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

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kraggrim said:
kaiser, my little pack was  just a trimmed down and tweaked version of Gothic Knights one, that's why there will be duplicate files. I just used the ornate dane axe since it was labeled 2 so I presumed it was the most recent version.

Oh ya I didn't realize the new update didnt completely overwrite the folders. But I got the textures in after a couple of trials and errors thanks to your tutorial.

Thanks kraggrim though for showing me this little texture tweak. It really just makes the game so much more enjoyable because of the insanely awesome dane axe model  :mrgreen:
 
Refuge garrison limit removal (2.010)

Backup simple_triggers.txt then find this section:
12.000000  26 4 0 132 1 648518346341351883 1 3 936748722493063711 648518346341351883 990 3 0 4 0 132 1 648518346341351884 1 3 936748722493063711 648518346341351884 990 3 0 2133 2 144115188075855962 0 4 0 132 1 648518346341351795 1 3 936748722493063711 648518346341351795 990 1601 2 1224979098644774912 648518346341351795 1 2 936748722493063921 648518346341351795 2133 2 1224979098644774913 72057594037927936 4 0 32 2 1224979098644774912 1224979098644774913 2136 3 1224979098644774914 2 6 2133 2 1224979098644774915 1224979098644774914 6 3 1224979098644774916 0 1224979098644774915 1 2 936748722493063706 648518346341351795 3 0 1120 2 1585267068834417160 1585267068834417161 1106 2 1585267068834417160 4294901760 3 0 3 0
Change that 12 to 99999. This doesn't actually change the limit for the refuge, it just means it only checks the limit every 10 years, so same result.
 
Pictish tattooed equipment skill-bonus modification (2.012)

Back up scripts.txt then find the game_get_skill_modifier_for_troop script. It should have a section that looks like this:
33 3 1224979098644774915 288230376151712077 288230376151712083 1073741855 2 1224979098644774913 1369094286720630819 1073741855 2 1224979098644774913 1369094286720630818 1073741855 2 1224979098644774913 1369094286720630817 31 2 1224979098644774913 1369094286720630809 2105 2 1224979098644774914 2 3 0 4 0

There are 4 tattooed bodies that don't get the skill bonus, if you want them to get it add 4 to the red number.

If you want to change the skill bonus added to power-strike/throw/draw and athletics change the green number.  These skills are capped at 10, but you can increase this up to 15 (don't put it higher than this) in skills.txt if you want to.
 
kraggrim said:
kalarhan said:
don't increase over 15 unless you want to corrupt your savegame  :mrgreen:

Noted, thanks :smile:.

Just to make it clear, look at header_skills.py

Code:
knows_trade_1 = 1
knows_trade_2 = 2
knows_trade_3 = 3
knows_trade_4 = 4
knows_trade_5 = 5
knows_trade_6 = 6
knows_trade_7 = 7
knows_trade_8 = 8
knows_trade_9 = 9
knows_trade_10 = 10
knows_leadership_1 = 16

if you set trade to 15, that would be something like knows_trade_15 = 15, right?
So what happens if you try to set it to 16? That is right, you are overriding knows_leadership_1 instead ... so instead of having high trade, you will have low leadership...

same logic applies to all skills. Oh and no, you can't invent a magic number, as you are just passing a argument to the engine, which you can't change...
 
Marshal levying stealing troops negation (2.012) untested

Theoretically we can stop the marshal levying troops from your centres by finding this section in scripts.txt:
5 0 1615 3 1224979098644774946 1224979098644774966 1 1610 3 1224979098644774913 1224979098644774966 1 3 0
Change those red 1s to 0s and hopefully when the marshal levies troops he won't actually transfer any.  You'll still get the messages warning about it, but you should be able to just ignore them. Because of how infrequently he actually goes through with this action I haven't been able to test it, so let me know if it works for you.




kalarhan said:
kraggrim said:
kalarhan said:
don't increase over 15 unless you want to corrupt your savegame  :mrgreen:

Noted, thanks :smile:.

Just to make it clear, look at header_skills.py

Code:
knows_trade_1 = 1
knows_trade_2 = 2
knows_trade_3 = 3
knows_trade_4 = 4
knows_trade_5 = 5
knows_trade_6 = 6
knows_trade_7 = 7
knows_trade_8 = 8
knows_trade_9 = 9
knows_trade_10 = 10
knows_leadership_1 = 16

if you set trade to 15, that would be something like knows_trade_15 = 15, right?
So what happens if you try to set it to 16? That is right, you are overriding knows_leadership_1 instead ... so instead of having high trade, you will have low leadership...

same logic applies to all skills. Oh and no, you can't invent a magic number, as you are just passing a argument to the engine, which you can't change...

Can header skills be expanded?
 
kraggrim said:
Can header skills be expanded?

sure, up to 15. But remember that a skill that goes over 15 is a error, causes debug warnings and all that  :razz:. Game has internal checks for the cap of 15

you can get a working copy if you download Lav's version of modules:
Code:
knows_trade_1                 = 0x01 << (skl_trade << 2)
knows_trade_2                 = 0x02 << (skl_trade << 2)
knows_trade_3                 = 0x03 << (skl_trade << 2)
knows_trade_4                 = 0x04 << (skl_trade << 2)
knows_trade_5                 = 0x05 << (skl_trade << 2)
knows_trade_6                 = 0x06 << (skl_trade << 2)
knows_trade_7                 = 0x07 << (skl_trade << 2)
knows_trade_8                 = 0x08 << (skl_trade << 2)
knows_trade_9                 = 0x09 << (skl_trade << 2)
knows_trade_10                = 0x0A << (skl_trade << 2)
knows_trade_11                = 0x0B << (skl_trade << 2)
knows_trade_12                = 0x0C << (skl_trade << 2)
knows_trade_13                = 0x0D << (skl_trade << 2)
knows_trade_14                = 0x0E << (skl_trade << 2)
knows_trade_15                = 0x0F << (skl_trade << 2)
knows_leadership_1            = 0x01 << (skl_leadership << 2)
knows_leadership_2            = 0x02 << (skl_leadership << 2)
 
The "landing-point generator" stuttering is back with the new version (not as bad as before but it's back) Can anyone find the new settings that need to be changed to disable it?

Also couldn't find the fief income values on 2012 so I had to search harder till I found them, it appears they got changed but they didn't include it in the changelog:
168.000000  97 6 3 1224979098644774912 648518346341351445 648518346341351714 4 0 561 3 1224979098644774912 7 0 521 3 1224979098644774913 1224979098644774912 47 2133 2 1224979098644774914 0 4 0 541 3 1224979098644774912 0 4 4 0 541 3 1224979098644774912 35 0 2133 2 1224979098644774914 1700 3 0 5 0 2147484209 3 1224979098644774912 344 1 541 3 1224979098644774912 0 2 2133 2 1224979098644774914 2200 5 0 2147484209 3 1224979098644774912 344 1 541 3 1224979098644774912 0 3 2133 2 1224979098644774914 3600 3 0 521 3 1224979098644774915 1224979098644774912 50 2120 3 1224979098644774916 20 1224979098644774915 2107 2 1224979098644774914 1224979098644774916 2108 2 1224979098644774914 120
village>castle>town>final divider
 
Rarilmar said:
The "landing-point generator" stuttering is back with the new version (not as bad as before but it's back) Can anyone find the new settings that need to be changed to disable it?

it is not back, as it does not exist anymore  :razz: if you update to 2.012. No need for the tweak anymore

now instead of auto-calc every 0.2 ingame time unit (hours), it only calculates a landing point when you click in the map (with the mouse...). So just choose your destination and don't worry about lag.

Of course you could also remove this feature ... @kraggrim will need to create a new tweak for that
 
Landing Point generation button 2.012

The system has been changed so it only generates landing points when you left click on the water. If you'd rather it was changed to the unused (I think) middle mouse button then find this bit in triggers.txt:
0.000000 0.000000 0.000000  27 71 1 224 541 3 648518346341351424 296 1 2124 1 100 1625 2 1 648518346341351424 1625 2 2 648518346341351879 710 3 1224979098644774912 1 2 32 2 1224979098644774912 400 1628 3 2 1 4 1626 2 648518346341351425 2 1608 2 1224979098644774913 648518346341351425 2147483679 2 1224979098644774913 0 2147483679 2 1224979098644774913 1 2147483679 2 1224979098644774913 7 2147483679 2 1224979098644774913 8 2133 2 1224979098644774914 0 6 3 1224979098644774915 648518346341351445 648518346341351474 541 3 1224979098644774915 241 1 2281 3 1224979098644774916 648518346341351425 1224979098644774915 2147483678 2 1224979098644774916 5 2133 2 1224979098644774914 1 3 0 6 3 1224979098644774917 648518346341351821 648518346341351838 2281 3 1224979098644774916 648518346341351425 1224979098644774917 2147483678 2 1224979098644774916 5 2133 2 1224979098644774914 1 3 0 31 2 1224979098644774914 0  5 4 0 1625 2 1 648518346341351425 1 2 936748722493063207 0 1626 2 648518346341351879 2 3 0
Change that 224 into 226 and it should generate them on pressing the middle mouse button instead.



And thanks for the income values update Rarilmar.
 
Thanks! the new tweak works great  :grin:

kalarhan said:
now instead of auto-calc every 0.2 ingame time unit (hours), it only calculates a landing point when you click in the map (with the mouse...). So just choose your destination and don't worry about lag.
I like to click a lot during sea travel so the lag was back for me. :mrgreen:
 
Is there any way of changing the bandit lair respawn time? It seems like every time I destroy a bandit lair another one just pops out in the same region within the day. I wouldn't mind clearing the land of bandits every month or so, but to do it every single day just gets boring and repetitive.
 
Estebanus said:
Is there any way of changing the bandit lair respawn time? It seems like every time I destroy a bandit lair another one just pops out in the same region within the day. I wouldn't mind clearing the land of bandits every month or so, but to do it every single day just gets boring and repetitive.

with RE it takes 1 to 4 weeks to respawn a lair, not 1 day. It also reduces spawn rate of bandit parties.
 
So I messed a bit with conversations.txt to attempt to change a vassal lord's equipment. Why? Because one of my lords wore sandals... I added the part in red. I took some of the numbers from a similar tweak that allows you to change your wife's inventory. It was a hit-or-miss and I didn't expect anything to work, but it did.

dlga_lord_talk:lord_talk_preoffer 69631 1328  3 31 2 1 0 2147483680 2 144115188075856100 2 30 2 144115188075855922 0 I_have_an_offer_for_you.  1909  0 NO_VOICEOVER
dlga_lord_talk:lord_trade 69631 1328  0 Let_me_see_your_equipment. 0 1 2051 0 NO_VOICEOVER
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.  1910  0 NO_VOICEOVER

The only problem is that now I can change any lord's inventory from any kingdom, vassal or not. Does anyone have any idea about this?
 
Part of the lord give troops line should be a check on whether he's in your kingdom or not.  Could probbaly cross-reference with header_operations to figure it out.
 
header operations is where you can see what a lot of those little numbers mean eg:
eq                        = 31      # (eq, <value1>, <value2>),
                                          # Checks that value1 == value2


Maybe try:
dlga_lord_talk:lord_trade 69631 1328  1 31 2 144115188075855919 432345564227567631 0 Let_me_see_your_equipment. 0 1 2051 0 NO_VOICEOVER

-Nope, that makes it crash-
or
dlga_lord_talk:lord_trade 69631 1328  2 31 2 144115188075855919 432345564227567631 2147484208 3 144115188075855902 8 0 Let_me_see_your_equipment. 0 1 2051 0 NO_VOICEOVER

 
kraggrim said:
dlga_lord_talk:lord_trade 69631 1328  2 31 2 144115188075855919 432345564227567631 2147484208 3 144115188075855902 8 0 Let_me_see_your_equipment. 0 1 2051 0 NO_VOICEOVER

This one (the second one) seems to work perfectly, thanks a lot!  :grin:
Only the first one crashed my game.
 
Modify Lord's equipment (optionally if you are their King or Marshall) (2.012) from Estebanus

If you want to be able to modify other lords' equipment as if they are companions then open conversation.txt and increase this red number by 1:
dialogsfile version 2
6710
dlga_start:blocked_agent 69631 0  5 1073741855 2 144115188075856100 14 1073741855 2 144115188075856100 1 31 2 144115188075856100 0 2199 1 144115188075855900 565 3 144115188075855900 35 1 This_person_seems_busy._Maybe_I_should_move_on...  15  0 NO_VOICEOVER

Then edit the file it to add this red line:
Estebanus said:
dlga_lord_talk:lord_talk_preoffer 69631 1328  3 31 2 1 0 2147483680 2 144115188075856100 2 30 2 144115188075855922 0 I_have_an_offer_for_you.  1909  0 NO_VOICEOVER
dlga_lord_talk:lord_trade 69631 1328  0 Let_me_see_your_equipment. 0 1 2051 0 NO_VOICEOVER
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.  1910  0 NO_VOICEOVER

If you want to only have this option if you are their kingdom's King or Marshall then use this line instead:
dlga_lord_talk:lord_trade 69631 1328  3 31 2 144115188075855919 144115188075856330 542 3 144115188075856330 8 360287970189639680 2147484208 3 144115188075855902 8 0 Let_me_see_your_equipment. 0 1 2051 0 NO_VOICEOVER
 
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