[TWEAKS] VC Tweaks Tool: +80 tweaks the easy way! (released/1.2)

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ha3481 said:
ease the life of modders

normal players too  :grin:, as this works as a tweaks tool (anyone can use it) and a introduction to modding (potential modders).

any feedback on the README.PDF, tweaks.ini, etc (documentation and instructions)? If something is confusing or it needs more details/examples/steps ... so it can mature for the final release (in 3 weeks).

two things I changed for this version (players):

- replaced the old tweaks.py with a tweaks.ini, as many people were trying to double click it;
- added a warning on the installation steps about Python PATH (so they hopefully won't skip this now)

and for modders:

- header_operations.py and header_triggers.py from Lav's, which are much easier to use/read.

Cheers


 
I've been playing with it for a while, it's pretty cool. Say, if I were to use a submod and wanted to add some tweaks, would it be possible to use it as the base (instead of vanilla) without losing the rest of the data?
 
Yarpen93 said:
if I were to use a submod and wanted to add some tweaks, would it be possible to use it as the base (instead of vanilla) without losing the rest of the data?

depends on what the submod does. The tweaks change the game code (.txt files like scripts.txt), so if you install a submod for textures/music/etc you could integrate both.

other than that it is normal modding, so you would need to study what the submod does and add those changes into your own custom version.

You can learn more about modding here: https://forums.taleworlds.com/index.php/topic,347990.0.html.
 
kalarhan said:
depends on what the submod does. The tweaks change the game code (.txt files like scripts.txt), so if you install a submod for textures/music/etc you could integrate both.

other than that it is normal modding, so you would need to study what the submod does and add those changes into your own custom version.

You can learn more about modding here: https://forums.taleworlds.com/index.php/topic,347990.0.html.

Well, it modifies a lot of things (mainly balancing, some animations, new weapons, etc., it's not uploaded here), so I guess that yeah, replacing the original files by the tweaked ones will probably defeat the purpose of the mod. I made some manual tweaks and left alone other things for the sake of stability, sadly I don't have time (nor the will I think) to learn proper modding.
 
Yarpen93 said:
sadly I don't have time (nor the will I think) to learn proper modding.

You can apply the tweaks using the tool and see what changes in the .txt files (using WinMerge, etc), then copy those changes to your submod. That way you can test them one by one, etc.

You can also visit the Tweaks thread and look for them in there, as you will be able to find some basic info on how to apply the tweaks manually. You will however need to figure out how to apply them in the newest version, as some numbers change around.

Happy modding!
 
Update:

v1.2-beta was released two weeks ago. No reports on issues/bugs.

I will push it to the final version (v1.2) by next weekend, unless the situation changes.

Cheers
 
Possible bug? When starting a new game I only get a "go back" after choosing character background. Keep in mind what whilst I'm still trying to "integrate" the tweaks with the mod I was talking earlier, I've only used the files modified by the tool.
 
Yarpen93 said:
When starting a new game I only get a "go back" after choosing character background.

That is the anti-cheat system. Check your module.ini settings, that you are using the latest Warband.exe (1.172) and that you have both serial keys registered (Warband and VC)
 
Yep, Warband is updated, it's a Steam copy, by the proccess of elimination one would guess it's the .ini but they are not that different...

module_name = Viking_Conquest2036
compatible_with_warband = 1
operation_set_version = 1170
supports_directx_7 = 0
reduce_texture_loader_memory_usage = 1
use_case_insensitive_mesh_searches = 1
use_texture_degration_cache = 0
use_scene_unloading = 1

num_hints = 12
has_tutorial = 0

auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.

#map
map_min_x  = -257.903931 #frisia
map_max_x  = 281.758255 #dinamarca
map_min_y  = -281.854553
map_max_y  = 290.571899
map_sea_direction = -40 #wave foam direction
map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01
map_min_elevation = 0.2  #maximum zoom before 0.5
# map_max_elevation = 1.0  #minimum zoom

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types  = 17
map_steppe_tree_types = 0
map_desert_tree_types  = 0
map_max_distance = 175.0

time_multiplier = 0.25 #chief add points to travel-time speed.
seeing_range    = 6.5
track_spotting_multiplier = 0.8
auto_compute_party_radius = 1 #helps space, select if mod has large icons
disable_disband_on_terrain_type = 0
use_strict_pathfinding_for_ships = 1 #keeps ships at sea for sea-to-sea routes
disable_force_leaving_conversations = 1 #no TAB end in conversations.
shorter_pistol_aiming = 1 #add pistols to the exception just like in crossbow and muskets
apply_all_ammo_damage_modifiers = 1
maximum_number_of_notification_messages = 4 #msg in battle. Common 10
ai_decide_direction_according_to_damage = 1

#New leveling system
skill_points_per_level = 2
attribute_points_per_level = 0.195 #0.125
weapon_points_per_level = 5
level_boundary_multiplier = 2.0
attribute_required_per_skill_level = 2

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

#chief cambia para que player levee mas lento
player_xp_multiplier  = 1.0
hero_xp_multiplier    = 2.0
regulars_xp_multiplier = 3.0 #+ XP modifier = + the amount of experience they get for kills

#scenes
far_plane_distance = 2000 #Default is 1250 cm
battle_size_min = 150
battle_size_max = 750
display_wp_firearms = 1
blood_multiplier = 6.0 #chief aumentado
air_friction_arrow = 0.006
air_friction_bullet = 0.002
consider_weapon_length_for_weapon_quality = 1 #weapon selection

# horses have speed modifiers
meek_modifier_speed_bonus=2
timid_modifier_speed_bonus=1

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 1.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp  = 1.0

# No extra penetration flags are set, so keep them ineffective
extra_penetration_factor_soak = 0.73
extra_penetration_factor_reduction = 0.8

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.
#chief cambia
armor_soak_factor_against_cut = 0.8
armor_soak_factor_against_pierce = 0.65
armor_soak_factor_against_blunt = 0.65

armor_reduction_factor_against_cut = 0.95
armor_reduction_factor_against_pierce = 0.65
armor_reduction_factor_against_blunt = 0.75

horse_charge_damage_multiplier        = 1.0
couched_lance_damage_multiplier      = 0.65
fall_damage_multiplier                = 1.0
#chief cambia acaba
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 6
melee_damage_speed_power = 1.4

multiplayer_walk_enabled = 0

mission_object_prune_time = 180


#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot      = 1

# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 1

#edit mode should be enabled
give_performance_warnings = 1 #turn off for production

#load_module_resource = core_textures #for openbrf!

#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.


load_mod_resource = La_Grandmasters_Shaders
load_mod_resource = test  #MODED
#load_mod_resource = textures_face_gen #MODED
load_mod_resource = shaders #MODED
load_mod_resource = textures #chief brust on
load_mod_resource = vc_textures #brust
load_mod_resource = vc_materials #brust
load_mod_resource = materials ######### La_Grandmaster chief Change #################
load_module_resource = materials_face_gen  #puesto chief
load_mod_resource = vc_bodies #chief brust add
#load_mod_resource = body_meshes #chief brust add

load_module_resource = uimeshes    #MODED
load_module_resource = meshes_face_gen #chief cambia
load_module_resource = helpers    #MODED
load_module_resource = vc_map_objects #brust anade
load_module_resource = vc_map_iconchars #brust anade
load_module_resource = particle_meshes    #MODED
load_module_resource = skeletons    #MODED
load_module_resource = grass_meshes #brust change
load_module_resource = plant_meshes    #MODED
load_module_resource = object_meshes    #MODED
load_module_resource = object_bodies    #MODED

load_mod_resource = goods_meshes    #MODED
load_mod_resource = item_meshes1    #MODED
#load_mod_resource = horse_a    #MODED
#load_mod_resource = arabian_castle    #MODED
load_mod_resource = food    #MODED
#load_mod_resource = beards    #MODED

load_mod_resource = village_houses    #MODED
load_mod_resource = village_houses_a    #MODED
load_mod_resource = village_houses_b    #MODED
#load_mod_resource = hair    #MODED
#load_resource = deneme #chief off

load_module_resource = interiors_a
load_module_resource = interiors_b
load_module_resource = interiors_c
load_module_resource = arena
#load_resource = map_icons_b
load_module_resource = castle_a
load_module_resource = dungeon
#load_module_resource = stone_houses
load_module_resource = snowy_houses
#load_module_resource = snowy_castle
#load_resource = helmets_d #chief off
#load_resource = helmets_e #chief off
#load_resource = helmets_f #chief off

#load_module_resource = castle_b
load_module_resource = square_keep
#load_resource = anim_b
#load_resource = shields #chief off
#load_resource = shields_b #chief off
#load_resource = weapon_meshes_c
#load_resource = xtree_meshes_b #brust off vc_tree now
#load_resource = map_icons_c
load_module_resource = vc_pictures #chief cambia a module
load_module_resource = user_interface_b #cambiado chief para compas
load_module_resource = user_interface_c #custom battle scene picture fixes and addition
load_module_resource = user_interface_d #custom battle scene picture fixes and addition

load_module_resource = scene_encounter_spot
load_module_resource = interior_thirsty_lion
#load_module_resource = scene_small_tavern

#load_resource = weapon_meshes1
##load_resource = weapon_meshes_b #chief off #arrows brf

load_module_resource = houses1
load_module_resource = wall_meshes1

load_module_resource = town_houses
load_module_resource = doors
load_module_resource = churches


#load_module_resource = town_houses_b
load_module_resource = castle_c
load_module_resource = castle_d
load_module_resource = castle_e
load_module_resource = castle_f
load_module_resource = castle_g
load_module_resource = castle_h
load_module_resource = castle_i

#load_module_resource = gatehouse
load_module_resource = viking_houses


#load_module_resource = fake_houses
load_module_resource = town_houses_c
#load_resource = banners #off chief
#load_resource = map_flags
#load_resource = map_flags_b
#load_resource = map_flags_c
#load_resource = map_flags_d

#load_resource = costumes_a
load_module_resource = particles_2
load_module_resource = prisons
load_module_resource = prisons_b
#load_module_resource = interiors_d
#load_resource = costumes_b #chief off
#load_resource = costumes_c #chief off
#load_resource = arena_costumes #chief off
#load_resource = boots_a #chief off
#chief horizontes
#load_module_resource = terrain_borders
#load_module_resource = terrain_borders_b
load_module_resource = vc_terrain_borders
#chief acaba
load_module_resource = skyboxes
load_module_resource = new_skyboxes
load_module_resource = object_b
#load_resource = tree_e_meshes
load_module_resource = destroy
#load_resource = xtree_meshes_c #brust cambia
load_module_resource = vc_trees #brust cambia
load_module_resource = grass_meshes_b #brust change




load_module_resource = interiors_steppe

#load_resource = grooming_horse
load_module_resource = town_houses_d


#load_module_resource = horses_b
load_module_resource = ani_horse_mounted
#load_module_resource = deneme2
load_module_resource = horse_skeleton

#load_module_resource = steppe_fake_houses
#load_resource = weapon_meshes_d #chief off

#load_module_resource = tableau_shields
#load_resource = heraldic_armors #chief off

#load_resource = spear #chief off
#load_resource = weapons_e #chief off
#load_resource = weapons_f #chief off
load_module_resource = instruments
#load_resource = sarranid_armors #chief off

#load_module_resource = custom_banner

load_module_resource = simple_primitives

load_module_resource = ani_man_walk
#load_resource = ani_twohanded
#load_resource = ani_onehanded
load_module_resource = ani_death
load_module_resource = ani_stand_guardsman

load_module_resource = ani_human_mounted
load_module_resource = ani_lady_stand
load_module_resource = ani_poses
#load_resource = ani_stand_shopkeeper
load_module_resource = ani_man_cheer
load_mod_resource = ani_stand_onhorse
#load_resource = ani_throw_stone
load_module_resource = ani_strikes
load_module_resource = ani_equip_arms
load_module_resource = ani_run_p
load_module_resource = ani_run_forward_left_right
load_module_resource = uni_strikes3
load_module_resource = ani_walk_sideways
load_module_resource = ani_run_sideways
load_module_resource = ani_stand

load_mod_resource = ani_turn_man
#load_resource = ani_attacks_single
load_module_resource = ani_lancer
load_mod_resource = ani_attacks
load_module_resource = ani_kicks
#load_resource = ani_parry_attack
load_module_resource = ani_walk_backward
load_module_resource = ani_run_lookingsides
load_module_resource = ani_defends
load_module_resource = ani_walk_lookingsides
load_module_resource = ani_jump
load_module_resource = ani_wedding
#load_module_resource = arabian_props

#animations
load_module_resource = uni_jump
load_mod_resource = uni_stances
load_module_resource = uni_equip
load_module_resource = uni_strike
load_mod_resource = uni_throws
load_module_resource = uni_fistswing
load_module_resource = uni_lord_stand
load_module_resource = uni_defence
load_module_resource = uni_sideways

load_module_resource = dart

#load_resource = armors_new_a #chief off
#load_resource = armors_new_b
#load_resource = armors_new_heraldic #chief off
#load_resource = armors_new_arena

#load_resource = crossbows #chief off
#load_resource = arabian_armors #chief off
load_module_resource = rock #brust changed
#load_resource = costumes_d #chief off
#load_resource = nordic_helmets #chief off
#load_resource = sarranid_helmets #chief off
#load_resource = sarranid_armor #chief off
load_module_resource = raw_materials
#load_resource = khergit_lady_dress #chief off
#load_resource = vaegir_helmets #chief off
load_module_resource = gauntlets_new
#load_resource = sarranid_lady_dress #chief off
#load_resource = sarranid_boots #chief off
load_module_resource = bride_dress
#load_resource = full_plate_armor #chief off
#load_resource = weapon_meshes_e #chief off
#load_resource = fur_armors_a #chief off
load_module_resource = ui_server_filter
#load_resource = warhorse_new #chief off
load_module_resource = ship
load_module_resource = arabian_houses
load_module_resource = object_c
#load_resource = tree_f
#load_module_resource = interiors_arabian
#load_module_resource = arabian_village
load_module_resource = valleyProps #to VC
load_module_resource = workshops

load_module_resource = barrier_primitives
load_module_resource = town_houses_e
load_module_resource = wb_mp_objects_a

#empieza chief
load_mod_resource = vc_arcosyflechas
load_mod_resource = bry_banners
load_mod_resource = bry_banners_default
load_mod_resource = bry_battlebanners
load_mod_resource = bry_flags_vertical
load_mod_resource = vc_iconos
load_mod_resource = bry_pic_mesh
#load_mod_resource = core_ui_meshes
load_mod_resource = vc_shields
load_mod_resource = vc_shields_tableau  #must be loaded after vc_shields
load_mod_resource = vc_armors_angle
load_mod_resource = vc_armors_briton
load_mod_resource = vc_armors_frisians
load_mod_resource = vc_armors_generic
load_mod_resource = vc_armors_irish
load_mod_resource = vc_armors_norse
load_mod_resource = vc_armors_picts
load_mod_resource = vc_armors_saxon
load_mod_resource = vc_clerics
load_mod_resource = vc_female_dresses
load_mod_resource = vc_shoes
load_mod_resource = vc_swords
load_mod_resource = vc_helmets
load_mod_resource = vc_axes
load_mod_resource = VC_new_stuff
#load_mod_resource = veiledhelms
load_mod_resource = vc_props
load_mod_resource = vc_props2
load_mod_resource = vc_props3
load_mod_resource = vc_props_new_houses
load_mod_resource = vc_sea_battle
load_mod_resource = vc_spears
load_mod_resource = vc_spears2
load_mod_resource = dedal_anims #VC animations
load_mod_resource = vc_hoods
load_mod_resource = vc_shields2
load_mod_resource = vc_swords2
load_mod_resource = vc_food
load_mod_resource = vc_tradeitems
load_mod_resource = vc_knifes
load_mod_resource = vc_horses
load_mod_resource = La_Grandmasters_map_text
load_mod_resource = vc_shields_basic
load_mod_resource = vc_work
load_mod_resource = vc_animals


#works_with_version_min  = 1030 #deprecated, use module_version and compatible_savegame_module_version instead
#works_with_version_max  = 1011 #deprecated, use module_version and compatible_savegame_module_version instead

module_version = 2036 #can be used for multiplayer and single player (saved game) module versioning
compatible_module_version = 2036 #can be used for multiplayer module versioning
compatible_savegame_module_version = 0 #can be used for single player (saved game) module versioning

limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1
show_troop_upgrades_button = 1

#use_explicit_couch_flag = 1
dont_load_regular_troop_inventories = 1

#assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
disable_moveable_flag_optimization = 1

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0

crush_through_treshold = 2.4

can_crouch = 1
can_objects_make_sound = 1
disable_zoom = 0
use_advanced_formation = 1
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0
horses_try_running_away = 1
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
has_accessories_for_female = 0
#set to 1 to use missile (arrow, bolt, bullet) damage type (cut, pierce, blunt) instead of launcher item (bow, crossbow, musket, pistol) damage type
use_missile_damage_type = 1

battle_size_min = 150 #minimum battle size for module
battle_size_max = 750 #maximum battle size for module

(By the way, I'm sorry I'm being such a pain in the bum)
 
Yarpen93 said:
Yep, Warband is updated, it's a Steam copy, by the proccess of elimination one would guess it's the .ini but they are not that different...

check your module_constants.py

Code:
warband_version = 1170  #matching what is in module.ini
vc_version = 2036

if that fails you will need to check your menu/presentation code. It is a simple version check.


ps.: change this line on your module.ini to differentiate it from vanilla
Code:
module_name = Viking_Conquest2036
to something like
Code:
module_name = MyVCMod
 
Aye, it's same. Just tested the mod without tweaks and had no problems, I must have messed up something then.

Edit: Just saw the edit, testing lol

Edit x2: Nope, no luck. The weird thing is that the mod doesn't even touch the menu.txt (or presentations.txt for that matter).
 
Yarpen93 said:
Aye, it's same. Just tested the mod without tweaks and had no problems, I must have messed up something then.

As this is not related with the tool you can post on the Q&A thread. However there is nothing else I can do without the modsys with the issue, so you would need to share it.

https://forums.taleworlds.com/index.php/topic,347990.0.html

What you can do is check your mod use of that constant. Remember that removing checks is not allowed on public submods for legal reasons.
 
Don't worry, the tool works. I tried it again with vanilla files, no extra touching and there's no problems. There's probably another file conflicting or some line of code that I don't understand.

The mod is not mine by the way, so I don't feel too comfortable disclosing much (it's not top secret either, it's on a prominent image board).
 
Yarpen93 said:
There's probably another file conflicting or some line of code that I don't understand

Like I mentioned you should check that constant usage. If you are doing .txt edits or keeping some of the .txt files from their version, then it is just the case of that mod being built on a older version (example, with constant set to 116:cool:, which would be not compatible with current game.

Track down the lines of code that use that operation, then check which value is being used in the next line (is it 1170+), and fix it is not.

Q&A thread if you need help with that.

Cheers
 
the wrong name of the tweak #7  :cool:
# MISCELLANEOUS

# TWEAK 6: BRING YOUR HORSE INTO TOWNS

# TWEAK 7: BRING YOUR HORSE INTO TOWNS
TWEAK_TOURNAMENT_BET = 1 # Multiples the tournament bets value.
 
ha3481 said:
in 1.1 version too? 

yeap, it took a year for someone to win the cookie, so you should be careful when eating it  :wink:




Update:

v1.2-beta was released two weeks ago. No reports on issues/bugs.

I will push it to the final version (v1.2) by this weekend, unless the situation changes.

Cheers
 
Hi,
I wish to tweak the relations hit with lords when awarding fiefs, so far is impossible to award land with the amount of lords i have in my realm. Where should i look?
 
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