 900 1 1513209474796486757

should be
插入代码块:
7.700000 0.000000 0.000000  0  5 11 1 1224979098644774912 32 2 1224979098644774912 648518346341351885 132 1 1224979098644774912 1 2 936748722493063719 1224979098644774912 3 0 
0.000000 0.000000 0.000000  0  0

note the space at the end "0.000000 0.000000 0.000000  0  0 "
 
1. Towns/Fiefs spawn owner race faction

and

2. Forts/Towns sell prisoners and auto generate garrison

Don't jibe

My prisoners were being sold but brits were showing up as troops vs nords (I play pretty much 100% nord racist) but if I went to "recruit" in the town/fort/city the correct troop type was showing up (Nord Freedman). Don't know if that is an issue or what but it would be great if those two did jibe! (I had to turn off the auto generate because I didn't want any of those milk drinking anglo-saxons!)
 
kraggrim ?️ 说:
Alternate Crown Model (probably any version, though only tested in reforged beta)


In your resources folder make a copy of vc_hoods.brf, then download and swap it in. It just uses existing materials and textures so no need to worry about that stuff. Will replace the existing one for the player (if they have one) and all kings.

Any chance you still have this? The links dead and these crowns look awesome.
 
I couldn't see if this was already added to the list or not so I had to find it on my own.


Increase routing timer

scripts.txt
decide_run_away_or_not -1
60 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 0 1770 2 1224979098644774915 1224979098644774912 1773 2 1224979098644774916 1224979098644774912 4 0 2147483678 2 1224979098644774916 9 1785 3 1224979098644774917 1224979098644774915 1224979098644774916 31 2 1224979098644774917 14 2133 2 1224979098644774914 1 3 0 525 3 1224979098644774918 1224979098644774912 15 4 0 31 2 1224979098644774918 0 4 0 31 2 1224979098644774914 1 1735 1 1224979098644774912 1751 1 1224979098644774912 505 3 1224979098644774912 15 1 5 0 30 2 1224979098644774913 45 525 3 1224979098644774919 1224979098644774912 16 1720 2 1224979098644774920 1224979098644774912 2107 2 1224979098644774920 4 4 0 1706 1 1224979098644774912 2106 2 1224979098644774920 100 3 0 2107 2 1224979098644774920 10 2121 3 1224979098644774921 3500 1224979098644774920 2147483678 2 1224979098644774919 1224979098644774921 1718 2 1224979098644774922 1224979098644774912 2147485155 1 1224979098644774922 1735 1 1224979098644774912 1751 1 1224979098644774912 505 3 1224979098644774912 15 1 4 0 30 2 144115188075857384 2 1706 1 1224979098644774912 1106 1 1585267068834416683 5 0 30 2 144115188075857384 2 1106 1 1585267068834416684 3 0 3 0 5 0 2147483679 2 1224979098644774914 1 525 3 1224979098644774919 1224979098644774912 16 1720 2 1224979098644774920 1224979098644774912 2107 2 1224979098644774920 4 4 0 1706 1 1224979098644774912 2106 2 1224979098644774920 100 3 0 2107 2 1224979098644774920 10 2121 3 1224979098644774923 3700 1224979098644774920 30 2 1224979098644774919 1224979098644774923 1752 1 1224979098644774912 505 3 1224979098644774912 15 0 3 0

45 seconds, increase that number...
 
Another tweak for you guys.

Companion personalities as lords.

Go into scripts.txt and find "Initialize_npcs -1" then search for these parts "52 n 500" (search for 52 with a space) with the n being the personality number, there should be 16 total, one for each companion.
Change the n to one of the following.
1. Martial
2. Quarralsome
3. Pitiless
4. Calculating
5. Debauched
6. Goodnatured
7. Upstanding
8, 9 and 10 are commoner personalities which I didn't touch.

Also works for vanilla warband, same numbers.
 
King Yngvar 说:
That's great if you want faster troop training. Also, you can also lower the intelligence demand to get extra training bonus. I'm not sure in text version but under "cf_process_training_fail" I found this "(ge, ":int", 1:cool:" and lowered it to 12 just to have a reason to dip an extra point into intelligence after reading the book that gives you +1.

Could you explain a bit more what this tweak does? Seems as though there's some extra training capability that kicks in at 18 INT and you're setting that to start at 12 INT instead, but what is that extra training capability? Can you raise your trainer skill above 5 if you have more than 18 (now 12) INT? Do your refuge and fief trainers train more men per week?
 
Pode 说:
King Yngvar 说:
That's great if you want faster troop training. Also, you can also lower the intelligence demand to get extra training bonus. I'm not sure in text version but under "cf_process_training_fail" I found this "(ge, ":int", 1:cool:" and lowered it to 12 just to have a reason to dip an extra point into intelligence after reading the book that gives you +1.

Could you explain a bit more what this tweak does? Seems as though there's some extra training capability that kicks in at 18 INT and you're setting that to start at 12 INT instead, but what is that extra training capability? Can you raise your trainer skill above 5 if you have more than 18 (now 12) INT? Do your refuge and fief trainers train more men per week?

The trainer skill maximum is defined in module_skills at 5. I've just read that intelligence 18 gave a trainer bonus but I'm not sure exactly what that bonus is.
 
King Yngvar 说:
I've just read that intelligence 18 gave a trainer bonus but I'm not sure exactly what that bonus is.

Welp, my current low level character with 11 INT gets 99 XP per night from training. Export import him up to 18, no other changes, he gets 99 XP per night. Don't have time to run a trainer test tonight to see if more troops get trained in my refuge.
 
kraggrim ?️ 说:
Give troops to Lords even if you're not the marshall, king or even same-faction 2.012

Edit in Conversation.txt file:
dlga_lord_talk:lord_give_troops 69631 204  2 31 2 144115188075855887 432345564227567629 2147484208 3 144115188075855885 8 0 I_want_to_give_some_troops_to_you.  242  0

Remove the red bit completely and change the 2 to 0.

I have an update for V 2.032:

dlga_lord_talk:lord_give_troops 69631 1328  2 31 2 144115188075855919 432345564227567631 2147484208 3 144115188075855902 8 0 I_want_to_give_some_troops_to_you.  1909  0 NO_VOICEOVER

Remove the red bit completely and change the 2 to 0. It works too.
You can give troops every lord - you can support the weakest lords and have a powerful diplomatic instrument :smile:!
 
King Yngvar 说:
I've just read that intelligence 18 gave a trainer bonus but I'm not sure exactly what that bonus is.

It appears to be that your refuge trainer can train 9 men per week max at an INT of 12 instead of 8. Unless it scales with INT somehow, I support your tweaking it down to 12 instead of 18, no way 1 extra guy per week is worth 7 attribute points.
 
Pode 说:
King Yngvar 说:
I've just read that intelligence 18 gave a trainer bonus but I'm not sure exactly what that bonus is.

It appears to be that your refuge trainer can train 9 men per week max at an INT of 12 instead of 8. Unless it scales with INT somehow, I support your tweaking it down to 12 instead of 18, no way 1 extra guy per week is worth 7 attribute points.

Wow, that seems quite useless, might not even bother leveling up to 12 intelligence either then. Thanks for the info though :smile:
 
kraggrim ?️ 说:
Change the negative effect companions have on each other's morale Reforged/2.0

In triggers.txt find this section and change the red 100 (it's a ":grievance_divisor",) to something higher.

1.04
0.000000 0.000000 24.000000  0  135 2133 2 1224979098644774912 0 2133 2 1224979098644774913 100 6 3
Reforged/2.0
0.000000 0.000000 29.000000  0  133 2133 2 1224979098644774912 0 2133 2 1224979098644774913 100 6 3 1224979098644774914

I tried setting it to 99999 and with all companions each one was 'content' with my choice of companions. You will still get the dialog saying "I hate X person", just ignore it.  Also they can still try and leave if their morale gets low enough for other reasons.  This tweak is useful for if you are sending your companions on missions and so can't use the previous tweak, or if you want non-clashing companions but to still have the challenge of keeping them happy enough to stick around.


Also the 'recruit all viking types' tweak has been updated for 1.04 thanks to BOOMHEADSHOT.

Thank you, this is nice to know, I did it once before but successive patches changed it. Back when I did it the first time I recruited everyone and let the game run while sitting in white harbour for about 1000 days and nobody got mad and left.
 
From Hobostice, I'm just copying it here for my and other's later use / ease of finding.

Issue: Defenders in VC get a 200% bonus (300% multiplier) to ranged weapon accuracy.

Tweak: Setting the value to 100 means no change from their accuracy in field battles.
Hoboistice 说:
Found the script that does it, setting the value to 100 will nullify its effects. You can do this in both text editing and modsys.
Open mission_templates.txt
Cntrl+f 300 1718.
Replace 300 with 100.

Here's the modsys code.
module_mission_templates.py
(ti_on_agent_spawn, 0, 0, [],
        [
          (store_trigger_param_1, ":agent_no"),
          (agent_is_human, ":agent_no"),
          (agent_is_alive, ":agent_no"),
          (agent_get_team, ":agent_team", ":agent_no"),
          (try_begin),
            (this_or_next|eq, ":agent_team", "$defender_team"),
            (eq, ":agent_team", "$defender_team_2"),
            (agent_set_accuracy_modifier, ":agent_no", 300),
            (agent_get_troop_id, ":troop", ":agent_no"),
            (troop_is_guarantee_ranged, ":troop"),
            (assign, ":end", ek_head),
            (try_for_range, ":slot", ek_item_0, ":end"),
              (agent_get_item_slot, ":cur_weapon", ":agent_no", ":slot"),
              (gt, ":cur_weapon", -1),
              (item_get_type, ":type", ":cur_weapon"),
              (eq, ":type", itp_type_thrown),
              (agent_equip_item,":agent_no", ":cur_weapon"),
              (agent_set_wielded_item, ":agent_no", ":cur_weapon"),
              (assign, ":end", ek_item_0),
             
            (try_end),
          (else_try),
            (this_or_next|eq, ":agent_team", "$attacker_team"),
            (eq, ":agent_team", "$attacker_team_2"),
            (agent_get_troop_id, ":troop", ":agent_no"),
            (troop_is_guarantee_ranged, ":troop"),
            (agent_set_accuracy_modifier, ":agent_no", 50),
          (try_end),
      ]),
300 accuracy bonus, who thought that was a good idea.
 
Pode 说:
Do your refuge and fief trainers train more men per week?

Is there a way to change this base number so that your refuge and court trainer (not sure what fief trainers are...?) trains ALL available units (or at least a specific large number like 100) vs the "8 per week"? Currently the trainers already stop when they run out of troops and/or money...

Or maybe a way to change the trigger timer to once every hour so that they pump out those 8 multiple times in a single day?
 
Ssenkrad_II 说:
Is there a way to change this base number so that your refuge and court trainer

start from the trigger and modify the conditions you want (follow the script call)

插入代码块:
    # training player
    # Moved from 36 trigger
    (24 * 5, [

nm
 
kalarhan 说:
Ssenkrad_II 说:
Is there a way to change this base number so that your refuge and court trainer

start from the trigger and modify the conditions you want (follow the script call)

插入代码块:
    # training player
    # Moved from 36 trigger
    (24 * 5, [

Appreciate the fast response but you might as well have been speaking Latin... :neutral:

1. Went through every "trigger txt and ini" file I could find and searched for "train" and could not find the trigger you are identifying to start with

2. I went and googled "script call" to figure out what it was I was supposed to be following once I could figure out where this was all happening and then searched multiple sections of the forge forums and tutorials and didn't come back with a single thing. Have basically zero knowledge when it comes to tweaking/modding so I assume "script call" is some sort of jargon and that I should know what it means but don't

3. If there is a tutorial or appropriate thread can I get a link? I updated the last post to include the idea that changing the timer on the existing training trigger would also work- much like the tweak to change the timer on recruiting prisoners- and might be a lot easier to make happen
 
Ssenkrad_II 说:
Appreciate the fast response but you might as well have been speaking Latin... :neutral:

you visited the Forge Q&A, so I assumed you already knew about coding (MBScript). If you are looking for a direct .txt edit then you will need to wait for someone to post the final tweak.

in case you do want to learn about modding you can visit our Q&A modding thread and see the first tutorials.

Cheers
 
In case anyone else is wondering how to make your trainers train more units...

Open module_scripts.py file with notepad and find these lines near the bottom:

(try_begin),
      (store_attribute_level, ":int", "trp_player", ca_intelligence),
      (ge, ":int", 1:cool:,
      (val_add, ":num_troops_to_train", 1),
    (try_end),

replace it with

(try_begin),
      (store_attribute_level, ":int", "trp_player", ca_intelligence),
      (ge, ":int", X),
      (val_add, ":num_troops_to_train", Y),
    (try_end),

Where X is your characters intelligence (mine was clearly above 8 so I set X at that) and Y is your desired troops additional trained (you'll still have to obviously pay for them to be upgraded so you'll need the money) + 8, which is base... So if you want your trainers to train up to 100 set Y to equal 92. Run the run_app.bat file again and replace in your game folder. You'll have your normal tweaks + this additional one. You're welcome.

Alternate way: Go into your modules (where you installed "your version") and open  "scripts.txt". Click tab "edit" and "search" and type in "360287970189639680 2 30 2 1224979098644774916"

360287970189639680 2 30 2 1224979098644774916 X 2105 2 1224979098644774914 Y

Replace the X value with your intelligence and Y with desired extra troops
 
后退
顶部 底部