liefarikson said:I was wondering if there was a known tweak to increase the chance that you get quests for villages/towns.
AfLIcTeD said:The only way to do it really is to increase the wait times on the quests you don't want and decrease the wait times on the quests you do want. I think they are are in scripts, but I can't remember off the top of my head.
19SMD88 said:kraggrim said:Stop Morrigan from leaving (2.012) from QWW
If you Morrigan has not left your party yet and you want to keep her at the end of the quest then follow these instructions.
1. Backup and open conversation.txt.
2. Find:
dlga_morriganleave_final2_3:close_window 4095 994 0 [You_watch_as_Morrigan_turns_her_back_and_walks_away_from_you._She_turns_her_face_for_an_instant,_and_you_think_you_see_tears_in_her_eyes._Then_she_leaves.] 6 4 506 3 504403158265495677 11 11 1210 2 360287970189640978 648518346341351424 2060 1 864691128455135656 1907 1 0 NO_VOICEOVER
3. Change the 4 to a 3.
4. Find and completely remove the section 1210 2 360287970189640978 648518346341351424 .
5. Optionally you can change the text too. Switch "leaves" for "returns". Won't alter anything that happens. just a description.
Should look like this after:
dlga_morriganleave_final2_3:close_window 4095 994 0 [You_watch_as_Morrigan_turns_her_back_and_walks_away_from_you._She_turns_her_face_for_an_instant,_and_you_think_you_see_tears_in_her_eyes._Then_she_returns.] 6 3 506 3 504403158265495677 11 11 2060 1 864691128455135656 1907 1 0 NO_VOICEOVER
Notes:
- This does not alter the Chronicle entry, and maybe other references to Morrigan.
- If she has already left your party then use this tweak.
does this work for the version 1.172 Viking Conquest Reforged Edition?
kraggrim said:Escape chance after battle for enemy lords (2.005)
Back up your scripts.txt and find this section:
cf_check_hero_can_escape_from_player -1
32 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495585 1073742370 3 504403158265495585 2 1224979098644774912 546 3 504403158265495585 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189640912 2147483678 2 1224979098644774912 360287970189640914 4 0 200 1 504403158265495680 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 4 0 31 2 144115188075857453 1 2105 2 1224979098644774915 7 3 0 2147483678 2 1224979098644774915 65 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 31 2 1224979098644774914 1
Can't make this work with v 2.036
Checked scripts.txt and don't even find header: cf_check_hero_can_escape_from_player -1
Any ideas on how to mod escape rates for defeated lords with v 2.036??
The 65 is the percentage chance of the enemy lord escaping after battle.
hieronymos2 said:Can't make this work with v 2.036
Checked scripts.txt and don't even find header: cf_check_hero_can_escape_from_player -1
pfx_night 0 0 128.000000 1.000000 1.254900 10.000000 2.000000 1.784300 1.215700 0.000000 2.980400 2.980400 1.529400 1.000000
pfx_night 0 0 128.000000 1.000000 1.254900 10.000000 2.000000 1.784300 1.215700 0.000000 0.980400 5.980400 1.529400 1.000000
Articulo34 said:scripts.txtDrax70 said:Ruan said:Drax, check my post above, follow the instructions, that will make enterprises much more profitable.
Thanks Ruan but you don't specify, which file should I search for those values?
kraggrim said:Recruit troops from your refuge captain (2.021)
This will allow you to recruit troops (that you define in advance in the tweak) by talking to your lair/refuge captain. Useful if you've created a new troop type and have no way to get them.
Backup conversation.txt, then open it up and increase the 6714 to 6715. Or just increase it by 1 if it happens to be different.
Then at the very bottom of the file add this line:
dlga_lair_captain:lair_captain_add_troops 69631 1142 0 Give_me_one_recruit. 1151 2 1610 3 648518346341351424 360287970189639680 1 1529 2 360287970189639680 50 0 NO_VOICEOVER
As it is this will add the troop 360287970189639680 (this ID is for the player character) to the party. Open your troops file in Morgh's or MB Barracks and find the troop you want to be recruitable, note the number before their name on the very left. Now add this number to the 360287970189639680 in the quoted line above. So for a farmer who is number 25 it would now be 360287970189639705. A basic vikingr, number 155, would be 360287970189639835.
The 1 is how many of that troop will be added to your party.
The 50 is how much money it wall cost you for those troops.
You can change either of thse to what you want.
You can also edit this bit: Give_me_one_recruit. As long as you use underscores_instead_of_spaces.
There's no limit on recruiting since I don't know how to add that, just come up with your own system. One troop per successful village/caravan raid since you last recruited, or whatever you want.
Shaxx said:Any foreseeable compatibility problems editing VC party_templates carry gold/goods value with Morgh's Editor?
Never tried it, but I nothing springs to mind. Keep backups!
erennuman_mb said:TweakMB should work for this. Choose Native 1.158 as module database.Taylan said:Hi all
I want to increase minimum number of recruits from villages, towns and cities if possible.
Thanks in advance
hieronymos2 said:Does Native 1.158 still work for this?
Visit the modding thread or the Forge and check some tutorials. You can learn about modding with modsys (coding) and change pretty much anything you want in the game, or learn how the .txt rules work and do some small .txt tweaks.hieronymos2 said:But what about expanding on the concept???:
kraggrim said:TheBlackTowerTK said:I have a question about troop from refuge captain it work fine but i want to have more than a single type of troop, how i can do it?
i try it on my own but no luck so please help ....
Theoretically you would add another line like this:
where you have changed the dialog line ID bit, in this example by just adding _2. Change the spoken dialog so you can tell them apart in game by adding _(second_type). And then the troop ID you change to the ID of the other troop you want. And then add 1 to the number at the top of the file.dlga_lair_captain:lair_captain_add_troops_2 69631 1144 0 Give_me_one_recruit_(second_type). 1151 2 1610 3 648518346341351424 360287970189639681 1 1529 2 360287970189639680 50 0 NO_VOICEOVER
I think that would work, not tested it myself. Could probably do it multiple times too.
Nilus said:Does someone has an Idea
# TWEAK 3: GIVE TROOPS TO ANY LORD
TWEAK_GIVE_TROOPS_TO_ANY_LORD = 0 # 0: only lords of your faction (if you are a king)
# 1: any lord in the world.
# Default: 0
kalarhan said:Nilus said:Does someone has an Idea
check VC Tweaks Tool
add the call to the script that increases relationship by whatever amount to this tweak codeCode:# TWEAK 3: GIVE TROOPS TO ANY LORD TWEAK_GIVE_TROOPS_TO_ANY_LORD = 0 # 0: only lords of your faction (if you are a king) # 1: any lord in the world. # Default: 0
(call_script, <script_id>, [<script_param>...]),