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

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Hey, I was wondering if there was a known tweak to increase the chance that you get quests for villages/towns. I have been having trouble increasing my relation with several towns purely because they don't have any tasks for me to complete. I searched on this forum for quite a while and didn't really find anything that matches that description, but I may not have looked hard enough. I know that I could just use the tweak for the number of recruits, but it feels a little too cheaty for me....
 
liefarikson said:
I was wondering if there was a known tweak to increase the chance that you get quests for villages/towns.

not that I recall. You can use the modsys to work on the waiting time, the random choices, and rewards (increase the + relation points), etc.
 
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.
 
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.

with modsys you can change it to whatever you like (depends only on the coding know-how), so in case someone is interested visit the modding thread or the Forge.

Cheers
 
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?

Works fine for v 2.036
 
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

see [VC Tweaks Tool], you can generate the .txt with it and find where/how to edit your vanilla as well.
 
This is a bit off-topic, but isn't the Tweaks Tool also a +80 tweaks mod? How would I use it to tweak only the relevant changes I want?

....................
EDIT:

Understand now. Choose tweaks you want to change in .ini file.
You might want to indicate this (as an appropriate selling point) on the VC Tweaks +90 thread!
 
One simple request if possible?

Is there any particular setting I could alter within the configuration files to make only night maps more bright? Just raising gamma makes THE WHOLE game too bright, but I can fight at night in say Prophesy of Pendor and have a ton of night moon light to play without issues, yet viking conquest is a bit dark at night, really makes it a pain fighting, specially on the sea which is simply too much, considering the npcs are not handicapped by it in the least yet they can swing at me very much the same as in broad daylight, whereas I am practically blinded -

So any form of extra light for night time setting would be greatly appreciated if possible please  :grin:


Edit: FOUND A SOLUTION WOW!  All I had to do was edit the postfx.txt file for the NIGHT entry, last values around 0,98xxx changed to 2.98XXX and now ... wow, Night is finally fun again, no need to avoid the dark. So good man, so good!

Will give you the code string here if you guys want to play at night no problem, oh wow, night battles are so much more fun now!

Code for Better Combat Map Nights in your postfx.txt file - using suggestion made by wingcutangel back in 2012
Code:
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

Original post by wingcutangel
http://forums.taleworlds.com/index.php/topic,233403.msg5606288.html#msg5606288

If you think 2.98 is too bright, a decent compromise is just using 1.98x for the light modifier, also if 2.98 is still not bright enough go bonkers on it, put it higher to be blinded lol!

Small Edit after Severe tweaks: I found out the best looking ratio in the value is just altering the second 0.98 value, to about 5,98 leaving the first one alone. last value light is much better and reflects even more in sea battles, making them amazingly clear while keeping the night ambiance:

Code:
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

This is my final setting. First 0.98 value at the end seems to increase general light, thus makign even the ui glow a bit if you push it, whereas the last value simply makes the overhead light brighter, which is more natural.
 
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!

This tweak works great! Use it on my Frisian island lair to recruit Frisian regulars. Even changed the dialogue to "Hire me some Friese regulars."

But what about expanding on the concept???:

1) Is there any way to add similar recruitment options to castle reeves and mayors? (I'd like options to purchase mercs from them; especially mayors)
2) Ask bandit lair merchant to recruit a  bandit type?
3) Ask Longphort merchant to recruit a vikingr troop type?

1a) It seems that in troops.txt every mayor, merchant, reeve, etc. has a unique troop ID#. Could it then not be used to create customized recruitment options based on the character nationality?

...I tried this concept with castle reeves; but erred in the coding...I'd like to figure out hoe to get it right.

In Cornwall's Saxon Chronicles recruitment wasn't an option for Viking lords already on a roll; entire ship crews would come to them, unbidden. But in VC-R, even with a fleet of ships, tons of silver, excellent, renown, and a fledgling kingdom in the making the player still has to recruit village by village. Adding tweaks like these would allow player to do extra recruiting...for a price.

 
I added 1 to # of lines in conversation.txt

Then added this at bottom:

dlga_lair_captain:lair_captain_add_troops.1 69631 1142  0 Hire_me_some_Frisian_veterans  1151  2 1610 3 648518346341351424 360287970189639805 15 1529 2 360287970189639680 3350 0 NO_VOICEOVER

But the game crashes on start with an errormessage regarding conversations.txt
 
erennuman_mb said:
Taylan said:
Hi all

I want to increase minimum number of recruits from villages, towns and cities if possible.

Thanks in advance
TweakMB should work for this. Choose Native 1.158 as module database.

Does Native 1.158 still work for this? Have been using Brytenwalda 1.4 and it causes immediate ctd.
 
hieronymos2 said:
Does Native 1.158 still work for this?

Unlikely to work for most tweaks, the base code is too different. See [VC Tweaks Tool] instead, or use manual .txt tweaks.

hieronymos2 said:
But what about expanding on the concept???:
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.

Cheers
 
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:
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
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.

I think that would work, not tested it myself. Could probably do it multiple times too.

Tried it using this:
dlga_lair_captain:lair_captain_add_troops_2 69631 1144  0 Hire_me_some_Cantabrians  1151  2 1610 3 648518346341351424 360287970189639706 10 1529 2 360287970189639680 7450 0 NO_VOICEOVER
..and adding 1 to # at top of file

Caused game to ctd on startup. *sigh*
 
I would like my relation with my vassals not to go down over time. Any idea? I'm have no idea how to read those numbers.
 
Firstable:
Thank you all for the astounding work in regards of coding and reverse engineering. Helped me personally a lot to keep interested in the game and the additional module(s).

Now wondering if you could help me out on the "relations"-Front.
Trying to get a "feature" of Brytenwalda "back" into VC:RE 2.036, and almost ragequittet in front of notepad++. Maybe there is already some nice tweak existent, which I haven't seen yet?!

Issue:
Giving own Troops out of current party to other Lords is only available within own faction in native VC:RE, afaik. But, I remember Brytenwalda had the feature, where you could give your Troops to "everyone". Now, for the process of "giving", there is already a tweak existent, by removing exclusions in the code. Yeah, I can give everyone my Troops now, but didn't notice any relation change with the Lord, whatsoever.

Missing Feature:
Relation boost on the "Thank You" instance of the conversation after giving Troops to Lord, scaling with the amount and quality of given troops. I know for sure, Brytenwalda had it and was very surprised, VC doesn't have it.

Request:
Does someone has an Idea, where I could find the related lines/numbers (compiled) to implement into my VC:RE *.txt files or has a link to a tweak which already "fixes" that?
 
Nilus said:
Does someone has an Idea

check VC Tweaks Tool
Code:
# 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
add the call to the script that increases relationship by whatever amount to this tweak code
 
kalarhan said:
Nilus said:
Does someone has an Idea

check VC Tweaks Tool
Code:
# 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
add the call to the script that increases relationship by whatever amount to this tweak code

You mean something like that:

Code:
(call_script, <script_id>, [<script_param>...]),

... don't you?

In this case, which damn script ID is it. I can't find a reference to begin with and my python skills are almost "non-existent".
Also, could be I am getting blind and slow because of all those numbers  :sad:
 
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