Prophesy of Pendor 3 Wiki
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General info about tweaking can be found on the Tweaking guide page, and on this page first post (use a translator).

Submods/addons for Prophesy of Pendor

Tweak Compilations

You may consider these as unofficial patches for Prophesy of Pendor v3.9.5.1 compiled together for an easy copy-paste application, for those who find tweaking troublesome or are just lazy to bother with applying tweaks themselves. Made from the tweaks below, with probably some extra fine-tuning as the author saw fit. In order to install one (they are mutually exclusive!), just download the respective zipped package, extract its content to your PoP module, and overwrite everything when prompted.

1) dani26795's compilation of tweaks: https://www.dropbox.com/sh/5025ik99z7k6dru/AABu-rYnOmi34SCV2o1IlWYGa?dl=0

  • A trustworthy selection, with carefully selected and adjusted tweaks to not make things too easy but improve your gameplay experience. Tested by a playthrough of the author for showcase: https://www.youtube.com/watch?v=RJnHyr4pSbc&list=PLyjj8FJfkGMvL010FIuV4FKUQJf6aws78
  • Here's the list of tweaks applied, with notes added about the actual execution and differences: https://drive.google.com/file/d/1riqE1gPCRs2Gq6n2PptGd81nK4oEbPA6/view?usp=sharing
  • Tweaks that require a new game to take effect but are safe to use on an existing savegame:
    • Guarantee KO chapters at a new game's start
    • Change the garrison size of walled fiefs
    • Revise the household troop allocation and add new ones to lords
  • Tweaks that require a new game to take effect but can be fixed with a savegame editor if you want the changes to apply (see the respective tweaks for further instructions):
    • Make Inquisition rightfully hostile towards Singalians and Outlaws too
    • Change the hiring cost and personality of companions
    • Make the equipment of medium- and high-tier companions great again, and lock their inventories up until certain levels
    • Various little tweaks for troops (connect upgrade paths / be more viable / get unused and more fitting items)
    • Add a Mettenheim NPC to the tavern of Valonbray who will offer Mettenheim troops and arms weekly

Tweak Requests (please help if you can)

This is a collection of requests from various people (including me) about making more tweaks. If you can make any of these yourself, then I'd like to ask for your help. Either post down below, or write me a PM here, on Taleworlds forum or on Discord. It would be very much appreciated, thank you in advance! - Gorvex

The main tweak request categories:
1. Spawns
2. Knighthood Orders
3. Player, lords, vassals, companions
4. Troops, NPCs
5. Battles
6. Kingdom and fief management
7. Items
8. Miscellaneous

Spawns

  1. To tweak the spawn rate of the remaining armies and unique spawns (Burilgi, Oswald, Boris, Meregan, Alaric, Kodan, Shalavan and Syla are already covered)
  2. Adjust the actual chance of unique spawns spawning (i.e. not the frequency of the trigger)
  3. Be able to hire unique spawns as mercenary companies just as other kings can. The choices should be from among those that are not present on the world map at the given time, which haven't been exiled, and whose faction you have neutral (0) or positive relations with.
  4. Increase the starting strength of the 4 minor factions to be destroyed (Snake Cult, Heretics, Jatu, Mystmountains) or decrease the strength reduction factors for defeating their spawns
  5. Increase the faction strength recovery rate of Snake Cult, Heretics, Jatu and Mystmountain Tribes
  6. Minor factions becoming their own faction upon successfully sacking a town: full garrison reinforcement and more armies/warbands spawning from the conquered town over time
  7. Make Peasant Revolt Armies a victory condition, needed to be destroyed in order to win the game (mark on victory progress report) as they are hostile to your kingdom
  8. Add custom conversation lines to encounters with Inquisition parties (just like in case of KOs)
  9. Change the patrolling area or the patrolling radius of minor factions (e.g. so that unique spawns and armies can envade other territories without the need to get lured there)
  10. Be able to control all sorts of friendly spawns (militia patrols, KO, CKO and Stronghold patrols + war parties, mercenary companies) with commands like "follow me", "hold this position", "patrol that fief", "give me your prisoners", "leave all prisoners in that walled fief", "let's exchange troops", etc.
  11. Change the relation threshold towards the Noldor too (special exception) regarding when you can attack them.
  12. Upon joining the D'Shar Principalities as a mercenary or vassal, reset the relation with the Singalians to 0. Singalians and D'Shar are allies (have 50 relations vica versa), so the player shouldn't be attacked by Singalians when being part of the D'Shar Principalities.
  13. Make Singalian parties unable to attack trade caravans and peasants (of any kingdom): they shouldn't weaken the D'Shar's (their ally) economy
  14. Limit the party size of spawns that get hired by kings as mercenary companies: 2000 seems to be a nice cap.
  15. Make mercenary company leaders capturable: while being your prisoner, other kings (including yourself) should not be able to hire that mercenary company, and the only choosable reward in exchange for the freedom of the leader should be a medium pouch of diamonds (worth 50k denars)
  16. Allow bandit factions to group up under a leader NPC (create a leader for each), following his party
  17. Increase the amount of troops that can join you in bandit lairs
  18. Disable bandit lairs from spawning
  19. Fix the issue of bandit lairs dropping loot from your killed/KO-d troops as well
  20. Fix the issue about the party size of huge armies/lords not adding up sometimes between the number seen on the world map and the number seen in the party composition: https://i.servimg.com/u/f11/19/75/99/36/troops12.jpg
  21. Sort the order of troop and prisoner stacks by level in the party of every spawn (except the player ofc) on the world map, so that it's always the more elite units that join the battle first, and that it's the higher ransomed troops that get offered to take first.
  22. Be able to mutually exchange troops and prisoners with village farmer parties (both in your own kingdom and the faction you joined, requires new conversation option to be created)

Knighthood Orders

  1. When you get promoted to grandmaster rank of a KO, be able to induct the required troops into the KO you joined at the Order Stronghold too (at Constable Valorian)
  2. Once becoming grandmaster of a KO, as long as you can maintain 30+ relations with the Noldor, make them stop attacking each other if they were enemies before (relations set to 0). The only 2 exceptions should be the Silvermist Rangers (have positive relations with the Noldor by default) and your CKO (automatically copy your own relations with other factions)
  3. Make a new dialogue option in the War Room menu to ask the residing knighthood order with relations of (-10) or higher to send out a patrol that belongs to their own faction (and not to a kingdom)
  4. Give unique armor sets to the player upon becoming the grandmaster of certain KOs (reaching 300 rank points) and speaking to the officer knight. Just like it happens with other promotions
  5. Additional passive training system for your CKO troops, happening along the midnight party training and while resting/waiting. Stats increase gradually (% chance for success), up to the following limits:
    1. 21 Strength and 21 Agility
    2. 350 weapon proficiencies
    3. 7 points in Ironflesh, Power Strike, Power Throw, Power Draw, Shield, Athletics, Riding, Horse Archery skills
  6. Be able to buy the highest possible modifiers for the currently equipped items of your CKO units, taking 2 weeks each:
    1. 70,000 denars for helmet
    2. 100,000 denars for armor
    3. 50,000 denars for gloves
    4. 50,000 denars for boots
    5. 100,000 denars for horse
    6. 60,000 denars for shield
    7. 80,000 denars for weapon
  7. Increase the mini CKO creation probability of lords
  8. Be able to take reward KO troops from the Bounty Hunt quest beyond the party limit
  9. Change the target factions of the KO bounty hunt quests
  10. Always get a KO war party from one of your owned KO chapters (the one at your capital by default) to assist you when you are a king/queen, regardless if you have a mercenary company hired or not. So make it possible to have a mercenary company and a KO war party assisting you at the same time, as a compensation for not being able to hire unique spawns as other kings can do
  11. When a KO chapter you own decides to gather a war party for you, be able to chose which KO should it be among the ones you have neutral or positive (>=0) relations with
  12. Adjust the respawn rate of KO War Parties after defeat: be able to make it instant if the player wishes, i.e. have another one get set up asap
  13. Allow transferring the KO chapter from a given walled fief to another you own. If there is a KO chapter in the designated walled fief, then overwrite with the one transferred over. There could be a considerably high cost to this, something between 50,000 and 100,000 denars.
  14. Allow accessing the chest in the Order Stronghold after getting rebuilt (takes 2 months)
  15. Make a cheat menu version for unlocking all the unlockable items for your CKO at once

Player, lords, vassals, companions

  1. Be able to break out lords from prison even from the walled fiefs of the faction that you joined as a vassal
  2. Make so that trying to break out lords from prison immediately decreases your relation with the given faction by -2, and by -5 with the owner of the fief
  3. Revise the escape chances of lords from the captivity of the player, so that escape chances get progressively lower until 10 Prisoner Management and a Prison Tower being built, where it becomes 0%
  4. Adjust the chances of lords escaping from other lords' parties (the tweak in section 15 is only for the player's prisoners)
  5. Change the ratio of ‘relation/honor’ towards good-natured and upstanding lords.
  6. In the quest log for "defending a lady's honor" quest, link the lady's name to her character page (qstr_You_agreed_to_challe)
  7. Be able to dedicate your victories in tournaments to your wife as well, increasing relations with her. Since you can already do that to any married lady, it feels weird that it's not an option towards your wife.
  8. For every lady that the player started courting but did not marry in the end, get a massive relation hit towards the lady and her guardian, get challenged for a duel by the guardian the next time you meet him, and lose some honor regardless of the outcome
  9. Ability to marry female companion-lords as a male character
  10. Make male companions always accept your marriage proposal (as a female player character)
  11. Add daughters and wives to the 5 kings and 5 claimants with the same mechanics/options that other ladies have, and make those daughters eligible to wed
  12. Able to see the ladies' personality upon meeting them for the first time, and add the info to their character note afterwards
  13. Allow poligamy (disable all checks for having a wife/husband already)
  14. Overhaul of lords deciding to join other factions after their kingdom's defeat:
    1. Always join the faction of which king they have the highest relation with (including the player)
    2. If there would be multiple choices, decide upon the number of their former lord comrades
    3. Upon joining the player's faction, make it happen via a confirmation window about accepting their services. Make them spawn in your court's castle hall only afterwards
  15. Make kings give back reconquered fiefs to their original owner, as long as they remain in the faction
  16. As king/queen, be able to take back distributed fiefs to reassign them to other vassals for as much relation points taken as it was granted previously. Also, make different types of fiefs have different weight in terms of relations, as follows:
    1. Village: +5 / -5
    2. Castle: +10 / -10
    3. Town: +20 / -20
  17. Be able to ask for peace from captured kings in exchange for their release
  18. Add a toggle option to the mod options that terminates all ongoing wars (mass peace), and prevents wars from happening until you turn it off again. This option could be used by players who want to keep the given status quo of kingdoms until creating their own for example
  19. Remove all requirements for being able to take kings' legendary weapons (no longer need to be a king/queen or to bring down the faction to less than 6 walled fiefs)
  20. Make lords sell their prisoners for an increase to their wealth when they visit a town with a ransom broker in its tavern
  21. Increase the 'ideal party size' cap of lords which limits the amount of troops they can have in total (and which causes the surplus rescued troops to get disbanded over time)
  22. Make disbanded troops from the parties of kings and lords actually form Deserter parties, with the exact same combination and amount of units
  23. Change the amount of renown lords can gain from being marshall, hosting feasts, and winning tournaments
  24. Rework some requirements for asking lords to do various actions. For example, be able to ask favors as a mercenary captain or as a vassal/king of another kingdom if you have enough relations with the given lord.
  25. Prevent lords from going into exile, or make them come back later on
  26. Kings and claimants becoming vassals after their kingdom gets defeated (randomly join another kingdom as lords do)
  27. Make claimants recruitable as your companions and vassals from the get-go via a new conversation option. Make it available with a high Persuasion skill (e.g. 7) for the sake of realism/logic
  28. Disable the relation penalty when asking your vassals to change culture
  29. Allow the companions with custom reinforcement templates to be asked to abandon them and use the given kingdom reinforcement templates that follow your chosen culture
  30. Make all companions spawn into a tavern right away at the game's start and afterwards when your party is beaten or the companion got dismissed (currently there is chance for them by design to spawn where they can't be accessed)
  31. Designate a given town for all companions to spawn in at a new game's start, and make them stay there until getting hired
  32. Disable companion opinions/advices about lords (both text and voice acting)
  33. Lock companions' morale at 100 all the way through (i.e. actions and conflicts can't reduce morale anymore)
  34. Write a new backstory for Ansen, to make him have a Melitine origin
  35. Add a special dialogue option to Lethaldiran about sending him on assassination tasks (he is known to excel in the art of assassination, let it be via poisoning food and what not):
    1. can only target lord parties below 200 in size
    2. can only target lord parties whom the player has -30 or lower relations
    3. each assignment costs 50 denars per troop in the lord's party (at the given time). I.e. decomissioning a party of 200 men costs 10,000 denars
    4. one assignment takes 2-7 days to complete, depending on the distance of the given lord when the task is given
    5. when the time expires, remove the lord's party from the map temporarily, as if he got defeated and make Lethaldiran return to the player's party with the defeated lord as your prisoner (if possible)
    6. maybe have a small failure chance (5%) that Lethaldiran returns without further results
  36. Through special dialogue options, allow mercenary company leaders and the 3 arena fighters (Vezmora, Dranton, Kradus) to be hired as companions. Disable all special dialogue options for these NPCs, that normal companions have.
  37. Add Galeas to the hideout (upgraded Old Ruins) as a wandering NPC, a refugee looking for work. Make him a recruitable companion, becoming a squire/assistant of yours who will never leave your side (cannot be taken from your party when defeated) and cannot be appointed as your vassal. With low stats and bare clothes as starting gear (sort of as is), similarly to Ansen. Special dialogues (ask to gather support, right to rule or weekly troops) disabled. He should be neutral towards other companions (no like/dislike actions)
  38. Fix the following bug: when player is rebelling from a claimant who was successfully put on the throne as a king/queen, and the player decides to keep all his fiefs, the fief that triggered the option to rebel is stated that it's given to a vassal in the former faction, but like he was a vassal of the player. However it's the player who is taking that fief (like how it should happen), and Agathon Legatus is still a vassal of the Empire in the shown example:
    1. https://i.servimg.com/u/f11/19/75/99/36/rebell10.jpg
    2. https://i.servimg.com/u/f11/19/75/99/36/rebell11.jpg
  39. Make claimants become their own party after starting their questline, with the first fief conquered given to them
  40. Allow the player to hire Mercenary companies while being just a mercenary or a vassal for a kingdom.
  41. Allow to player to make his/her own mercenary company: in-game submenu for your minister, where you can actually select the amount and kind of troops, as well as the leader NPC from a range of options:
    1. party size limit based on a party strength threshold (i.e. total autocalc value). For optimization and choices
    2. no Noldor (too strong)
    3. no KO troops (KO war parties shouldn't be made redundant)
    4. no zombies / demons (ruins intended immersion)
    5. no Heretic or Snake Cult units (life-sworn enemies, would feel wrong)
  42. Add full support for hiring multiple mercenary companies: make it possible to order different tasks to all of them
  43. Upon getting to choose your banner, mark which banners are already taken by lords
  44. Be able to choose the banner of kings as your own after their kingdom's defeat
  45. Fix all the visual bugs around switching your banner mid-game. Any vassal who got his/her initial banner taken will have wrong ones displayed on the world map compared to the correct one seen in the character report screen. The shift can result in the take of the template banner (pure white), the ones that kings and claimants have, or even that of another lord, meaning that there can be multiple lords running with the same banner on the map if you do the swaps in a specific order.
  46. Add a small right to rule bonus to stage 4, "a letter that changed your life forever" character creation option

Troops, NPCs

  1. Add a "lost & found" NPC for bringing back your stolen goods and equipment (unique weapons, etc.) for a sum
  2. Be able to ask for the whereabouts of Clarissa of Pent (sews capes) and Iris the Lotus (sells robes for wife) from traveller NPCs (just like you can ask for the location of Brother Randalf and Finneas de Digit).
  3. Increase the amount of available clothes to dress up your wife with
  4. To fix the issue with tweak 17 p) (Mauritz van Mettenheim III), where melee weapons get offered with modifiers that are not supposed to appear on them. Most often 'Strong' and 'Heavy' on swords and polearms.
  5. Rewrite tweak 17 p) (Mauritz van Mettenheim III) to make similar NPCs for Veccavia, Barclay and Melitine. Including horses added to the available items, with the correct modifiers.
  6. Upon reaching +5 relations with a tavernkeeper, get the following discounts from him/her:
    1. Info to get the sighting report of spawns costs 300 denars
    2. Baggage train costs 500 denars (as if you owned a walled fief)
    3. Buying wine for everyone (increases relation with the town) costs 500 denars
    4. Buying ale and entertainment for your men costs 5 denars per troop
  7. Add the troops of other minor factions to the respective "Troop Tree" report as well
  8. Be able to take troops offered by slave traders beyond the party limit (the ones from rumors)
  9. Change the raw food consumption of troops (the amount of troops fed with 1 unit of food)
  10. Show how many units of food you have overall and how many days worth it is to feed your party (like in Perisno)
  11. Be able to sell troops in your party to lords (for more money than upgrading them from the beginning would take)
  12. Modify the requirements needed for a lord/vassal to follow you (relations, personality and whatnot)
  13. All lords that are not KO-d and have an active (non-wounded) troop count of at least 50, answer the call of the marshall and follow him loyally all the time, regardless of personality
  14. Be able to exchange troops and prisoners with friendly KO patrols: 'Secular Knights' (independent), 'Errant Knights' (kingdom-tied) and 'Stronghold KO patrols'
  15. Be able to take the already knocked out (pre-battle) troops too as prisoners
  16. When fighting with allies, the amount of troops that their and your party knocked out does not sum up to the total amount of prisoners distributed in the end. Many just disappear, which is unfair. Fix this issue
  17. When fighting with allies, make the distribution of knocked out troops (i.e. prisoners) at the end of the battle happen according to the autocalc strength ratio of your and your ally's party
  18. Extend the "overhaul of hiring rescued prisoners" tweak towards recruiting prisoners
  19. As an alternative, make prisoners and rescued prisoners be recruitable only if their level is lower or equal to your level
  20. Allow those prisoner knights to be rescued that you are part of their order
  21. Once a week, be able to buy 3 Noldor Hunters for a cost of Noldor Trade Goods from Arandur at Elacrai. The requirement is to have 50+ relations with the Noldor
  22. Add a quest to Sadren's "I have many questions about the Noldor... -> Ask about more information" conversation option, upon reaching 90+ relations with the Noldor. It's an empty option, craving for something to be there.
  23. Increase the average quality of restocks for Quigfen and Calanon
  24. Remove the mix-genderization for Fierdsvain units
  25. Make females among mix-gendered troops have the pretty female face (e.g. when Noldors are made mix-gendered)
  26. Be able to view the item pool of the troops you speak to.

Battles

  1. Penalties for friendly fire:
    1. -1 renown per hit
    2. -2 renown per knock-out (due to surgery)
    3. -5 renown per kill (surgery fail)
  2. Turn off friendly fire against your own or allied troops (just as melee weapons can't do damage to them)
  3. Disable troops from charging after the player getting knocked out. Instead, keep the previous orders.
  4. For allied battles, change the contribution of your own party per reinforcement wave (change the ratio of friendly:allied troops)
  5. Reduce the size of combat log messages so that they occupy less space on your screen (smaller font and spacing)
  6. Looting system from Viking Conquest brought to PoP (take more loot for a morale hit, take all the loot for yourself for a massive morale hit, take none of the loot for a morale bonus, and the native option)
  7. Pick up all the loot (up to your free inventory space) with one click, sorted by cost (more expensive items taken first)
  8. Bodysliding into any of your soldiers each time you get taken out
  9. Horse speed scaling (horse will become slower and slower as it gets wounded)
  10. Disable the mechanic of horses getting lamed when taken down from under the player
  11. Riderless horses fleeing from the battle map
  12. Make the battle minimap appear on screen even with the tactical overlay turned off
  13. Fleeing mechanic overhaul (in field battles):
    1. Set the chance for enemy troops deciding to flee, based on their party strength relative to your own
    2. Make the fleeing enemy troops offer to surrender to you, resulting in them becoming capturable prisoners
  14. The player can't be captured as prisoner, wounded companions and troops do not get disbanded, your party just remains on the scene
  15. Adjust the chance of getting recognized while trying to sneak into fiefs (instead of just disabling the feature)
  16. Change the impact of Athletics skill, so that it favors troops with low armor (=run faster) much more than troops with high armor
  17. New mechanics for Ironflesh skill: heal at ironflesh_point/minute rate and reduce the damage received at 3%/ironflesh_point rate
  18. A hotkey that allows you to heal a given amount of hp, which scales with either your level or strength, and has a 2-min cooldown on use
  19. Various features from PBOD (Pre-Battle Orders and Deployment, project of Caba'drin) https://forums.taleworlds.com/index.php?topic=142816.0
    1. pre-battle orders & deployment, so that you have all the time it takes to set up everything the way you want
    2. select which and how many troops from your party should participate in battle
    3. split one troop type into two divisions
    4. automatic volley-fire (wait for each other and fire continously until further orders, and not just only once per command) which also works with 'left', 'middle' and 'right' flanks
    5. 'Skirmish' (new order)
    6. 'Brace spears' (new order which works for all troops with such weapons, and not just for the 1st line)
    7. 'Use shields' (new order)
    8. shield bash (tweaked, to not be OP: have a longer cooldown and only stun people (like kicks do), instead of knocking them down)
    9. ranged weapon profs lowered under bad weather conditions
    10. more accurate 'Hold' (F1) flag
    11. customizeable deathcam
  20. Be able to order your units to use 1-handed weapons, 2-handed weapons or polearms (just like you can order them to use blunt weapons)
  21. Be able to apply custom formations ('shieldwall', 'square', 'ranks', 'wedge') to any division/group based on their guarantee item flags, not just 'infantry', 'archers' and 'cavalry'
  22. To make troops assigned to the 'Fodder' group never show up in battles
  23. Extend PoP's battle AI to custom divisions too, so that neither troops that you've put into a custom division will get ordered to 'Charge!' by the enemy right from the start (abandoning formations and defensive positions). If possible, make the AI recognize the different troop types by scanning their guarantee item flags and not the division they are in ('infantry'/'cavalry'/'archers')
  24. Disable the retreat penalties in sieges and field battles (a tactical retreat should not be considered as a dishonorable act)
  25. Loop the 1st song getting played in field battles infinitely (the thematical song)
  26. Add the preparation time of building ladders for unique spawns besieging towns and for launching a surprise attack against Elacrai (don't be instant anymore)
  27. Be able to adjust reinforcement waves for sieges by 2 instead of 4 (just as the way it is for field battles)
  28. Allow the player to join a siege defense even if the attackers are not the enemies of the player
  29. Disallow archers from automatically taking defender points, allow full control over them
  30. Add "townguard" units to the defenders of a siege, similarly to how it happens in case of farmers joining in against a village raid. 50 troops for castles and (100) for towns, with a ratio of 50% melee and 50% ranged units. Troops should be of lvl 20 baseline quality, from the corresponding faction's commoner troop tree:
    1. 25(50) Sarleon Longbowman and 25(50) Sarleon Armored Footman
    2. 25(50) Ravenstern Warden and 25(50) Ravenstern Man-at-Arms
    3. 50(100) D'Shar Horseman (can spawn with bows or throwing weapons, other units are too low or too high quality for lvl 20 baseline)
    4. 25(50) Fierdsvain Skirmisher and 25(50) Fierdsvain Axeman
    5. 25(50) Empire Levy Skirmisher and 25(50) Empire Heavy Infantry
    6. 25(50) Pendor Heavy Bowman and 25(50) Pendor Swordsman
  31. Upon a successful siege assault with the player's participation as either a marshall, or a king/queen, let the leftover rescued prisoners pay their gratitude by joining the garrison of the given town/castle.
  32. When there are 10 or less defenders remaining in a siege assault, and you retreat (e.g. because there are some enemies stuck inside a wall), then make those remaining troops automatically surrender, without causing you any penalties (honor or renown)
  33. Reduce the AI's sieging activity separately from campaign AI settings, for the purpose of lengthened kingdom survivals
  34. When you rescue Noldor prisoners from captivity, let there be a notification about their gratitude (a harsh response at negative relations and an actually welcoming one at positive relations) and get a relation boost of +1 per every 3 rescued Noldor troop.
  35. Get +1 honor for releasing common Noldor prisoners too (not just nobles)
  36. Remove the doubled autocalc bonus of the Noldor towards the player
  37. At Elacrai, upon the training with Vendethiel, allow you to select multiple fights (up to 10) in advance, so that you don't have to cycle through the same conversations over and over again all the time. The time interval between each fight could be tweakable too.
  38. Change the amount and kind of units that attack you during night ambushes
  39. Upon each completion of the "rescue the village" mission, get a random armor piece from the selection of Rogue Blackheart Knights as loot
  40. Replace Rogue Blackheart Knights with Rogue Blackheart Squires in village infestations
  41. Add a slow ammo recovery trigger for all battles (mostly for throwing weapons)
  42. Make a post-battle kill counter for non-hero (killable) troops as well, which gets summed up for stacks (if more than 1 unit of a given troop participated in battle). It could be useful for various battle performance testing too
  43. Decrease the time until lances can be couched again

Kingdom and fief management

  1. Kingdom restoration feature: https://forums.taleworlds.com/index.php/topic,68861.msg1784247.html#msg1784247
  2. Trade agreement and alliance forming feature from Diplomacy (or make something similar to that)
  3. Make all the 4 "major" minor factions (i.e. Mettenheim, Veccavia, Barclay and Melitine) and the Noldor to be choosable kingdom cultures upon creating your own kingdom, with their own reinforcement templates, kingdom banner, common (at villages) and noble troops (at walled fiefs, these being the top-tier unit) available for hire
  4. Make Elacrai a capturable castle for your faction. But only by you initiating the siege.
  5. Be able to choose another crown if you wish, upon changing culture (costs 300.000 denars)
  6. Be able to send a messenger to your vassals with orders to patrol around a fief, follow you, go to a location, besiege a given walled fief, etc. The option should be primarily available via the 'camp' -> 'take an action' menu (when on the world map), but also via your minister (when at your court)
  7. Be able to convince vassals to join your faction more reliably, regardless of their personality or their relation with their king (or just reduce the thresholds for rejecting the invitation)
  8. Be able to keep the original titles of the lords that joined your kingdom from the start of the game (Dux, Legatus, Jarl, Baron, Duke, etc.)
  9. Add a war declaration to the tweak about keeping fiefs after being released from your oath, as your king would not let you off the hook that easily.
  10. Conscription feature: once every two weeks, be able to recruit a batch of common troops (corresponding to your faction) at the 'War Room' menu for a cost of a baggage train and 5000 denars. The tier and kind of the received troops should always have a wide variety and they should all be at least lvl 15
  11. As a vassal, be able to give back fiefs to your king (e.g. unwanted villages)
  12. To be able to manage the garrison of castles/towns (give or take troops) even if you are not the owner of the fief, but you are a vassal/king of the same faction. This includes unassigned fiefs too
  13. Disable the automatic garrison refill completely
  14. Add an automatic garrison reinforcement also for the player, his faction, and for the kingdom he joined as a vassal or a mercenary (when the player participates in sieges)
  15. Hide the garrison of fiefs that do not belong to the player or his/her kingdom, so that you can't see the amount and kind of stationed troops and thus sieging becomes more of a challenge/surprise
  16. Once the reconstruction of Old Ruins into your Hideout finishes, make it become a full-pledged castle (map icon of a castle, ability to build fief improvements and a KO chapter, no garrison limit, etc.). But keep it unsiegeable, as it wouldn't make much sense if you could potentially lose it and if your troops stored there won't be safe anymore. It's meant to be a "Hideout" (demilitarized zone of your own) for a good reason.
  17. Add a base of operations for the following factions, with the following mechanics:
    1. Jatu: a randomly appearing bandit lair in their area (with a custom name), with parties spawning from it periodically until getting looted. Then another one gets created somewhere else after some cooldown, if they still have enough faction strength (otherwise no). The inner scene could be that of a D'Shar village, with an option to visit or raid. With a massive amount of Jatu Warlords and Battle Riders wandering inside, turning hostile to you when you decide to raid. A mix of Jatu, Mystmountain and Noldor items could be added to the post-battle loot screen, as well as occasional rescued Noldor Hunters as a rare treat. Each time you raid their base, you get -20 relations with them.
    2. Mystmountain Tribes: a similar implementation to that of the previous one, a mountain bandit hideout scenery appearing randomly in the snowy mountains. With Mystmountain Shamans and Bearclaw Berserkers guarding it, giving you Ravenstern and Mystmountain loot upon conquering, with an occasional rescued Ravenstern Lady in waiting or two as a rare treat. Each time you raid a hideout, you get -20 relations with them.
    3. Heretics: a hidden stronghold (only visible if you get close enough) in Sarleon's territory, that gets razed to the ground after you conquer it (disappearing similarly as Elacrai, but for good), giving you massive Heretic loot, including multiple Heretic Writings in the end. And multiple Sarleon Ladies in waiting as rescued prisoners (from supposed rituals) too. The guarding units could be a mix of Demonic Magni, Heretic Invokers, High Priest (trp_heretic_lair_leader), Magni, Worshipers and Minions, with increasing numbers in this order, counting around 1000 in total. Scenery could be that of any other Sarleon castle. You suffer -100 relations with Heretics in the end (cannot be repeated after your first success, and in case of failure, the garrison gets replenished)
    4. Inquisition: a stationary and always visible stronghold in the mountain pass between Sarleon and Singal, having the scenery of the fortified Order Stronghold, as it's an unused and unique siege layout. With 1000 units guarding it, being a mix of Inquisitors, War Priests, Mercenary Sergeants, Mercenary Sharpshooters and Battle Brothers, their numbers increasing in this order. Requiring you to have negative relations with them to be able to besiege it, and giving you -100 relations when conquering it (in case of failure, the garrison gets replenished). But this time, you get to keep the Stronghold as your own at any point in the game, allowing you to store your troops for 50% of their wages. It shouldn't count towards your faction's holding, and thus it shouldn't be attackable by the AI either. Basically having the world map mechanics of the Order Stronghold, with unlocked garrison and without those special NPCs. You could also get a bit of Inquisition and mercenary loot, and multiple D'Shar Ladies in waiting as rescued prisoners.
  18. Disable all the penalties (including relations) for robbing/raiding/tolling caravans at times of war and peace (extend tweak 4 a)
  19. After you save a village from a raiding lord, get a boost in relations with the village as a token of their gratitude
  20. The ability to refuse the cow reward (Betsy) during the "Save the elder's daughter" quest, for more relations and some honor instead.
  21. Train village peasants quest also gives some prosperity upon successfully defeating the occupying bandits
  22. Fix the following issue: when you have positive relations with a village, but you lose some points which would still leave you in the positive region, then you'll get new recruits to hire. The reason is because the option to get new recruits is triggered by a change of relations, but it doesn't matter currently in which direction. While it should imo (only if a relation increase happened)
  23. Fix the following issue: after getting an invitation to vassalage with a promised village and then starting a claimant questline (rebellion) for another kingdom, the village will switch side to the rebel kingdom, becoming a solo village faction. And if you then abandon the rebellion, the village will go to the respective counterpart kingdom, and not to the original owner.
  24. Be able to send Gold Bars through your steward to other factions as a token of goodwill to fix relations. The rate should be +2 relation / gold bar towards the 5 kingdoms and +4 relation / gold bar towards minor factions
  25. New fief improvement bonuses
    1. each Tax Collector Office built could reduce your global tax inefficiency by 5%, down to 30% maximum tax inefficiency (with 7 Tax Collector Offices built)
    2. Shrines allowing you to recruit Monks occasionally (low numbers)
    3. Monasteries allowing you to recruit Battle Brothers occasionally (medium numbers)
    4. Chapels allowing you to recruit Clerics occasionally (low numbers)
    5. Churches allowing you to recruit War Priests occasionally (medium numbers)
    6. Cathedrals (the most expensive and basically useless improvement) allowing you to recruit Inquisitors occasionally (high numbers)
  26. Have the ability to tax your vassals when being king/queen. A percentage of taxes from your people usually go to the treasury (your own purse). Maintaining a stable and florishing kingdom should have its monetary rewards.
  27. Be able to build fief improvements in any fief that belongs to your own kingdom, regardless if it has an owner or not
  28. Allow horses to be put into the chests in castle halls (for towns and castles alike), in order to give a virtual horsekeeping functionality to stables.

Items

  1. Separate the effects of the Dust of Twilight to be selectable which to pick at a time
  2. Add an achievement prompt when receiving Ullr'Vetr Manifest
  3. Make scabbards for the following swords:
    1. Falchion - falchion_new
    2. Singalian_Noble_Sabre - pa_pop_harad_khopesh
    3. Two_Handed_Sword - sword_two_handed_a
    4. Two_Handed_Sabre - khergit_sword_two_handed_a
    5. Two_Handed_Heavy_Sabre - khergit_sword_two_handed_b
    6. Mettenheim_Dueling_Sword - hyren3
    7. Fierdsvain_Berserker_Sword - celtic2h3
    8. Empire_Great_Sword - ashenborn_sword_1 (until the first cross section)
    9. Flame_Bladed_Sword - flamesword1 (until the first cross section)
    10. Noldor_Warsword - pa_pop_sword_45
    11. Ravenstern_Great_Sword - flamerenov5 (until the first cross section)
    12. Zweihander - my_zweihander
    13. Ebony_Flamberge - darkzweihander1 (until the first cross section)

Miscellaneous

  1. Change rumor interval mechanics, so that how often and how many useful rumors you can get under a period of time. Also, make it so that all rumor providers have a chance to trigger unique spawns
  2. Move the random skill bonuses to a separate script, and have a trigger for it specifically, in order to be able to adjust their frequency of popping
  3. Increase the amount of cows to deliver to villages, to fasten their prosperity increase and their goods production rate
  4. Point-based tournament system from Floris mod, with no more troops allowed to participate in the next round than previously
  5. Castles that have ongoing feasts also have tournaments to participate in. The chosen arena for the scene should be that of the closest town within the same kingdom.
  6. Remove the gained experience reduction that happens in tournaments, arenas and training fields (you get only 1/10 of the actual experience per kill)
  7. Add the amount of tournaments won to the character report screen (to be able to keep track of the respective achievement)
  8. Create the two other Noldor lords, Faergwethanir and Caelvanir with stats similar to Aeldarian and Ithilrandir, and add them to Elacrai's castle hall and tournament as participants, similarly to how Vezmora, Kradus and Dranton are
  9. When you win a Noldor Tournament at Elacrai, increase the relations with the Noldor (by 5?) instead of the castle itself
  10. Arena fight overhaul: be able to fight in your own equipment, enemies become actual troops of good quality, elite units may join the fray as well randomly
  11. Everyone fights in his/her own equipment during tournaments. As an alternative, allow to choose which tournament weapon (wooden and blunt) you get for each round
  12. Expand the level-multiplier changing tweak for garrisons and lords too
  13. Change the default castle guards (before KO chapters get built). For Pendor, it should be Pendor Bladesmen instead Pendor Man-at-Arms
  14. Edit achievement bonuses and their value
  15. The last achievement for beating the game ("The (your kingdom's name) has defeated all rivals and stands as the sole kingdom. The Prophecy of Madigan has been fulfilled!.... An alternate probability has been created.") shouldn't appear if you are not a king/queen of your own kingdom.
  16. Add a ferry transport system between Ravenstern-Rane-Avendor-Marleons and Cez-Janos-Ishkoman-Nal Tar as travelling shortcuts for a modest price, depending on your party size. Either by having actual boats shown as they travel with time passing (at least as fast as the fastest world map riding speed, regardless if it's day- or nighttime), or by having the screen fade with a teleport happening to the destination (with some time spent by a fast waiting cycle perhaps). The travel option should be made available through the town's menu.
  17. Fix the cheat about spawning unique spawns with signature patrols, as the patrols appear from the player's party instead of the given unique spawn
  18. More features from Diplomacy mod, the most commonly asked mod to be incorporated into PoP: https://mountandblade.fandom.com/wiki/Diplomacy
  19. Make any mutually exclusive tweaks compatible with each other (e.g. the troop recruitment overhauls that touch the party_add_party_prisoners script)
  20. Make the options within "Testers' cheatmenu" be accessible without edit mode
  21. Add the following instant kingdom control options to the cheatmenu:
    1. make peace between two factions
    2. make a border incident between two factions
    3. make a faction declare war on another faction
  22. Incorporate as many tweaks to the Mod options menu as possible (make them toggleable from in-game)

Editing Tools

The tools to be found here:
1. TweakMB
 1.1. Installation and Use
 1.2. Warning
2. Morgh's Editor
3. Barracks Editor
4. OpenBRF
5. Savegame Editor / Converter
 5.1. Capabilities
 5.2. Installation and Use
 5.3. Useful Info
6. WarBender
 6.1. Features
 6.2. Installation and Use

TweakMB (author: Alex Toews (kefka95))

This program provides an easy-to-use interface for modifying the module text files of the game. It's a bit outdated, but some of its tweaks still work with Prophesy of Pendor v3.9.5.1. You'll see that these will be editable, while the rest will be greyed out. But don't worry, all of those incompatible tweaks are now updated too and you can find them in the lists down below! So feel free to explore the various tweaks you can make with this editor! Those that you can actually make with this tool won't be listed down below, as it's fail-safe and easier to perform them with TweakMB. Plus the descriptions within the program are plentiful.

Installation and Use

  1. Download the program from here: https://www.mbrepository.com/download.php?id=1751&f=TweakMB.zip
  2. Extract the downloaded .zip file to any location on your computer, then run "TweakMB.exe"
  3. Once opened, press the "Load Module (Warband)" button in the top right corner
  4. Select "Prophesy of Pendor 3.611" and click "Continue"
  5. Browse the location of your installed Prophesy of Pendor mod (the folder of the mod itself)
    • (Steam Workshop mods are installed here: Program Files \ Steam \ steamapps \ workshop \ content \ 48700)
  6. Allow the "Loading Progress" window to stop processing, and click on "Close" once it is done
  7. The available tweaks can be seen in the left panel. Click on them to see what they do
  8. You can make as many tweaks one after the other as you'd like to, you won't have to save your changes one by one. Once you are done with tweaking however, click on the "Save Changes" button and click "Yes"
  9. Once again, allow the "Loading Progress" window to stop processing, and click on "Close" once it is done
  10. Close the program (X)

WARNING

Do not use the 'Quests' -> 'Guild Master Quests' -> 'Add "Meet with Guild Master" to the city menu' tweak, as it's part of the game by default, but TweakMB does not recognize it. Checking the option will make things get corrupt if performed and you'll get a runtime error.

Morgh's Editor (author: Morgh)

You can make a number of tweaks with Morgh's Editor too. Everything you need to know can be found on the separate page of the editor.

Barracks Editor (author: lconracl)

This tool is similar to Morgh's Editor and offers roughly the same options for changes you can make. Usually what you can't open/edit with Morgh's Editor (like the inventory of lords), you can do with Barracks Editor and vica versa (like party templates), so the best is to use the two editors in conjunction with each other. The interface is not as much user-friendly, however this editor has its further advantages over Morgh's Editor (i.e. sorting entries by certain values and flags, exporting files to Excel, etc.), which are very handy and open up a vast amount of new possibilities. You can read these (along with some important notes on the use and installation) here, where you can find download links too: https://forums.taleworlds.com/index.php/topic,117997.msg2848840.html#msg2848840

OpenBRF (author: mtarini)

This is the best tool to edit and preview the .brf files of the game (textures, meshes, and animations) in a relatively simple manner. Everything you need to know, plus download links can be found here: https://forums.taleworlds.com/index.php/topic,72279.msg1878649.html#msg1878649

Savegame Editor / Converter (author: kushulain)

M&B Savegame Editor / Converter is a tool which lets you edit your savegame files and you can also convert them from a mod's version to another. However note that the bigger of an overhaul a mod is, the less doable the conversion will be. Which is exactly the case with PoP, so you can't fully export over every progress data from an older version to a newer one, some will be reset to their default value. For the conversion, you will need both new and old versions of the given mod installed and a brand new save from the newer version of the mod that the program will use as a template.

Capabilities (just to name a few)

  • Repair corrupted saves (the bigger the overhaul, the less doable the process gets, so not advised for PoP)
  • Edit any troop's (common and hero units alike) stats beyond the default limit (1000+ weapon profs and 63+ attributes)
  • Edit the equipment of otherwise inaccessible NPC-s (like lords since v3.9)
  • Add any item to your inventory or any piece of equipment to NPC-s
  • Add modifiers to any item in your inventory or any equipment of NPC-s
  • Reset companion interactions to their default state (companions' morale can be reset, like if you just hired them and they can act like you never met them before)
  • Bring back lost or exiled companions, lords and kings to the game
  • Bring back companion-lords to your party
  • Edit lords' personalities, wealth, relations, renown and what not
  • Edit your or any other party's (lords, unique spawns, patrols, warbands, caravans, etc.) party composition
  • Edit any walled fief's garrison on the map
  • Edit the courting progress with a lady
  • Restore a destroyed faction to a state of your choice
  • Edit your character creation choices and your rumor interval value
  • Edit your honor and renown rating
  • Edit the banner of any lord/king
  • Edit faction relations and troops' stats (including names and flags) in a savegame-compatible manner, that can't be achieved with Morgh's Editor
  • Edit the amount of Noldor tournaments you attended to
  • And so on. There are ~1600 more global variables in there that control various stuff.

Installation and Use

  1. Download the program from here: https://www.moddb.com/games/mount-blade-warband/downloads/mount-blade-savegame-editor-converter
  2. Extract the downloaded .zip file to any location on your computer, then run "MnBSaveGameEditor v1_03.exe"
  3. To modify a savegame file:
    • Click on "Import new save..."
    • Browse and set the location of your installed Prophesy of Pendor mod (the folder of the mod itself) - (Steam Workshop mods are installed here: Program Files \ Steam \ steamapps \ workshop \ content \ 48700)
    • Then locate your savegame file belonging to that mod (in your "Documents" folder)
    • Click on "Load"
    • Allow the loading progress window to stop processing
    • Modify some values (divided into different categories). Note that you cannot add new entries, only modify existing values!
    • Once done, click on "Export current save..." and choose a savegame file to be overwritten with the changes you made
    • Click on "Save", "Yes" to overwrite, and press "OK" once you've been notified that the savegame was successfully exported
    • Close the program (X)
  4. To convert a savegame file to a different version of the mod (more detail in the previous steps):
    • Load ("Import new save...") the older version of the mod and the save file you wish to convert
    • Then load the newer version of the mod and the save template created with it too
    • Click on "Convert save..."
    • Select the two save files ("Merge" = old save, "To" = new save), and check all the data you wish to convert. The less gets checked, the less bugs you may encounter. Going with the default settings should do it well enough (keep in mind that you won't be able to convert everything in case of PoP either way)
    • Click on "Convert" and wait for the process to finish
    • Click on "Export current save" and save it as a new savegame file (sg00 - sg08) into the savegame folder of the newer version. It is better to not overwrite anything this time!
    • Close the program (X)
  5. In case of editing / converting savegame files, you may also do them when the game is running, but in that case, make sure that you quitted back to the main menu, so that none of the saves are loaded when you try to open them. After finishing with the edits, you may load the given savegame file just fine.

Useful Info

To learn how to edit skills, observe this demonstrating sheet, it really says all you need to know: https://i77.servimg.com/u/f77/19/75/99/36/mnbski13.jpg

Also, here are all the item modifiers that you can put into the item_flags entry of equipped or stored items (special thanks to Dalion!):

  • plain = 0
  • cracked = 16777216
  • rusty = 33554432
  • bent = 50331648
  • chipped = 67108864
  • battered = 83886080
  • poor = 100663296
  • crude = 117440512
  • old = 134217728
  • cheap = 150994944
  • fine = 167772160
  • well_made = 184549376
  • sharp = 201326592
  • balanced = 218103808
  • tempered = 234881024
  • deadly = 251658240
  • exquisite = 268435456
  • masterwork = 285212672
  • heavy = 301989888
  • strong = 318767104
  • powerful = 335544320
  • tattered = 352321536
  • ragged = 369098752
  • rough = 385875968
  • sturdy = 402653184
  • thick = 419430400
  • hardened = 436207616
  • reinforced = 452984832
  • superb = 469762048
  • lordly = 486539264
  • lame = 503316480
  • swaybacked = 520093696
  • stubborn = 536870912
  • timid = 553648128
  • meek = 570425344
  • spirited = 587202560
  • champion = 603979776
  • fresh = 620756992
  • day_old = 637534208
  • two_day_old = 654311424
  • smelling = 671088640
  • rotten = 687865856
  • large_bag = 704643072

And last but not least, here are the different lord personalities - that you can change - found in slot #52 of the given lord's entry under the "troops" section (also thanks to Dalion):

  • 1 = martial
  • 2 = quarrelsome
  • 3 = selfrighteous
  • 4 = cunning
  • 5 = debauched
  • 6 = goodnatured
  • 7 = upstanding
  • 8 = roguish
  • 9 = benefactor
  • 10 = custodian

WarBender (author: int19h)

WarBender is another popular save game editor for Mount & Blade Warband, capable to edit any module's save file.

Features

  • Allows editing all the data in the save file: factions, troops, parties, items...
  • User-friendly editing of troop skills and item modifiers
  • Multi-window interface to see and edit objects side by side
  • Bulk editing (select and edit multiple objects at once)
  • Quick search by name or ID
  • Supports all modules
  • Rich slot metadata provided out of the box for Native
  • Slot metadata is extensible via XML to enable it for other modules
  • Displays sizes in bytes of game objects as stored in the save file
  • Backed by a reusable .NET library with a public API

Installation and Use

  1. Download the program from its homepage: https://github.com/int19h/WarBender/releases
  2. Extract the downloaded .zip file to any location on your computer, then run "WarBender.UI.exe"
  3. If the program refuses to launch, you might need to install .NET Framework 4.7 as mentioned on the homepage
  4. Open a save file from C:\Users\YourName\Documents\Mount&Blade Warband Savegames\Prophesy of Pendor v3.9.5
  5. Click 'Yes'. You'll find your character in Troops/Player and your party in Parties/YourName

Some screenshots:

Special thanks to Superres for providing some extra info about WarBender


Important Notes

  1. All of the following tweaks were made for or updated to v3.9.5.1 (same version as the v3.9.5.6.zip downloaded from ModDB). Some might be compatible with previous versions too, but the majority are not, so proceed with caution! Those that work with other mods as is, or can be adjusted so relatively easily will be marked with green and blue respectively
  2. It is mandatory to use Notepad++ for editing .txt and .csv files, as some tweaks will not apply properly with regular Notepad or MS Office and such! Also, Notepad++ has many QoL features that make it much easier to apply tweaks, such as the number of the line being displayed on the left for instance.
  3. Make sure that you create regular backups of your tweaked files in case you screw something up, so that you won't have to revert all of your tweaks by copying back the original files. Furthermore, it may be possible that your tweaked savegame file won't be compatible with the original version of the mod anymore, which is another good reason for creating regular backups.
  4. Beware that in case of certain tweaks, the piece of code to be searched for (to replace, delete, etc.) might be too long to fit into the search bar, resulting in the remaining part getting cut out. So proceed with caution and always make sure that everything is selected that needs to be!
  5. The parts copy-pasted from this page might add an unwanted new line ('enter') if you have the extra gap/space selected in the end, splitting the given game code in two upon insertion. This creates non-functional tweaks and severe bugs. To avoid this, when you select the whole piece to be copied, make sure you do so by having the highlight stop at the last number. Or, remove the extra 'enter' character after the insertion.

Current number of tweaks: 290 (check TweakMB for more!)

1. Spawns and Parties (23)

Tweaks to be found in this section:
1 a) To change the chances of capturing unique spawn leaders and lords, and view or remove the predetermined chances
1 b) To increase the relation threshold at which you can still capture unique spawn leaders
1 c) To tweak the spawn rate and delay of minor faction armies and some unique spawns
1 d) To be able to take Maltise's Asp Throwing Axes and Wolfbode the Slayer's axe for yourself when they get captured
1 e) To make Aeldarian, Ithilrandir and Maltise not leave Pendor after getting their special equipment
1 f) To change the party limit and growth rate of Eyegrim the Devourer
1 g) To change the composition of minor faction spawns to become more authentic and interesting
1 h) To change the circumstances of unique spawns deciding to sack a town
1 i) To add automatic notification messages about the location of unique spawns and minor faction armies
1 j) To change the cost of the sighting report info about spawns
1 k) To count the amount of enemy and allied units next to you on the world map
1 l) To change the frequency of various parties spawning onto the world map
1 m) To edit the spawning chance of Hired Assassins
1 n) To change the maximum number of various parties allowed on the world map at a time
1 o) To change the size of deserter parties
1 p) To change the level-multiplier of the player determining the size of various parties on the map
1 q) To change the number of troops that militia patrols can hold
1 r) To make militia patrols able to join you in fights against common enemies
1 s) To change the patrolling radius of various patrols
1 t) To prevent Noldor parties from attacking caravans, farmers and militia patrols
1 u) To make cattle move faster on the world map
1 v) To increase party map speed
1 w) To change your party size

Tweak 1 a)

To change the chances of capturing unique spawn leaders and lords, and view or remove the predetermined chances - credits to VonDegurechaff, Vetrogor and Dalion

Every 120 hours, a random value between 0 and 100 (0...99) gets rolled and saved, let's call it "x". Once you defeat a unique spawn, the leader will be captured if x + (prisoner_management_skill * 5) >= 60. In case of lords, the value "x" is rolled after each battle per lord, so the chance to capture them isn't prerolled.

Regardless of the outcome of trying to capture a unique spawn leader, x gets immediately reset to a random value between 0 and 100. This is only done if you participate in that battle, not if some lords wreck the spawn without you. So if you never battle any spawn, that value "x" is only rerolled every 5 days. If you beat up one however, regardless of having actually captured the spawn-leader or not, the value is rolled again, independently of the usual 5-day cycle. It is also worth to note that if either Ithilrandir or Aeldarian is present in a battle against another unique spawn, then "x" is replaced with straight -100, meaning that unique spawns leaders will always escape after such fights. With this tweak, we can sort of bypass that penalty.

Files:

  • menus.txt
  • scripts.txt
  • quick_strings.txt
  • simple_triggers.txt

1) To change the chances of capturing leader NPCs, open menus.txt and under the menu_total_victory, find this piece of code:

2147483678 2 1224979098644774956 60

To change the chances of capturing Eyegrim the Devourer and The Three Seers, open scripts.txt and within the party_calculate_loot script find the two instances of this piece of code:

4 0 30 2 1224979098644774957 60

The first instance is for Eyegrim, the second is for the three Seers. Change all of these values of 60 (3 instances in total) to one of the following, depending on the desired outcome:

  • -100: unique spawn leaders and lords will be always captured, regardless of your Prisoner Management skill or if a Noldor lord participated in the battle as well -> [-100 + (prisoner_management_skill * 5) >= -100] -> always true!
  • 0: unique spawn leaders and lords will always be captured, regardless of your Prisoner Management skill, unless a Noldor lord participated in the battle as well against another unique spawn -> [x + (prisoner_management_skill * 5) >= 0]
  • 50: unique spawn leaders and lords will always be captured at Prisoner Management = 10, unless a Noldor lord participated in the battle as well against another unique spawn -> [x + (10 * 5) >= 50]
  • 150: unique spawn leaders and lords will never be captured, regardless of your Prisoner Management skill -> [x + (10 * 5) >= 150] -> never true, since x = 0...99!

2) To be able to view the current prerolled value (the aforementioned "x"), open quick_strings.txt and increase the counter at the top of the file by 1 (3139 -> 3140). Then add this entry to the end of the file, as a new line:

qstr_Current_preroll_valu Current_preroll_value:_{reg1}

Make sure there remains an empty line at the very end of the file! Then open simple_triggers.txt and replace any empty trigger (e.g. 2.000000 0 ) with this:

0.000000  5 4 0 71 1 28 2133 2 72057594037927937 144115188075857278 1106 1 1585267068834417731 3 0 

In case you added another entry to quick_strings.txt due to another tweak, then make sure that 1585267068834417731 corresponds to 1585267068834414592 + № of qstr_Current_preroll_valu from quick_strings.txt (line-2 in Notepad++). If you press 'enter' on the world map at any time, you should see the current preroll value.

3) Alternatively, you can remove the predetermined chances and allow to change the chances of capturing unique spawns separately from lords. To do this, in menus.txt, search for this piece of code:

menu_total_victory 0 You_shouldn't_be_reading_this..._{s9} none 475

And change that 475 to 477. Then, find this piece:

4 0 33 3 1224979098644774934 360287970189639980 360287970189639999 2133 2 1224979098644774956 144115188075857278 1 2 936748722493063906 0 5 0 2136 3 1224979098644774956 0 100 3 0 2170 3 1224979098644774957 2 360287970189639680 2107 2 1224979098644774957 5 2105 2 1224979098644774956 1224979098644774957 2147483678 2 1224979098644774956 60

And replace it with this:

2136 3 1224979098644774956 0 100 2170 3 1224979098644774957 2 360287970189639680 2107 2 1224979098644774957 5 2105 2 1224979098644774956 1224979098644774957 2147483678 2 1224979098644774956 60 2133 2 1224979098644774955 1 5 0 33 3 1224979098644774934 360287970189640185 360287970189640315 2136 3 1224979098644774956 0 100 2170 3 1224979098644774957 2 360287970189639680 2107 2 1224979098644774957 5 2105 2 1224979098644774956 1224979098644774957 2147483678 2 1224979098644774956 60

Then open scripts.txt and under the script called party_calculate_loot, find this piece of code:

2133 2 1224979098644774957 144115188075857278

Replace it with this:

2136 3 1224979098644774957 0 100

As always, watch for the gaps! Red values stand for unique spawns, blue ones for lords and kings. Set them up separately from each other if you wish:

  • 0 100 (2 instances) and 0 100. The one in menus.txt is for spawns with leader NPCs, while the one in scripts.txt is for Eyegrim and Three Seers. The case of Noldor lords vs unique spawns cannot be adjusted here, as "x" will be a constant -100 as described above:
    • if replaced by 10 100, then the target NPC will always be captured with a prisoner management skill of 10
    • if replaced by 100 100, then the target NPC will always be captured
  • 60 and 60 (assuming that you've left the 0 100 ranges intact): see point 1)

Tweak 1 b)

To increase the relation threshold at which you can still capture unique spawn leaders - credits to Leonion

File: menus.txt

1) Search for:

2190 3 1224979098644774950 1224979098644774949 432345564227567629 30 2 1224979098644774950 0

2) Change that 0 to whatever number you want to be this "edge" below which spawn leaders will still be capturable

Tweak 1 c)

To tweak the spawn rate and delay of minor faction armies and some unique spawns - credits to Leonion and BananaFruit

Note: only the following parties/spawns will be affected by changing the spawn rate:

  • Vanskerry Sea Raider Army
  • Peasant Revolt Army
  • Azi Dahaka Death Cult Marauders
  • Burilgi the Usurper
  • Oswald de Fleur
  • Boris the Raven
  • Meregan Kierlic (Griffonsword Adventure Company)
  • Alaric Von Brouhaha
  • Kodan Ironsword
  • Sheik Shalavan
  • Syla Uzas

The spawn rate for the rest will remain unchanged

File: scripts.txt

1) To change the spawn rate for the above, search for:

2136 3 1224979098644774913 0 400

And decrease that 400 to increase the spawn rate. The scale is somewhat linear, so a 400 -> 100 decrease will end up in a 4x spawn rate (4x chance) roughly. But beware, don't go below 24, otherwise some unique spawns won't be able to spawn at all.

2) By default, spawns can appear only after a preset number of days. To change the spawn delay, search for the following pieces of code for the respective factions:

Snake Cult (including The Dread Legion):

3 2147483680 2 1224979098644774914 14

The 14 is the amount of days that need to pass. If for example, you want them to show up only after 500 ingame days, then change the 14 to 500.

Heretic armies (including Eyegrim the Devourer and The Three Seers):

1224979098644774912 2 2147483680 2 1224979098644774914 14

Inquisition armies (including Holy Inquisitor Rasmus Devatica):

3 2147483680 2 1224979098644774915 14

Jatu armies (including Warlord Zulkar and K'Juda the Ravager):

30 2 1224979098644774912 3 2147483680 2 1224979098644774919 14

Mystmountain armies (including Wolfbode the Slayer):

1224979098644774912 2 2147483680 2 1224979098644774914 5

Noldor lords (Aeldarian and Ithilrandir):

63 1103 1 1 23 2 1224979098644774912 1 4 0 31 2 1224979098644774912 0 2136 3 1224979098644774913 0 1000

They are a little different, as you can't set the delay time. You can only disable them from spawning into the game, by changing the 1000 to 980

Mettenheim, Barclay, Veccavian and Melitine armies (including the respective unique spawns):

648518346341351609 2136 3 1224979098644774921 0 100

Just like in case of the Noldor lords, they can only be disabled. For that, change the 100 to 20 in every occurrence of your choice. There are 4 instances of the above piece in the file, which control the following spawns in order:

  • № 1:
    • Conquistadoros de Aventura
    • Tercio Villaviciosia (Rufio Vincente de Villaviciosia)
  • № 2:
    • Freikorps Mettenheim
    • Mettenheim Expeditionary Force
    • Obrist Heynrich
  • № 3:
    • Daughters of Persinoe
    • The Renegade Witch Hunt (Verante Kruus)
  • № 4:
    • Melitine Scouting Force
    • Melitine Invasion Force (Sebastokrator Kaspax)

The remaining unique spawns and armies:

191 1103 1 1 23 2 1224979098644774912 1 4 0 31 2 1224979098644774912 0 2136 3 1224979098644774913 0

Just like in case of the Noldor lords, they can only be disabled. For that, change the 0 to 24. There is only 1 such instance in the entire file, which controls the following spawns:

  • Burilgi the Usurper
  • Oswald de Fleur Adventure Company
  • Sir Boris the Raven
  • Griffonsword Adventure Company (Meregan Kierlic)
  • Alaric von Brouhaha
  • Kodan Ironsword's Adventure Company
  • Sheik Shalavan's Adventure Company
  • Syla Uzas
  • Vanskerry Sea Raider Army
  • Peasant Revolt Army

Tweak 1 d)

To be able to take Maltise's Asp Throwing Axes and Wolfbode the Slayer's axe for yourself when they get captured - credits to BananaFruit

File: conversation.txt

1) Search for:

dlga_prisoner_chat_sig3:prisoner_chat_blueprints

2) After that whole entry, add these two in form of a new line each:

dlga_prisoner_chat_sig3:prisoner_chat_maltise_axes 69631 1659  3 2167 1 1224979098644774912 32 2 1224979098644774912 0 31 2 144115188075855892 360287970189639989 I_will_release_you_if_you_give_me_your_axes.  1660  2 1530 3 360287970189639680 288230376151712922 42 1616 3 648518346341351424 144115188075855892 1 NO_VOICEOVER 
dlga_prisoner_chat_sig3:prisoner_chat_wolfbode_axe 69631 1659  3 2167 1 1224979098644774912 32 2 1224979098644774912 0 31 2 144115188075855892 360287970189639988 I_will_release_you_if_you_give_me_your_axe.  1660  2 1530 2 360287970189639680 288230376151713309 1616 3 648518346341351424 144115188075855892 1 NO_VOICEOVER 

3) And increase the counter in the 2nd line of the file by 2 (4152 -> 4154)

Tweak 1 e)

To make Aeldarian, Ithilrandir and Maltise not leave Pendor after getting their special equipment - credits to Dalion

With this tweak, after asking Aeldarian for his Duskfall or Mystical Rune Plate, or Ithilrandir for his Havathang or Mystical Rune Plate, or Maltise for his Supreme Asp armor set, they won't leave Pendor anymore, allowing you to get further Qualis Gems, Large Pouches of Diamonds or more of these items. Aeldarian will get a Noldor Composite Bow and Ithilrandir will get a Noldor War Sword as a replacement for their unique weapons.

File: conversation.txt

1) For Aeldarian and Ithilrandir giving you their Duskfall and Havathang respectively, find the line that starts with dlga_prisoner_chat_sig3:prisoner_chat_threat_retire.1, and replace it with this:

dlga_prisoner_chat_sig3:prisoner_chat_threat_retire.1 69631 1659  4 1073741855 2 144115188075855892 360287970189639992 31 2 144115188075855892 360287970189639993 30 2 144115188075855914 1 2147484188 3 144115188075855892 500 1 You_can_return_to_your_homeland,_but_first_handle_me_your_weapon.  1661  17 1616 3 648518346341351424 144115188075855892 1 1 3 936748722493063442 360287970189639680 5 1 2 936748722493063450 3 4 0 31 2 144115188075855892 360287970189639993 1530 2 360287970189639680 288230376151713099 1531 2 360287970189639993 288230376151713099 1530 2 360287970189639993 288230376151713090 3 0 4 0 31 2 144115188075855892 360287970189639992 1530 2 360287970189639680 288230376151712867 1531 2 360287970189639992 288230376151712867 1530 2 360287970189639992 288230376151712865 3 0 1 3 936748722493063445 432345564227567643 10 500 3 144115188075855892 500 1 NO_VOICEOVER

2) For Aeldarian and Ithilrandir giving you their Mystical Rune Plate, find this piece of code:

I_will_accept_your_armor.  1661  6 1616 3 648518346341351424 144115188075855892 1 1 3 936748722493063442 360287970189639680 5 1 2 936748722493063450 3 1 2 936748722493063763 144115188075855892 1530 2

3) And for Maltise giving you her Supreme Asp armor set, find this piece of code:

You_should_return_to_your_homeland_and_not_take_up_arms_ever_again.  1661  9 1616 3 648518346341351424 144115188075855892 1 1 3 936748722493063442 360287970189639680 5 1 2 936748722493063450 3 1 2 936748722493063763 144115188075855892 1530 2

4) Decrease the red numbers by 1 and delete the blue parts (1 2 936748722493063763 144115188075855892) in points 2) & 3). Watch for the gaps, so that only 1 remains at the place of the deleted content.

Tweak 1 f)

To change the party limit and growth rate of Eyegrim the Devourer - credits to lconracl and Dalion

By default - once a day - Eyegrim the Devourer converts 100% of his living party members (gained from rescued prisoners) and 25% of his prisoners into undead troops. Due to this, his growth rate may surpass that of any other unique spawn, given the circumstances. Up to around 5000 undead troops overall.

File: simple_triggers.txt

1) First, find and observe this piece:

2147483678 2 1224979098644774924 5000 2171 2 1224979098644774925 1224979098644774920 4 0 30 2 1224979098644774925 31 2133 2 1224979098644774926 360287970189640034 5 0 30 2 1224979098644774925 26 2133 2 1224979098644774926 360287970189640033 5 0 30 2 1224979098644774925 15 2133 2 1224979098644774926 360287970189640032 5 0 2133 2 1224979098644774926 360287970189640031 3 0 1610 3 1224979098644774912 1224979098644774926 1224979098644774923 2133 2 1224979098644774917 1 3 0 3 0 3 0 4 0 1651 2 1224979098644774918 1224979098644774912 32 2 1224979098644774918 0 7 3 1224979098644774919 0 1224979098644774918 1656 3 1224979098644774920 1224979098644774912 1224979098644774919 1506 2 1224979098644774921 1224979098644774920 2147483679 2 1224979098644774921 3 2147485155 1 1224979098644774920 1657 3 1224979098644774922 1224979098644774912 1224979098644774919 4 0 30 2 1224979098644774922 2 2123 3 1224979098644774923 1224979098644774922 2 5 0 2133 2 1224979098644774923 1 3 0 1616 3 1224979098644774912 1224979098644774920 1224979098644774923 4 0 1601 2 1224979098644774924 1224979098644774912 2147483678 2 1224979098644774924 5000 2171 2 1224979098644774925 1224979098644774920 4 0 32 2 1224979098644774925 31 2133 2 1224979098644774926 360287970189640034 5 0 30 2 1224979098644774925 26 2133 2 1224979098644774926 360287970189640033 5 0 30 2 1224979098644774925 15 2133 2 1224979098644774926 360287970189640032 5 0 2133 2 1224979098644774926 360287970189640031 3 0 1610 3 1224979098644774912 1224979098644774926 1224979098644774923 2133 2 1224979098644774917 1 3 0 3 0 3 0 4 0 31 2 1224979098644774917 1 2136 3 1224979098644774927 0 100 2319 1 2 4 0 2147483678 2 1224979098644774927 14 2320 2 2 1585267068834416815 5 0 2147483678 2 1224979098644774927 28 2320 2 2 1585267068834416816 5 0 2147483678 2 1224979098644774927 42 2320 2 2 1585267068834416817 5 0 2147483678 2 1224979098644774927 56 2320 2 2 1585267068834416818 5 0 2147483678 2 1224979098644774927 70 2320 2 2 1585267068834416819 5 0 2147483678 2 1224979098644774927 84 2320 2 2 1585267068834416820 5 0 2320 2 2 1585267068834416821 3 0

2) Eyegrim the Devourer's party has a soft cap at 5000 by default. If his army gets any bigger then the set amount, then it will stop growing and human prisoners will be gradually consumed (eaten) instead. To change this party limit, adjust the two values of 5000 in the above piece together.

3) Also, you can make Eyegrim's army grow only from rescued prisoners. To do so, delete the parts in red (4 pieces) and decrease the operation counter at the beginning of the script by 43 (116 -> 73).

Tweak 1 g)

To change the composition of minor faction spawns to become more authentic and interesting

File: party_templates.txt

It is advised to use the "Party templates editor" within Morgh's Editor to make these things happen. Changes are savegame compatible, but they will apply only to parties that spawn after you made the edits. Values presented will be [min - max], depending on your level. Additionally, the resulting party template codes are added for an easier implementation (replace the given entries with the following):

  • Snake Cult Party:
    • 'None' [0-0] -> Snake Cult Leader [0-1] (trp_snake_lair_leader)
    • Put Snake Cult Leader on top (the true leaders from now on)
pt_snake_bandits Snake_Cult_Party 5629499534213150 0 42 312 384 0 1 0 274 0 4 0 273 2 18 0 272 4 40 0 55 0 3 1 -1 
  • Snake Cult Army:
    • 'None' [0-0] -> Azi Dahaka Serpent Priestess [2-6]
    • Put Azi Dahaka Serpent Priestesses on top (the true leaders from now on)
pt_snake_cult_army Snake_Cult_Army 5629499534213149 0 42 137 359 2 6 0 276 2 20 0 275 12 30 0 274 100 300 0 273 100 300 0 272 100 300 0 
  • Dread Legion Patrol:
    • 'None' [0-0] -> Asp Vanguard [1-1]
    • Put Asp Vanguard on top (the leader from now on)
pt_dread_legion_patrol Dread_Legion_Patrol 5629499534213150 0 42 137 277 1 1 0 276 2 6 0 275 8 20 0 349 3 15 0 -1 -1 


  • Heretic Coven: add an additional way to rescue too rare Sarleon Ladies in Waiting
    • 'None' [0-0] -> Sarleon Lady in waiting [0-1]
    • tick 'Prisoner'
pt_heretics Heretic_Coven 562949953421331 0 41 458 363 1 3 0 362 2 6 0 361 3 13 0 360 6 24 0 55 1 5 1 366 0 1 1 
  • Heretic Army:
    • Adventurer [6-24] -> Heretic High Priest [6-24] (trp_heretic_lair_leader)
    • Put Heretic High Priests above Heretic Minions
pt_heretics_army Heretic_Army 5629499534213138 0 41 137 364 4 24 0 363 12 48 0 362 24 48 0 361 48 96 0 380 6 24 0 360 400 700 0 


  • Jatu Army:
    • Adventurer [1-12] -> Noldor Hunter [0-2]
    • tick 'Prisoner'
    • Hero Adventurer [1-6] -> [4-10] (for compensation of the loss of fighting troops)
pt_jatu_army Jatu_Army 5629499534213126 0 37 137 271 1 12 0 243 4 10 0 270 50 100 0 269 100 220 0 268 180 420 0 262 0 2 1 
  • K'Juda the Ravager: he hates Noldors far too much to keep and hold them prisoner for long, and the most representative troop, the Jatu Warlords are missing from his company. Also, his company could be more different from Warlord Zulkar's:
    • Noldor Hunter [1-3] -> Jatu Warlord [20-50]
    • Put Jatu Warlords above Jatu Battle Riders
pt_jatu_k_juda K'Juda_the_Ravager 562949953421318 0 37 137 310 1 1 0 322 50 150 0 271 20 50 0 270 50 80 0 269 40 120 0 268 50 300 0 


  • Mystmountain_Raiders: add an additional way to rescue too rare Ravenstern Ladies in Waiting
    • 'None' [0-0] -> Ravenstern Lady in waiting [0-1]
    • tick 'Prisoner'
pt_mystmountain_raiders Mystmountain_Raiders 562949953421329 0 39 312 230 0 3 0 229 1 4 0 228 4 21 0 227 4 32 0 365 0 3 1 368 0 1 1 
  • Mystmountain Army:
    • Hero Adventurer [10-15] -> Mystmountain Raiding Chief [10-25] (trp_myst_lair_leader)
pt_mystmountain_army Mystmountain_Army 5629499534213136 0 39 137 381 10 25 0 230 20 50 0 229 4 20 0 228 200 600 0 227 200 300 0 215 60 200 0 


  • Conquistadoros de Aventura:
    • 'None' [0-0] -> Barclay Aventurier [30-60]
pt_merc_barclay Conquistadoros_de_Aventura 2251799813685270 0 28 509 297 10 20 0 296 20 40 0 295 20 40 0 293 30 60 0 294 20 40 0 81 30 60 0 


  • Mettenheim Expeditionary Force:
    • Mercenary Forlorn Hope [20-60] -> [20-40]
    • Mettenheim Hauptmann [20-40] -> [20-60] (to counter the below addition a bit)
    • 'None' [0-0] -> Mettenheim Heavy Crossbow [30-60]
    • Put Mettenheim Heavy Crossbows above Mettenheim Greatswords
pt_merc_mettenheim Mettenheim_Expeditionary_Force 2251799813685262 0 30 137 283 20 40 0 282 20 60 0 280 30 60 0 281 50 100 0 278 50 100 0 279 50 100 0 


  • Vanskerry Sea Raider Army:
    • Hero Adventurer [1-3] -> Vanskerry Leader [1-3]
    • Adventurer [6-18] -> Queen Agnus Freebooter [20-60]
    • Put Queen Agnus Freebooters below Vanskerry Jarls
pt_sea_raider_army Vanskerry_Sea_Raider_Army 5629499534213143 0 33 137 383 1 3 0 225 4 48 0 237 20 60 0 224 40 300 0 64 60 160 0 223 100 500 0 


  • Singalian Slavers:
    • 'None' [0-0] -> Singalian Vidona [1-2] (trp_singal_lair_leader)
    • Put Singalian Vidona on top (the true leaders from now on)
pt_slaver_singalian Singalian_Slavers 2251799813685276 0 40 137 382 1 2 0 299 3 6 0 298 5 30 0 67 10 50 0 -1 -1 
  • Singalian Sellsword Company:
    • 'None' [0-0] -> Singalian Vidona [3-15] (trp_singal_lair_leader)
    • Put Singalian Vidona on top (the true leaders from now on)
pt_merc_singalian Singalian_Sellsword_Company 2251799813685276 0 40 137 382 3 15 0 299 10 50 0 298 50 100 0 67 50 100 0 -1 -1 
  • Firuz and his Singalian Slavers:
    • 'None' [0-0] -> Singalian Vidona [15-30] (trp_singal_lair_leader)
    • Put Singalian Vidona below Firuz
pt_player_merc_singalians Firuz_and_his_Singalian_Slavers 2251799813685275 0 40 509 1187 1 1 0 382 15 30 0 299 50 100 0 298 80 150 0 67 80 160 0 -1 
  • Burilgi the Usurper:
    • D'Shar Outlaw Chieftain [50-100] -> Singalian Vidona [40-80] (trp_singal_lair_leader)
pt_burilgi_the_usurper Burilgi_the_Usurper 5629499534213147 0 40 137 300 1 1 0 319 25 100 0 298 200 300 0 67 100 200 0 382 40 80 0 299 50 100 0 


  • Mercenary Company:
    • Mercenary Horseman [10-50] -> [20-60]
    • Mercenary Cavalryman [20-60] -> [10-50] (to counter the below additions a bit)
    • 'None' [0-0] -> Mercenary Sergeant [20 - 40]
    • 'None' [0-0] -> Mercenary Sharpshooter [20 - 40]
    • New order of the template: Mercenary Cavalryman -> Mercenary Sharpshooter -> Mercenary Sergeant -> Mercenary Horseman -> Mercenary Armored Crossbowman -> Mercenary Warrior
pt_merc_generic Mercenary_Company 2251799813685259 0 34 137 65 10 50 0 63 20 40 0 60 20 40 0 64 20 60 0 62 30 50 0 59 50 100 0 


  • Mountain Men Outlaws:
    • Notorious Outlaw [0-1] -> Mystmountain Raiding Chief [0-1] (trp_myst_lair_leader)
pt_mountain_bandits Mountain_Men_Outlaws 562949953421329 0 23 312 381 0 1 0 228 0 8 0 215 2 8 0 227 1 8 0 213 2 12 0 365 0 4 1 


  • Red Brotherhood: add an additional way to recruit a Noldor Hunter occasionally
    • 'None' [0-0] -> Noldor Hunter [0-1]
    • tick 'Prisoner'
pt_red_brotherhood Red_Brotherhood 562949953421344 0 38 312 205 1 4 0 204 1 6 0 215 4 12 0 365 0 3 1 217 2 8 0 262 0 1 1 

Tweak 1 h)

To change the circumstances of unique spawns deciding to sack a town - credits to Dalion and Половець

Spawns may decide to sack a town they come by when the following conditions are met:

  • The spawn must have at least 30,000 autocalc strength
  • The autocalc strength of the attackers must be higher than that of the defenders
  • The relationship between the two factions must be low enough
  • The distance between the spawn and the town must be less than 5 units
  • And lastly, less than 15 must be rolled in a range of 0 and 100-1

File: simple_triggers.txt

1) Find and observe this trigger:

14.000000  52 11 1 1224979098644774912 32 2 1224979098644774912 648518346341351673 2204 2 1224979098644774913 1224979098644774912 2147483681 3 1224979098644774913 432345564227567630 432345564227567636 2157 2 1224979098644774914 1224979098644774912 30 2 1224979098644774914 150 1680 2 1224979098644774915 1224979098644774912 31 2 1224979098644774915 -1 1 3 936748722493063320 1224979098644774912 0 2133 2 1224979098644774916 72057594037927936 32 2 1224979098644774916 30000 2107 2 1224979098644774916 67 2108 2 1224979098644774916 100 2133 2 1224979098644774917 648518346341351464 6 3 1224979098644774918 648518346341351446 1224979098644774917 541 3 1224979098644774918 54 -1 2204 2 1224979098644774919 1224979098644774918 2190 3 1224979098644774920 1224979098644774913 1224979098644774919 2147483678 2 1224979098644774920 0 4 0 541 3 1224979098644774918 7 360287970189639680 2190 3 1224979098644774921 432345564227567629 1224979098644774913 30 2 1224979098644774921 0 2133 2 1224979098644774922 10 5 0 2133 2 1224979098644774922 0 3 0 31 2 1224979098644774922 0 2281 3 1224979098644774923 1224979098644774912 1224979098644774918 2147483680 2 1224979098644774923 5 1662 2 1224979098644774918 648518346341351444 1 3 936748722493063320 648518346341351444 0 2133 2 1224979098644774924 72057594037927936 32 2 1224979098644774916 1224979098644774924 2136 3 1224979098644774925 0 100 2147483678 2 1224979098644774925 15 1640 2 1224979098644774912 4

2) Change the above described values to your liking. For example, if you set 15 to 100, then spawns will always decide to sack the town if the other conditions are met. Also, it is worth to note that the whole script is checked upon every 14 hours. Decreasing the trigger in the beginning to 0.500000 (every half an hour) will ensure the decision to sack as well, given that the remaining conditions are met.

Tweak 1 i)

To add automatic notification messages about the location of unique spawns and minor faction armies - credits to Leonion

Note: for the sake of simplicity, you won't be notified of the location of Peasant Revolt Armies in this tweak. But if you really want to find them, then you'll always have the default tavernkeeper option to ask for their whereabouts.

Unwanted sideeffect: some spawns will be listed twice, nearby two different fiefs. These fiefs will be always next to each other, meaning that the given spawn is in between these two

File: simple_triggers.txt

1) Increase the counter in the 2nd line of the file by 1 (133 -> 134)

2) Go to the end of the file and insert the following code as a new line:

12.000000  39 6 3 1224979098644774913 648518346341351446 648518346341351594 2133 2 1224979098644774915 3 4 0 2273 0 2133 2 1224979098644774915 2 3 0 4 0 541 3 1224979098644774913 253 1 2107 2 1224979098644774915 2 5 0 2147483681 3 1224979098644774913 648518346341351504 648518346341351594 2105 2 1224979098644774915 1 2107 2 1224979098644774915 2 3 0 11 1 1224979098644774917 1609 2 1224979098644774942 1224979098644774917 1073741857 3 1224979098644774942 576460752303423556 576460752303423578 1073741855 2 1224979098644774942 576460752303423502 1073741855 2 1224979098644774942 576460752303423505 1073741855 2 1224979098644774942 576460752303423508 1073741855 2 1224979098644774942 576460752303423511 1073741855 2 1224979098644774942 576460752303423514 31 2 1224979098644774942 576460752303423518 4 0 1073741857 3 1224979098644774942 576460752303423556 576460752303423578 1073741855 2 1224979098644774942 576460752303423502 1073741855 2 1224979098644774942 576460752303423505 1073741855 2 1224979098644774942 576460752303423508 1073741855 2 1224979098644774942 576460752303423511 1073741855 2 1224979098644774942 576460752303423514 31 2 1224979098644774942 576460752303423518 2281 3 1224979098644774919 1224979098644774917 1224979098644774913 2147483680 2 1224979098644774919 1224979098644774915 2330 2 1 1224979098644774917 2330 2 4 1224979098644774913 1106 2 216172782113788090 3394662 3 0 3 0 3 0

Make sure that you leave an empty line at the very end of the file.

3) The 12.000000 is the frequency of the trigger, expressed in hours. Increase it to get reports more rarely, or decrease it to get reports more frequently.

Tweak 1 j)

To change the cost of the sighting report info about spawns

File: conversation.txt

1) Find these 4 pieces:

2147483678 2 1224979098644774912 2000
30 2 1224979098644774912 2000 2319 1 54
could_share_it_with_you_for_..._a_2000_shiny_gold_pieces.
1 1529 2 360287970189639680 2000

2) Change the highlighted 2000 in all of them to something else of your choice (200 or whatever)

Tweak 1 k)

To count the amount of enemy and allied units next to you on the world map - credits to VonDegurechaff

  • This tweak can be made compatible with other mods too after minor adjustments

Are you tired of seeing a bunch of enemy parties balling up, without being able to tell how many units there are due the overlapping numbers? Well, this tweak is for you then! While holding down the 'Left Shift' button and clicking on your party's name on the world map with the right mouse button, a menu will appear showing the total number of allies (including your own men) and enemies within a given radius. It's important to note that the script counts all hostile and allied parties within that range, even those who wouldn't join the battle, like peasants or bandits. The default detection radius is 4 in-game units, which is equivalent to that of between the player's party and Marleons in this screenshot, which also showcases the resulting menu: https://sun9-65.userapi.com/c857232/v857232613/1a2f90/zULksncZCwM.jpg

Files:

  • quick_strings.txt
  • scripts.txt

1) Open quick_strings.txt, increase the number in the 1st line of the file by 1 (3139 -> 3140), then add the following entry to end of the file, as a new line:

qstr_enemy_num:{reg5} Number_of_enemies:{reg5}_Number_of_allies:{reg6}

Make sure that there remains an empty line at the very end of the file!

2) Then, open scripts.txt, find the game_context_menu_get_buttons script and increase the counter at the beginning of its body by 27 (40 -> 67). Then to the very end of its body, insert this piece, separated by 1 gap:

4 0 31 2 1224979098644774912 648518346341351424 70 1 42 2133 2 72057594037927941 0 1601 2 72057594037927942 648518346341351424 11 1 1224979098644774912 2147483679 2 1224979098644774912 648518346341351424 2281 3 1224979098644774913 1224979098644774912 648518346341351424 2147483678 2 1224979098644774913 5 2204 2 1224979098644774914 1224979098644774912 1601 2 1224979098644774915 1224979098644774912 4 0 31 2 1224979098644774914 432345564227567630 2105 2 72057594037927942 1224979098644774915 5 0 2190 3 1224979098644774916 1224979098644774914 432345564227567630 4 0 2147483678 2 1224979098644774916 0 2105 2 72057594037927941 1224979098644774915 5 0 30 2 1224979098644774916 0 2105 2 72057594037927942 1224979098644774915 3 0 3 0 3 0 980 2 1585267068834417731 6 3 0 

Make sure that you have a gap/space at the end of the piece! That 5 is the search radius, which corresponds to a "less than" condition, i.e. <5

3) In case you added another tweak touching the amount of entries in quick_strings.txt, then adjust the highlighted 1585267068834417731 to the number you get for 1585267068834414592 + № of the quick_string from point 1 (line-2 in Notepad++). Additionally, in case of other mods, you'll also need to replace 432345564227567630 (2 instances) with the number you get for 432345564227567616 + № of fac_player_supporters_faction from factions.txt (entry number in Morgh's Editor).

Tweak 1 l)

To change the frequency of various parties spawning onto the world map - credits to TheMageLord and akamashev

File: simple_triggers.txt

1) Find the following triggers or pieces of triggers. They are responsible for spawning the following parties respectively:

12.000000  2 1 1 936748722493063611 1 1 936748722493063595
  • Red Brotherhood parties
  • D'Shar Raiders + D'Shar Raider Lair (spawns additional D'Shar Raider parties)
  • Snake Cult parties + Snake Cult Shrine (spawns additional Snake Cult parties)
  • Mountain Men Outlaws + Mystmountain Hideout (spawns additional Mountain Men Outlaw parties)
  • Forest Bandit parties + Brigand Camp (spawns additional Forest Bandit parties)
  • Vanskerry Raiders + Vanskerry Landing (spawns additional Vanskerry Raider parties)
  • Singalian Slavers
  • Band of Brigands
16.000000  10 1 2 936748722493063597 0 1 2 936748722493063598 0 1 2 936748722493063603 0 1 1 936748722493063606 1 2 936748722493063604 0 1 1 936748722493063602 1 1 936748722493063606 1 1 936748722493063596 1 2 936748722493063608 0 1 2 936748722493063599 0
96.000000  1 1 1 936748722493063610
168.000000  214 4 0 1 1 936748722493063594 1 2 936748722493063600 0 1 1 936748722493063605 1 1 936748722493063607 1 1 936748722493063799

Now for this to work without any side-effects, we need to move the call for the respective scripts to another trigger, as the one above also has the call for stuff related to your weekly budget report. So first, decrease the 214 by 4 (214 -> 210) and delete the blue part. Watch for the gaps, as always. Then, to the end of the file, add this trigger as a new line:

168.000000  4 1 1 936748722493063594 1 2 936748722493063600 0 1 1 936748722493063605 1 1 936748722493063607 

Make sure that there remains an empty line at the very end of the file. That 168 in the new line is the one you should edit overall. Lastly, increase the counter in the 2nd line of the file by 1 (133 -> 134).


120.000000  48 2136 3 1224979098644774912 1 100 4 0 2147483678 2 1224979098644774912 50 1 1 936748722493063601 3 0 1 2
  • Azi Dahaka Death Cult Marauders

Just like the previous trigger, this one also has more into it, and that would be the call for the preroll system. We will separate the spawning of Azi Dahaka Death Cult Marauders from this trigger, and leave the frequency of the predetermined values rolled to another tweak. So first, decrease the 48 by 5 (48 -> 43) and delete the blue part. Watch for the gaps, as always. Then, add the following trigger to the end of the file, as a new line:

120.000000  3 2136 3 1224979098644774912 1 100 2147483678 2 1224979098644774912 50 1 1 936748722493063601 

Make sure that there remains an empty line at the very end of the file. That 120 in the new line is the one you should edit overall. Lastly, increase the counter in the 2nd line of the file by 1 (133 -> 134).

2) The red numbers highlighted are the frequencies used for spawning the above parties onto the world map, expressed in in-game hours. Change them to your liking.

3) Also, you can enhance the spawn rate of KO parties from chapters even further by increasing the counter in the 2nd line of the file by 1 (133 -> 134) and adding the following trigger to the end of the file, as a new line:

1.000000  1 1 1 936748722493063602 

Make sure that there remains an empty line at the very end of the file. That 1.0 is the above described frequency once again. Decreasing it will increase the spawn rate.

Tweak 1 m)

To edit the spawning chance of Hired Assassins - credits to Dalion

By default, in order for a party of Hired Assassins to spawn (belonging to the "background enemies" faction), the player must be resting in a walled fief during the night, that is not in his possession. Under such conditions, there is a 10% chance for hired assassins to spawn for each night. Also, guaranteed spawning happens when mentioned in a rumor.

File: simple_triggers.txt

1) To change the spawning chance of hired assassins, find this piece of code:

2136 3 1224979098644774917 1 11 31 2 1224979098644774917 1 2133 2 144115188075857215 1

2) And replace it with this:

0 100 2147483680 2 1224979098644774917 50

That 50 is your chance in percentage which you can now set in a range of 0-100. Change it to your liking! Also, watch for the gaps, so that exactly 1 remains before and after the replacement.

3) Alternatively, you can change the condition to not matter if the given walled fief is in your possession or not. To do so, replace the entire trigger (found previously) with this one:

1.000000  47 2147483685 0 2273 0 33 3 144115188075856247 648518346341351446 648518346341351594 2136 3 1224979098644774917 0 100 4 0 2147483680 2 1224979098644774917 10 2133 2 144115188075857215 1 3 0 2147484189 3 144115188075856247 7 360287970189639680 2204 2 1224979098644774912 144115188075856247 2147483679 2 1224979098644774912 432345564227567630 2270 1 1224979098644774913 30 2 1224979098644774913 144115188075856250 2120 3 144115188075856250 1224979098644774913 24 2149 2 1224979098644774914 360287970189639680 1601 2 1224979098644774915 648518346341351424 2123 3 1224979098644774916 1224979098644774915 4 2105 2 1224979098644774916 1 4 0 30 2 1224979098644774914 1224979098644774916 1106 1 1585267068834416773 1529 2 360287970189639680 1224979098644774916 5 0 32 2 1224979098644774914 0 1529 2 360287970189639680 1224979098644774914 3 0 2136 3 1224979098644774918 1 6 4 0 31 2 1224979098644774918 1 600 1 1152921504606847208 1106 2 216172782113788811 6711039 5 0 31 2 1224979098644774918 2 600 1 1152921504606847342 1106 2 216172782113788812 6711039 5 0 31 2 1224979098644774918 3 600 1 1152921504606847341 1106 2 216172782113788813 6711039 5 0 31 2 1224979098644774918 4 600 1 1152921504606847208 1106 2 216172782113788814 6711039 5 0 600 1 1152921504606847208 1106 2 216172782113788815 6711039 3 0

Once again, that 10 is your chance in percentage which you can set in a range of 0-100.

Tweak 1 n)

To change the maximum number of various parties allowed on the world map at a time - credits to TheMageLord, Leonion and Dalion

Files:

  • scripts.txt
  • conversation.txt

1) Open scripts.txt, and under the given scripts, you will find the following pieces of codes, belonging to the parties down below: spawn_red_brotherhood:

2147483678 2 1224979098644774912 13 2136 3 1224979098644774913 648518346341351446 648518346341351464

spawn_singal_raiders:

2147483678 2 1224979098644774912 10 2310 2 1224979098644774913 576460752303423530

cf_spawn_azi_death_cult:

2147483678 2 1224979098644774912 4 2135 2 1224979098644774913 20
  • Azi Dahaka Death Cult Marauders

spawn_deserters:

2147483678 2 1224979098644774912 8 1103 1 4
  • Deserters

spawn_vanskerry:

2147483678 2 1224979098644774912 15 2135 2 1224979098644774913 3

spawn_signature_patrols (5 instances, 1 for each spawn):

2147483678 2 1224979098644774912 4 524 3 1224979098644774913

spawn_looters:

2147483678 2 1224979098644774912 30 2147483678 2 1224979098644774914 50

The red numbers highlighted are the maximum amount of parties allowed on the world map at a time. Change them to your liking.

spawn_friendlies:

2147483678 2 1224979098644774914 9 1100 2 1224979098644774912 576460752303423495
  • Automatically created militia patrols (by the AI)

2) For the total amount of militia patrols, open conversation.txt and find this piece:

2310 2 1224979098644774913 576460752303423495 2147483678 2 1224979098644774913 20

That 20 in the end is the amount of militia patrols allowed for every kingdom combined (so including the 9 created automatically), regardless which has how many. Change that value to your liking.

Tweak 1 o)

To change the size of deserter parties - credits to TheMageLord

Creating Deserters in the game is achieved by the given script calling up a random lord, getting his faction, picking the tier 1 troop of that faction, and then upgrading them all with a bit of randomness thrown in. This tweak will let you adjust the number of those deserter units within a party.

File: scripts.txt

1) Find this piece of code:

2 2105 2 1224979098644774921 11 2136 3 1224979098644774922 10

The number of deserters spawned is based on a random number picked between 10 and (11 + (PlayerLevel x 2) - 1). So if you're level 10, then the game will create deserter parties ranging between 10 and 30 units randomly.

2) Change the above values to your liking.

Tweak 1 p)

To change the level-multiplier of the player determining the size of various parties on the map - credits to Dalion

  • This tweak might be compatible with other mods too

As your level increases, you get bigger and bigger spawns (including bandits and unique spawns) spawning onto the world map. With this tweak, you can essentially change the rate of that growth.

File: scripts.txt

1) Find the following piece of code under the script called update_party_creation_random_limits:

2171 2 1224979098644774912 360287970189639680 2122 3 1224979098644774913 1224979098644774912 4

2) That 4 in the end is the level-multiplier (3 in Native, so could be different in other mods), but note that it is only a part of the whole formula for the size limitation. Increasing it will increase the rate of parties' growth for a more challenging playthrough, while decreasing it will decrease it.

Tweak 1 q)

To change the number of troops that militia patrols can hold - credits to VampirkoO

By default, you can't give more troops to a militia patrol once it reached the 100 limit. With this tweak, you can increase or decrease that limit if you want.

File: conversation.txt

1) Search for these two lines:

dlga_manhunter_talk_b:militia_give_troops 196615 114  6 521 3 1224979098644774912 144115188075856280 123 1073741855 2 144115188075856957 432345564227567630 541 3 1224979098644774912 7 360287970189639680 1601 2 1224979098644774913 144115188075856280 2147483678 2 1224979098644774913 100 2147483848 1 504403158265495618 I_want_to_give_some_troops_to_you.  117  0 NO_VOICEOVER
dlga_manhunter_talk_b2:close_window 131079 116  0 Thank_you,_your_{reg63?Lordship:Ladyship}._Come_on_Men!_Onward!  6  26 2133 2 144115188075855935 1 521 3 1224979098644774912 144115188075856280 123 1073741855 2 144115188075856957 432345564227567630 541 3 1224979098644774912 7 360287970189639680 1601 2 1224979098644774913 144115188075856280 32 2 1224979098644774913 100 1601 2 1224979098644774913 144115188075856280 2121 3 1224979098644774914 1224979098644774913 100

2) Change all 3 instances of 100 to something else (presumably higher, i.e. to 300)

Tweak 1 r)

To make militia patrols able to join you in fights against common enemies - credits to Vetrogor

File: scripts.txt

1) Find the script called let_nearby_parties_join_current_battle and increase the counter at the beginning of its body by 2 (118 -> 120)

2) Then, find this piece of code:

1073742364 3 360287970189639680 161 1224979098644774914

3) And replace it with this:

1609 2 1224979098644774928 1224979098644774914 1073742364 3 360287970189639680 161 1224979098644774914 1073741855 2 1224979098644774928 576460752303423495

Watch for the gaps, as always!

Tweak 1 s)

To change the patrolling radius of various patrols - credits to Vetrogor

This tweak includes Militia Patrols, Errant Knights (KO patrols belonging to a kingdom), independent KO patrols (representing their own faction) and Stronghold KO patrols too.

Files:

  • scripts.txt
  • conversation.txt

1) For village militia patrols, open scripts.txt and find this piece of code:

1643 2 1224979098644774915 5

2) For Errant Knights and independent KO patrols, open scripts.txt and find these two pieces of code (one is for the former, the other is for the latter):

1643 2 1224979098644774926 5

3) For Stronghold KO patrols, open conversation.txt and find this piece of code:

1643 2 1224979098644774913 5

4) The highlighted values of 5 above are the patrolling radiuses. These values multiplied by 6 will give the actual in-game unit distances. So by default, the radius is 30 (5 x 6) units. This radius is roughly the equivalent of the linear distance between Sarleon and Singal. Changing the above values to 1 (the minimum) will make the radius become 1/5 of its original size.

Tweak 1 t)

To prevent Noldor parties from attacking caravans, farmers and militia patrols - credits to Leonion and Fandom User (anonymous)

Are you sick of Noldors claiming to be all good and innocent and yet regularly robbing caravans and killing defenseless peasants, like regular brigands? Then stop it now! Note: militia patrols, caravans and farmers will still run away fearing for their lives, but have no worries - they will not be attacked.

Files:

  • scripts.txt
  • party_templates.txt

1) Open scripts.txt and increase the counter in the 2nd line of the file by 1 (754 -> 755)

2) Go to the end of the file and insert the following as 2 new lines:

game_check_party_sees_party -1
 12 21 1 1224979098644774912 22 1 1224979098644774913 2204 2 1224979098644774914 1224979098644774912 2204 2 1224979098644774916 1224979098644774913 2190 3 1224979098644774917 1224979098644774914 1224979098644774916 2147483678 2 1224979098644774917 0 1609 2 1224979098644774915 1224979098644774913 31 2 1224979098644774914 432345564227567643 1073741855 2 1224979098644774915 576460752303423495 1073741855 2 1224979098644774915 576460752303423585 31 2 1224979098644774915 576460752303423597 2075 1 0

Make sure that there remains an empty line at the very end of the file.

3) Alternatively to the previous solution, you can use the "Party Templates Editor" within Morgh's Editor and check the "civilian" flag for the following parties:

  • Militia_Patrol (#7)
  • Village_Farmers (#97)
  • Caravan (#109)

4) And then, also check the "dont attack civilians" flag for these parties:

  • Noldor_Ranger_Company (#61)
  • Aeldarian_Noldor_Lord (#81)
  • Ithilrandir_Noldor_Lord (#82)

Tweak 1 u)

To make cattle move faster on the world map - credits to TheMageLord

  • This tweak is totally universal, thus can be applied to any mod as is!
  • This tweak requires a new game to take effect by default, however you can use the above linked savegame editor to make the changes savegame-compatible

File: troops.txt

Use the "Troop Editor" within Morgh's Editor and search for "Cattle" to make the following changes:

  • Check the 'Mounted' flag
  • Riding: 0 -> 10
  • Pathfinding: 0 -> 10

Tweak 1 v)

To increase party map speed - credits to Vetrogor

  • This tweak can be made compatible with other mods too after minor adjustments

File: scripts.txt

1) First, increase the counter found in the 2nd line of the file by 1 (754 -> 755). Then add the following piece to the end of the file, as two new lines:

game_get_party_speed_multiplier -1
 20 23 2 1224979098644774912 1 2133 2 1224979098644774913 150 2156 2 1224979098644774914 1224979098644774912 2124 1 100 2130 1 1224979098644774914 2125 2 1224979098644774915 1224979098644774914 2108 2 1224979098644774915 200 2105 2 1224979098644774913 1224979098644774915 4 0 31 2 1224979098644774912 648518346341351424 2107 2 1224979098644774913 110 2108 2 1224979098644774913 100 3 0 4 0 1609 2 1224979098644774916 1224979098644774912 33 3 1224979098644774916 576460752303423556 576460752303423578 2107 2 1224979098644774913 110 2108 2 1224979098644774913 100 3 0 2075 1 1224979098644774913

Make sure that there remains an empty line at the very end of the file!

2) The above highlighted numbers mean the following and can be adjusted as follows:

  • 150 - Global party movement speed modifier, expressed in percentage. The result of the set value is that the speed of all parties on the map get increased by 50% (default value: 100)
  • 200 - Decrease factor for speed reduction due to party size. Possible values are from 100 to 200. Due to hardcoded mechanics, the speed reduction cannot be decreased much. For a value of 100, movement speed gets faster by 0.1 than without this factor at 5000 party size, and for a value of 200, the same increase happens at a 14000 party size (default value: N/A)
  • 110 - Bonus movement speed for your own party only, expressed in percentage. The set value will result in a 10% speed increase (default value: 100)
  • 110 - Bonus movement speed for unique spawns only, expressed in percentage. The set value will result in a 10% speed increase (default value: 100)
  • 576460752303423556 576460752303423578 - To make the tweak work with other mods, adjust this party template range to one of your choice, in x...y+1 format (576460752303423488 + № of a template from party_templates.txt (entry number in Morgh's Editor)). Can be set to bandit lairs too if you don't want to set up a particular custom range. The belonging parties will have a separately adjustable party map speed modifier.

Change them to your liking!

Tweak 1 w)

To change your party size - credits to Dalion

File: scripts.txt

1) Find and observe this piece of code under the script called game_get_party_companion_limit:

2133 2 1224979098644774913 10 2170 3 1224979098644774914 1 1224979098644774912 2172 3 1224979098644774915 1224979098644774912 3 2107 2 1224979098644774914 10 2107 2 1224979098644774915 2 2105 2 1224979098644774913 1224979098644774914 2105 2 1224979098644774913 1224979098644774915 520 3 1224979098644774916 1224979098644774912 7 2123 3 1224979098644774917 1224979098644774916 25

2) Your party size = 10 base size + 10 for each point of leadership + 2 for each point in charisma + 1 for every 25 renown. Change these values to your liking. Also, note that every value except for the bonus from charisma is editable with TweakMB too!

2. Knighthood Orders (21)

Tweaks to be found in this section:
2 a) To access and change the garrison of the Order Stronghold
2 b) To change the upgrade times of Alexios of Melitine
2 c) To make Alexios of Melitine able to upgrade 'unique' items as well
2 d) Make Quartermaster Kailin be able to train horses
2 e) To receive an honorary reward for conquering the Snake Cult Stronghold for the knighthood order you joined
2 f) To change the time it takes to rebuild the Order Stronghold
2 g) To guarantee KO chapters at a new game's start
2 h) To increase the chance of kings creating KO chapters in their walled fiefs
2 i) To add Knighthood Order chapters into the game
2 j) To be able to create KO chapters in any walled fief (of your own kingdom)
2 k) To remove the requirements to create KO chapters
2 l) To enable dismantling KO chapters in any of your own faction's walled fiefs
2 m) To change the entry troops and prestige costs of KO induction
2 n) To change the rate and the limit of the free KO garrison reinforcement
2 o) To change the amount, size, and frequency of KO patrols
2 p) To change the aggressiveness and initiative of KO war parties assisting you
2 q) To fix the issue of KOs not keeping track of previous promotion rewards you are entitled to once you reach the next rank
2 r) To make KO units give you their full equipment upon asking to buy their armor sets
2 s) To change the prestige and gold cost of upgrading the quality of KO/CKO knights
2 t) To be able to train sergeants too with the default training and adjust the stats given to both them and knights
2 u) Overhaul of KO upgrade system

Tweak 2 a)

To access and change the garrison of the Order Stronghold - credits to BananaFruit and LieutenantNicolas

Files:

  • menus.txt
  • conversation.txt

This tweak will allow you to garrison troops into the Stronghold, or to take them out, as well as to change the starting garrison. As of v3.9.4, due to the Hideout feature, you'll have to pay 75% of the wages of the garrison once you've touched it (added or removed a troop), as well as an extra of 500 denars for the upkeep of the crew in there. At least the Order Stronghold will never be attacked, so your troops will always be safe there.

1) To access the garrison, open menus.txt and search for:

menu_stronghold 4352 {s4}

Delete the whole menu and its submenu (2 lines) and replace them with these:

menu_stronghold 4352 {s4} none 13 2202 1 144115188075856143 4 0 200 1 504403158265495619 546 3 504403158265495619 11 4 2320 2 4 1585267068834416662 5 0 546 3 504403158265495619 11 6 31 2 144115188075857205 0 2320 2 4 1585267068834416663 5 0 2320 2 4 1585267068834416664 3 0 2031 1 1441151880758558802 16
 mno_castle_castle  1 31 2 1 0  Go_to_the_castle.  0  .  mno_join_tournament  1 31 2 1 0  Join_the_Order_tournament.  0  .  mno_town_castle  1 566 3 504403158265495619 11 5  Go_to_the_Order_castle_hall.  2 2133 2 144115188075856217 1 1 2 936748722493063470 144115188075856143  Door_to_the_castle  mno_town_center  1 31 2 1 0  Take_a_walk_around_the_streets.  0  .  mno_town_tavern  1 31 2 1 0  Visit_the_tavern.  0  .  mno_town_merchant  1 31 2 1 0  Speak_with_the_merchant.  0  .  mno_town_arena  1 31 2 1 0  Enter_the_arena.  0  .  mno_town_dungeon  1 31 2 1 0  Never:_Enter_the_prison.  0  .  mno_castle_inspect  1 566 3 504403158265495619 11 5  Take_a_walk_around_the_courtyard.  38 4 0 2133 2 144115188075856070 0 2133 2 144115188075856124 0 521 3 1224979098644774912 144115188075856143 10 1261 1 1224979098644774912 1262 0 2133 2 1224979098644774913 40 1650 2 1224979098644774914 144115188075856280 6 3 1224979098644774915 0 1224979098644774914 2147483678 2 1224979098644774913 47 1652 3 1224979098644774916 144115188075856280 1224979098644774915 2147485155 1 1224979098644774916 1653 3 1224979098644774917 144115188075856280 1224979098644774915 1654 3 1224979098644774918 144115188075856280 1224979098644774915 2106 2 1224979098644774917 1224979098644774918 32 2 1224979098644774917 0 1655 3 1224979098644774919 144115188075856280 1224979098644774915 1263 3 1224979098644774913 1224979098644774916 1224979098644774919 2105 2 1224979098644774913 1 3 0 4 0 31 2 144115188075856217 0 2133 2 144115188075856217 1 3 0 1912 1 1 2133 2 1224979098644774920 256 1911 1 792633534417207316 1940 3 792633534417207316 0 1224979098644774920 1940 3 792633534417207316 1 1224979098644774920 1940 3 792633534417207316 2 1224979098644774920 1940 3 792633534417207316 3 1224979098644774920 1940 3 792633534417207316 4 1224979098644774920 1940 3 792633534417207316 5 1224979098644774920 1940 3 792633534417207316 6 1224979098644774920 1940 3 792633534417207316 7 1224979098644774920 1910 1 1224979098644774912 2048 0 3 0  To_the_castle_courtyard.  mno_town_enterprise  1 31 2 1 0  Visit_your_enterprise.  0  .  mno_visit_lady  1 31 2 1 0  Attempt_to_visit_a_lady.  0  .  mno_trade_with_merchants  1 31 2 1 0  Go_to_the_marketplace.  0  .  mno_castle_attack  3 2147485156 1 360287970189639680 200 1 504403158265495619 546 3 504403158265495619 11 4  Launch_the_assault!  1 2060 1 864691128455135383  .  mno_castle_wait  1 566 3 504403158265495619 11 5  Rest_here_for_some_time.  5 2133 2 144115188075856033 144115188075856143 2133 2 144115188075856247 144115188075856143 2133 2 144115188075856250 -1 1031 3 168 5 0 2040 0  .  mno_castle_wait  1 566 3 504403158265495619 11 5  Manage_the_garrison.  1 2043 1 1  .  mno_town_leave  0  Leave.  2 2133 2 144115188075856071 0 2040 1 0  Leave_Area.

2) To change the starting garrison, open conversation.txt and find this piece under the line starting with dlga_start:close_window.67:

1610 3 648518346341351601 144115188075855892 50 1610 3 648518346341351601 1224979098644774912 80 1610 3 648518346341351601 360287970189639742 100 1610 3 648518346341351601 360287970189639739 100 1611 3 648518346341351601 360287970189639952 20

The default garrison is created upon talking with the officer knight after conquering the stronghold, consisting of the following troops, in the following order:

  • 50 of your order's knights
  • 80 of your order's sergeants
  • 100 Mercenary Armored Crossbowman (360287970189639742)
1610 3 648518346341351601 360287970189639742 100
  • 100 Mercenary Warrior (360287970189639739)
1610 3 648518346341351601 360287970189639739 100
  • 20 Snake Cult Follower prisoners 360287970189639952
1611 3 648518346341351601 360287970189639952 20

Change the highlighted troops above to your liking! To do that, open up the Troops Editor within Morgh's Editor, find the entry number of the unit of your choice, then add this number to the "troop constant" which is 360287970189639680 and put the resulting number into the place of the respective troop code (e.g. Mercenary Warrior is #59, 360287970189639680 + 59 = 360287970189639739). You may also add further troops (or remove them) by following the pattern of the 3 above pieces and adding them one after the other repeatedly, separated by 1 gap from each side, with the necessary adjustments made to the troop codes. The piece for garrisoned troops need to start with 1610, while 1611 is for prisoners. Lastly, don't forget to adjust the highlighted operation counter (19), by the amount of pieces added or removed:

6  19 506 3 504403158265495619 11 6

Tweak 2 b)

To change the upgrade times of Alexios of Melitine - credits to il_22113, VonDegurechaff and Fandom User (anonymous)

Don't apply this tweak while an upgrade is in progress!

File: conversation.txt

1) Find and observe this line:

dlga_order_blacksmith_1:order_blacksmith_2 1196 1850  271 1541 3 144115188075857208 360287970189639680 144115188075855914 1542 3 1224979098644774912 360287970189639680 144115188075855914 1570 2 1224979098644774913 144115188075857208 4 0 30 2 144115188075855914 4 4 0 2725 2 144115188075857208 29 4 0 31 2 1224979098644774912 27 2133 2 144115188075857209 29 2320 2 9 1585267068834417721 2133 2 144115188075857206 50 5 0 1073741855 2 1224979098644774912 0 1073741855 2 1224979098644774912 28 31 2 1224979098644774912 25 2133 2 144115188075857209 27 2320 2 9 1585267068834417722 2133 2 144115188075857206 30 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 20 3 0 5 0 2725 2 144115188075857208 26 4 0 31 2 1224979098644774912 25 2133 2 144115188075857209 26 2320 2 9 1585267068834417721 2133 2 144115188075857206 50 5 0 1073741855 2 1224979098644774912 0 1073741855 2 1224979098644774912 28 31 2 1224979098644774912 24 2133 2 144115188075857209 25 2320 2 9 1585267068834417722 2133 2 144115188075857206 30 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 20 3 0 3 0 4 0 31 2 144115188075855914 5 2105 2 144115188075857206 30 3 0 5 0 31 2 1224979098644774913 7 4 0 31 2 1224979098644774912 25 2133 2 144115188075857209 27 2320 2 9 1585267068834417721 2133 2 144115188075857206 20 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 25 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 5 0 1073741855 2 1224979098644774913 5 1073741855 2 1224979098644774913 18 31 2 1224979098644774913 6 4 0 31 2 1224979098644774912 0 2133 2 144115188075857209 42 2320 2 9 1585267068834417724 2133 2 144115188075857206 20 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 4 0 31 2 1224979098644774913 18 2105 2 144115188075857206 20 3 0 5 0 1073741855 2 1224979098644774913 17 31 2 1224979098644774913 9 4 0 31 2 1224979098644774912 10 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 50 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 10 2320 2 9 1585267068834417722 2133 2 144115188075857206 30 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 20 3 0 4 0 31 2 1224979098644774913 17 2105 2 144115188075857206 30 3 0 5 0 31 2 1224979098644774913 8 4 0 31 2 1224979098644774912 19 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 50 5 0 1073741855 2 1224979098644774912 0 31 2 1224979098644774912 10 2133 2 144115188075857209 19 2320 2 9 1585267068834417722 2133 2 144115188075857206 30 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 20 3 0 5 0 31 2 1224979098644774913 10 4 0 1073741855 2 1224979098644774912 18 31 2 1224979098644774912 13 2133 2 144115188075857209 42 2320 2 9 1585267068834417725 2133 2 144115188075857206 20 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 13 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 5 0 31 2 1224979098644774913 4 4 0 2725 2 144115188075857208 17 4 0 31 2 1224979098644774912 18 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 50 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 18 2320 2 9 1585267068834417722 2133 2 144115188075857206 30 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 20 3 0 5 0 2725 2 144115188075857208 13 4 0 31 2 1224979098644774912 10 2133 2 144115188075857209 13 2320 2 9 1585267068834417721 2133 2 144115188075857206 50 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 10 2320 2 9 1585267068834417722 2133 2 144115188075857206 30 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 20 3 0 3 0 5 0 1073741855 2 1224979098644774913 2 31 2 1224979098644774913 3 4 0 2725 2 144115188075857208 17 2725 2 144115188075857208 18 4 0 1073741855 2 1224979098644774912 13 31 2 1224979098644774912 18 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 50 5 0 31 2 1224979098644774912 0 4 0 2725 2 144115188075857208 13 2133 2 144115188075857209 13 5 0 2133 2 144115188075857209 18 3 0 2320 2 9 1585267068834417722 2133 2 144115188075857206 30 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 20 3 0 5 0 2725 2 144115188075857208 18 4 0 31 2 1224979098644774912 10 2133 2 144115188075857209 18 2320 2 9 1585267068834417721 2133 2 144115188075857206 5 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 10 2320 2 9 1585267068834417722 2133 2 144115188075857206 5 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 5 3 0 5 0 2725 2 144115188075857208 17 2725 2 144115188075857208 14 4 0 1073741855 2 1224979098644774912 13 31 2 1224979098644774912 14 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 50 5 0 1073741855 2 1224979098644774912 10 1073741855 2 1224979098644774912 16 31 2 1224979098644774912 0 2136 3 1224979098644774914 0 100 4 0 2147483678 2 1224979098644774914 50 2133 2 144115188075857209 13 5 0 2133 2 144115188075857209 14 3 0 2320 2 9 1585267068834417722 2133 2 144115188075857206 30 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 20 3 0 5 0 2725 2 144115188075857208 14 4 0 31 2 1224979098644774912 13 2133 2 144115188075857209 14 2320 2 9 1585267068834417721 2133 2 144115188075857206 20 5 0 1073741855 2 1224979098644774912 10 31 2 1224979098644774912 0 2133 2 144115188075857209 13 2320 2 9 1585267068834417722 2133 2 144115188075857206 30 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 20 3 0 3 0 3 0 2325 2 10 144115188075857208 2133 2 72057594037927937 144115188075857206 Let_me_take_a_look..._Hmm,_your_{s10}_{s9}.^I'll_need_{reg1}_days_to_work_in_my_enhancements._Would_that_be_convenient_for_you_Grandmaster?  1851  0 NO_VOICEOVER

2) The above colored numbers mean the following item types and the days needed to get a certain modifier:

  • Metal Helmets/Gloves/Boots:
    • Lordly - 50 days
    • Reinforced - 30 days
    • Plain - 20 days
  • Leather Helmets/Gloves/Boots:
    • Hardened - 50 days
    • Thick - 30 days
    • Plain - 20 days
  • Body Armors need an extra 30 days to upgrade compared to Helmets/Gloves/Boots
  • Shields:
    • Reinforced - 20 days
    • Thick - 15 days
    • Plain - 10 days
  • Arrows/Bolts:
    • Large Bag - 20 days
    • Plain - 10 days
  • Bullets need an extra 20 days to upgrade compared to Arrows/Bolts
  • Crossbows:
    • Masterwork - 50 days
    • Fine - 30 days
    • Plain - 20 days
  • Arquebus needs an extra 30 days to upgrade compared to Crossbows
  • Bows:
    • Masterwork - 50 days
    • Strong - 30 days
    • Plain - 20 days
  • Throwing Weapons:
    • Large Bag - 20 days
    • Balanced/Heavy - 15 days
    • Plain - 10 days
  • Polearms (Halberds and Long Axes):
    • Masterwork - 50 days
    • Heavy - 30 days
    • Plain - 20 days
  • Spears/Lances/Staves:
    • Balanced - 50 days
    • Fine - 30 days
    • Plain - 20 days
  • Axes/Maces:
    • Masterwork - 50 days
    • Balanced/Heavy - 30 days
    • Plain - 20 days
  • Cudgels/Clubs/Sticks:
    • Heavy - 5 days
    • Fine - 5 days
    • Plain - 5 days
  • Swords (medium and strong):
    • Masterwork - 50 days
    • Balanced/Tempered - 30 days
    • Plain - 20 days
  • Swords (weak):
    • Tempered - 20 days
    • Balanced - 30 days
    • Plain - 20 days

3) Change the above values to your liking.

4) Or replace the above line with one of these down below, which will make everything take half (1/2) and fifth (1/5) of the time that it takes by default respectively:

dlga_order_blacksmith_1:order_blacksmith_2 1196 1850  271 1541 3 144115188075857208 360287970189639680 144115188075855914 1542 3 1224979098644774912 360287970189639680 144115188075855914 1570 2 1224979098644774913 144115188075857208 4 0 30 2 144115188075855914 4 4 0 2725 2 144115188075857208 29 4 0 31 2 1224979098644774912 27 2133 2 144115188075857209 29 2320 2 9 1585267068834417721 2133 2 144115188075857206 25 5 0 1073741855 2 1224979098644774912 0 1073741855 2 1224979098644774912 28 31 2 1224979098644774912 25 2133 2 144115188075857209 27 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 5 0 2725 2 144115188075857208 26 4 0 31 2 1224979098644774912 25 2133 2 144115188075857209 26 2320 2 9 1585267068834417721 2133 2 144115188075857206 25 5 0 1073741855 2 1224979098644774912 0 1073741855 2 1224979098644774912 28 31 2 1224979098644774912 24 2133 2 144115188075857209 25 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 3 0 4 0 31 2 144115188075855914 5 2105 2 144115188075857206 15 3 0 5 0 31 2 1224979098644774913 7 4 0 31 2 1224979098644774912 25 2133 2 144115188075857209 27 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 25 2320 2 9 1585267068834417722 2133 2 144115188075857206 8 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 5 3 0 5 0 1073741855 2 1224979098644774913 5 1073741855 2 1224979098644774913 18 31 2 1224979098644774913 6 4 0 31 2 1224979098644774912 0 2133 2 144115188075857209 42 2320 2 9 1585267068834417724 2133 2 144115188075857206 10 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 5 3 0 4 0 31 2 1224979098644774913 18 2105 2 144115188075857206 10 3 0 5 0 1073741855 2 1224979098644774913 17 31 2 1224979098644774913 9 4 0 31 2 1224979098644774912 10 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 25 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 10 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 4 0 31 2 1224979098644774913 17 2105 2 144115188075857206 15 3 0 5 0 31 2 1224979098644774913 8 4 0 31 2 1224979098644774912 19 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 25 5 0 1073741855 2 1224979098644774912 0 31 2 1224979098644774912 10 2133 2 144115188075857209 19 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 5 0 31 2 1224979098644774913 10 4 0 1073741855 2 1224979098644774912 18 31 2 1224979098644774912 13 2133 2 144115188075857209 42 2320 2 9 1585267068834417725 2133 2 144115188075857206 10 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 13 2320 2 9 1585267068834417722 2133 2 144115188075857206 8 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 5 3 0 5 0 31 2 1224979098644774913 4 4 0 2725 2 144115188075857208 17 4 0 31 2 1224979098644774912 18 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 25 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 18 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 5 0 2725 2 144115188075857208 13 4 0 31 2 1224979098644774912 10 2133 2 144115188075857209 13 2320 2 9 1585267068834417721 2133 2 144115188075857206 25 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 10 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 3 0 5 0 1073741855 2 1224979098644774913 2 31 2 1224979098644774913 3 4 0 2725 2 144115188075857208 17 2725 2 144115188075857208 18 4 0 1073741855 2 1224979098644774912 13 31 2 1224979098644774912 18 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 25 5 0 31 2 1224979098644774912 0 4 0 2725 2 144115188075857208 13 2133 2 144115188075857209 13 5 0 2133 2 144115188075857209 18 3 0 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 5 0 2725 2 144115188075857208 18 4 0 31 2 1224979098644774912 10 2133 2 144115188075857209 18 2320 2 9 1585267068834417721 2133 2 144115188075857206 3 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 10 2320 2 9 1585267068834417722 2133 2 144115188075857206 3 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 3 3 0 5 0 2725 2 144115188075857208 17 2725 2 144115188075857208 14 4 0 1073741855 2 1224979098644774912 13 31 2 1224979098644774912 14 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 25 5 0 1073741855 2 1224979098644774912 10 1073741855 2 1224979098644774912 16 31 2 1224979098644774912 0 2136 3 1224979098644774914 0 100 4 0 2147483678 2 1224979098644774914 50 2133 2 144115188075857209 13 5 0 2133 2 144115188075857209 14 3 0 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 5 0 2725 2 144115188075857208 14 4 0 31 2 1224979098644774912 13 2133 2 144115188075857209 14 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 1073741855 2 1224979098644774912 10 31 2 1224979098644774912 0 2133 2 144115188075857209 13 2320 2 9 1585267068834417722 2133 2 144115188075857206 15 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 10 3 0 3 0 3 0 2325 2 10 144115188075857208 2133 2 72057594037927937 144115188075857206 Let_me_take_a_look..._Hmm,_your_{s10}_{s9}.^I'll_need_{reg1}_days_to_work_in_my_enhancements._Would_that_be_convenient_for_you_Grandmaster?  1851  0 NO_VOICEOVER
dlga_order_blacksmith_1:order_blacksmith_2 1196 1850  271 1541 3 144115188075857208 360287970189639680 144115188075855914 1542 3 1224979098644774912 360287970189639680 144115188075855914 1570 2 1224979098644774913 144115188075857208 4 0 30 2 144115188075855914 4 4 0 2725 2 144115188075857208 29 4 0 31 2 1224979098644774912 27 2133 2 144115188075857209 29 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 1073741855 2 1224979098644774912 0 1073741855 2 1224979098644774912 28 31 2 1224979098644774912 25 2133 2 144115188075857209 27 2320 2 9 1585267068834417722 2133 2 144115188075857206 6 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 4 3 0 5 0 2725 2 144115188075857208 26 4 0 31 2 1224979098644774912 25 2133 2 144115188075857209 26 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 1073741855 2 1224979098644774912 0 1073741855 2 1224979098644774912 28 31 2 1224979098644774912 24 2133 2 144115188075857209 25 2320 2 9 1585267068834417722 2133 2 144115188075857206 6 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 4 3 0 3 0 4 0 31 2 144115188075855914 5 2105 2 144115188075857206 6 3 0 5 0 31 2 1224979098644774913 7 4 0 31 2 1224979098644774912 25 2133 2 144115188075857209 27 2320 2 9 1585267068834417721 2133 2 144115188075857206 4 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 25 2320 2 9 1585267068834417722 2133 2 144115188075857206 3 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 2 3 0 5 0 1073741855 2 1224979098644774913 5 1073741855 2 1224979098644774913 18 31 2 1224979098644774913 6 4 0 31 2 1224979098644774912 0 2133 2 144115188075857209 42 2320 2 9 1585267068834417724 2133 2 144115188075857206 4 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 2 3 0 4 0 31 2 1224979098644774913 18 2105 2 144115188075857206 4 3 0 5 0 1073741855 2 1224979098644774913 17 31 2 1224979098644774913 9 4 0 31 2 1224979098644774912 10 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 10 2320 2 9 1585267068834417722 2133 2 144115188075857206 6 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 4 3 0 4 0 31 2 1224979098644774913 17 2105 2 144115188075857206 6 3 0 5 0 31 2 1224979098644774913 8 4 0 31 2 1224979098644774912 19 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 1073741855 2 1224979098644774912 0 31 2 1224979098644774912 10 2133 2 144115188075857209 19 2320 2 9 1585267068834417722 2133 2 144115188075857206 6 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 4 3 0 5 0 31 2 1224979098644774913 10 4 0 1073741855 2 1224979098644774912 18 31 2 1224979098644774912 13 2133 2 144115188075857209 42 2320 2 9 1585267068834417725 2133 2 144115188075857206 4 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 13 2320 2 9 1585267068834417722 2133 2 144115188075857206 3 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 2 3 0 5 0 31 2 1224979098644774913 4 4 0 2725 2 144115188075857208 17 4 0 31 2 1224979098644774912 18 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 18 2320 2 9 1585267068834417722 2133 2 144115188075857206 6 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 4 3 0 5 0 2725 2 144115188075857208 13 4 0 31 2 1224979098644774912 10 2133 2 144115188075857209 13 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 10 2320 2 9 1585267068834417722 2133 2 144115188075857206 6 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 4 3 0 3 0 5 0 1073741855 2 1224979098644774913 2 31 2 1224979098644774913 3 4 0 2725 2 144115188075857208 17 2725 2 144115188075857208 18 4 0 1073741855 2 1224979098644774912 13 31 2 1224979098644774912 18 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 31 2 1224979098644774912 0 4 0 2725 2 144115188075857208 13 2133 2 144115188075857209 13 5 0 2133 2 144115188075857209 18 3 0 2320 2 9 1585267068834417722 2133 2 144115188075857206 6 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 4 3 0 5 0 2725 2 144115188075857208 18 4 0 31 2 1224979098644774912 10 2133 2 144115188075857209 18 2320 2 9 1585267068834417721 2133 2 144115188075857206 1 5 0 31 2 1224979098644774912 0 2133 2 144115188075857209 10 2320 2 9 1585267068834417722 2133 2 144115188075857206 1 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 1 3 0 5 0 2725 2 144115188075857208 17 2725 2 144115188075857208 14 4 0 1073741855 2 1224979098644774912 13 31 2 1224979098644774912 14 2133 2 144115188075857209 17 2320 2 9 1585267068834417721 2133 2 144115188075857206 10 5 0 1073741855 2 1224979098644774912 10 1073741855 2 1224979098644774912 16 31 2 1224979098644774912 0 2136 3 1224979098644774914 0 100 4 0 2147483678 2 1224979098644774914 50 2133 2 144115188075857209 13 5 0 2133 2 144115188075857209 14 3 0 2320 2 9 1585267068834417722 2133 2 144115188075857206 6 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 4 3 0 5 0 2725 2 144115188075857208 14 4 0 31 2 1224979098644774912 13 2133 2 144115188075857209 14 2320 2 9 1585267068834417721 2133 2 144115188075857206 4 5 0 1073741855 2 1224979098644774912 10 31 2 1224979098644774912 0 2133 2 144115188075857209 13 2320 2 9 1585267068834417722 2133 2 144115188075857206 6 5 0 2133 2 144115188075857209 0 2320 2 9 1585267068834417723 2133 2 144115188075857206 4 3 0 3 0 3 0 2325 2 10 144115188075857208 2133 2 72057594037927937 144115188075857206 Let_me_take_a_look..._Hmm,_your_{s10}_{s9}.^I'll_need_{reg1}_days_to_work_in_my_enhancements._Would_that_be_convenient_for_you_Grandmaster?  1851  0 NO_VOICEOVER

5) Alternatively or additionally, you can add a divisor to the upgrade times seen above. For that, find this piece of code:

dlga_order_blacksmith_1:order_blacksmith_2 1196 1850  271 1541

6) Increase that 271 by 1 (271 -> 272), then find this piece of code towards the end of the section:

144115188075857208 2133 2 72057594037927937 144115188075857206

7) And replace it with this:

144115188075857208 2108 2 144115188075857206 3 2133 2 72057594037927937 144115188075857206

8) The 3 is the divisor itself, that will apply to all upgrades. For example: upgrading a body armor to 'lordly' takes 80 days. 80/3 = 26 days (integer division). You may change this divisor, but make sure you keep it between 2 and 5. Otherwise some upgrades will fail, because the result will be 0 days.

9) Lastly, instead of all the above, you can make all upgrades take a set amount of days. For that, apply only points 5), 6) and 7), but replace the 2108 in point 7) with 2133. The 3 in that case will become the number of days that all upgrades will take, no matter what. Change it to your liking. But don't go below 1.

Tweak 2 c)

To make Alexios of Melitine able to upgrade 'unique' items as well - credits to Dalion

Note: for this tweak to work properly, you must make sure that the given unique items have all the necessary modifiers added via Morgh's Editor! Otherwise the upgrades won't work. Also, keep in mind that the upgrade fastening prices for newly added items will be defaulted to the minimum 500, regardless of the item's base price. Lastly, if you intend to upgrade rune or unique bows, you should consider using the tweak to increase the skill caps, as bows with 9 Power Draw requirement and higher will become inaccurate at the default max of 10 Power Draw.

Items tagged with the 'unique' flag include:

  • crowned helmets
  • all default Al-Aziz rune items
  • legendary weapons of kings and Noldor lords
  • Demonic equipment
  • Wolfbode the Slayer's gear
  • Phoenix Heavy Platemail
  • Manopener
  • Asp Throwing Axes

Basically with this tweak, Alexios will be able to enhance any item that is already in the game.

File: conversation.txt

1) Find this piece of code:

70 50 1 1224979098644774912 2147483678 2 1224979098644774912 8 2105 2 1224979098644774912 0 1541 3 1224979098644774913 360287970189639680 1224979098644774912 2147483679 2 1224979098644774913 -1 2133 2 1224979098644774914 1 4 0 1073741857 3 1224979098644774913 288230376151712432 288230376151712439 1073741857 3 1224979098644774913 288230376151712866 288230376151712873 1073741857 3 1224979098644774913 288230376151713035 288230376151713044 1073741857 3 1224979098644774913 288230376151713094 288230376151713100 1073741857 3 1224979098644774913 288230376151713152 288230376151713157 1073741855 2 1224979098644774913 288230376151713077 31 2 1224979098644774913 288230376151713126 2133 2 1224979098644774914 0 5 0 1570 2 1224979098644774915 1224979098644774913

2) Decrease the 70 by 9 (70 -> 61), and delete the part in blue. Make sure that 1 gap remains at the place of the removed content.

3) Lastly, make sure that you also add the necessary modifiers to these items with Morgh's Editor:

  • UllrVetr Manifest: 'Strong'
  • Heritage Daja Bow: 'Strong'
  • Duskfall: 'Strong'
  • Havathang: 'Tempered' and 'Masterwork'
  • Orator Baccus Sword: 'Tempered' and 'Masterwork'
  • Dragon's Tooth: 'Tempered' and 'Masterwork'
  • Koningur's Waraxe: 'Heavy' and 'Masterwork'
  • Banner of Sarleon: 'Heavy' and 'Masterwork'
  • Manopener: 'Heavy' and 'Masterwork'
  • Rune bows (4): 'Strong' and 'Masterwork'
  • Rune axes (4): 'Heavy' and 'Masterwork'
  • Rune swords (4): 'Tempered' and 'Masterwork'
  • Rune two-handed swords (4): 'Tempered' and 'Masterwork'
  • Rune glaives (4): 'Heavy' and 'Masterwork'

The 'Plain' modifier can be removed from all of them

Tweak 2 d)

Make Quartermaster Kailin be able to train horses - credits to Countyboar

Quartermaster Kailin is one of the 3 NPCs in the Order Stronghold's castle hall, and he is the most fitting NPC to train horses, for being a quartermaster. In exchange for time - just like in case of Alexios of Melitine - he will train horses up to a 'champion' state gradually: lame, swaybacked, stubborn and normal horses get trained to heavy, heavy get trained to spirited, spirited get trained to champion. And with some money invested in, the process can be speeded up in a similar fashion to Alexios of Melitine. In case of newly added horses, make sure that you have the mentioned modifiers set with Morgh's Editor!

Files:

  • variables.txt
  • quick_strings.txt
  • dialog_states.txt
  • conversation.txt
  • simple_triggers.txt

1) Open variables.txt and add these 5 entries to the end of the file, as a new line each:

order_quartermaster_days
order_quartermaster_asked_for_speedup
order_quartermaster_modifier
order_quartermaster_item
order_quartermaster_days_initial

Make sure to still have an empty line at the very end.

2) Open quick_strings.txt, increase the counter at the top of the file by 4 (3139 -> 3143), and put these 3 strings to the end of the file (as a new line each):

qstr_upgr_horse_champion is_a_magnificent_beast,_just_short_of_perfection
qstr_upgr_horse_spirited is_a_durable_mount,_but_could_stand_to_be_faster
qstr_upgr_horse_heavy is_weak_physically,_but_we_can_build_up_its_strength
qstr_order_horse_ready The_Order_quartermaster_sends_a_message_that_your_horse_is_ready!

Make sure that an empty line remains at the very end of the file.

3) Next, open dialog_states.txt and add the following 10 entries to the end of the file:

order_quartermaster_player_response_b
order_quartermaster_1_b
order_quartermaster_2_b
order_quartermaster_3_b
order_quartermaster_training_status
order_quartermaster_speedup
order_quartermaster_speedup_1
order_quartermaster_speedup_2
order_quartermaster_speedup_3
order_quartermaster_pickup_horse

Look at the serial numbers of the lines you added and subtract 1 from each. Keep them in mind. Also, make sure that there remains an empty line at the very end of the file.

4) Then, open conversation.txt, increase the counter in the 2nd line of the file by 19 (4152 -> 4171), find the line that starts with dlga_order_quartermaster_player_response:order_quartermaster_1 and add the following 19 lines after it, as a new line each:

dlga_order_quartermaster_player_response:order_quartermaster_player_response_b 66733 1853  1 31 2 144115188075857320 0 Have_some_of_the_squires_train_my_horse.  1874  0 NO_VOICEOVER 
dlga_order_quartermaster_player_response_b:order_quartermaster_1_b 66733 1874  10 1541 3 1224979098644774912 360287970189639680 8 2147483679 2 1224979098644774912 -1 2133 2 1224979098644774913 1 1542 3 1224979098644774914 360287970189639680 8 4 0 31 2 1224979098644774914 36 2133 2 1224979098644774913 0 3 0 31 2 1224979098644774913 1 2325 2 5 1224979098644774912 Improve_{s5}  1875  0 NO_VOICEOVER 
dlga_order_quartermaster_player_response_b:order_quartermaster_1 66733 1874  0 Nevermind.  1854  0 NO_VOICEOVER 
dlga_order_quartermaster_1_b:order_quartermaster_2_b 1197 1875  17 1541 3 144115188075857323 360287970189639680 8 1542 3 1224979098644774912 360287970189639680 8 4 0 31 2 1224979098644774912 35 2133 2 144115188075857322 36 2320 2 9 1585267068834417731 5 0 31 2 1224979098644774912 18 2133 2 144115188075857322 35 2320 2 9 1585267068834417732 5 0 2133 2 144115188075857322 18 2320 2 9 1585267068834417733 3 0 2133 2 144115188075857320 21 2325 2 10 144115188075857323 2133 2 72057594037927937 144115188075857320 Let_me_take_a_look..._Hmm,_your_{s10}_{s9}.^We'll_need_{reg1}_days_to_train_your_horse._Would_that_be_convenient_for_you_Grandmaster?  1876  0 NO_VOICEOVER 
dlga_order_quartermaster_2_b:order_quartermaster_3_b 66733 1876  0 Yes,_go_ahead.  1877  0 NO_VOICEOVER 
dlga_order_quartermaster_2_b:order_quartermaster_1 66733 1876  0 No,_that's_too_long_for_me.  1854  1 2133 2 144115188075857320 0 NO_VOICEOVER 
dlga_order_quartermaster_3_b:close_window 1197 1877  0 Very_well,_I'll_have_the_squires_train_your_horse.  6  3 2133 2 144115188075857324 144115188075857320 2133 2 144115188075857321 0 1543 3 360287970189639680 8 -1 NO_VOICEOVER 
dlga_order_quartermaster_player_response:order_quartermaster_training_status 66733 1853  1 32 2 144115188075857320 0 How_goes_the_horse_training?  1878  0 NO_VOICEOVER 
dlga_order_quartermaster_training_status:order_quartermaster_speedup 1197 1878  1 2133 2 72057594037927937 144115188075857320 I'm_still_working_on_training_your_horse,_please_be_patient._It_will_be_ready_in_{reg1}_days_time.  1879  0 NO_VOICEOVER 
dlga_order_quartermaster_speedup:order_quartermaster_speedup_1 66733 1879  2 30 2 144115188075857320 3 31 2 144115188075857321 0 Is_there_anything_I_can_do_to_speed_up_this_process?  1880  0 NO_VOICEOVER 
dlga_order_quartermaster_speedup:order_quartermaster_1 66733 1879  0 Take_your_time,_Quartermaster.  1854  0 NO_VOICEOVER 
dlga_order_quartermaster_speedup_1:order_quartermaster_speedup_2 1197 1880  29 2133 2 1224979098644774912 100 4 0 31 2 144115188075857322 36 2133 2 1224979098644774912 1450 5 0 31 2 144115188075857322 35 2133 2 1224979098644774912 650 5 0 31 2 144115188075857322 18 2133 2 1224979098644774912 190 3 0 2701 2 1224979098644774913 144115188075857323 2107 2 1224979098644774913 1224979098644774912 2108 2 1224979098644774913 100 1685 3 1224979098644774914 648518346341351424 0 2107 2 1224979098644774914 5 2121 3 1224979098644774915 200 1224979098644774914 2107 2 1224979098644774913 1224979098644774915 2108 2 1224979098644774913 100 2107 2 1224979098644774913 144115188075857320 2108 2 1224979098644774913 144115188075857324 2107 2 1224979098644774913 50 2108 2 1224979098644774913 100 2111 2 1224979098644774913 500 2133 2 72057594037927969 1224979098644774913 2122 3 1224979098644774916 144115188075857320 2 2108 2 1224979098644774916 3 2111 2 1224979098644774916 2 2133 2 72057594037927970 1224979098644774916 Hmm_..._I_suppose_I_could_ask_some_of_the_knights_to_help_with_the_task.__I_may_be_able_to_reduce_the_training_time_by_a_third_for_{reg33}_denars._^^Shall_I_do_that,_Grandmaster?  1881  0 NO_VOICEOVER 
dlga_order_quartermaster_speedup_2:order_quartermaster_speedup_3 66733 1881  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 72057594037927969 Yes,_spare_no_expense_and_arrange_everything_needed.  1882  0 NO_VOICEOVER 
dlga_order_quartermaster_speedup_2:order_quartermaster_1 66733 1881  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 72057594037927969 I_think_it's_best_to_wait_for_now.  1854  0 NO_VOICEOVER 
dlga_order_quartermaster_speedup_2:order_quartermaster_1.1 66733 1881  2 2149 2 1224979098644774912 360287970189639680 2147483678 2 1224979098644774912 72057594037927969 I_can't_afford_all_that_currently._Maybe_another_time.  1854  0 NO_VOICEOVER 
dlga_order_quartermaster_speedup_3:order_quartermaster_1 1197 1882  0 As_you_wish,_Grandmaster._Your_horse_should_be_ready_within_{reg34}_days.  1854  3 1529 2 360287970189639680 72057594037927969 2133 2 144115188075857320 72057594037927970 2133 2 144115188075857321 1 NO_VOICEOVER 
dlga_order_quartermaster_player_response:order_quartermaster_pickup_horse 66733 1853  1 31 2 144115188075857320 -1 I_received_word_that_my_horse_is_ready.  1883  0 NO_VOICEOVER 
dlga_order_quartermaster_pickup_horse:order_quartermaster_1 1197 1883  5 2133 2 144115188075855914 0 1540 2 1224979098644774912 360287970189639680 32 2 1224979098644774912 0 2133 2 144115188075855914 1 2325 2 10 144115188075857323 Ah,_here_you_are_at_last,_Grandmaster._I_have_your_{s10}_right_here.  1854  3 2133 2 144115188075857320 0 2133 2 144115188075857321 0 1530 3 360287970189639680 144115188075857323 144115188075857322 NO_VOICEOVER 
dlga_order_quartermaster_pickup_horse:order_quartermaster_1.1 1197 1883  1 31 2 144115188075855914 0 I_have_your_horse_ready,_but_your_inventory_is_full.  1854  0 NO_VOICEOVER 

That 21 in the 4th conversation line is the amount of days an upgrade takes. The money calculation for speeding up the training process gets done in the 12th conversation line as follows:

  1. The process to be sped up needs to take at least 3 days by default
  2. A cost modifier gets assigned: 1450 for spirited horses, 650 for heavy horses, 190 for lame, swaybacked, stubborn and normal horses.
  3. This modifier gets multiplied with the base cost of the horse itself, and then divided by 100
  4. As a reduction factor for the cost, your Trade skill gets taken into consideration: 200 - 5*Trade_Skill
  5. The result from point 3. gets multiplied with the reduction factor, then divided by 100
  6. The final result will be that of the previous result, multiplied by 50 and divided by 100
  7. A minimum cost of 500 denars gets designated

Change the above values to your liking!

5) Open simple_triggers.txt and find this piece of code:

102 4 0 546 3 504403158265495619 11 6 32 2 144115188075857205 0 2106 2 144115188075857205 1 31 2 144115188075857205 0 501 3 648518346341351601 10 720575940379279817 501 3 648518346341351601 11 720575940379279581 1106 1 1585267068834416788 600 1 1152921504606847261 3 0 4 0 32 2 144115188075857206 0 2106 2 144115188075857206 1 31 2 144115188075857206 0 2133 2 144115188075857206 -1 1106 1 1585267068834416789

Raplace it with this:

110 4 0 546 3 504403158265495619 11 6 32 2 144115188075857205 0 2106 2 144115188075857205 1 31 2 144115188075857205 0 501 3 648518346341351601 10 720575940379279817 501 3 648518346341351601 11 720575940379279581 1106 1 1585267068834416788 600 1 1152921504606847261 3 0 4 0 32 2 144115188075857206 0 2106 2 144115188075857206 1 31 2 144115188075857206 0 2133 2 144115188075857206 -1 1106 1 1585267068834416789 600 1 1152921504606847261 3 0 4 0 32 2 144115188075857320 0 2106 2 144115188075857320 1 31 2 144115188075857320 0 2133 2 144115188075857320 -1 1106 1 1585267068834417734

Watch for the gaps, so that exactly remains before and after the replacement!

6) Lastly, make sure that the highlighted dialog_state numbers in each line from point 4) match the values calculated in point 3), and that the following IDs match with the formulas down below (line numbers stated are within point 4). It is only needed to check them if you added something else to dialog_states.txt, variables.txt and quick_strings.txt respectively, due to different tweaks. Otherwise the above will work as is. So if necessary, replace:

  • 1874 (line 1, 2 & 3) with the number you got for order_quartermaster_player_response_b
  • 1875 (line 2 & 4) with the number you got for order_quartermaster_1_b
  • 1876 (line 4, 5 & 6) with the number you got for order_quartermaster_2_b
  • 1877 (line 5 & 7) with the number you got for order_quartermaster_3_b
  • 1878 (line 8 & 9) with the number you got for order_quartermaster_training_status
  • 1879 (line 9, 10 & 11) with the number you got for order_quartermaster_speedup
  • 1880 (line 10 & 12) with the number you got for order_quartermaster_speedup_1
  • 1881 (line 12, 13, 14 & 15) with the number you got for order_quartermaster_speedup_2
  • 1882 (line 13 & 16) with the number you got for order_quartermaster_speedup_3
  • 1883 (line 17, 18 & 19) with the number you got for order_quartermaster_pickup_horse
  • 144115188075857320 (line 1, 4 (2 instances), 6, 7, 8, 9, 10, 12 (2 instances), 16, 17 & 18 and point 5) (4 instances)) with the number you get for: 144115188075855871 + № of order_quartermaster_days in variables.txt (line number in Notepad++)
  • 144115188075857321 (line 7, 10, 16 & 18) with the number you get for: 144115188075855871 + № of order_quartermaster_asked_for_speedup in variables.txt (line number in Notepad++)
  • 144115188075857322 (line 4 (3 instances), 12 (3 instances) & 18) with the number you get for: 144115188075855871 + № of order_quartermaster_modifier in variables.txt (line number in Notepad++)
  • 144115188075857323 (line 4 (2 instances), 12 & 18 (2 instances)) with the number you get for: 144115188075855871 + № of order_quartermaster_item in variables.txt (line number in Notepad++)
  • 144115188075857324 (line 7 & 12) with the number you get for: 144115188075855871 + № of order_quartermaster_days_initial in variables.txt (line number in Notepad++)
  • 1585267068834417731 (line 4) with the number you get for: 1585267068834414592 + № of qstr_upgr_horse_champion in quick_strings.txt (line-2 in Notepad++)
  • 1585267068834417732 (line 4) with the number you get for: 1585267068834414592 + № of qstr_upgr_horse_spirited in quick_strings.txt (line-2 in Notepad++)
  • 1585267068834417733 (line 4) with the number you get for: 1585267068834414592 + № of qstr_upgr_horse_heavy in quick_strings.txt (line-2 in Notepad++)
  • 1585267068834417734 (point 5) with the number you get for: 1585267068834414592 + № of qstr_order_horse_ready in quick_strings.txt (line-2 in Notepad++)

Tweak 2 e)

To receive an honorary reward for conquering the Snake Cult Stronghold for the knighthood order you joined - credits to VonDegurechaff

This tweak will make Quartermaster Kailin train a horse of your choice to 'Champion' state after speaking to him the first time.

Files:

  • dialog_states.txt
  • conversation.txt

1) Open dialog_states.txt and add the following 2 entries to the end of the file:

castle_horse_training_free
castle_horse_training_free1

2) Look at the serial numbers of the lines you added and subtract 1 from each. Keep them in mind. Also, make sure that there remains an empty line at the very end of the file.

3) Open conversation.txt and increase the counter in the 2nd line of the file by 3 (4152 -> 4155)

4) Then find this line:

dlga_order_quartermaster_player_response:order_quartermaster_1 66733 1853  0 Show_me_your_supplies.  1854  1 2042 0 NO_VOICEOVER

5) And add these 3 lines after it, as a new line each:

dlga_order_quartermaster_player_response:castle_horse_training_free 66733 1853  1 540 3 144115188075855892 80 1 That_would_be_all,_Quartermaster.  1874  0 NO_VOICEOVER 
dlga_castle_horse_training_free:castle_horse_training_free1 1197 1874  0 Wait,_Grandmaster!_Please_accept_this_gift_as_a_token_of_my_gratitude_for_conquering_this_stronghold_in_the_name_of_our_Order!^_I_can_train_one_of_your_horses_to_an_unmatched_level.  1875  0 NO_VOICEOVER 
dlga_castle_horse_training_free1:close_window 83117 1875  13 50 1 1224979098644774912 2105 2 1224979098644774912 0 1541 3 1224979098644774913 360287970189639680 1224979098644774912 2147483679 2 1224979098644774913 -1 33 3 1224979098644774913 288230376151711902 288230376151711982 4 0 1570 2 1224979098644774915 1224979098644774913 1542 3 1224979098644774916 360287970189639680 1224979098644774912 31 2 1224979098644774915 0 31 2 1224979098644774916 0 3 0 2319 1 12 2325 2 12 1224979098644774913 {s12}  6  3 50 1 144115188075855961 500 3 144115188075855892 80 2 1544 3 360287970189639680 144115188075855961 36 NO_VOICEOVER

6) Make sure that the highlighted numbers above (castle_horse_training_free in 1st and 2nd lines, castle_horse_training_free1 in 2nd and 3rd lines) match the values calculated in point 2). It is only needed to check if you added something else to dialog_states.txt. Otherwise the above will work as is.

7) Lastly, find this line:

dlga_order_quartermaster_player_response:close_window 66733 1853  0 That_would_be_all,_Quartermaster.  6  0 NO_VOICEOVER

8) And replace it with this:

dlga_order_quartermaster_player_response:close_window 66733 1853  1 2147484188 3 144115188075855892 80 1 That_would_be_all,_Quartermaster.  6  0 NO_VOICEOVER

Tweak 2 f)

To change the time it takes to rebuild the Order Stronghold - credits to LieutenantNicolas

File: conversation.txt

1) Find this piece of code under the line starting with dlga_start:close_window.67:

2133 2 144115188075857205 60

That 60 is the amount of days the rebuilding takes. Change it to your liking! Changing it to 0 will result in not getting rebuilt ever, that's also an option if your prefer to keep the original wooden layout.

2) Last but not least, find the below piece in the same line and change the highlighted part to reflect your edited worktime:

work_should_be_completed_in_about_2_months.

Tweak 2 g)

To guarantee KO chapters at a new game's start - credits to BananaFruit and VonDegurechaff

  • This tweak requires a new game to take effect!

File: scripts.txt

1) For Silvermists in Senderfall, search for:

31 501 3 648518346341351456 289 360287970189640021

And change 31 to 100

2) For Ebony Gauntlet in Avendor, search for:

31 501 3 648518346341351461 289 360287970189640019 5 0 2147483678 2 1224979098644774913 46 501 3 648518346341351461 289 360287970189640015

And change both 31 (KotEG) and 46 (Raven Spear) to 100

  • The secondary choice (Raven Spear in this case) gets the difference of the two chances, which will be 0%

3) For Radiant Cross in Ethos, search for:

81 501 3 648518346341351448 289 360287970189640016 5 0 2147483678 2 1224979098644774913 91 501 3 648518346341351448 289 360287970189640010

And change both 81 (Radiant Cross) and 91 (Immortal) to 100

  • The secondary choice (Immortals in this case) gets the difference of the two chances, which will be 0%

4) For Falcons in Falcondark Castle, search for:

51 501 3 648518346341351500 289 360287970189640014

And change 51 to 100

5) For Windriders in Nal Tar, search for:

21 501 3 648518346341351462 289 360287970189640011

And change 21 to 100

6) For Dragons in Ravenstern, search for:

31 501 3 648518346341351453 289 360287970189640008

And change 31 to 100

7) For Lions in Marleons, search for:

11 501 3 648518346341351452 289 360287970189640009

And change 11 to 100

8) For Phoenix, only do 1 of the following 3 options depending on your preference, and reduce the counter at the beginning of the entire script by 5 (158 -> 153). Search for:

2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 33 501 3 648518346341351464 289 360287970189640023 5 0 2147483678 2 1224979098644774913 66 501 3 648518346341351477 289 360287970189640023 5 0 501 3 648518346341351479 289 360287970189640023 3 0
  • To guarantee a chapter in Calendain Castle, replace it with this:
2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351464 289 360287970189640023 3 0
  • To guarantee a chapter in Maras Castle, replace it with this:
2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351477 289 360287970189640023 3 0
  • To guarantee a chapter in Almerra Castle, replace it with this:
2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351479 289 360287970189640023 3 0

9) For Shadow Wolves, only do 1 of the following 3 options depending on your preference, and reduce the counter at the beginning of the entire script by 5 (158 -> 153). Search for:

2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 33 501 3 648518346341351472 289 360287970189640024 5 0 2147483678 2 1224979098644774913 66 501 3 648518346341351478 289 360287970189640024 5 0 501 3 648518346341351491 289 360287970189640024 3 0
  • To guarantee a chapter in Walven Castle, replace it with this:
2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351472 289 360287970189640024 3 0
  • To guarantee a chapter in Savador Castle, replace it with this:
2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351478 289 360287970189640024 3 0
  • To guarantee a chapter in Oregar Castle, replace it with this:
2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351491 289 360287970189640024 3 0

10) All those numbers above starting with 3602879701896400 represent a given KO knight, which is used for generating a respective KO chapter. The given knight's entry number (easy to check in Morgh's Editor) added to the troop constant (360287970189639680) indicates the different chapters that you are looking at within the script called "pop2_location_improvements". You can also change these values accordingly to make other KO's be in the given fiefs instead. Furthermore, you can find the rest of guaranteed chapters by searching for the given KO's knights. For instance, 360287970189640017 means Ranger of the Clarion Call (360287970189639680 + 337), and there's only one such number in the body of the script, so you've found the chapter for Laria. Changing that 360287970189640017 to 360287970189640019 (360287970189639680 + 339) will cause Ebony Gauntlets be in Laria instead of Clarion Call.

11) To simply guarantee all KO chapters, as well as to set up a secondary Valkyrie chapter in Gunders Lodge so that Fierdsvain does not lag behind other factions, replace everything in the body of the pop2_location_improvements script with this:

149 6 3 1224979098644774912 648518346341351446 648518346341351594 1 2 936748722493063773 -1 501 3 1224979098644774912 291 72057594037927993 3 0 501 3 648518346341351458 289 360287970189640008 501 3 648518346341351451 289 360287970189640009 501 3 648518346341351450 289 360287970189640010 501 3 648518346341351455 289 360287970189640011 501 3 648518346341351454 289 360287970189640015 501 3 648518346341351446 289 360287970189640012 501 3 648518346341351449 289 360287970189640017 501 3 648518346341351459 289 360287970189640022 501 3 648518346341351460 289 360287970189640020 501 3 648518346341351447 289 360287970189640018 501 3 648518346341351463 289 360287970189640025 501 3 648518346341351457 289 360287970189640026 501 3 648518346341351497 289 360287970189640012 2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351448 289 360287970189640016 5 0 2147483678 2 1224979098644774913 100 501 3 648518346341351448 289 360287970189640010 3 0 2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351452 289 360287970189640009 3 0 2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351453 289 360287970189640008 3 0 2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351456 289 360287970189640021 3 0 2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351461 289 360287970189640019 5 0 2147483678 2 1224979098644774913 100 501 3 648518346341351461 289 360287970189640015 3 0 2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351462 289 360287970189640011 3 0 2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351500 289 360287970189640014 3 0 2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351479 289 360287970189640023 3 0 2136 3 1224979098644774913 1 100 4 0 2147483678 2 1224979098644774913 100 501 3 648518346341351478 289 360287970189640024 3 0 6 3 1224979098644774912 648518346341351446 648518346341351464 2136 3 1224979098644774913 0 401 2105 2 1224979098644774913 800 501 3 1224979098644774912 290 1224979098644774913 501 3 1224979098644774912 26 0 3 0 6 3 1224979098644774912 648518346341351464 648518346341351504 2136 3 1224979098644774913 0 201 2105 2 1224979098644774913 100 501 3 1224979098644774912 290 1224979098644774913 501 3 1224979098644774912 26 0 3 0 2133 2 1224979098644774914 360287970189640621 6 3 1224979098644774912 648518346341351504 648518346341351594 2136 3 1224979098644774913 0 201 2105 2 1224979098644774913 200 501 3 1224979098644774912 290 1224979098644774913 501 3 1224979098644774912 293 1224979098644774914 2105 2 1224979098644774914 1 501 3 1224979098644774912 26 0 3 0 6 3 1224979098644774912 648518346341351446 648518346341351464 6 3 1224979098644774915 262 289 2136 3 1224979098644774916 0 100 2133 2 1224979098644774917 0 4 0 2147483680 2 1224979098644774916 9 2105 2 1224979098644774917 1224979098644774916 5 0 2147483680 2 1224979098644774916 33 2105 2 1224979098644774917 1 3 0 501 3 1224979098644774912 1224979098644774915 1224979098644774917 4 0 31 2 1224979098644774917 1 1 4 936748722493063775 1224979098644774912 1224979098644774915 1 501 3 1224979098644774912 26 0 3 0 3 0 3 0 6 3 1224979098644774912 648518346341351464 648518346341351504 6 3 1224979098644774915 260 276 2136 3 1224979098644774916 0 100 2133 2 1224979098644774917 0 4 0 2147483680 2 1224979098644774916 9 2105 2 1224979098644774917 1224979098644774916 5 0 2147483680 2 1224979098644774916 33 2105 2 1224979098644774917 1 3 0 501 3 1224979098644774912 1224979098644774915 1224979098644774917 4 0 31 2 1224979098644774917 1 1 4 936748722493063775 1224979098644774912 1224979098644774915 1 501 3 1224979098644774912 26 0 3 0 3 0 3 0 6 3 1224979098644774912 648518346341351504 648518346341351594 6 3 1224979098644774915 250 273 2136 3 1224979098644774916 0 100 2133 2 1224979098644774917 0 4 0 2147483680 2 1224979098644774916 9 2105 2 1224979098644774917 1224979098644774916 5 0 2147483680 2 1224979098644774916 33 2105 2 1224979098644774917 1 3 0 501 3 1224979098644774912 1224979098644774915 1224979098644774917 4 0 31 2 1224979098644774917 1 1 4 936748722493063775 1224979098644774912 1224979098644774915 1 501 3 1224979098644774912 26 0 3 0 3 0 3 0 6 3 1224979098644774912 648518346341351446 648518346341351504 501 3 1224979098644774912 349 0 3 0 

Watch for the gap at the start!

Tweak 2 h)

To increase the chance of kings creating KO chapters in their walled fiefs - credits to Timon

It often happens in the game that certain knighthood orders do not start with a chapter, and waiting for a king to establish the one you are looking for might take an eternity. You can, of course, use tweaks to set up these orders in specific castles/towns, but it is more fun and interesting to see things evolve on their own, as you play the game! Therefore, in this tweak, we will increase the chance of kings randomly creating knighthood order chapters that don't exist in the game yet. Also, we will remove the unnecessary requirements for that, like the 1 year in-game playing time needed, or that the player must be above level 30. Keep in mind that kings will never found a chapter of the Order of the Griffon.

File: simple_triggers.txt

1) Find this piece of code:

384.000000  120 2272 1 1224979098644774912 32 2 1224979098644774912 365 2171 2 1224979098644774913 360287970189639680 32 2 1224979098644774913 30 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 5

2) And replace it with this:

384.000000  116 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 15

Watch for the gaps.

3) The 15 in the end is the chance for a king to create a KO chapter that is not present on the world map yet (except for Griffons). Change it to something else if you want. The default value of 15 means that by 500 in-game days, around 4 new orders will be founded, which means that there should be no orders left without a chapter by that time (except for Griffons). That is, if you were really unlucky and didn't start with an Ebony Gaunlet, Silvermist, Falcon or Radiant Cross chapter either.

Tweak 2 i)

To add Knighthood Order chapters into the game - credits to Leonion and VonDegurechaff

In this tweak, there will be 3 different ways shown for adding KO chapters:

  • before a new game's start (this will require a new game to take effect!)
  • with the help of cheatmenu
  • with an in-game conversation

Pick the method of your choice!

First, the method about adding chapters before a new game's start will be shown. In the example below, we will add an Ebony Gauntlet chapter to Seven Cross Keep, with instructions on how to add more chapters and how to adjust them to have the desired outcome.

File: scripts.txt

1) Find this piece of code under the script called pop2_location_improvements:

501 3 648518346341351457 289 360287970189640026

2) Right after it, separated by 1 gap, add the following piece:

501 3 648518346341351489 289 360287970189640019

The number 648518346341351489 is Seven Cross Keep's party number, which you can adjust to your liking by opening up the Parties Editor inside Morgh's Editor, and make the value correspond to the following calculation: 648518346341351424 + № of the given fief's entry (65 in case of Seven Cross Keep). Likewise, 360287970189640019 is the Knight of the Ebony Gauntlet's troop number, which you can change by opening the Troop Editor within Morgh's Editor, and make the value correspond to the following calculation: 360287970189639680 + № of the given troop's entry number (339 in case of Knight of the Ebony Gauntlet). Keep in mind that for each KO chapter, the troop number set must be that of the given knight, and not the sergeant! The script responsible for creating KO chapters is looking for KO knight troop numbers.

3) Then, increase the counter at the beginning of the script by 1 (158 -> 159). If you want to add more chapters to fiefs before a new game's start, then just repeat step 2) & this one until you are done. This means that overall, you need to increase the previously mentioned counter by the amount of chapters added (pieces of code from point 2).


Next comes the method about using the cheatmenu, which you'll have to enable in the end. This approach is savegame-compatible, unlike the previous one. The option to create KO chapters mid-game will be added to the "Cheat Menu Vader" -> "Test Player Order ..." cheat submenu. The example shown will be the same: adding an Ebony Gauntlet chapter to Seven Cross Keep and then adjusting it for a different result.

File: menus.txt

1) Find the following piece of code:

mno_join  0  Join_Sarleon_and_take_over_Avendor.

2) To before it, to the beginning of the line, add this piece of code:

mno_cregsevkeep  0  Create_Knights_of_EG_in_Seven_Cross_Keep  1 501 3 648518346341351489 289 360287970189640019  .

Watch for the gap at the beginning of the line, leave it be.

3) Make sure that you have exactly 2 gaps between the full-stop (.) and "mno_join 0 Join_Sarleon_and_take_over_Avendor.". So that the result will look like this:

mno_cregsevkeep  0  Create_Knights_of_EG_in_Seven_Keep  1 501 3 648518346341351489 289 360287970189640019  .  mno_join  0  Join_Sarleon_and_take_over_Avendor.

The number 648518346341351489 is Seven Cross Keep's party number, which you can adjust to your liking by opening up the Parties Editor inside Morgh's Editor, and make the value correspond to the following calculation: 648518346341351424 + № of the given fief's entry (65 in case of Seven Cross Keep). Likewise, 360287970189640019 is the Knight of the Ebony Gauntlet's troop number, which you can change by opening the Troop Editor within Morgh's Editor, and make the value correspond to the following calculation: 360287970189639680 + № of a troop (339 in case of Knight of the Ebony Gauntlet). Keep in mind that for each KO chapter, the troop number set must be that of the given knight, and not the sergeant! The script responsible for creating KO chapters is looking for KO knight troop numbers.

4) Next, find this line above:

menu_camp_ownorder 0 Select_an_option: none 0 5

And increase that 5 (submenu counter) by 1.

5) If you want to add more chapters with the help of the submenu above, then just repeat steps 2) & 4) until you are done, with the menu description (Create_Knights_of_EG_in_Seven_Cross_Keep) getting adjusted for each separate option. This means that overall, you need to increase the previously mentioned counter by the amount of chapters/options added (pieces of code from point 2).


And at last comes the approach about an in-game conversation. With this tweak, upon having cheats enabled (or not needed if you make the adjustment down below), you can talk to Ramun the Slave Trader and establish any KO chapter in a castle or town of your choice. But be warned, you will have to adjust the code for each different KO and for each targeted fief.

File: conversation.txt

1) Increase the counter found in the 2nd line by 1 (4152 -> 4153)

2) Add the following piece of code to the very end of the file, as a new line:

dlga_ramun_talk:ramun_leave.1 69631 94  1 31 2 144115188075856146 1 Create_order.  6  1 501 3 648518346341351424 289 360287970189639680 NO_VOICEOVER

If you want to disable the need to have cheats enabled in order to see the above option in-game, then replace 1 31 2 144115188075856146 1 with 0

3) Adjust the highlighted numbers to your liking, based on the following addition:

  • 648518346341351424 + the sequence number of the castle / city you want to add a chapter to (you can check the sequence number with the "Parties Editor" section of Morgh's Editor)
  • 360287970189639680 + the sequence number of the knight (!) of the order of your choice (you can check the sequence number with the "Troops Editor" section of Morgh's Editor)

4) Make sure to have an empty line at the very end of the file. If you want to create multiple KO chapters with the above conversation option, then add further pieces of 501 3 648518346341351424 289 360287970189639680 right after the same piece, separated by 1 gap each. Then adjust the numbers as shown in the previous point. Also, increase the operation counter of 1 by the amount of pieces added. The conversation line for adding 3 KO chapters at once should look like this (just an example):

dlga_ramun_talk:ramun_leave.1 69631 94  1 31 2 144115188075856146 1 Create_the_3_orders.  6  3 501 3 648518346341351424 289 360287970189639680 501 3 648518346341351424 289 360287970189639680 501 3 648518346341351424 289 360287970189639680 NO_VOICEOVER

5) Now start up your game, go to Ramun with or without cheats enabled (depending on your choice above) and check if you can see the newly added option.

Tweak 2 j)

To be able to create KO chapters in any walled fief (of your own kingdom) - credits to SirArtyr, Leonion and VonDegurechaff

This tweak will add the "I want to create a chapter of a Knighthood Order..." conversation option to any senechal in your own kingdom, or alternatively to all senechals in the game. In case of the former option - as a king/queen - you will no longer have to be the lord of the given fief to be able to create a KO chapter in it. In case of the latter option, it doesn't matter if the fief is owned by another faction or if it's unassigned. Either way, the added conversation options will be outside of the "War Room" submenu and the requirements to create chapters will stay the same. Also, note that this is an added option, so if you want to dismantle and create chapters the normal way, then use the "War Room" submenu, which is left intact. The new option won't check if there's already a chapter in the walled fief or not, so it will overwrite the current chapter with the new one right away.

Unwanted side-effect: since the option to create a KO chapter can normally be found within the War Room menu, after creating a chapter, you will be brought back to that menu, allowing you to access the noble recruits, as well as to buy a baggage train. I you don't want to use this exploit, then simply quit from the conversation.

File: conversation.txt

1) Increase the counter found in the 2nd line by 1 (4152 -> 4153)

2) To be able to create KO chapters in every walled fief, add this line to the end of the file:

dlga_steward_menu:pop2_war_room_create_order2 69631 993  0 I_want_to_create_a_chapter_of_a_Knighthood_Order...  1010  0 NO_VOICEOVER 

Make sure that there remains an empty line at the very end of conversation.txt.

3) To be able to create KO chapters in any walled fief of your kingdom, find the line that starts with dlga_steward_menu:pop2_war_room_menu and add the following piece of code after it, as a new line:

dlga_steward_menu:pop2_war_room_create_order 69631 993  3 2204 2 1224979098644774915 144115188075856143 31 2 1224979098644774915 432345564227567630 541 3 144115188075856143 289 0 I_want_to_create_a_chapter_of_a_Knighthood_Order...  1010  0 NO_VOICEOVER 

Tweak 2 k)

To remove the requirements to create KO chapters - credits to Dalion

File: conversation.txt

1) To remove the requirements to create Falcons (no longer need Madame Ursula or Sir Rayne in your party), find this piece:

pop2_war_room_create_order_after 81919 1010  207 50 1

Reduce the 207 by 2 (207 -> 205), then find and delete this piece:

1073741934 1 360287970189640311 110 1 360287970189640193

Make sure that only 1 gap remains at the place of the removed part

2) You can also remove ALL requirements for creating KO chapters. This way, whenever you will be in the "War Room" conversation option with your own senechal, you will have access to create any knighthood order's chapter, without any further requirements. No gold, no honor, no qualis gems, no cultures, no owning a particular town, no relationships with the specific order, no specific companions/claimants in your party will be needed. To do so, find the line that starts with this piece of code:

dlga_pop2_war_room_create_order:pop2_war_room_create_order_after

And replace the whole entry with this one:

dlga_pop2_war_room_create_order:pop2_war_room_create_order_after 81919 1010  88 50 1 1224979098644774912 33 3 1224979098644774912 360287970189640008 360287970189640028 2133 2 1224979098644774913 0 4 0 31 2 1224979098644774912 360287970189640008 2133 2 1224979098644774913 1 2320 2 9 1585267068834417412 5 0 31 2 1224979098644774912 360287970189640009 2133 2 1224979098644774913 1 2320 2 9 1585267068834417413 5 0 31 2 1224979098644774912 360287970189640010 2133 2 1224979098644774913 1 2320 2 9 1585267068834417414 5 0 31 2 1224979098644774912 360287970189640011 2133 2 1224979098644774913 1 2320 2 9 1585267068834417415 5 0 31 2 1224979098644774912 360287970189640012 2133 2 1224979098644774913 1 2320 2 9 1585267068834417416 5 0 31 2 1224979098644774912 360287970189640013 2133 2 1224979098644774913 1 2320 2 9 1585267068834417417 5 0 31 2 1224979098644774912 360287970189640014 2133 2 1224979098644774913 1 2320 2 9 1585267068834417418 5 0 31 2 1224979098644774912 360287970189640015 2133 2 1224979098644774913 1 2320 2 9 1585267068834417419 5 0 31 2 1224979098644774912 360287970189640016 2133 2 1224979098644774913 1 2320 2 9 1585267068834417420 5 0 31 2 1224979098644774912 360287970189640017 2133 2 1224979098644774913 1 2320 2 9 1585267068834417421 5 0 31 2 1224979098644774912 360287970189640018 2133 2 1224979098644774913 1 2320 2 9 1585267068834417422 5 0 31 2 1224979098644774912 360287970189640019 2133 2 1224979098644774913 1 2320 2 9 1585267068834417423 5 0 31 2 1224979098644774912 360287970189640020 2133 2 1224979098644774913 1 2320 2 9 1585267068834417424 5 0 31 2 1224979098644774912 360287970189640021 2133 2 1224979098644774913 1 2320 2 9 1585267068834417425 5 0 31 2 1224979098644774912 360287970189640022 2133 2 1224979098644774913 1 2320 2 9 1585267068834417426 5 0 31 2 1224979098644774912 360287970189640023 2133 2 1224979098644774913 1 2320 2 9 1585267068834417427 5 0 31 2 1224979098644774912 360287970189640024 2133 2 1224979098644774913 1 2320 2 9 1585267068834417428 5 0 31 2 1224979098644774912 360287970189640025 2133 2 1224979098644774913 1 2320 2 9 1585267068834417429 5 0 31 2 1224979098644774912 360287970189640026 2133 2 1224979098644774913 1 2320 2 9 1585267068834417430 5 0 31 2 1224979098644774912 360287970189640027 2133 2 1224979098644774913 1 2335 2 9 432345564227567679 3 0 31 2 1224979098644774913 1 1 2 936748722493063777 1224979098644774912 2322 2 8 72057594037927957 2320 2 7 1585267068834417431 Create_{s7}  1030  15 50 1 1224979098644774912 501 3 144115188075856143 289 1224979098644774912 2173 2 1224979098644774913 1224979098644774912 1 3 936748722493063445 1224979098644774913 10 1 3 936748722493063860 1224979098644774913 20 522 3 1224979098644774914 1224979098644774913 100 4 0 32 2 1224979098644774914 0 1 3 936748722493063445 1224979098644774914 -20 3 0 522 3 1224979098644774914 1224979098644774913 101 4 0 32 2 1224979098644774914 0 1 3 936748722493063445 1224979098644774914 -20 3 0 NO_VOICEOVER 

Tweak 2 l)

To enable dismantling KO chapters in any of your own faction's walled fiefs - credits to Fuyushi

Unwanted side-effect: since the option to dismantle a KO chapter can normally be found within the War Room menu, after dismantling a chapter, you will be brought back to that menu, allowing you to access the noble recruits, as well as to buy a baggage train. I you don't want to use this exploit, then simply quit from the conversation.

File: conversation.txt

1) Increase the counter in the 2nd line of the file by 1 (4152 -> 4153)

2) Then find the line that starts with dlga_steward_menu:pop_diplomacy_menu_sub_tourney, and add the following one after it, as a new line:

dlga_steward_menu:dismantle_ko_confirm 69631 993  5 2204 2 1224979098644774915 144115188075856143 31 2 1224979098644774915 432345564227567630 522 3 1224979098644774912 144115188075856957 11 542 3 144115188075856294 11 360287970189639680 561 3 144115188075856143 289 1 I_want_to_dismantle_the_Knighthood_Order_that_is_established_here.  1014  0 NO_VOICEOVER

Tweak 2 m)

To change the entry troops and prestige costs of KO induction - credits to Dalion

Files:

  • scripts.txt
  • conversation.txt

1) To change the troops you can induct into KO units, open scripts.txt and find this piece of code under the script called get_knighthood_order_info:

31 2 1224979098644774912 360287970189640008 2133 2 72057594037927957 360287970189639798 2133 2 72057594037927958 360287970189639790 5 0 31 2 1224979098644774912 360287970189640009 2133 2 72057594037927957 360287970189639779 2133 2 72057594037927958 360287970189639774 5 0 31 2 1224979098644774912 360287970189640010 2133 2 72057594037927957 360287970189639847 2133 2 72057594037927958 360287970189639848 5 0 31 2 1224979098644774912 360287970189640011 2133 2 72057594037927957 360287970189639818 2133 2 72057594037927958 360287970189639815 5 0 31 2 1224979098644774912 360287970189640012 2133 2 72057594037927957 360287970189639839 2133 2 72057594037927958 360287970189639828 5 0 31 2 1224979098644774912 360287970189640013 2133 2 72057594037927957 360287970189639877 2133 2 72057594037927958 360287970189639874 5 0 31 2 1224979098644774912 360287970189640014 2133 2 72057594037927957 360287970189639921 2133 2 72057594037927958 360287970189639921 5 0 31 2 1224979098644774912 360287970189640015 2133 2 72057594037927957 360287970189639798 2133 2 72057594037927958 360287970189639744 5 0 31 2 1224979098644774912 360287970189640016 2133 2 72057594037927957 360287970189639877 2133 2 72057594037927958 360287970189639743 5 0 31 2 1224979098644774912 360287970189640017 2133 2 72057594037927957 360287970189639779 2133 2 72057594037927958 360287970189639773 5 0 31 2 1224979098644774912 360287970189640018 2133 2 72057594037927957 360287970189639877 2133 2 72057594037927958 360287970189639904 5 0 31 2 1224979098644774912 360287970189640019 2133 2 72057594037927957 360287970189639878 2133 2 72057594037927958 360287970189639871 5 0 31 2 1224979098644774912 360287970189640020 2133 2 72057594037927957 360287970189639847 2133 2 72057594037927958 360287970189639856 5 0 31 2 1224979098644774912 360287970189640021 2133 2 72057594037927957 360287970189639883 2133 2 72057594037927958 360287970189639870 5 0 31 2 1224979098644774912 360287970189640022 2133 2 72057594037927957 360287970189639877 2133 2 72057594037927958 360287970189639978 5 0 31 2 1224979098644774912 360287970189640023 2133 2 72057594037927957 360287970189639847 2133 2 72057594037927958 360287970189639860 5 0 31 2 1224979098644774912 360287970189640024 2133 2 72057594037927957 360287970189639847 2133 2 72057594037927958 360287970189639853 5 0 31 2 1224979098644774912 360287970189640025 2133 2 72057594037927957 360287970189639818 2133 2 72057594037927958 360287970189639808 5 0 31 2 1224979098644774912 360287970189640026 2133 2 72057594037927957 360287970189639839 2133 2 72057594037927958 360287970189639827 5 0

The highlighted numbers above mean the following:

  • Black numbers - the given knighthood order, indicated by its knight's troop ID number
  • Red numbers - the troop ID of the troop training into knights of the given order
  • Blue numbers - the troop ID of the troop training into sergeants of the given order

Namely:

360287970189640008 2133 2 72057594037927957 360287970189639798 2133 2 72057594037927958 360287970189639790

Order of the Dragon -- Ravenstern Knight -- Ravenstern Kierguard

360287970189640009 2133 2 72057594037927957 360287970189639779 2133 2 72057594037927958 360287970189639774

Order of the Lion -- Sarleon Knight -- Sarleon Man-at-Arms

360287970189640010 2133 2 72057594037927957 360287970189639847 2133 2 72057594037927958 360287970189639848

Empire Immortals -- Empire Knight -- Empire Legionnaire

360287970189640011 2133 2 72057594037927957 360287970189639818 2133 2 72057594037927958 360287970189639815

D'Shar Windriders -- D'Shar Noble Cavalry -- D'Shar Ghazi Reaver

360287970189640012 2133 2 72057594037927957 360287970189639839 2133 2 72057594037927958 360287970189639828

Valkyries Sisterhood -- Fierdsvain Hersir -- Fierdsvain Huntress

360287970189640013 2133 2 72057594037927957 360287970189639877 2133 2 72057594037927958 360287970189639874

Order of the Griffon -- Pendor Knight -- Pendor Mtd. Man-at-Arms

360287970189640014 2133 2 72057594037927957 360287970189639921 2133 2 72057594037927958 360287970189639921

Order of the Falcon -- Maiden Adventurer -- Maiden Adventurer (360287970189639920 would be Maiden Cavalry for Talons of the Falcon, a recommended adjustment)

360287970189640015 2133 2 72057594037927957 360287970189639798 2133 2 72057594037927958 360287970189639744

Order of the Raven Spear -- Ravenstern Knight -- Mercenary Horseman

360287970189640016 2133 2 72057594037927957 360287970189639877 2133 2 72057594037927958 360287970189639743

Order of the Radiant Cross -- Pendor Knight -- Mercenary Sharpshooter

360287970189640017 2133 2 72057594037927957 360287970189639779 2133 2 72057594037927958 360287970189639773

Order of the Clarion Call -- Sarleon Knight -- Sarleon Armored Longbowman

360287970189640018 2133 2 72057594037927957 360287970189639877 2133 2 72057594037927958 360287970189639904

Order of the Dawn -- Pendor Knight -- Vanskerry Warrior

360287970189640019 2133 2 72057594037927957 360287970189639878 2133 2 72057594037927958 360287970189639871

Order of the Ebony Gauntlet -- Pendor Foot Knight -- Pendor Man-at-Arms

360287970189640020 2133 2 72057594037927957 360287970189639847 2133 2 72057594037927958 360287970189639856

Order of the Shadow Legion -- Empire Knight -- Empire Armored Pikeman

360287970189640021 2133 2 72057594037927957 360287970189639883 2133 2 72057594037927958 360287970189639870

Order of the Silvermist Rangers -- Pendor Black Archer -- Pendor Heavy Spearman

360287970189640022 2133 2 72057594037927957 360287970189639877 2133 2 72057594037927958 360287970189639978

Order of Eventide -- Pendor Knight -- Singalian Horseman

360287970189640023 2133 2 72057594037927957 360287970189639847 2133 2 72057594037927958 360287970189639860

Order of the Phoenix -- Empire Knight -- Empire Cavalry

360287970189640024 2133 2 72057594037927957 360287970189639847 2133 2 72057594037927958 360287970189639853

Order of the Shadow Wolves -- Empire Knight -- Empire Armored Crossbowman

360287970189640025 2133 2 72057594037927957 360287970189639818 2133 2 72057594037927958 360287970189639808

Order of the Scorpion Assassins -- D'Shar Noble Cavalry -- D'Shar Ghazi Spearman

360287970189640026 2133 2 72057594037927957 360287970189639839 2133 2 72057594037927958 360287970189639827

Order of the Kraken Cultists -- Fierdsvain Hersir -- Fierdsvain Spear Maiden Change the above troops to your liking. Just open up the Troops Editor within Morgh's Editor, find the entry number of the unit of your choice (Maiden Cavalry is #240), then add this number to the "troop constant" which is 360287970189639680 and put the resulting number into the place of the given red or blue number.

2) To change the prestige costs and multipliers of inducting KO units, open conversation.txt and find this piece of code:

dlga_pop2_war_room_train_order_troops:pop2_war_room_train_order_troops 4095 1011  0 {s2}.  1011  81 2319 1 2 520 3 1224979098644774912 360287970189639680 156 2133 2 72057594037927940 144115188075856162 520 3 1224979098644774913 360287970189639680 7 2106 2 1224979098644774913 1224979098644774912 2133 2 72057594037927965 1224979098644774913 521 3 1224979098644774914 144115188075856143 289 1 2 936748722493063777 1224979098644774914 2121 3 72057594037927938 450 144115188075856162 4 0 1073741855 2 1224979098644774914 360287970189640012 1073741855 2 1224979098644774914 360287970189640014 1073741855 2 1224979098644774914 360287970189640020 1073741855 2 1224979098644774914 360287970189640023 31 2 1224979098644774914 360287970189640026 2107 2 72057594037927938 130 2108 2 72057594037927938 100 5 0 1073741855 2 1224979098644774914 360287970189640009 1073741855 2 1224979098644774914 360287970189640019 1073741855 2 1224979098644774914 360287970189640021 31 2 1224979098644774914 360287970189640025 2107 2 72057594037927938 120 2108 2 72057594037927938 100 5 0 1073741855 2 1224979098644774914 360287970189640010 1073741855 2 1224979098644774914 360287970189640011 1073741855 2 1224979098644774914 360287970189640013 31 2 1224979098644774914 360287970189640018 2107 2 72057594037927938 110 2108 2 72057594037927938 100 3 0 2121 3 72057594037927939 280 144115188075856162 4 0 31 2 1224979098644774914 360287970189640022 2107 2 72057594037927939 150 2108 2 72057594037927939 100 5 0 1073741855 2 1224979098644774914 360287970189640013 1073741855 2 1224979098644774914 360287970189640016 31 2 1224979098644774914 360287970189640023 2107 2 72057594037927939 140 2108 2 72057594037927939 100 5 0 1073741855 2 1224979098644774914 360287970189640009 1073741855 2 1224979098644774914 360287970189640019 31 2 1224979098644774914 360287970189640026 2107 2 72057594037927939 130 2108 2 72057594037927939 100 5 0 1073741855 2 1224979098644774914 360287970189640012 1073741855 2 1224979098644774914 360287970189640015 31 2 1224979098644774914 360287970189640018 2107 2 72057594037927939 120 2108 2 72057594037927939 100 5 0 31 2 1224979098644774914 360287970189640014 2107 2 72057594037927939 110 2108 2 72057594037927939 100 3 0 4 0 31 2 1224979098644774914 360287970189640027 2107 2 72057594037927938 125 2108 2 72057594037927938 100 2107 2 72057594037927939 125 2108 2 72057594037927939 100 5 0 2173 2 1224979098644774915 1224979098644774914 2190 3 1224979098644774916 432345564227567630 1224979098644774915 2121 3 1224979098644774917 200 1224979098644774916 2108 2 1224979098644774917 2 2107 2 72057594037927938 1224979098644774917 2108 2 72057594037927938 100 2107 2 72057594037927939 1224979098644774917 2108 2 72057594037927939 100 3 0 2108 2 72057594037927938 10 2112 3 72057594037927938 10 46 2108 2 72057594037927939 6 2112 3 72057594037927939 4 36 2320 2 2 1585267068834417411 NO_VOICEOVER

The highlighted black numbers above indicate knighthood order knights and sergeants respectively (360287970189639680 + EntryNumberOfTroop; sergeants are shown indirectly, through their knights), and they are divided into different prestige cost multiplier categories, as seen above:

  • 130% (x1.3): Valkyrie, Knight of the Falcon, Shadow Legion Centurion, Knight of the Phoenix, Kraken Riddari
  • 120% (x1.2): Knight of the Lion, Knight of the Ebony Gauntlet, Silvermist Ranger, Scorpion Assassin
  • 110% (x1.1): Empire Immortal, D'Shar Windrider, Knight of the Griffon, Knight of the Dawn
  • 150% (x1.5): Eventide Ghilman
  • 140% (x1.4): Griffon Retainer, Radiant Cross Plaguewarden, Phoenix Risen
  • 130% (x1.3): Squire of the Lion, Ebony Gauntlet Hammer, Storm Sister
  • 120% (x1.2): Lady Einherjar, Raven Spear Mercenary, Dawn Wyvern
  • 110% (x1.1): Talon of the Falcon
  • 125% (x1.25): CKO knight
  • 125% (x1.25): CKO sergeant
  • 100% (x1.0): Every other knight
  • 100% (x1.0): Every other sergeant

And towards the end of the line, there are the allowed base (relative to a x1.0 multiplier) minimum and maximum prestige costs of knights and sergeants respectively, based on the player's Honor rating:

  • Knights (min max): 10 46
  • Sergeants (min max): 4 36

Note however, that the actual maximum value will be "SetValue - 1". So the actual default ranges of base prestige costs are 10-45 and 4-35 respectively. Change these values to your liking.

Tweak 2 n)

To change the rate and the limit of the free KO garrison reinforcement - credits to Vetrogor and CRASHS

File: scripts.txt

1) To change the rate, find the following pieces of code:

2133 2 1224979098644774921 39 5 0 2133 2 1224979098644774921 89
2133 2 1224979098644774921 4 5 0 2133 2 1224979098644774921 10

For sergeants, change the 39 to 89 to restore the reinforcement rate prior to the nerf which came in v3.9 (was the same as for the AI). And for doing the same with knights, change the 4 to 10. The 89 and 10 are the spawn rate of KO sergeants and knights for the AI. The maximum value for these rates is 100.

2) As for the limit of the reinforcement: the condition for KO chapters to add knights is less than or equal to 30, and for sergants it is less than or equal to 50. The amount of actually added troops at a time is a random number chosen between 1 and 3. Therefore the overall maximum of KO knights and sergeants allowed to be added per garrison (with the same chapter) is 33 and 53 respectively, by default. This is the piece of code you need to find for sergeants:

1224979098644774919 2147483680 2 1224979098644774922 50

And this is the piece for knights:

1224979098644774914 2147483680 2 1224979098644774924 30

Change those values to your liking. Keep in mind that the actual maximum amount of knights and sergeants will be always +3 compared to the set value.

Tweak 2 o)

To change the amount, size, and frequency of KO patrols - credits to Timon and Leonion

This tweak is about KO patrols spawning on their own around castles and towns where they have a chapter, and not the patrols that you can create at the Order Stronghold! KO patrols can belong to either the hosting kingdom or to their own faction, and can either comprise of only knights ("solo"), or of both knights and sergeants ("co-op"). The former kind usually belongs to one of the 5 hosting kingdoms, but not always. The probability for these patrols to spawn is 15% by default, which gets triggered every 16 hours in-game for each castle/town that has a chapter.

Additionally, Knights of the Ebony Gauntlet and Silvermist Rangers can have "lost" patrols spawning independently in D'Shar lands, with the same mechanics as the above KO patrols (15% chance to spawn upon ever 16 hours). The major difference is that they share the same trigger: Knights of the Ebony Gauntlet get spawned with a 67% chance, and Silvermist Rangers with a 33% chance. This overall means that upon every 16 hours, there is a 10% chance (15% * 0,67) that an Ebony Gauntlet patrol, or a 5% chance (15% * 0,33) that a Silvermist patrol will spawn somewhere in the D'Shar mainland (triangle of Singal, Iskohman, and Torbah).

These patrols are quite rare on the world map by default, and increasing their frequency will add more flavor to the game, as well as easen up the befriending process (especially the Eventides). For changing this "frequency", it is advised to adjust the spawning chance and not the trigger's frequency, so that your gameplay performance will not suffer by any means. For adjusting the frequency of the trigger for spawning KO patrols, there is a separate tweak.

File: scripts.txt

1) To change the maximum amount of KO patrols allowed on the world map at a time, find this piece of code:

2310 2 1224979098644774925 576460752303423550 2147483678 2 1224979098644774925 9

That 9 in the end is the limit.

2) To change the maximum amount of "lost" Ebony Gauntlet and Silvermist patrols allowed on the world map at a time, find this piece of code:

2310 2 1224979098644774925 576460752303423550 2147483678 2 1224979098644774925 13

That 13 in the end is the limit.

3) To change the spawn chance of regular KO patrols from walled fiefs, find this piece:

1224979098644774914 1 2136 3 1224979098644774920 0 100 2147483680 2 1224979098644774920 15

That 15 in the end is the spawn chance.

4) To change the spawn chance of "lost" Ebony Gauntlet and Silvermist patrols, find this piece:

2136 3 1224979098644774928 0 100 2147483678 2 1224979098644774928 15

That 15 in the end is the spawn chance.

5) To adjust the amount of knights and sergeants in "co-op" KO patrols, find this piece of code:

6 20 1610 3 1224979098644774926 1224979098644774914 1224979098644774923 2136 3 1224979098644774923 10 25

6 20 is the min-max range of knights, and the 10 25 is the min-max range of sergeants.

6) To adjust the amount of knights in "solo" KO patrols, find this piece of code:

1224979098644774913 5 0 2136 3 1224979098644774923 4 12

4 12 is the min-max range of knights.

7) To adjust the amount of knights in those "lost" Ebony Gauntlet and Silvermist patrols, find this piece:

1224979098644774915 68 2136 3 1224979098644774924 4 12

Once again, 4 12 is the min-max range of knights.

8) To guarantee sergeants in KO patrols, find this piece of code:

2136 3 1224979098644774917 0 100 2136 3 1224979098644774918 0 100

And change that 100 in the end to 1

Tweak 2 p)

To change the aggressiveness and initiative of KO war parties assisting you - credits to Brissenden

This tweak adds a new option to the beginning of the 'Camp' -> 'Take an action' menu, to set the aggressiveness (engage radius to pursue/attack enemy parties) and initiative (engage radius to help allies in battle) of the given KO War Party assisting you. All other KO parties' behaviour will be left intact. After a war party gets created (do not hire a mercenary company and have a chapter of a KO in your capital), navigate to the button and click on it, and then the aggressiveness and the initiative of the party will take the preset values. Note that if you want to, you have to change the settings out of the game, and then click on the option again in-game to make the changes apply.

According to the values set in this tweak, the war party will follow you undisturbed, ignoring enemies around you. But at the same time it will help you in case you decide to engage someone or to start a siege. Also, the war party will help allies who are already in battle with a common foe from a modest distance. If the radius of this initiative seems small, then you can add 5 to it, to make it become 25. Higher value is not advised, so that the war party's engage distance can remain controllable when cruising around allied battles.

File: menus.txt

1) Find this line:

menu_camp_action 4096 Choose_an_action: none 1 2031 1 1441151880758558777 10

2) Increase the counter at the end of it by 1 (10 -> 11), then locate the following piece:

 mno_camp_recruit_prisoners  11 105 1 1

3) Replace it with this:

 mno_aggro  0  Set_behaviour_of_KO_War_Party.  4 522 3 1224979098644774922 432345564227567630 73 30 2 1224979098644774922 1 1606 2 1224979098644774922 2 1639 2 1224979098644774922 20  .  mno_camp_recruit_prisoners  11 105 1 1

4) Watch for the gap at the beginning and at the end of the replaced content! 2 is the aggressiveness (can be 0-15) and 20 is the initiative set (can be 0-100). Change these values to your liking, according to the limits.

Tweak 2 q)

To fix the issue of KOs not keeping track of previous promotion rewards you are entitled to once you reach the next rank - credits to Countyboar

Without this fix, you might lose all outfit rewards and the access to the Order Stronghold as well, if say, you create 8-9 chapters of a KO in a row, reaching 300 rank points. Now what is rightfully yours will no longer be skipped! A word of notice however, you won't get back your already missed rewards retroactively.

File: conversation.txt

Find the line starting with dlga_start:hall_order_guard_talk and replace it with this:

dlga_start:hall_order_guard_talk 4095 0  19 31 2 144115188075856070 1 33 3 144115188075855892 360287970189640008 360287970189640028 540 3 360287970189639680 162 144115188075855892 522 3 1224979098644774912 144115188075855894 72 2147483678 2 1224979098644774912 6 1 2 936748722493063861 144115188075855894 2147483678 2 1224979098644774912 72057594037927936 2133 2 1224979098644774913 0 4 0 1073741855 2 72057594037927936 2 1073741855 2 72057594037927936 4 1073741855 2 72057594037927936 5 1073741855 2 72057594037927936 6 31 2 72057594037927936 7 2133 2 1224979098644774913 1 3 0 2167 1 1224979098644774914 1073741855 2 1224979098644774913 0 30 2 1224979098644774914 6 Congratulations,_{playername},_your_constant_efforts_to_aid_our_cause_earned_you_the_right_to_call_yourself_{s8}_of_the_Order_of_the_{s12}.^Now,_what_can_I_do_for_you_on_this_auspicious_day?  1718  61 522 3 1224979098644774912 144115188075855894 72 2120 3 1224979098644774913 1224979098644774912 1 2133 2 72057594037927936 1224979098644774913 502 3 144115188075855894 72 1224979098644774913 2106 2 72057594037927936 1 2105 2 72057594037927936 216172782113788729 2320 2 8 72057594037927936 2335 2 12 144115188075855894 600 1 1152921504606847609 2133 2 1224979098644774914 0 2133 2 1224979098644774915 0 2133 2 1224979098644774916 0 2133 2 1224979098644774917 0 4 0 1073741855 2 1224979098644774913 4 1073741855 2 1224979098644774913 5 31 2 1224979098644774913 6 2133 2 1224979098644774914 144115188075855892 5 0 31 2 1224979098644774913 2 522 3 1224979098644774914 144115188075855894 69 3 0 4 0 31 2 1224979098644774913 5 2133 2 1224979098644774915 27 2133 2 1224979098644774916 35 2133 2 1224979098644774917 25 5 0 31 2 1224979098644774913 6 2133 2 1224979098644774915 29 2133 2 1224979098644774916 36 2133 2 1224979098644774917 27 3 0 2147483679 2 1224979098644774914 0 6 3 1224979098644774918 4 8 1541 3 1224979098644774919 1224979098644774914 1224979098644774918 4 0 30 2 1224979098644774919 0 4 0 31 2 1224979098644774913 6 31 2 1224979098644774914 360287970189640013 31 2 1224979098644774918 5 2133 2 1224979098644774919 288230376151712240 3 0 1530 3 360287970189639680 1224979098644774919 1224979098644774915 3 0 3 0 1541 3 1224979098644774919 1224979098644774914 8 4 0 30 2 1224979098644774919 0 1530 3 360287970189639680 1224979098644774919 1224979098644774916 3 0 6 3 1224979098644774918 0 4 1541 3 1224979098644774919 1224979098644774914 1224979098644774918 4 0 30 2 1224979098644774919 0 1570 2 1224979098644774920 1224979098644774919 31 2 1224979098644774920 7 1530 3 360287970189639680 1224979098644774919 1224979098644774917 3 0 3 0 NO_VOICEOVER 

That would be all.

Tweak 2 r)

To make KO units give you their full equipment upon asking to buy their armor sets - credits to BananaFruit

This tweak will get you all the items of a KO troop (except goods-type items like gold and various loot) displayed in [Reports -> Troop Trees -> Ko Knights/Sergeants] upon asking a KO troop in the castle hall for their armor set. Items that occur multiple times in the inventory of the troop will be given to you that many times.

File: conversation.txt

1) Search for this piece of code:

6  18 1529 2 360287970189639680 144115188075856010 2133 2 1224979098644774912 144115188075855892 6 3 1224979098644774913 4 9 1541 3 1224979098644774914 1224979098644774912 1224979098644774913 4 0 30 2 1224979098644774914 0 1530 3 360287970189639680 1224979098644774914 0 3 0 3 0 6 3 1224979098644774913 0 4 1541 3 1224979098644774914 1224979098644774912 1224979098644774913 4 0 30 2 1224979098644774914 0 1570 2 1224979098644774915 1224979098644774914 31 2 1224979098644774915 7 1530 3 360287970189639680 1224979098644774914 0 3 0 3 0

2) Replace it with this:

6  28 1529 2 360287970189639680 144115188075856010 2133 2 1224979098644774912 144115188075855892 6 3 1224979098644774913 0 23 1541 3 1224979098644774914 1224979098644774912 1224979098644774913 4 0 30 2 1224979098644774914 0 1570 2 1224979098644774915 1224979098644774914 1073741855 2 1224979098644774915 0 1073741855 2 1224979098644774915 1 1073741855 2 1224979098644774915 2 1073741855 2 1224979098644774915 3 1073741855 2 1224979098644774915 4 1073741855 2 1224979098644774915 5 1073741855 2 1224979098644774915 6 1073741855 2 1224979098644774915 7 1073741855 2 1224979098644774915 8 1073741855 2 1224979098644774915 9 1073741855 2 1224979098644774915 10 1073741855 2 1224979098644774915 12 1073741855 2 1224979098644774915 13 1073741855 2 1224979098644774915 14 1073741855 2 1224979098644774915 15 1073741855 2 1224979098644774915 16 1073741855 2 1224979098644774915 17 31 2 1224979098644774915 18 1530 3 360287970189639680 1224979098644774914 0 3 0 3 0

3) Search for:

0 30 2 1224979098644774912 6

4) And change that 6 to 16

Tweak 2 s)

To change the prestige and gold cost of upgrading the quality of KO/CKO knights

File: conversation.txt

1) Search for this piece:

2133 2 72057594037927965 30 2133 2 72057594037927966 10000 6 3 1224979098644774914 0 1224979098644774913 2107 2 72057594037927965 3 2108 2 72057594037927965 2 2107 2 72057594037927966 2

2) The 30 is the starting prestige cost, which will get multiplied by 1.5 upon every upgrade. This factor consists of 3 as a multiplier and 2 as a divisor (3/2 = 1.5). 10000 is the starting gold cost, which will get multiplied by 2 after each upgrade. Change these values to your liking.

Tweak 2 t)

To be able to train sergeants too with the default training and adjust the stats given to both them and knights - credits to Dalion

By default, at your senechal's war room menu, you can only upgrade the quality of KO/CKO knights, but not that of sergeants, which is a shame for the money and prestige invested. With this tweak, the sergeants will also get half of what the knights get, namely +1 STR, +1 AGI and +10 weapon profs upon each upgrade level, which is a modest, yet fair change. Also, instead of the name of the knights, the name of the order will be listed in the respective dialogue option.

File: conversation.txt

1) Find the line that starts with dlga_pop2_war_room_menu:pop2_war_room_improve_troops and replace it entirely with this one:

dlga_pop2_war_room_menu:pop2_war_room_improve_troops 69631 991  4 521 3 1224979098644774912 144115188075856143 289 32 2 1224979098644774912 0 2173 2 1224979098644774913 1224979098644774912 2335 2 1 1224979098644774913 I_want_to_improve_the_quality_of_the_{s1}.  1013  0 NO_VOICEOVER 

2) Then find the lines that start with dlga_pop2_war_room_improve_troops:pop2_war_room_improve_troops_response and dlga_pop2_war_room_improve_troops_response:pop2_war_room_improve_troops_done respectively (they are next to each other), and replace them entirely with these two:

dlga_pop2_war_room_improve_troops:pop2_war_room_improve_troops_response 4095 1013  9 521 3 1224979098644774912 144115188075856143 289 520 3 1224979098644774913 1224979098644774912 162 2133 2 72057594037927965 30 2133 2 72057594037927966 10000 6 3 1224979098644774914 0 1224979098644774913 2107 2 72057594037927965 3 2108 2 72057594037927965 2 2107 2 72057594037927966 2 3 0 {reg63?M'Lord:M'Lady},_for_{reg30}_gold_and_{reg29}_Prestige_you_will_raise_your_Knights'_Strength_and_Agility_by_2_each_(and_by_1_for_the_Sergeants),_and_increase_all_their_weapon_proficiencies_by_20_(and_by_10_for_the_Sergeants).  1028  0 NO_VOICEOVER 
dlga_pop2_war_room_improve_troops_response:pop2_war_room_improve_troops_done 69631 1028  10 2149 2 1224979098644774912 360287970189639680 520 3 1224979098644774913 360287970189639680 156 520 3 1224979098644774914 360287970189639680 7 2106 2 1224979098644774914 1224979098644774913 30 2 1224979098644774914 72057594037927965 30 2 1224979098644774912 72057594037927966 521 3 1224979098644774915 144115188075856143 289 32 2 1224979098644774915 0 2173 2 1224979098644774916 1224979098644774915 2335 2 1 1224979098644774916 Improve_the_{s1}.  1029  42 521 3 1224979098644774912 144115188075856143 289 520 3 1224979098644774913 1224979098644774912 162 2105 2 1224979098644774913 1 500 3 1224979098644774912 162 1224979098644774913 1529 2 360287970189639680 72057594037927966 1520 3 1224979098644774912 0 2 1520 3 1224979098644774912 1 2 1523 3 1224979098644774912 0 20 1523 3 1224979098644774912 1 20 1523 3 1224979098644774912 2 20 1523 3 1224979098644774912 4 20 1523 3 1224979098644774912 3 20 1523 3 1224979098644774912 5 20 1523 3 1224979098644774912 6 20 4 0 31 2 1224979098644774912 360287970189640027 1 4 936748722493063857 360287970189640027 360287970189640846 0 3 0 4 0 33 3 1224979098644774912 419 426 2121 3 1224979098644774914 360287970189640852 419 2120 3 1224979098644774915 1224979098644774912 1224979098644774914 1 4 936748722493063857 1224979098644774912 1224979098644774915 0 3 0 2121 3 1224979098644774917 1224979098644774912 360287970189640008 2105 2 1224979098644774917 360287970189640065 1520 3 1224979098644774917 0 1 1520 3 1224979098644774917 1 1 1523 3 1224979098644774917 0 10 1523 3 1224979098644774917 1 10 1523 3 1224979098644774917 2 10 1523 3 1224979098644774917 4 10 1523 3 1224979098644774917 3 10 1523 3 1224979098644774917 5 10 1523 3 1224979098644774917 6 10 4 0 31 2 1224979098644774917 360287970189640084 1 4 936748722493063857 360287970189640084 360287970189640847 0 3 0 520 3 1224979098644774916 360287970189639680 156 2105 2 1224979098644774916 72057594037927965 500 3 360287970189639680 156 1224979098644774916 NO_VOICEOVER 

The latter line contains the stats given to KO knights and sergeants. The highlighted values correspond to the following:

  • Strength of knights: 2
  • Dexterity of knights: 2
  • Weapon proficiencies of knights: 20 (7 instances)
  • Strength of sergeants: 1
  • Dexterity of sergeants: 1
  • Weapon proficiencies of sergeants: 10 (7 instances)

Change them to your liking!

Tweak 2 u)

Overhaul of KO upgrade system - credits to Leonion

This tweak changes the system that allows you to upgrade KOs (+2 STR, +2 AGI, +20 WP to knights exclusively, in exchange for money and prestige) in the following way:

  • You can upgrade each KO no more than 10 times
  • Cost:
    • 30 (LvL 1), 30*5/4 (LvL 2), 30*5/4*5/4 (LvL 3), ... 213 (LvL 10) prestige
    • 50000 (LvL 1), 50000*5/4 (Lvl 2), 50000*5/4*5/4 (Lvl 3), ... 372k (LvL 10) denars (total: 1,662,645)
  • Every-level bonuses (Kn = knight, Sg = sergeant, WP = Weapon Proficiencies):
    • Kn +10 WP, +1 STR, +1 AGI
    • Sg +5 WP
    • Relation +3...+12
    • Rank Points +X (exact values depend on your relation with KO)
  • Additional bonuses (IF = Ironflesh, PS = Power Strike, PT = Power Throw, PD = Power Draw):
    • LvL 1: Sg +10 WP
    • LvL 2: Sg +1 STR, +1 AGI
    • LvL 3: Sg +1 IF; Kn +1 IF
    • LvL 4: Sg +1 STR, +1 AGI
    • LvL 5: Sg +10 WP; Kn +10 WP
    • LvL 6: Sg +1 PS, +1 PT, +1 PD
    • LvL 7: Sg +1 STR, +1 AGI, +1 IF; Kn +1 IF
    • LvL 8: Kn +1 PS, +1 PT, +1 PD, +10 WP
    • LvL 9: Sg +1 STR, +1 AGI, +10 WP
    • LvL 10: Kn +1 PS, +1 PT, +1 PD; Sg +1 PS, +1 PT, +1 PD

File: conversation.txt

1) Find the following lines:

dlga_pop2_war_room_menu:pop2_war_room_improve_troops 69631 991  3 521 3 1224979098644774912 144115188075856143 289 32 2 1224979098644774912 0 2323 2 1 1224979098644774912 I_want_to_improve_the_quality_of_the_{s1}.  1013  0 NO_VOICEOVER
dlga_pop2_war_room_improve_troops:pop2_war_room_improve_troops_response 4095 1013  9 521 3 1224979098644774912 144115188075856143 289 520 3 1224979098644774913 1224979098644774912 162 2133 2 72057594037927965 30 2133 2 72057594037927966 10000 6 3 1224979098644774914 0 1224979098644774913 2107 2 72057594037927965 3 2108 2 72057594037927965 2 2107 2 72057594037927966 2 3 0 {reg63?M'Lord:M'Lady},_for_{reg30}_gold_and_{reg29}_Prestige_you_will_raise_your_Honor_Troops'_Strength_and_Agility_by_2_each,_and_increase_all_weapon_proficiencies_by_20.  1028  0 NO_VOICEOVER
dlga_pop2_war_room_improve_troops_response:pop2_war_room_improve_troops_done 69631 1028  9 2149 2 1224979098644774912 360287970189639680 520 3 1224979098644774913 360287970189639680 156 520 3 1224979098644774914 360287970189639680 7 2106 2 1224979098644774914 1224979098644774913 30 2 1224979098644774914 72057594037927965 30 2 1224979098644774912 72057594037927966 521 3 1224979098644774915 144115188075856143 289 32 2 1224979098644774915 0 2323 2 1 1224979098644774915 Improve_the_{s1}.  1029  27 521 3 1224979098644774912 144115188075856143 289 520 3 1224979098644774913 1224979098644774912 162 2105 2 1224979098644774913 1 500 3 1224979098644774912 162 1224979098644774913 1529 2 360287970189639680 72057594037927966 1520 3 1224979098644774912 0 2 1520 3 1224979098644774912 1 2 1523 3 1224979098644774912 0 20 1523 3 1224979098644774912 1 20 1523 3 1224979098644774912 2 20 1523 3 1224979098644774912 4 20 1523 3 1224979098644774912 3 20 1523 3 1224979098644774912 5 20 1523 3 1224979098644774912 6 20 4 0 31 2 1224979098644774912 360287970189640027 1 4 936748722493063857 360287970189640027 360287970189640846 0 3 0 4 0 33 3 1224979098644774912 419 426 2121 3 1224979098644774914 360287970189640852 419 2120 3 1224979098644774915 1224979098644774912 1224979098644774914 1 4 936748722493063857 1224979098644774912 1224979098644774915 0 3 0 520 3 1224979098644774916 360287970189639680 156 2105 2 1224979098644774916 72057594037927965 500 3 360287970189639680 156 1224979098644774916 NO_VOICEOVER

2) And replace them respectively with these:

dlga_pop2_war_room_menu:pop2_war_room_improve_troops 69631 991  5 521 3 1224979098644774912 144115188075856143 289 32 2 1224979098644774912 0 2323 2 1 1224979098644774912 520 3 1224979098644774913 1224979098644774912 162 2147483680 2 1224979098644774913 9 I_want_to_improve_the_quality_of_the_{s1}.  1013  0 NO_VOICEOVER
dlga_pop2_war_room_improve_troops:pop2_war_room_improve_troops_response 4095 1013  12 521 3 1224979098644774912 144115188075856143 289 520 3 1224979098644774913 1224979098644774912 162 2133 2 72057594037927965 30 2133 2 72057594037927966 50000 6 3 1224979098644774914 0 1224979098644774913 2107 2 72057594037927965 5 2108 2 72057594037927965 4 2107 2 72057594037927966 5 2108 2 72057594037927966 4 3 0 2133 2 72057594037927962 1224979098644774913 2105 2 72057594037927962 1 {reg63?M'Lord:M'Lady},_for_{reg30}_gold_and_{reg29}_Prestige_your_Honor_troops_will_be_upgraded_to_level_{reg26}_of_the_special_training_program.  1028  0 NO_VOICEOVER
dlga_pop2_war_room_improve_troops_response:pop2_war_room_menu 69631 1028  9 2149 2 1224979098644774912 360287970189639680 520 3 1224979098644774913 360287970189639680 156 520 3 1224979098644774914 360287970189639680 7 2106 2 1224979098644774914 1224979098644774913 30 2 1224979098644774914 72057594037927965 30 2 1224979098644774912 72057594037927966 521 3 1224979098644774915 144115188075856143 289 32 2 1224979098644774915 0 2323 2 1 1224979098644774915 Improve_the_{s1}.  991  75 521 3 1224979098644774912 144115188075856143 289 520 3 1224979098644774913 1224979098644774912 162 2105 2 1224979098644774913 1 500 3 1224979098644774912 162 1224979098644774913 1529 2 360287970189639680 72057594037927966 2121 3 1224979098644774922 360287970189640065 360287970189640008 2105 2 1224979098644774922 1224979098644774912 1520 3 1224979098644774912 0 1 1520 3 1224979098644774912 1 1 6 3 1224979098644774923 0 6 1523 3 1224979098644774912 1224979098644774923 10 1523 3 1224979098644774922 1224979098644774923 5 3 0 2173 2 1224979098644774924 1224979098644774912 2120 3 1224979098644774925 1224979098644774913 2 1 3 936748722493063445 1224979098644774924 1224979098644774925 2120 3 1224979098644774926 1224979098644774913 4 1 3 936748722493063860 1224979098644774924 1224979098644774926 4 0 1073741855 2 1224979098644774913 1 1073741855 2 1224979098644774913 5 31 2 1224979098644774913 9 6 3 1224979098644774923 0 6 1523 3 1224979098644774922 1224979098644774923 10 3 0 3 0 4 0 1073741855 2 1224979098644774913 5 31 2 1224979098644774913 8 6 3 1224979098644774923 0 6 1523 3 1224979098644774912 1224979098644774923 10 3 0 3 0 4 0 1073741855 2 1224979098644774913 2 1073741855 2 1224979098644774913 4 1073741855 2 1224979098644774913 7 31 2 1224979098644774913 9 1520 3 1224979098644774922 0 1 1520 3 1224979098644774922 1 1 3 0 4 0 1073741855 2 1224979098644774913 3 31 2 1224979098644774913 7 1521 3 1224979098644774912 36 1 1521 3 1224979098644774922 36 1 3 0 4 0 1073741855 2 1224979098644774913 6 31 2 1224979098644774913 10 1521 3 1224979098644774922 35 1 1521 3 1224979098644774922 34 1 1521 3 1224979098644774922 33 1 3 0 4 0 1073741855 2 1224979098644774913 8 31 2 1224979098644774913 10 1521 3 1224979098644774912 35 1 1521 3 1224979098644774912 34 1 1521 3 1224979098644774912 33 1 3 0 4 0 31 2 1224979098644774912 360287970189640027 1 4 936748722493063857 360287970189640027 360287970189640846 0 1 4 936748722493063857 360287970189640084 360287970189640847 0 3 0 4 0 33 3 1224979098644774912 360287970189640099 360287970189640106 2121 3 1224979098644774914 360287970189640852 360287970189640099 2120 3 1224979098644774915 1224979098644774912 1224979098644774914 1 4 936748722493063857 1224979098644774912 1224979098644774915 0 3 0 520 3 1224979098644774916 360287970189639680 156 2105 2 1224979098644774916 72057594037927965 500 3 360287970189639680 156 1224979098644774916 NO_VOICEOVER

The highlighted numbers from above mean the following:

  • 9 (1st line): the amount of upgrades after which buying another standard upgrade (+10 WP, +1 STR, +1 AGI for knights and +5 WP for sergeants) is still available. Thus making it 9 + 1 = 10 levels by default.
  • 30 (2nd line): base prestige cost
  • 50000 (2nd line): base denar cost
  • 5 and 4 (2nd line): the prestige multiplier and divisor of each further upgrade level
  • 5 and 4 (2nd line): the denar multiplier and divisor of each further upgrade level

Change them to your liking if you wish so!

3. Custom Knighthood Order (10)

Tweaks to be found in this section:
3 a) To change the training times
3 b) To make CKO sergeants train just as high and fast as knights
3 c) To change the equipping times and costs
3 d) To set the starting stats and equipment of your CKO units to KO level and disable their training in return
3 e) Purchase CKO Equipment like from any other KO
3 f) To be able to do the grandmaster quest for your CKO
3 g) To unlock Sarleon and Ravenstern Armored Warhorses for your CKO
3 h) To unlock any item for your CKO and make sure they appear in the pools
3 i) To change the required relation to get Calanon's CKO unlocks
3 j) To change the units that your CKO knights and sergeants upgrade from

Tweak 3 a)

To change the training times - credits to Dusk Voyager

Don't apply this tweak while training is in progress!

File: simple_triggers.txt

1) Search for:

18.000000  155 2133 2 1224979098644774912 -1

The 18.000000 is expressed in hours and it sets the frequency of training sessions (every 18 hours by default). For each training session, your CKO knights and sergeants have a chance (mostly based on the Trainer skill of the companion sent) to gain stats, skills and proficiency points.

2) Change that 18 to the number you want (e.g. 9 to halve the current training times)

Tweak 3 b)

To make CKO sergeants train just as high and fast as knights - credits to lconracl

Don't apply this tweak while training is in progress!

File: simple_triggers.txt

1) To make CKO sergeants train just as high as knights can, find these two pieces of code:

2121 3 1224979098644774924 1224979098644774920 30 32 2 1224979098644774924 1224979098644774921
4 0 32 2 1224979098644774919 1224979098644774921 2121 3 1224979098644774924 1224979098644774920 2

2) Change the 30 to 0, and the 32 to 30.

Tweak 3 c)

To change the equipping times and costs - credits to VonDegurechaff

Don't apply this tweak while equipping is in progress!

Files:

  • scripts.txt
  • conversation.txt

1) For the eqipping times, open scripts.txt and search for:

2108 2 1224979098644774920 100 2108 2 1224979098644774920

The 100 affects how long it takes for your CKO knights and sergeants to get new equipment. Increase that number to shorten the upgrade times.

  • The scale is not linear and it's a bit different for every item type. But at 1000, the upgrade time is cut to around 1/7 of the original value on average, and at 10000 coupled with 10% of the default time set in mod options, you can reach the bare minimum of 1 day for every item.

2) For the equipping costs, open scripts.txt and search for:

2121 3 1224979098644774917 1000 1224979098644774917

Decrease that number to make the upgrades cost cheaper.

  • Once again, the scale is not linear, but it's the same for all item types. At 100, all upgrade costs got reduced to 1/19 of the nominal value, and at 10 coupled with 10% of the default cost set in mod options, you can reach the bare minimum of 1 denar cost for every item, given you also reduce the minimum cost to 1 as shown in the next point.

3) Lastly, there is a minimum equipping time of 1 day and a minimum cost of 1000 denars. To change the minimum equipping time, find the following pieces respectively in scripts.txt (1 instance) and conversation.txt (2 instances):

2111 2 1224979098644774920 1
2111 2 72057594037927937 1
  • That 1 is literally the minimum equipping time expressed in days. You can't make it any smaller (0 already results in breaking the equipping routine), only increase it. Always change the above values together!

To change the minimum cost, find the following pieces respectively in scripts.txt (1 instance) and conversation.txt (2 instances):

2111 2 1224979098644774914 1000
2111 2 72057594037927936 1000
  • That 1000 is the minimum cost expressed in denars and you can reduce it to as low as 1 denar. Always change them together!

Tweak 3 d)

To set the starting stats and equipment of your CKO units to KO level and disable their training in return

  • This tweak requires a new game to take effect by default, however you can use the above linked savegame editor to edit troop stats and equipment mid-game

Upon applying this tweak, knights and sergeants of your custom knighthood order will start with stats and equipment that are of mid-high KO level, for the cost of not being trainable any longer. From the lower side, stats were chosen in retrospect to the requirements of all unlockable items, which means:

  • 30 STR and 21 AGI
  • 400 weapon proficiencies
  • skill template of Knight of the Griffon

Furthermore, your CKO will come equipped as follows, having mostly unused or rarely used items in terms of armor and horse, to be unique:

  • Knights:
    • Empire_Gold_Helmet
    • Golden_Plate_Armor_with_Cape
    • Soft_Soled_Ornate_Greaves
    • Black_Steel_Gauntlets
    • Ebony_Knight_Sword
    • Cavalry_Mace
    • Long_Dark_Knight_Lance
    • Engraved_Round_Shield
    • Black_Ironbred_Charger
  • Sergeants:
    • Flat_Helm_with_Feather
    • Golden_Plate_with_Bull_Surcoat
    • Soft_Soled_Ornate_Greaves
    • Asp_Gauntlets
    • Morningstar
    • Siege_Crossbow
    • Siege_Bolts
    • Silver_&_Black_Round_Shield

If you don't like the default setup presented above, then by using the previous tweak, you can set up a 1 day long and 1 denar cost upgrade for every item (the lowest safe minimum for both). Overall:

  • for starting stats, you need to edit troops #347 & #404, #1164 & #1165, #1166 & #1167
  • for starting items, you need to edit the inventories of troops #1164 & #1165, #1166 & #1167

Screenshots:

Files:

  • troops.txt
  • conversation.txt

1) Open troops.txt and replace the entries of troops called trp_player_knight, trp_player_sergeant, trp_player_knight_dummy, trp_player_sergeant_dummy, trp_player_knight_save, trp_player_sergeant_save respectively with these:

trp_player_knight New_Order_Knight New_Order_Knights 0 133174272 0 0 63 0 0
  695 0 745 0 314 0 1190 0 159 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 
  30 21 12 15 45
 400 400 400 400 400 400 400
338 2147876864 2415919104 34423 624768 0 
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0 
trp_player_sergeant New_Order_Sergeant New_Order_Sergeants 0 133173248 0 0 63 0 0
  737 0 304 0 1184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 
  30 21 9 12 39
 400 400 400 400 400 400 400
258 131072 2415919104 5751 624768 0 
  1 1315051091194281984 1835136 0 33286021831 7916447985573822463 2031036 0 
trp_player_knight_dummy New_Order_Knight New_Order_Knights 0 133207056 0 0 63 0 0
  905 0 653 0 757 0 708 0 1205 0 1245 0 1368 0 1436 0 222 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 
  30 21 12 15 15
 400 400 400 400 400 400 400
338 2147876864 2415919104 34423 624768 0 
  34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0 

trp_player_sergeant_dummy New_Order_Sergeant New_Order_Sergeants 0 133206032 0 0 63 0 0
  971 0 650 0 757 0 707 0 1304 0 1134 0 1155 0 1423 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 
  30 21 9 12 10
 400 400 400 400 400 400 400
258 131072 2415919104 5751 624768 0 
  1 1315051091194281984 1835136 0 33286021831 7916447985573822463 2031036 0 

trp_player_knight_save New_Order_Knight New_Order_Knights 0 133174288 0 0 63 0 0
  905 0 653 0 757 0 708 0 1205 0 1245 0 1368 0 1436 0 222 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 
  30 21 12 15 1
 400 400 400 400 400 400 400
338 2147876864 2415919104 34423 624768 0 
  50465891015 7916447985573822463 2031036 0 0 0 0 0 

trp_player_sergeant_save New_Order_Sergeant New_Order_Sergeants 0 133173264 0 0 63 0 0
  971 0 650 0 757 0 707 0 1304 0 1134 0 1155 0 1423 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 
  30 21 9 12 1
 400 400 400 400 400 400 400
1 131088 2415919104 9847 624768 0 
  33286021831 7916447985573822463 2031036 0 0 0 0 0 

2) Now open conversation.txt, decrease the number in the 2nd line of the file by 1 (4152 -> 4151), then find and delete this line:

dlga_member_question_2:member_train_order_1 69631 198  8 2133 2 1224979098644774912 0 6 3 1224979098644774913 648518346341351446 648518346341351504 541 3 1224979098644774913 289 360287970189640027 541 3 1224979098644774913 7 360287970189639680 2133 2 1224979098644774912 1 3 0 2335 2 2 432345564227567679 31 2 1224979098644774912 1 I_would_like_you_to_train_the_knights_and_sergeants_of_the_{s2}.  205  0 NO_VOICEOVER 

Tweak 3 e)

Purchase CKO Equipment like from any other KO - credits to BananaFruit

File: conversation.txt

1) Search for:

dlga_buy_order_armour_set:close_window 4095 1735  2 1073741855 2 144115188075855892 360287970189640027 31 2 144115188075855892 360287970189640084

2) Replace the 2 bold numbers with 0

3) Then find this peice:

dlga_buy_order_armour_set:buy_order_armour_set_1 4095 1735  29 3221225503 2 144115188075855892 360287970189640027 2147483679 2 144115188075855892 360287970189640084 520

4) And replace it with this:

dlga_buy_order_armour_set:buy_order_armour_set_1 4095 1735  27 520

5) Lastly, find this piece:

dlga_buy_order_armour_set:buy_order_armour_set_1 4095 1735  32 3221225503 2 144115188075855892 360287970189640027 2147483679 2 144115188075855892 360287970189640084 520

6) And replace it with this:

dlga_buy_order_armour_set:buy_order_armour_set_1 4095 1735  30 520

Tweak 3 f)

To be able to do the grandmaster quest for your CKO - credits to VonDegurechaff

We will add a new conversation option with which you'll also be able to initiate the grandmaster quest as a member (honorary grandmaster) of your custom knighthood order, without the need to turn on the cheatmenu. The added option will remain to be there even after you've started the grandmaster quest, among other KO's conversation options too. But no matter what, it will make action for your CKO only, and the worst thing it does if you click on it again is that it restarts the quest, so won't break anything. If you find this to be uncomfortable, then you can just remove the option after toggling the grandmaster quest, removing and adding conversation lines is savegame-compatible back and forth.

Files: conversation.txt

1) Increase the counter in the 2nd line of the file by 1 (4152 -> 4153), then find this line:

dlga_hall_order_sergeant_talk:buy_order_armour_set 69631 1722  0 I_wish_to_buy_your_armor_set.  1735  0 NO_VOICEOVER 

2) Add this conversation line after it, as a new line:

dlga_hall_order_guard_talk:order_quartermaster_1 69631 1718  2 540 3 360287970189639680 162 360287970189640027 2147484194 3 504403158265495619 11 6 Toggle_Grandmaster_Quest  6  9 1 2 936748722493063560 504403158265495619 506 3 504403158265495619 11 0 520 3 1224979098644774912 360287970189639680 162 2173 2 1224979098644774913 1224979098644774912 502 3 1224979098644774913 72 6 502 3 1224979098644774913 71 300 2335 2 12 1224979098644774913 1106 2 1585267068834416388 3211208 2052 0 NO_VOICEOVER 

Tweak 3 g)

To unlock Sarleon and Ravenstern Armored Warhorses for your CKO - credits to VonDegurechaff

The unlock happens when you ask for the legendary weapons of King Ulric and King Gregory respectively.

File: conversation.txt

1) Find this piece of code:

dlga_prisoner_chat_noble2:close_window.2 69631 1665  10 31 2 144115188075855950 1 33 3 144115188075855892 360287970189640205 360287970189640210 2147483678 2 72057594037927937 6 1073741975 2 144115188075855892 288230376151713126 1073741975 2 144115188075855892 288230376151713098 1073741975 2 144115188075855892 288230376151712866 1073741975 2 144115188075855892 288230376151713077 151 2 144115188075855892 288230376151713043 2167 1 1224979098644774912 30 2 1224979098644774912 1 I_am_taking_your_weapon._Now_get_out_of_my_sight_and_run_home,_you_coward!  6  31 1616 3 648518346341351424 144115188075855892 1 2173 2 1224979098644774912 144115188075855892 4 0 31 2 144115188075855892 360287970189640205 1530 2 360287970189639680 288230376151713126 1531 2 360287970189640205 288230376151713126 1530 2 360287970189640205 288230376151713111 5 0 31 2 144115188075855892 360287970189640206 1530 2 360287970189639680 288230376151713098 1531 2 360287970189640206 288230376151713098 1530 2 360287970189640206 288230376151713091 5 0 31 2 144115188075855892 360287970189640207 1530 2 360287970189639680 288230376151712866 1531 2 360287970189640207 288230376151712866 1530 2 360287970189640206 288230376151712864 5 0 31 2 144115188075855892 360287970189640208 1530 2 360287970189639680 288230376151713077 1531 2 360287970189640208 288230376151713077 1530 2 360287970189640208 288230376151713075 5 0 31 2 144115188075855892 360287970189640209 1530 2 360287970189639680 288230376151713043 1531 2 360287970189640209 288230376151713043 1530 2 360287970189640209 288230376151713091 3 0 1533 1 144115188075855892 1 4 936748722493063695 360287970189639680 144115188075855892 -40 1 3 936748722493063445 1224979098644774912 -30 NO_VOICEOVER

2) And replace it with this:

dlga_prisoner_chat_noble2:close_window.2 69631 1665  10 31 2 144115188075855950 1 33 3 144115188075855892 360287970189640205 360287970189640210 2147483678 2 72057594037927937 6 1073741975 2 144115188075855892 288230376151713126 1073741975 2 144115188075855892 288230376151713098 1073741975 2 144115188075855892 288230376151712866 1073741975 2 144115188075855892 288230376151713077 151 2 144115188075855892 288230376151713043 2167 1 1224979098644774912 30 2 1224979098644774912 1 I_am_taking_your_weapon._Now_get_out_of_my_sight_and_run_home,_you_coward!  6  33 1616 3 648518346341351424 144115188075855892 1 2173 2 1224979098644774912 144115188075855892 4 0 31 2 144115188075855892 360287970189640205 1530 2 360287970189639680 288230376151713126 1531 2 360287970189640205 288230376151713126 1530 2 360287970189640205 288230376151713111 1 2 936748722493063873 288230376151711971 5 0 31 2 144115188075855892 360287970189640206 1530 2 360287970189639680 288230376151713098 1531 2 360287970189640206 288230376151713098 1530 2 360287970189640206 288230376151713091 1 2 936748722493063873 288230376151711970 5 0 31 2 144115188075855892 360287970189640207 1530 2 360287970189639680 288230376151712866 1531 2 360287970189640207 288230376151712866 1530 2 360287970189640206 288230376151712864 5 0 31 2 144115188075855892 360287970189640208 1530 2 360287970189639680 288230376151713077 1531 2 360287970189640208 288230376151713077 1530 2 360287970189640208 288230376151713075 5 0 31 2 144115188075855892 360287970189640209 1530 2 360287970189639680 288230376151713043 1531 2 360287970189640209 288230376151713043 1530 2 360287970189640209 288230376151713091 3 0 1533 1 144115188075855892 1 4 936748722493063695 360287970189639680 144115188075855892 -40 1 3 936748722493063445 1224979098644774912 -30 NO_VOICEOVER 

3) The two highlighted numbers above represent Sarleon and Ravenstern Armored Warhorses respectively. Make sure that those numbers are the result of this addition: 288230376151711744 + EntryNumberOfItem. The entry number can be most easily checked with Morgh's Editor.

Tweak 3 h)

To unlock any item for your CKO and make sure they appear in the pools - credits to VonDegurechaff and Dalion

By default, certain items do not appear in the equipment pools when they should, such as the 4 armets. It's because of the price conditions. The "affordable" section has a designated price range of 1-624, while the "fine" section is from 625 to 1449. The catch however is that in case of the former section, due to an oversight, the upper end of the range stops at X-1, which is 623. And apparently, the price of all 4 armets is exactly 624, thus they are not included in either category. As a fix, we will change the upper end of the range to be actually X (624) instead of X-1 (623).

Files:

  • triggers.txt
  • scripts.txt

1) Open triggers.txt and increase the counter in the 2nd line by 1 (32 -> 33)

2) To the end of the file, add this trigger as a new line:

0.000000 0.000000 0.000000  2 37 0 71 1 36  1 1 2 936748722493063873 288230376151711744

The highlighted number is the "item constant" (an offset basically). Make sure that there remains an empty line at the very end of the file!

3) Open up the Item Editor in Morgh's Editor and search for the item you want to add to your CKO's item pool. Take the number of the entry and add it to the number above (the item constant)

4) Now load your game, and press the button "J" on the world map. The selected item will be then added to your CKO's item pool.

5) Rinse and repeat for another item. Or alternatively, you can add multiple items at the same time by modifying the above trigger a bit:

0.000000 0.000000 0.000000  2 37 0 71 1 36  1 1 2 936748722493063873 288230376151711744

6) For each further item you want to add, increase that 1 by 1. And then, add the last half of the code in bold that much times to the end, separated by 1 gap each of course. Finally, you have to add the given items' entry numbers to each of the 288230376151711744 constants.

7) So for example, if you want to add 3 items at the same time, your trigger template should look like this:

0.000000 0.000000 0.000000  2 37 0 71 1 36  3 1 2 936748722493063873 288230376151711744 1 2 936748722493063873 288230376151711744 1 2 936748722493063873 288230376151711744

And add Item_A's entry number to the 1st, Item_B's entry number to the 2nd, and Item_C's entry number to the 3rd constant.

8) For new items added to the game, you will have to extend the range of equipment allowed to appear in the item pools of your CKO (Otherwise skip this step!). For this, open scripts.txt and find this piece of code:

2106 2 1224979098644774919 10 6 3 1224979098644774921 0 288230376151713316

Increase that 288230376151713316 by the amount of items you added to the game. The resulting value should correspond to 288230376151711744 + last_item_ID + 1 (check with Morgh's Editor if you are unsure). Then load your game, and press "J" on the world map.

9) Last but not least, find the following piece under the script called prepare_dummy_and_wardrobe_for_upgrade:

2147483678 2 1224979098644774923 1224979098644774914

And replace it with this:

2147483680 2 1224979098644774923 1224979098644774914

Watch for the gaps, so that only 1 remains on both sides of the replacement!

Tweak 3 i)

To change the required relation to get Calanon's CKO unlocks - credits to Димасик

File: conversation.txt

1) Find this piece:

dlga_noldor_merchant_unlock:merchant_ending_trade 1088 1827  2 2190 3 1224979098644774912 432345564227567643 432345564227567629 2147483678 2 1224979098644774912 70

2) That 70 in the end is the required relation threshold with the Noldors for the unlock to happen. Change it to your liking!

Tweak 3 j)

To change the units that your CKO knights and sergeants upgrade from - credits to BananaFruit

File: scripts.txt

1) Search for the following lines, depending on which culture you chose. The pair of numbers highlighted will be the required troops for your knights and sergeants respectively.

Sarleon:

432345564227567623 2133 2 72057594037927957 360287970189639779 2133 2 72057594037927958 360287970189639774

(Sarleon Knight and Sarleon Man-at-Arms)

Ravenstern:

432345564227567624 2133 2 72057594037927957 360287970189639798 2133 2 72057594037927958 360287970189639788

(Ravenstern Knight and Ravenstern Man-at-Arms)

D'Shar:

432345564227567625 2133 2 72057594037927957 360287970189639818 2133 2 72057594037927958 360287970189639806

(D'Shar Noble Cavalry and D'Shar Warrior)

Fierdsvain:

432345564227567626 2133 2 72057594037927957 360287970189639839 2133 2 72057594037927958 360287970189639830

(Fierdsvain Hersir and Fierdsvain Heavy Axeman)

Empire:

432345564227567627 2133 2 72057594037927957 360287970189639847 2133 2 72057594037927958 360287970189639856

(Empire Knight and Empire Armored Pikeman)

Pendor:

2133 2 72057594037927957 360287970189639877 2133 2 72057594037927958 360287970189639871

(Pendor Knight and Pendor Man-at-Arms

2) Open up the Troops Editor within Morgh's Editor, find the entry number of the unit of your choice (Pendor Black Archer is #203), then add this number to the "troop constant" which is 360287970189639680, and put the resulting number into the place of the highlighted values above (corresponding to the culture you've chosen). Here are some examples for a Pendorian CKO:

4. Honor and Renown (6)

Tweaks to be found in this section:
4 a) To disable the honor loss upon doing hostile actions to trade caravans
4 b) To disable the honor loss when refusing a ransom offer for a lord
4 c) To disable the honor loss upon doing hostile actions to a village
4 d) To change the starting honor bonus of certain character creation choices
4 e) To change how much renown you can get after winning battles
4 f) To remove the renown decay

Tweak 4 a)

To disable the honor loss upon doing hostile actions to trade caravans - credits to BananaFruit

File: conversation.txt

1) For raiding caravans during peace, search for:

1224979098644774912 0 1 2 936748722493063450 -3

Change the -3 to 0 to disable the honor loss.

2) For demanding a toll, search for:

144115188075855914 1 2 936748722493063450 -1

Change the -1 to 0 to disable the honor loss.

Tweak 4 b)

To disable the honor loss when refusing a ransom offer for a lord - credits to BananaFruit

  • This tweak can be made compatible with other mods too after minor adjustments

File: menus.txt

1) Search for:

1 2 936748722493063450 -5

2) Replace that -5 with 0. In case of other mods, the honor penalty is likely different (-1 in Native) plus you have to adjust the above piece as follows in order to find it:

  • 936748722493063450 (scripts.txt): 936748722493063168 + № of change_player_honor (script number = (line-3)/2 in Notepad++)

Tweak 4 c)

To disable the honor loss upon doing hostile actions to a village - credits to BananaFruit

File: menus.txt

1) For razing a village, search for this piece:

1441151880758558915 1 2 936748722493063450 -1

Change the -1 to 0 to disable the honor loss

2) For stealing cows, search for this piece:

0 1 2 936748722493063450 -3 3 0 1 2

Change the -3 to 0 to disable the honor loss

3) For stealing supplies, search for this piece:

0 1 2 936748722493063450 -3 3 0 4 0

Change the -3 to 0 to disable the honor loss

Tweak 4 d)

To change the starting honor bonus of certain character creation choices - credits to Alex Toews

File: menus.txt

1) Stage 1, "a minor noble":

100 1 2 936748722493063450 1

2) Stage 4, "a letter that changed your life forever":

  • if you chose "a minor noble" in Stage 1:
52 1 2 936748722493063450 2
  • if you chose "a merchant ship captain" in Stage 1:
58 1 2 936748722493063450 2
  • if you chose "a former knight" in Stage 1 (10+3=13):
16 1 2 936748722493063450 10
30 1 2 936748722493063450 3
  • if you chose "a retired adventurer" in Stage 1:
432345564227567650 10 1 2 936748722493063450 3
  • if you chose "a wandering nomad clan leader" in Stage 1:
432345564227567642 10 1 2 936748722493063450 3
  • if you chose "a respectable physician" in Stage 1:
360287970189639680 10 1 2 936748722493063450 3

3) The values in red above are the actual honor gains. Change them to your liking!

Tweak 4 e)

To change how much renown you can get after winning battles - credits to Alex Toews and Fandom User

  • This tweak might be compatible with other mods too

Before changing anything, note that the actual maximum possible renown gained per fight will be 10% higher than the set amount (which is 50 by default), and also that under certain conditions the earned renown can go even higher. Last but not least, you will gain progressively less renown as you will have more as a base: for every 200 renown you currently have (rounded down), the amount of renown you get for winning is reduced by 1. You can change both aspects using this tweak.

File: scripts.txt

1) To change the raw amount you can get, find these 3 pieces of code under the script called calculate_renown_value:

100 2108 2 1224979098644774915 1224979098644774914 2133 2 1224979098644774916 1224979098644774913 2107 2 1224979098644774916 1224979098644774915 2108 2 1224979098644774916 100
2108 2 144115188075856231 5
2500 2130 1

The 100 is a multiplier for the enemy's strength. Increasing it will give you slightly more renown after battles. The 100 is a divisor for your side's strength (friendly side). Decreasing it will give you slightly more renown after battles. The 5 is the final divisor for the enemy/friendly strength ratio, therefore changing this has a bigger effect overall. The current value means that only 1/5 of the above enemy/friendly strength ratio will be accounted for. Decreasing this number will give you much more renown. The 2500 is the set renown cap, which is 50 by default. The value entered however has to be the square of the desired amount (i.e. 2500 is the square of 50). Only the 2nd piece cannot be found in other mods. To receive as much renown as if your party size was equal to the enemy's, replace the highlighted 100, 100 and 1224979098644774915 with 1. Watch for the gaps!

2) To remove the diminishing returns of renown gaining, find this piece under the script called change_troop_renown:

2123 3 1224979098644774915 1224979098644774914 200 2106 2 1224979098644774913 1224979098644774915

And change that 200 to 99999

Tweak 4 f)

To remove the renown decay - credits to BananaFruit

  • This tweak might be compatible with other mods too

Your current renown is divided by 200 (ie, 0.5%), then the result is subtracted from your current renown. This happens once in 2 weeks (every 336 hours).

File: simple_triggers.txt

1) Search for:

2123 3 1224979098644774913 1224979098644774912 200

2) That 200 is the mentioned divisor. To eliminate the renown decay, simply increase that 200 to a much higher number, such as 99999.

5. Relations (11)

Tweaks to be found in this section:
5 a) To remove the faction relation caps
5 b) To make Inquisition rightfully hostile towards Singalians and Outlaws too
5 c) To change the relation you get/lose upon helping/fighting a faction
5 d) To adjust the price of buying peace
5 e) To remove or change the relation hit towards claimants when assigning fiefs to someone else during the questline
5 f) To change the relation you get/lose with your vassals upon distributing fiefs
5 g) To remove the relation hit with fiefless and defeated vassals
5 h) To change the relation penalty of rejecting an invitation for vassalage or disable the feature as a whole
5 i) To change how often and how much village relation points Schools give after being built
5 j) To change the values of the gift system to repair relations with enemy lords, available from ladies
5 k) To modify the relation points you get/lose for completing/failing various quests and upon some lord interactions

Tweak 5 a)

To remove the faction relation caps - credits to BananaFruit and Dalion

Some factions will not allow you to go over a fixed amount of relation points. These caps are the following:

  • Rogue Knights: 10
  • Heretics: -15
  • Jatu: 2
  • Snake Cult: -5
  • Adventurer Companies: 10
  • Mystmountain Tribes: 10
  • D'Shar Raiders: 10
  • Singalians: 10

Every 168 hours, this is checked, and if any value is over the one predetermined, it will be lowered to the maximum that was preset. However, as this only gets checked every 168 hours, it is in fact possible to befriend the Snake Cult or the Heretics even without tweaking, albeit temporarily.

File: simple_triggers.txt

1) Find and observe this piece of trigger:

168.000000  214 4 0 1 1 936748722493063594 1 2 936748722493063600 0 1 1 936748722493063605 1 1 936748722493063607 1 1 936748722493063799 2190 3 1224979098644774912 432345564227567629 432345564227567651 4 0 32 2 1224979098644774912 10 1270 3 432345564227567629 432345564227567651 10 1270 3 432345564227567630 432345564227567651 10 3 0 2190 3 1224979098644774912 432345564227567629 432345564227567657 4 0 32 2 1224979098644774912 -15 1270 3 432345564227567629 432345564227567657 -15 1270 3 432345564227567630 432345564227567657 -15 3 0 2190 3 1224979098644774912 432345564227567629 432345564227567653 4 0 32 2 1224979098644774912 2 1270 3 432345564227567629 432345564227567653 2 1270 3 432345564227567630 432345564227567653 2 3 0 2190 3 1224979098644774912 432345564227567629 432345564227567658 4 0 32 2 1224979098644774912 -5 1270 3 432345564227567629 432345564227567658 -5 1270 3 432345564227567630 432345564227567658 -5 3 0 2190 3 1224979098644774912 432345564227567629 432345564227567650 4 0 32 2 1224979098644774912 10 1270 3 432345564227567629 432345564227567650 10 1270 3 432345564227567630 432345564227567650 10 3 0 2190 3 1224979098644774912 432345564227567629 432345564227567655 4 0 32 2 1224979098644774912 10 1270 3 432345564227567629 432345564227567655 10 1270 3 432345564227567630 432345564227567655 10 3 0 2190 3 1224979098644774912 432345564227567629 432345564227567642 4 0 32 2 1224979098644774912 10 1270 3 432345564227567629 432345564227567642 10 1270 3 432345564227567630 432345564227567642 10 3 0 2190 3 1224979098644774912 432345564227567629 432345564227567656 4 0 32 2 1224979098644774912 10 1270 3 432345564227567629 432345564227567656 10 1270 3 432345564227567630 432345564227567656 10 3 0 3 0 2133 2 144115188075857279 1 

Search for the values listed above. There are 3 instances of these numbers for each faction. Change them to whatever you want.

2) Alternatively, you can disable the relation reset once reaching the relation caps, instead of changing the caps themselves. For that, reduce the brown number at the start by 49 (214 -> 165) and remove the whole bolded part. Watch for the gap, so that exactly 1 remains between the remaining fragments.

Tweak 5 b)

To make Inquisition rightfully hostile towards Singalians and Outlaws too

  • This tweak requires a new game to take effect by default, however you can use the above linked savegame editor to edit faction relations mid-game

The Inquisition by default is hostile towards the D'Shar and Heretics, but not towards the Singalians and Outlaws. Whereas Singalians share a culture resemblence with the D'Shar Principalities and Heretic High Priests can be found in outlaw bandit lairs, so the two are connected as well. This tweaks aims at correcting these "issues".

File: factions.txt

1) Open the Faction Editor of Morgh's Editor and find the entry of Inquisition (#43). Set the relation towards Outlaws (fac_outlaws, #2) to -0.1, and towards Singalians (fac_singalians, #40) to -0.2.

2) Then adjust the relations vica-versa as well. For that, find the entry of Outlaws (#2) and set the relation towards Inquisition (fac_inquisition, #43) to -0.1. Lastly, find the entry of Singalians (#40) and set the relation towards the Inquisition (fac_inquisition, #43) to -0.2.

Tweak 5 c)

To change the relation you get/lose upon helping/fighting a faction - credits to BananaFruit

File: menus.txt

1) For joining battles as a vassal, mercenary or freelancer, search for:

2110 2 1224979098644774939 4

4 is the maximum change in relation with the corresponding factions after a battle. Increase or decrease it to your liking, but note that this will affect relation gains and losses at the same time.

2) While being a king/queen, on top of the previous relation changes after a battle, you immediately get a 10 relation penalty with the faction you sided against. To change that, search for:

1 3 936748722493063445 1224979098644774912 -10

You will find 2 instances of this code in the file. One is for joining on the attacker's side, the other is for joining on the defender's side. Change both -10 to the value of your desire.

Tweak 5 d)

To adjust the price of buying peace - credits to frantic

  • This tweak can be made compatible with other mods too after minor adjustments

Files: conversation.txt

1) Find this piece of code:

72057594037927952 1224979098644774915 50

2) That 50 is the cost multiplier (10 in Native, and could be different in other mods). Reducing it to 5 (1/10 of 50) will cut the costs to 1/10 as well. 0 will make it free.

Tweak 5 e)

To remove or change the relation hit towards claimants when assigning fiefs to someone else during the questline - credits to TheMageLord

  • This tweak might be compatible with other mods too

As long as claimants remain in your party (i.e. the questline for them is active) and you decide to award a fief to someone else, then you'll get -1 relation with the claimant after each time you do so. This tweak aims at removing that penalty

File: conversation.txt

1) Find this piece of code:

2107 2 1224979098644774919 -1

2) That -1 in the end is the relation penalty. Change it to 0 to remove the penalty. Or change it to your liking.

Tweak 5 f)

To change the relation you get/lose with your vassals upon distributing fiefs - credits to Alex Toews

  • This tweak can be made compatible with other mods too after minor adjustments

File: scripts.txt

1) Find these 2 pieces of code under the script give_center_to_lord:

10 2105 2 144115188075857001 10 6 3
-5 3 4 0 1073742364 3

2) The 10 is the relation you get with the vassal who received the fief. The -5 and 3-1 is the minimum and maximum (the latter will be -1 lower compared to the value set) relation gain/loss with other lords. The value chosen within this range depends on the other lords' personalities (good-natured and updstanding will most often be on the high end, while bad-tempered and sadistic lords will be on the low end), and their relation with the lord who received the fief (if they hate each other it will be on the lower end, if they like each other it will be on the higher end).

3) In case of other mods, you have to adjust the first piece as follows in order to find it:

  • 144115188075857001 with the number you get for: 144115188075855871 + № of total_promotion_changes in variables.txt (line number in Notepad++)

total_promotion_changes

Tweak 5 g)

To remove the relation hit with fiefless and defeated vassals - credits to Dalion

  • This tweak might be compatible with other mods too

Be careful, changing these relation penalties will apply to the relation between kings and their own vassals too!

By default, relations fall by 1 point each time a vassal with a cunning, pitiless, sadistic or bad-tempered personality gets defeated in battle by another party (any). You also lose 2 relation points repeatedly with the same kind of vassal personalities, and 1 relation point with Martial personalities as long as they don't have a fief.

Files:

  • scripts.txt
  • simple_triggers.txt

1) For the relation hit when getting defeated, open scripts.txt and find this piece of code:

1224979098644774922 1224979098644774927 -1 2105 2

2) For the relation hit from not owning a fief, open simple_triggers.txt and find this piece of code:

1224979098644774912 1224979098644774916 -2 2105 2
1224979098644774912 1224979098644774916 -1 2105 2

The latter piece likely cannot be found in other mods.

3) The highlighted numbers in red are the relation penalties. Change them to your liking!

Tweak 5 h)

To change the relation penalty of rejecting an invitation for vassalage or disable the feature as a whole - credits to Dalion

  • This tweak can be made compatible with other mods too after minor adjustments

Files:

  • menus.txt
  • simple_triggers.txt

1) To change the relation penalty, open menus.txt and find these 2 lines:

mno_faction_reject  0  Decline_the_invitation.  6 1 3 936748722493063443 144115188075855974 -3 1 3 936748722493063445 144115188075855973 -10
mno_faction_reject  0  Decline_the_invitation.  5 1 3 936748722493063443 144115188075855974 -3

The -3 is the relation change with the king, and the -10 is the relation change with the king's faction. Change them to your liking or replace them both with 0 to remove these penalties. As for other mods, you can find the same values of -3 and -10 respectively after the Decline_the_invitation. sentence.

2) To disable the vassalage invitation feature, open simple_triggers.txt, and find the trigger starting with 32.000000. Or to be more precise in case of PoP:

32.000000  52 31 2 144115188075856294 0 2147483680 2 144115188075855973 0 31 2 144115188075856290 0 4 0 2136 3 1224979098644774912 432345564227567631 432345564227567636 2133 2 1224979098644774913 999999 6 3 1224979098644774914 648518346341351446 648518346341351504 2204 2 1224979098644774915 1224979098644774914 31 2 1224979098644774915 1224979098644774912 2281 3 1224979098644774916 648518346341351424 1224979098644774914 2110 2 1224979098644774913 1224979098644774916 3 0 2147483678 2 1224979098644774913 30 2190 3 1224979098644774917 1224979098644774912 432345564227567630 522 3 1224979098644774918 1224979098644774912 11 1 2 936748722493063441 1224979098644774918 2133 2 1224979098644774919 72057594037927936 1 2 936748722493063402 360287970189639680 2133 2 1224979098644774920 72057594037927936 31 2 144115188075856167 0 2133 2 1224979098644774921 0 4 0 30 2 648518346341351424 0 2157 2 1224979098644774921 648518346341351424 3 0 4 0 31 2 1224979098644774920 0 520 3 1224979098644774922 360287970189639680 7 30 2 1224979098644774922 160 30 2 1224979098644774917 0 30 2 1224979098644774919 0 30 2 1224979098644774921 45 2136 3 1224979098644774923 0 100 2147483678 2 1224979098644774923 50 1 2 936748722493063627 1224979098644774912 2133 2 144115188075855980 72057594037927936 30 2 144115188075855980 0 2133 2 144115188075855973 1224979098644774912 2060 1 864691128455135454 5 0 32 2 1224979098644774920 0 2147483679 2 144115188075857037 1224979098644774912 30 2 1224979098644774917 -40 30 2 1224979098644774919 -20 30 2 1224979098644774921 30 2136 3 1224979098644774923 0 100 2147483678 2 1224979098644774923 20 2133 2 144115188075855973 1224979098644774912 2133 2 144115188075855980 -1 2060 1 864691128455135453 3 0 3 0

Replace it with this:

0.000000  0

Tweak 5 i)

To change how often and how much village relation points Schools give after being built - credits to TheMageLord

  • This tweak might be compatible with other mods too

File: simple_triggers.txt

1) Search for this piece of code:

26 2105 2 1224979098644774913 1

2) The 1 is the amount of relation points you get with the given village, and the 168.000000 at the beginning of the trigger (720.000000 in Native) is the frequency expressed in hours (weekly in PoP, monthly in Native). Change these values to your liking.

Tweak 5 j)

To change the values of the gift system to repair relations with enemy lords, available from ladies - credits to Lord Kinlar

  • This tweak might be compatible with other mods too

File: conversation.txt

1) For changing the requirement to buy gifts, find this piece of code in the line called dlga_lady_restore_relation_2:lady_restore_relation_2b:

1224979098644774912 2147483678 2 72057594037927936 0

That 0 is the relation cap below which buying gifts (to repair relations) is allowed. Change it to 100 to always allow you to increase relations this way.

2) For changing the amount of relation increases that each of the 3 gift provides (from bottom to top), look for these pieces:

I_think_a_gift_of_{reg10}_denars_will_do.  960  2 2133 2 144115188075855914 1
Maybe_I_can_afford_{reg11}_denars.  960  2 2133 2 144115188075855914 2
In_that_case,_I_am_ready_to_spend_{reg12}_denars.  960  2 2133 2 144115188075855914 3

And change the red number in the end of each line to your liking (e.g. to 2, 4 and 6 respectively). In case of other mods, search for the same 3 texts from each line, and you'll likely find the respective values in the same spot.

3) For changing the price of each gift, find this piece:

dlga_lady_restore_relation_3:lady_restore_relation_4 4095 958  8 2322 2 10 144115188075856044 2133 2 144115188075856045 1000 2133 2 144115188075856046 2000 2133 2 144115188075856047 3000

Those numbers in blue are the prices of the 3 gifts respectively (from bottom to top). Change them to your liking as well. In case of other mods, search for the dlga_lady_restore_relation_3:lady_restore_relation_4 conversation line, and you'll likely find the respective values in the same spot.

Tweak 5 k)

To modify the relation points you get/lose for completing/failing various quests and upon some lord interactions - credits to TheMageLord

  • This tweak can be made compatible with other mods too after minor adjustments

File: conversation.txt

1) Search for multiple instances of the following piece of code within the file. The numbers right after this are the relation points you get or lose:

1 3 936748722493063444 144115188075856143

In case of other mods, you have to adjust the piece as follows in order to find all the instances of it. Keep in mind that not all quests will be present:

  • 936748722493063444 (scripts.txt): 936748722493063168 + № of change_player_relation_with_center (script number = (line-3)/2 in Notepad++)
  • 144115188075856143 with the number you get for: 144115188075855871 + № of current_town in variables.txt (line number in Notepad++)

2) The quests/interactions responding to those relation points are the following, indicated by the dlga_... conversation lines regarding where they are located at (between parentheses):

Town relations:

  • 1. Knock out or apologize to the drunken unit in the tavern: 1 (dlga_start:player_duel_response)
  • 2. Deliver wine - completion: 1 (dlga_tavernkeeper_deliver_wine:tavernkeeper_pretalk)
  • 3. Buy drinks in tavern: 1 (dlga_tavernkeeper_buy_drinks_end:tavernkeeper_pretalk)
  • 4. Persuade lords to make peace - accept money: 5 (dlga_lord_persuade_lords_to_make_peace_pay:close_window)
  • 5. Persuade lords to make peace - decline money: 8 (dlga_lord_persuade_lords_to_make_peace_no_pay)
  • 6. Deal with night bandits completion: 1 (dlga_mayor_begin:lord_deal_with_night_bandits_completed)
  • 7. Deal with looters - completion: 5 (dlga_mayor_looters_quest_destroyed_2:close_window)
  • 8. Deliver goods from looters - no longer used, ignore!: 3 (dlga_mayor_looters_quest_goods_2:close_window)
  • 9. Move cattle herd - completion: 3 (dlga_mayor_begin:close_window)
  • 9. Rescue kidnapped girl - completion: 2 (dlga_mayor_begin:close_window.1)
  • 10. Track down bandits: 2 (dlga_mayor_begin:mayor_friendly_pretalk)
  • 11. Deal with troublesome bandits - completion: 2 (dlga_mayor_begin:mayor_friendly_pretalk.1)

Village relations:

  • 12. Deliver cattle to village - completion: 5 (dlga_start:village_elder_deliver_cattle_thank)
  • 13. Rescue the elder's daughter: 7 (dlga_start:village_elder_deliver_cattle_thank.1)
  • 14. Escort villagers to town: 4 (dlga_start:village_elder_deliver_cattle_thank.2)
  • 15. Deliver grain to village - completion: 5 (dlga_village_elder_deliver_grain_thank:village_elder_deliver_grain_thank_2)
  • 16. Accept "Deliver grain to village" quest: 5 (dlga_village_elder_deliver_grain_mission_accept:close_window)
  • 17. Accept "Train peasants" quest: 3 (dlga_village_elder_train_peasants_against_bandits_mission_accept:close_window)
  • 18. Accept "Deliver cattle" quest: 3 (dlga_village_elder_deliver_cattle_mission_accept:close_window)
  • 19. Accept "Rescue the elder's daughter" quest: 2 (dlga_village_elder_rescue_daughter_mission_accept:close_window)
  • 20. Accept "Escort villagers to town" quest: 1 (dlga_village_elder_escort_peasants_mission_accept:close_window)

3) And here is the other set of quests/interactions that you can find by searching for multiple instances of the following piece of code. The numbers right after this are once again the relation points you get or lose:

1 3 936748722493063443 144115188075855892

Once again, in case of other mods, you have to adjust the piece as follows in order to find all the instances of it. Keep in mind that not all quests will be present:

  • 936748722493063443 (scripts.txt): 936748722493063168 + № of change_player_relation_with_troop (script number = (line-3)/2 in Notepad++)
  • 144115188075855892 with the number you get for: 144115188075855871 + № of g_talk_troop in variables.txt (line number in Notepad++)

4) The quests/interactions responding for those relation points are the following (in the same order):

  • 21. 'Rescue prisoner lord' quest completion (for a lady): 8 (dlga_start:rescue_prisoner_succeed_2)
  • 22. Capture a rescued lord (when at war): -30 (dlga_freed_lord_answer:freed_lord_answer_1)
  • 23. Rescue friendly lord from being prisoner: 5 (dlga_freed_lord_answer:freed_lord_answer_2)
  • 24. Take enemy lord prisoner after battle: -5 (dlga_defeat_lord_answer:defeat_lord_answer_1)
  • 25. Allow enemy lord to go free after battle: 2 (dlga_defeat_lord_answer:defeat_lord_answer_2)
  • 26. Ignore! (relation gain or loss set by previous actions, like releasing him the last time you met, or raiding his village, etc) (dlga_party_encounter_lord_hostile_attacker:party_encounter_lord_hostile_attacker)
  • 27. Ask enemy lord to let go without battle: -7 (dlga_party_encounter_offer_dont_fight:close_window)
  • 28. Join a claimant: 50 (dlga_lord_give_conclude_2:close_window)
  • 29. Quarrel between two lords - renouncing friendship with the other lord: 5 (-10 to the other lord) (dlga_lord_event_choose_friend:lord_event_choose_friend_renounce)
  • 30. Quarrel between two lords - defending friendship with the other lord: -10 (5 to the other lord) (dlga_lord_event_choose_friend:lord_event_choose_friend_defend)
  • 31. Quarrel between two lords - saying that you don't want to be involved in their quarrel: -2 (-3 to the other lord) (dlga_lord_event_choose_friend:lord_event_choose_friend_neutral)
  • 32. Ignore! (relation gain or loss set by previous actions, like releasing him the last time you met, or raiding his village, etc) (dlga_lord_start:lord_start)
  • 33. Ghost lady - accuse lord of murder: -20 (dlga_ghostlord_accuse:close_window)
  • 34. Ghost lady - accuse scribe of murder: 10 (dlga_ghostlord_end:close_window)
  • 35. Ghost lady - accuse lord's rival of murder: -10 (dlga_ghostenemy_accuse:close_window)
  • 36: Ghost lady - accused lord of murder, then change mind to accuse the scribe instead: 5 (dlga_ghostenemy_end:close_window)
  • 37: Incriminate commander - success: 5 (dlga_lord_start:lord_generic_mission_completed.1)
  • 38: Incriminate commander - failure: -5 (dlga_lord_start:close_window)
  • 39: Meet spy in enemy town - success: 3 (dlga_quest_meet_spy_in_enemy_town_completed_2:lord_pretalk)
  • 40. Start a war by raiding caravans - success: 10 (dlga_lord_start:lord_pretalk)
  • 41. Collect debt from another lord - success: 2 (dlga_lord_collect_debt_pay:lord_pretalk)
  • 42. Kill the merchant: 4 (dlga_lord_start:close_window.1)
  • 43. Let the merchant go: 2 (dlga_lord_kill_local_merchant_let_go_2:lord_pretalk)
  • 44. Follow spy - capture and bring back both the spy and the handler: 4 (dlga_lord_start:lord_follow_spy_completed)
  • 45. Follow spy - capture and bring back only the spy: -1 (dlga_lord_start:lord_follow_spy_half_completed)
  • 46. Follow spy - capture and bring back only the handler: 1 (dlga_lord_start:lord_follow_spy_half_completed.1)
  • 47. Follow spy - fail to capture either: -2 (dlga_lord_start:lord_follow_spy_failed)
  • 48. Bring back runaway serfs: 2 (dlga_lord_start:lord_generic_mission_completed.2)
  • 49. Fail to bring back runaway serfs: -1 (dlga_lord_bring_back_runaway_serfs_failed_1a:lord_pretalk)
  • 50. Refuse to bring back runaway serfs: -10 (dlga_lord_bring_back_runaway_serfs_failed_1b:close_window)
  • 51. Kill bandits in village for a lord: 3 (dlga_lord_start:lord_deal_with_bandits_completed)
  • 52. Failing to kill bandits in village for a lord: -5 (dlga_lord_start:lord_pretalk.1)
  • 53. Bring cattle during campaign - completion: 2 (dlga_lord_start:lord_deliver_cattle_to_army_thank)
  • 54. Scout during campaign - completion : 1 (dlga_lord_start:lord_scout_waypoints_thank)
  • 55. Accept quest to bring cattle during campaign: 1 (dlga_lord_mission_told_deliver_cattle_to_army_accepted:close_window)
  • 56. Report to army for campaign after peace kicks in: 1 (dlga_lord_start:lord_pretalk.2)
  • 57. Report to army for campaign: 1 (dlga_lord_report_to_army_completed:close_window)
  • 58. Accept quest to scout during campaign: 1 (dlga_lord_mission_told_scout_waypoints_accepted:close_window)
  • 59. Lend companion to lord - complete: 3 (dlga_lord_lend_companion_end:lord_pretalk.1)
  • 60. Challenge lord to a duel (for a lady): -15 (dlga_lord_challenge_duel:close_window)
  • 61. Deliver message to a friendly lord: 1 (dlga_lord_message_delivered:lord_pretalk)
  • 62. Deliver message to an enemy lord: 1 (dlga_lord_message_delivered_enemy:close_window)
  • 63. Ask king to accept you as a vassal again: 3 (dlga_lord_ask_pardon_after_renounce_peace:lord_pretalk)
  • 64. Ask king to accept you as a vassal again then reject offer: -5 (dlga_lord_ask_pardon_terms_rejected:close_window)
  • 65. Tell a lord to surrender or die: -1 (dlga_party_encounter_lord_hostile_ultimatum_surrender:close_window)
  • 66. Cancel the attack of a lord after threatening him: -1 (dlga_lord_attack_verify_cancel:close_window)
  • 67. Cancel the attack of a friendly lord after threatening him: -5 (dlga_lord_ultimatum_surrender:lord_attack_verify_b)
  • 68. Tell a lord to surrender or die when at peace: -30 (dlga_lord_attack_verify_commit:close_window)
  • 69. 'Capture a lord' quest - success: 4 (dlga_capture_enemy_hero_thank:capture_enemy_hero_thank_2)
  • 70. Train troops for lord and hand them over: 3 (dlga_lord_active_mission_2:lord_raise_troops_thank)
  • 71. Collect taxes for lord - success: 2 (dlga_lord_collect_taxes_success:lord_pretalk)
  • 72. Collect taxes for lord - failure: -1 (dlga_lord_collect_taxes_fail:lord_pretalk)
  • 73. Hunt down fugitive - success and accept reward: 1 (dlga_lord_hunt_down_fugitive_reward_accept:lord_pretalk)
  • 74. Hunt down fugitive - success and reject reward: 1 (dlga_lord_hunt_down_fugitive_reward_reject:lord_pretalk)
  • 75. Hunt down fugitive - failure: -1 (dlga_lord_hunt_down_fugitive_fail:lord_pretalk)
  • 76. Cheat - tell a lord to "Like me": 20 (dlga_lord_suggest_action:lord_pretalk)
  • 77. Rudely reject quest to deliver letter: -4 (dlga_lord_mission_deliver_message_rejected_rudely_3:close_window)
  • 78. Accept quest from lord to deal with bandits: 1 (dlga_lord_mission_deal_with_bandits_accepted:close_window)
  • 79. Accept quest to train troops: 1 (dlga_lord_mission_raise_troops_accepted:close_window)
  • 80. Accept quest to collect taxes: 1 (dlga_lord_mission_collect_taxes_accepted:close_window)
  • 81. Accept quest to hunt down fugitive: 1 (dlga_lord_mission_hunt_down_fugitive_accepted:close_window)
  • 82. Accept quest to meet spy in enemy town: 1 (dlga_quest_meet_spy_in_enemy_town_accepted:quest_meet_spy_in_enemy_town_accepted_response)
  • 83. Accept quest to follow and capture spy: 1 (dlga_lord_tell_mission_follow_spy_accepted:close_window)
  • 84. Accept quest to capture enemy lord: 1 (dlga_lord_tell_mission_capture_enemy_hero_accepted:close_window)
  • 85. Accept quest to lend a companion: 1 (dlga_lord_tell_mission_lend_companion_accepted:close_window)
  • 86. Accept quest to collect debt from another lord: 1 (dlga_lord_tell_mission_collect_debt_accepted:close_window)
  • 87. Reject quest to incriminate commander: -5 (dlga_lord_tell_mission_incriminate_commander_rejected:lord_pretalk)
  • 88. Accept quest to incriminate commander: 2 (dlga_lord_tell_mission_incriminate_commander_fin:lord_pretalk)
  • 89. Reject quest (generic): -1 (dlga_lord_mission_rejected:close_window)
  • 90. Allow enemy lord to go free after battle (generic): 2 (dlga_lord_talk:defeat_lord_answer_2)
  • 91. Escort lady - success: 2 (dlga_start:lady_escort_lady_succeeded)
  • 92. Duel for lady - success: 10 (dlga_lady_qst_duel_for_lady_succeeded_2:lady_pretalk)
  • 93. Duel for lady - failure: 6 (dlga_lady_qst_duel_for_lady_failed_2:lady_pretalk)
  • 94. Answer for a call to visit a lady: 1 (dlga_start:lady_start.2)
  • 95. Rescue prisoner lord for a lady (generic) - complete: 8 (dlga_start:lady_generic_mission_succeeded)
  • 96. Rescue prisoner lord for a lady - complete: 8 (dlga_start:rescue_prisoner_succeed_1)
  • 97. Ghost lady - accuse lover of murder: -10 (dlga_ghostlover_accuse:close_window)
  • 98: Ghost lady - accused lover of murder, then change mind to accuse the scribe instead: 5 (dlga_ghostlover_end:close_window)
  • 99. Accept quest to duel for lady: 3 (dlga_lady_quest_duel_for_lady_3_accepted:close_window)
  • 100. Reject quest to duel for lady: -1 (dlga_lady_quest_duel_for_lady_3_rejected:close_window)
  • 101. Reject quest from lady: -1 (dlga_lady_mission_rejected:close_window)
  • 102. Ignore! (convince lord to do something by relationship (for quests), negative based on other script) (dlga_convince_friendship_go_on:convince_accept)
  • 103. Release prisoner lord from your party: 2 (dlga_prisoner_chat_noble2:defeat_lord_answer_2)

5) Change these values to your liking (can be negative, positive and 0 as well)

6. Morale (2)

Tweaks to be found in this section:
6 a) To change the morale penalty when you run out of food
6 b) To change the base morale of your party

Tweak 6 a)

To change the morale penalty when you run out of food - credits to VonDegurechaff

  • This tweak can be made compatible with other mods too after minor adjustments

File: simple_triggers.txt

1) Search for this piece of code:

1 2 936748722493063451 -3 2133 2

2) Change that -3 to something else (e.g. 0 to eliminate the morale penalty). This tweak can be found within the same trigger as the previous one, so in case you don't want to disable the penalty completely, then you can also change the frequency for the morale penalty by changing the 14.000000 (the frequency in hours) at the beginning of the line. In case of other mods, you have to adjust the above piece as follows in order to find it:

  • 936748722493063451 (scripts.txt): 936748722493063168 + № of change_player_party_morale (script number = (line-3)/2 in Notepad++)

Tweak 6 b)

To change the base morale of your party - credits to TheMageLord

  • This tweak can be made compatible with other mods too after minor adjustments

File: scripts.txt

1) Find the following 3 pieces of code in the body of the script called get_player_party_morale_values -1:

1507 1 1224979098644774915 2105 2 1224979098644774913 1 5 0
1224979098644774917 18 5 0 2122 3
1224979098644774917 15 3 0

2) The 1 is the morale penalty you get for each 'hero' unit in your party. Then you get 18 bonus morale for each point of Leadership when you are king/queen, and 15 for each point of Leadership when you are not a king/queen. In Native, the same values are 15 and 12 respectively.

3) Change these values to your liking. You may also eliminate the morale penalty if you change that 1 to 0.

7. Tournaments and Arenas (10)

Tweaks to be found in this section:
7 a) To change the rewards of winning a Noldor Tournament
7 b) To add a notification about Noldor Tournaments being held at Elacrai
7 c) To change the amount of Noldor tournament wins required to get the Msytical Rune Plate
7 d) To change the frequency and the way how tournaments are held
7 e) To change the amount of participants and rounds during tournaments
7 f) To make tournament bets be based on your renown rating
7 g) To change the amount of renown, relation, denars and experience you get after winning a tournament
7 h) To earn renown upon winning arena fights
7 i) To change the monetary reward for winning an arena fight
7 j) To be able to choose your starting weapon in arena fights

Tweak 7 a)

To change the rewards of winning a Noldor Tournament - credits to BananaFruit and Димасик

File: menus.txt

1) Your prize for winning the next Noldor Tournament gets set once you've won the given one, no matter how much time passes between the two. To remove the prerolled prizes, find this piece of code:

1 2 936748722493063906 2

Cut it from its place and put it right after this piece of code:

72057594037927945 3 0

Make sure that the relocated piece is separated by exactly 1 space from the left and right, and that at the place of the deletion there is only 1 gap.

2) To make the prize always be a Qualis Gem, search for this piece:

2 144115188075857282 20

And change that 20 to 100

3) And lastly, to revamp the possible rewards completely, replace the whole entry of the menu starting by menu_town_tournament_won 4608 with this:

menu_town_tournament_won 4608 You_have_won_the_tournament_of_{s3}!_You_are_filled_with_pride_as_the_crowd_cheers_your_name._In_addition_to_honor,_fame_and_glory,_you_earn_a_prize_of_{reg9}_denars._{s8} none 126 2031 1 1441151880758558807 2330 2 3 144115188075856143 1 3 936748722493063442 360287970189639680 20 1 3 936748722493063444 144115188075856143 3 2105 2 144115188075856272 1 4 0 541 3 144115188075856143 7 360287970189639680 5 0 521 3 1224979098644774912 144115188075856143 50 2105 2 1224979098644774912 10 501 3 144115188075856143 50 1224979098644774912 3 0 2319 1 8 2133 2 72057594037927945 2000 1062 2 250 360287970189639680 4 0 200 1 504403158265495617 546 3 504403158265495617 1 144115188075856143 526 3 1224979098644774913 504403158265495617 6 2173 2 1224979098644774914 1224979098644774913 2335 2 9 1224979098644774914 2320 2 8 1585267068834416690 5 0 1528 2 360287970189639680 72057594037927945 3 0 4 0 31 2 144115188075856143 648518346341351600 2105 2 144115188075857292 1 2133 2 1224979098644774915 -1 2133 2 1224979098644774916 -1 2133 2 1224979098644774917 -1 2133 2 1224979098644774918 0 2133 2 1224979098644774919 0 2133 2 1224979098644774920 0 4 0 2147483678 2 144115188075857282 50 2133 2 1224979098644774915 288230376151711870 5 0 2147483678 2 144115188075857282 60 2133 2 1224979098644774915 288230376151711875 2325 2 21 1224979098644774915 1530 3 360287970189639680 1224979098644774915 1224979098644774918 5 0 2147483678 2 144115188075857282 70 2133 2 1224979098644774915 288230376151712428 2133 2 1224979098644774918 29 5 0 2147483678 2 144115188075857282 80 2133 2 1224979098644774915 288230376151713090 2133 2 1224979098644774918 17 5 0 2147483678 2 144115188075857282 90 2133 2 1224979098644774915 288230376151712865 2133 2 1224979098644774918 17 5 0 2147483678 2 144115188075857282 96 2133 2 1224979098644774915 288230376151711977 2133 2 1224979098644774918 36 5 0 2147483678 2 144115188075857282 100 2133 2 1224979098644774915 288230376151711976 2133 2 1224979098644774918 36 3 0 2325 2 21 1224979098644774915 1530 3 360287970189639680 1224979098644774915 1224979098644774918 4 0 2147483679 2 1224979098644774916 -1 1530 3 360287970189639680 1224979098644774916 1224979098644774919 4 0 2147483679 2 1224979098644774917 -1 1530 3 360287970189639680 1224979098644774917 1224979098644774920 3 0 3 0 2320 2 8 1585267068834416693 1 2 936748722493063906 2 5 0 2136 3 1224979098644774924 0 100 3221225672 1 504403158265495617 2147484194 3 504403158265495617 1 144115188075856143 2147483678 2 1224979098644774924 10 2136 3 1224979098644774925 1 80 4 0 2147483678 2 1224979098644774925 15 2136 3 1224979098644774926 288230376151712149 288230376151712190 5 0 2147483678 2 1224979098644774925 30 2136 3 1224979098644774926 288230376151712257 288230376151712263 5 0 2147483678 2 1224979098644774925 45 2136 3 1224979098644774926 288230376151712278 288230376151712292 5 0 2147483678 2 1224979098644774925 60 2136 3 1224979098644774926 288230376151712293 288230376151712311 5 0 2147483678 2 1224979098644774925 75 2136 3 1224979098644774926 288230376151712601 288230376151712647 5 0 2136 3 1224979098644774926 288230376151712670 288230376151712749 3 0 1530 2 360287970189639680 1224979098644774926 2325 2 21 1224979098644774926 2320 2 8 1585267068834416694 3 0 2120 3 1224979098644774927 144115188075856255 144115188075856256 4 0 32 2 144115188075856256 0 2133 2 72057594037927944 1224979098644774927 2320 2 8 1585267068834416695 3 0 4 0 3221225503 2 144115188075856294 144115188075856957 2147484208 3 360287970189639680 7 70 2147484208 3 360287970189639680 7 145 542 3 144115188075856957 4 6 542 3 144115188075856957 5 144115188075856280 2320 2 8 216172782113788034 3 0 1528 2 360287970189639680 1224979098644774927 2133 2 1224979098644774928 0 2123 3 1224979098644774928 144115188075856256 5 521 3 1224979098644774929 144115188075856143 51 2106 2 1224979098644774929 1224979098644774928 2111 2 1224979098644774929 250 501 3 144115188075856143 51 1224979098644774929 1 1 936748722493063679 372 1 33 1

The rewards are the following:

  • 50% chance (x < 50): Qualis Gem (288230376151711870)
  • 10% chance (x < 60): 2x Large Pouch of Diamonds (288230376151711875)
  • 10% chance (x < 70): Lordly Noldor Rune Armor (288230376151712428)
  • 10% chance (x < 80): Masterwork Noldor Warsword (288230376151713090)
  • 10% chance (x < 90): Masterwork Noldor Composite Bow (288230376151712865)
  • 6% chance (x < 96): Champion Noldor Spirit Horse (288230376151711977)
  • 4% chance (x < 100): Champion Noldor Goldleaf Warhorse (288230376151711976)

Change these items to something else if you wish, by making sure that the respective numbers will be the result of this addition: 288230376151711744 + EntryNumberOfItem. The entry number can be most easily checked with Morgh's Editor. Also, keep in mind that the accompanying modifiers won't change, they will stay the same regardless of the item

  • 1st slot: no modifier, single item
  • 2nd slot: no modifier, double item
  • 3rd slot: lordly (works only on armor piece)
  • 4th & 5th slot: masterwork (worky only on weapons)
  • 6th & 7th slot: champion (works only on horses)

Tweak 7 b)

To add a notification about Noldor Tournaments being held at Elacrai - credits to BananaFruit

Have you ever missed a Noldor Tournament or two because you didn't pay close attention to the current date? Who didn't? Well, you don't have to worry about this anymore, as the following tweak displays a message when a Noldor Tournament begins (assuming the "Befriend the Noldor" quest is completed and Noldor relation is >= 30)

Files:

  • strings.txt
  • simple_triggers.txt

1) Open strings.txt and increase the number in the second line by 1 (5056 -> 5057)

2) Add the following line to the end of the file:

str_noldor_tournament_started The_Noldor_tournament_has_begun!

Look at the serial number of this line and keep it in mind. Also, make sure that there is still an empty line at the very end of the file!

3) Next, open simple_triggers.txt and find this piece:

648518346341351600 156 1

4) Replace it with this:

648518346341351600 156 1 546 3 504403158265495615 11 3 2190 3 1224979098644774932 432345564227567643 432345564227567629 30 2 1224979098644774932 30 600 1 1152921504606847260 1106 2 216172782113788864 5308240

Make sure that there is exactly 1 gap/space to the left and to the right of the replacement!

5) In case you added other entries to strings.txt due to different tweaks, then check if the highlighted 216172782113788864 corresponds to the following formula: 216172782113783805 + № of str_noldor_tournament_started in strings.txt (from point 2), line number in Notepad++). Adjust it if needed! Otherwise skip this step.

6) Increase the second number in this line (the number after 24.000000, should be 130 if nothing has been changed previously) by 5 (130 -> 135)

Tweak 7 c)

To change the amount of Noldor tournament wins required to get the Mystical Rune Plate - credits to Fandom User

File: conversation.txt

1) Find this piece of code:

dlga_start:noldor_give_armor_1 1087 0  4 30 2 144115188075857292 10 2190

2) That 10 is the amount of wins required. Change it to your liking.

Tweak 7 d)

To change the frequency and the way how tournaments are held - credits to Alex Toews

  • This tweak can be made compatible with other mods too after minor adjustments

There are 3 values that you can change regarding this:

  • The threshold for adding new tournaments: by default, the game will start adding new tournaments when there are less than 3 tournaments currently active.
  • The chance for adding a new tournament to a random town: by default, this chance is 30%. Adding new tournaments is repeated every 24 hours until the tournament threshold has been reached. If the randomly selected town already has a tournament, then the remaining days for the tournament will be reset.
  • The minimum-maximum number of days tournaments will be held: by default, tournaments last between 12 and 15-1 days. Once you visit a town with a tournament, the remaining tournament days are automatically set to 1 (even if you don't enter the tournament). So once you visit a town that's hosting a tournament, you either have to enter right away or lose the chance.

File: simple_triggers.txt

1) Find this piece of code:

3 2136 3 1224979098644774921 0 100 2147483678 2 1224979098644774921 30 2136 3 1224979098644774926 648518346341351446 648518346341351464 2136 3 1224979098644774927 12 15

For other mods, find a trigger starting with 24.000000, having a piece of code with a similar pattern as the highlighted values. For instance, the equivalent of the above piece in Native is:

3 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 30 2136 3 1224979098644774924 648518346341351445 648518346341351467 2136 3 1224979098644774925 12 15

2) And change these values to your liking, based on the above.

Tweak 7 e)

To change the amount of participants and rounds during tournaments - credits to TheMageLord

  • This tweak is likely compatible with other mods too!

Currently, the total number of participants is 64 in tournaments, and half of them get eliminated after each round you win. Thus you will have 6 rounds (log264 = 6) overall. Also, it is recommended that the total number of participants is the power of the factor set (2 by default, at which participants get removed per round). You may still get odd numbers this way though, which will be rounded up or down according to the laws of mathematics, as shown in the example at the end.

A default setting of 64 participants in total with a factor of 2 means that the following amount of participants are allowed in different combinations possible.

  • tier 1: 32 participants at max (4 groups of 8 maximum, which is a hard cap)
  • tier 2: 32 participants at max (4 groups of 8 maximum, the other half got removed by this time)
  • tier 3: 16 participants at max (4 groups of 4 maximum)
  • tier 4: 8 participants at max (4 groups of 2 maximum, 2 groups of 1 minimum)
  • tier 5: 4 participants at max (2 groups of 2 or 2 groups of 1)
  • tier 6: 2 participants at max (2 groups of 1)

File: scripts.txt

1) For the total number of participants, find the instances of 64 in the body of the following scripts:

  • fill_tournament_participants_troop (2 instances in PoP, 1 in Native)
  • get_num_tournament_participants (1 instance)
  • get_random_tournament_participant (1 instance)
  • add_tournament_participant (1 instance)
  • sort_tournament_participant_troops (2 instances, but the 1st has to be {total_number - 1}, which is 64-1 = 63 by default)
  • remove_tournament_participants_randomly (2 instances)

Change all instances of 64 to the value you'd like (all should be the same), and the single instance of 63 to "value - 1". That will be the new amount for the total participants in tournaments.

2) And lastly, the factor at which participants get removed after each round you win can be found in this piece:

2133 2 1224979098644774913 72057594037927936 2123 3 1224979098644774914 1224979098644774913 2 1 2

3) Just for the sake of clarity: the factor stands for the amount of troops removed after each round, relative to the remaining amount of participants. Change it to the value you'd like (it is still recommended that the total amount of participants set previously is the power of this factor). For example, if you set the total amount of participants to be 81 (and 1 instance of 80) and the factor to 3, then you'll have 10 rounds:

  • tier 1: 32 participants at max (4 groups of 8 maximum, which is the cap. Otherwise it would be 81)
  • tier 2: 32 participants at max (4 groups of 8 maximum, which is the cap. Otherwise it would be 81 - 81/3 = 54)
  • tier 3: 32 participants at max (4 groups of 8 maximum, which is the cap. Otherwise it would be 54 - 54/3 = 36)
  • tier 4: 24 participants at max (4 groups of 6 maximum. 36 - 36/3 = 24)
  • tier 5: 16 participants at max (4 groups of 4 maximum. 24 - 24/3 = 16)
  • tier 6: 11 participants at max (3 groups of 3 maximum. 16 - 16/3 ~= 11)
  • tier 7: 7 participants at max (3 groups of 2 maximum. 11 - 11/3 ~= 7)
  • tier 8: 5 participants at max (4 groups of 1 maximum (or 2 groups of 2?). 7 - 7/3 ~= 5)
  • tier 9: 3 participants at max (2 groups of 1 maximum. 5 - 5/3 ~= 3)
  • tier 10: 2 participants at max (2 groups of 1 maximum. 3 - 3/3 = 2)

A factor of 1 should technically make tournaments always last 1 round.

Tweak 7 f)

To make tournament bets be based on your renown rating - credits to VonDegurechaff and Dark_XSM

  • This tweak can be made compatible with other mods too after minor adjustments

This tweak makes the possible tournament bets scale with your renown rating directly, on a 1:1 ratio. So with 10,000 renown, you can bet 10,000 denars in each round as the max amount. Since the bets will change over time as you progress, the described values can't be static, so percentages will be shown instead, relative to your max bet limit: 100%, 50%, 20%, 10% and 5%. The ratio between the earnings and the total amount of bets made remains the same as previously. Which means that betting 10,000 denars all the way through and winning the tournament will earn you 398,000 + 2000 = 400,000 denars (at best)

File: menus.txt

1) Find the line starting with this piece:

 mno_bet_500

In case of other mods, make sure that the 500 is set to the highest bet amount in order to find the piece.

2) And replace the whole line with this:

 mno_bet_100  6 2149 2 1224979098644774912 360287970189639680 520 3 144115188075856274 360287970189639680 7 30 2 1224979098644774912 20 30 2 144115188075856274 20 2108 2 144115188075856274 1 2107 2 144115188075856274 1  100%  2 2133 2 144115188075855914 144115188075856274 2060 1 864691128455135398  .  mno_bet_50  6 2149 2 1224979098644774912 360287970189639680 520 3 144115188075856275 360287970189639680 7 30 2 1224979098644774912 10 30 2 144115188075856275 10 2108 2 144115188075856275 2 2107 2 144115188075856275 1  50%  2 2133 2 144115188075855914 144115188075856275 2060 1 864691128455135398  .  mno_bet_20  6 2149 2 1224979098644774912 360287970189639680 520 3 144115188075856276 360287970189639680 7 30 2 1224979098644774912 4 30 2 144115188075856276 4 2108 2 144115188075856276 5 2107 2 144115188075856276 1  20%  2 2133 2 144115188075855914 144115188075856276 2060 1 864691128455135398  .  mno_bet_10  6 2149 2 1224979098644774912 360287970189639680 520 3 144115188075856277 360287970189639680 7 30 2 1224979098644774912 2 30 2 144115188075856277 2 2108 2 144115188075856277 10 2107 2 144115188075856277 1  10%  2 2133 2 144115188075855914 144115188075856277 2060 1 864691128455135398  .  mno_bet_5  6 2149 2 1224979098644774912 360287970189639680 520 3 144115188075856278 360287970189639680 7 30 2 1224979098644774912 1 30 2 144115188075856278 1 2108 2 144115188075856278 20 2107 2 144115188075856278 1  5%  2 2133 2 144115188075855914 144115188075856278 2060 1 864691128455135398  .  mno_go_back_dot  0  Go_back.  1 2060 1 864691128455135395  .

3) Make sure you have a gap before "mno_bet_100", as it was previously. In case of other mods, you'll need to adjust the above piece as follows:

  • 144115188075856274 (5 instances) with the number you get for: 144115188075855871 + № of qst_collect_taxes_total_hours variable in variables.txt (line number in Notepad++)
  • 144115188075855914 (5 instances) with the number you get for: 144115188075855871 + № of temp variable in variables.txt (line number in Notepad++)
  • 864691128455135398 (5 instances) with the number you get for: 864691128455135232 + № of menu_tournament_bet_confirm from menus.txt (menu number = (line-3)/2 in Notepad++)
  • 144115188075856275 (5 instances) with the number you get for: 144115188075855871 + № of qst_collect_taxes_hourly_income variable in variables.txt (line number in Notepad++)
  • 144115188075856276 (5 instances) with the number you get for: 144115188075855871 + № of qst_collect_taxes_menu_counter variable in variables.txt (line number in Notepad++)
  • 144115188075856277 (5 instances) with the number you get for: 144115188075855871 + № of qst_collect_taxes_unrest_counter variable in variables.txt (line number in Notepad++)
  • 144115188075856278 (5 instances) with the number you get for: 144115188075855871 + № of qst_collect_taxes_halve_taxes variable in variables.txt (line number in Notepad++)
  • 864691128455135395 (1 instance) with the number you get for: 864691128455135232 + № of menu_town_tournament from menus.txt (menu number = (line-3)/2 in Notepad++)

Tweak 7 g)

To change the amount of renown, relation, denars and experience you get after winning a tournament - credits to TheMageLord and tommylaw

  • This tweak might be compatible with other mods too

File: menus.txt

1) Find and observe this piece of code:

menu_town_tournament_won 4608 You_have_won_the_tournament_of_{s3}!_You_are_filled_with_pride_as_the_crowd_cheers_your_name._In_addition_to_honor,_fame_and_glory,_you_earn_a_prize_of_{reg9}_denars._{s8} none 325 2031 1 1441151880758558807 2330 2 3 144115188075856143 1 3 936748722493063442 360287970189639680 20 1 3 936748722493063444 144115188075856143 3 2105 2 144115188075856272 1 4 0 541 3 144115188075856143 7 360287970189639680 5 0 521 3 1224979098644774912 144115188075856143 50 2105 2 1224979098644774912 10 501 3 144115188075856143 50 1224979098644774912 3 0 2319 1 8 2133 2 72057594037927945 2000 1062 2 250
  • 20 is the amount of renown
  • 3 is the amount of relation points with the hosting town
  • 2000 is the amount of denars for the standard win (without the money from the bets)
  • 250 is the amount of experience points

2) Change the above values to your liking. Note however that you can't get more than 29,999 experience points at a time, it's a hard limit. In case of other mods, simply find the line starting with You_have_won_the_tournament_of and search for the above values. They might be different though. For instance, in Native, the 250 is 200.

Tweak 7 h)

To earn renown upon winning arena fights - credits to Dalion

  • This tweak can be made compatible with other mods too after minor adjustments

File: conversation.txt

1) Search for this piece of code:

And_of_course_you_won_the_grand_prize_of_the_fights:_{reg10}_denars.  1633  3 1 3

2) And replace it with this:

And_of_course_you_won_the_grand_prize_of_the_fights:_{reg10}_denars.  1633  5 1 3 936748722493063442 360287970189639680 10 1 3 936748722493063444 144115188075856143 1 1 3

The 10 indicates how much renown you'll gain per win and the 1 is the amount of relation you get with the given town upon doing so. Change them to something else if you want.

3) In case of other mods, you have to adjust the above pieces as follows in order to find it and have a correct replacement:

  • 1633 with the number you got for arena_master_pre_talk in dialog_states.txt (line-1 in Notepad++)
  • 936748722493063442 (scripts.txt): 936748722493063168 + № of change_troop_renown (script number = (line-3)/2 in Notepad++)
  • 936748722493063444 (scripts.txt): 936748722493063168 + № of change_player_relation_with_center (script number = (line-3)/2 in Notepad++)
  • 144115188075856143 with the number you get for: 144115188075855871 + № of current_town in variables.txt (line number in Notepad++)

Tweak 7 i)

To change the monetary reward for winning an arena fight - credits to TheMageLord

  • This tweak is likely compatible with other mods too

Use this tweak only if TweakMB doesn't let you change the winning prize (2000 denars by default) of arena fights. For example because you've applied the tweak to get X renown too upon winning. The rewards for the lower positions should remain editable with TweakMB, which is the suggested method whenever possible (error-free editing).

File: conversation.txt

1) Find the two instances of the following code under dlga_arena_training_melee_intro_reward:arena_training_melee_intro_2 and dlga_arena_training_melee_explain_reward:arena_master_melee_pretalk respectively:

500 2133 2 72057594037927951 2000

2) Where the 500 is the prize money for dealing with 20 opponents (set it accordingly if you already edited it), and the 2000 is the sum for winning the whole fight. Set both of the 2000 to something else. In case of other mods, just find 2133 2 72057594037927951 within the mentioned conversation lines and you'll see the two values to the left and right of it.

3) Then search for these two pieces under dlga_arena_master_fight_result:arena_master_pre_talk.6:

2133 2 72057594037927946 2000
360287970189639680 2000 1062 2 200 360287970189639680

4) And once again, set both 2000 to something else (that is the same value that was set in point 2). In case of other mods, the default value is likely different, but you should have no problem in finding it, knowing what's the max amount for winning an arena fight.

Tweak 7 j)

To be able to choose your starting weapon in arena fights

  • This tweak can be made compatible with other mods too after minor adjustments

Files:

  • dialog_states.txt
  • variables.txt
  • conversation.txt

1) Open dialog_states.txt and add these 2 lines to the very end of the file:

arena_master_weapon_type
arena_master_choose_weapon_type

Look at the serial numbers of the lines you added and subtract 1 from each. Keep them in mind. Also, make sure that there remains an empty line at the very end of the file.

2) Now open variables.txt and add this to the very end of the file:

g_wp_tpe_active

Make sure to still have an empty line at the very end.

3) Next, open conversation.txt, increase the 'conversation counter' at the top of the file (2nd line) by 5 (4152 -> 4157), then find the line starting with dlga_arena_master_melee_talk:close_window. Replace it with these 6:

dlga_arena_master_melee_talk:arena_master_weapon_type 69631 1630  0 Good._That's_what_I_am_going_to_do.  1874  0 NO_VOICEOVER 
dlga_arena_master_weapon_type:arena_master_choose_weapon_type 4095 1874  0 Which_weapon_would_you_like_to_use_in_the_fight?  1875  0 NO_VOICEOVER 
dlga_arena_master_choose_weapon_type:close_window 69631 1875  0 One_handed_sword_&_Shield.  6  26 2136 3 1224979098644774912 0 60 4 0 2147483680 2 1224979098644774912 30 2133 2 144115188075856125 34 5 0 2133 2 144115188075856125 37 3 0 2133 2 144115188075856122 144115188075856143 2270 1 144115188075856123 2133 2 144115188075856124 1 4 0 31 2 144115188075857320 1 4 0 541 3 144115188075856143 235 1 521 3 1224979098644774913 144115188075856143 234 5 0 521 3 1224979098644774913 144115188075856143 16 3 0 5 0 521 3 1224979098644774913 144115188075856143 16 3 0 1261 1 1224979098644774913 1262 0 1263 2 144115188075856125 360287970189639680 1911 1 792633534417207325 1910 1 1224979098644774913 NO_VOICEOVER 
dlga_arena_master_choose_weapon_type:close_window.1 69631 1875  0 Two_handed_sword.  6  26 2136 3 1224979098644774912 0 60 4 0 2147483680 2 1224979098644774912 30 2133 2 144115188075856125 32 5 0 2133 2 144115188075856125 38 3 0 2133 2 144115188075856122 144115188075856143 2270 1 144115188075856123 2133 2 144115188075856124 1 4 0 31 2 144115188075857320 1 4 0 541 3 144115188075856143 235 1 521 3 1224979098644774913 144115188075856143 234 5 0 521 3 1224979098644774913 144115188075856143 16 3 0 5 0 521 3 1224979098644774913 144115188075856143 16 3 0 1261 1 1224979098644774913 1262 0 1263 2 144115188075856125 360287970189639680 1911 1 792633534417207325 1910 1 1224979098644774913 NO_VOICEOVER 
dlga_arena_master_choose_weapon_type:close_window.2 69631 1875  0 Bow_&_Dagger.  6  20 2133 2 144115188075856125 36 2133 2 144115188075856122 144115188075856143 2270 1 144115188075856123 2133 2 144115188075856124 1 4 0 31 2 144115188075857320 1 4 0 541 3 144115188075856143 235 1 521 3 1224979098644774912 144115188075856143 234 5 0 521 3 1224979098644774912 144115188075856143 16 3 0 5 0 521 3 1224979098644774912 144115188075856143 16 3 0 1261 1 1224979098644774912 1262 0 1263 2 144115188075856125 360287970189639680 1911 1 792633534417207325 1910 1 1224979098644774912 NO_VOICEOVER 
dlga_arena_master_choose_weapon_type:close_window.3 69631 1875  0 Quarterstaff.  6  29 2136 3 1224979098644774912 0 60 4 0 2147483680 2 1224979098644774912 20 2133 2 144115188075856125 33 5 0 2147483680 2 1224979098644774912 40 2133 2 144115188075856125 35 5 0 2133 2 144115188075856125 39 3 0 2133 2 144115188075856122 144115188075856143 2270 1 144115188075856123 2133 2 144115188075856124 1 4 0 31 2 144115188075857320 1 4 0 541 3 144115188075856143 235 1 521 3 1224979098644774913 144115188075856143 234 5 0 521 3 1224979098644774913 144115188075856143 16 3 0 5 0 521 3 1224979098644774913 144115188075856143 16 3 0 1261 1 1224979098644774913 1262 0 1263 2 144115188075856125 360287970189639680 1911 1 792633534417207325 1910 1 1224979098644774913 NO_VOICEOVER 

4) Lastly, make sure that the highlighted numbers in each line match the values calculated in point 1), and that the instances of 144115188075857320 match the formula down below. It is only needed to check them if you added something else to dialog_states.txt and variables.txt respectively, due to different tweaks. Otherwise the above will work as is. So if necessary, replace:

  • 1874 (line 1 & 2) with the number you got for arena_master_weapon_type
  • 1875 (line 2, 3, 4, 5 & 6) with the number you got for arena_master_choose_weapon_type
  • 144115188075857320 (4 instances in total) with the number you get for: 144115188075855871 + № of g_wp_tpe_active variable in variables.txt (line number in Notepad++)

In case of other mods, you'll also need to adjust the following numbers:

  • 1630 (line 1) with the number you got for arena_master_melee_talk in dialog_states.txt (line-1 in Notepad++)
  • 6 (line 3, 4, 5, 6) with the number you got for close_window in dialog_states.txt (line-1 in Notepad++)
  • 792633534417207325 with the number starting with the same 14 digits you see in dlga_arena_master_melee_talk:close_window
  • 144115188075856125 (3 instances in line 3 & 4, 2 instances in line 5, 4 instances in line 6) with the number you get for: 144115188075855871 + № of g_player_entry_point variable in variables.txt (line number in Notepad++)
  • 144115188075856122 (1 instance in line 3, 4, 5 & 6) with the number you get for: 144115188075855871 + № of last_training_fight_town variable in variables.txt (line number in Notepad++)
  • 144115188075856143 (5 instances in line 3, 4, 5 & 6) with the number you get for: 144115188075855871 + № of current_town variable in variables.txt (line number in Notepad++)
  • 144115188075856123 (1 instance in line 3, 4, 5 & 6) with the number you get for: 144115188075855871 + № of training_fight_time variable in variables.txt (line number in Notepad++)
  • 144115188075856124 (1 instance in line 3, 4, 5 & 6) with the number you get for: 144115188075855871 + № of g_mt_mode variable in variables.txt (line number in Notepad++)

8. Field and Village Battles (12)

Tweaks to be found in this section:
8 a) To make dismounted/dehorsed mounted units stay in their own group or change their lances to shorter melee weapons
8 b) To reassign dehorsed horse archers to the "archers" group and change their lances to shorter melee weapons
8 c) To reassign mounted foot units to the 'cavalry' group and fix their commandability
8 d) To be able to whistle for the nearest horse
8 e) To make horses not get halted by polearms under a given amount of damage
8 f) To change the minimum number of seconds after which enemies will be allowed to flee (if routing is enabled)
8 g) To change the static preset size of battlefields
8 h) To make the set battle size match with the maximum amount of troops allowed on the battlefield
8 i) To add the ability to do battle without your party and still get the full benefits
8 j) To swap the spawn points of farmers and bandits upon village infestations
8 k) To disable village battle scenes when you fight against lords
8 l) To adjust the maximum party size that will cause villagers to fight back during a raid

Tweak 8 a)

To make dismounted/dehorsed mounted units stay in their own group or change their lances to shorter melee weapons - credits to Caba'drin and Vetrogor

  • Point 1) of this tweak is totally universal, thus can be applied to any mod as is!
  • Point 1) of this tweak is incompatible with other reassignment tweaks!
  • Point 2) of this tweak can be made compatible with other mods too after minor adjustments

File: mission_templates.txt

1) To make dehorsed mounted units stay in their own group (not get assigned to the "infantry" group), find the section called mst_lead_charge and decrease the trigger counter a few lines below (a number by itself) by 4 (66 -> 62). Then delete the following lines from the body of the script:

-25.000000 0.000000 0.000000  0  2 2071 1 1224979098644774912 505 3 1224979098644774912 46 -1 
-25.000000 0.000000 0.000000  0  12 2071 1 1224979098644774912 4 0 2147485352 1 1224979098644774912 1715 2 1224979098644774913 1224979098644774912 30 2 1224979098644774913 0 1712 1 1224979098644774913 1702 1 1224979098644774913 1707 1 1224979098644774913 5 0 2133 2 1224979098644774913 -1 3 0 505 3 1224979098644774912 45 1224979098644774913 
-26.000000 0.000000 0.000000  0  13 2071 1 1224979098644774912 2147485352 1 1224979098644774912 525 3 1224979098644774913 1224979098644774912 45 30 2 1224979098644774913 0 1712 1 1224979098644774913 1702 1 1224979098644774913 1707 1 1224979098644774913 1745 3 1224979098644774913 -2 1 1746 3 1224979098644774913 -2 1 1735 1 1224979098644774913 1732 1 1224979098644774913 1783 2 1224979098644774913 0 505 3 1224979098644774913 46 0 
1.000000 0.000000 0.000000  0  9 12 1 1224979098644774912 1712 1 1224979098644774912 565 3 1224979098644774912 46 0 1702 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 2147484193 3 1224979098644774912 46 1224979098644774913 525 3 1224979098644774914 1224979098644774912 46 1783 2 1224979098644774912 1224979098644774914 3 0 

To make dismounted/dehorsed mounted units get reassigned to infantry in other mods, simply add the above (i.e. revert the removal) to the mission template(s) of your choice.

  • The following point is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!

2) Dismounted/dehorsed mounted units tend to keep using lances even if those are not meant for fights on foot. This will be no longer the case, as we will change their lances to shorter and therefore more appropriate melee weapons. To do so, increase the trigger counter (the number by itself on a single line) by 1 under the following sections (doesn't work for sieges, for that, use the other tweak in the "Sieges" section):

  • mst_lead_charge - field battles (66 -> 67)
  • mst_village_attack_bandits - bandit infestations (24 -> 25)

Then for each section, add the following line (trigger) right under the previously increased counter, as a new line in each:

-56.000000 0.000000 0.000000  5 2071 1 1224979098644774912 1700 1 1224979098644774913 30 2 1224979098644774913 0 2147483679 2 1224979098644774912 1224979098644774913 1704 1 1224979098644774912  28 2071 1 1224979098644774912 2133 2 1224979098644774913 1 6 3 1224979098644774914 0 4 1804 3 1224979098644774915 1224979098644774912 1224979098644774914 30 2 1224979098644774915 0 1570 2 1224979098644774916 1224979098644774915 4 0 31 2 1224979098644774916 4 2723 2 1224979098644774915 2147483648 2133 2 1224979098644774917 1224979098644774915 5 0 1073741855 2 1224979098644774916 2 1073741855 2 1224979098644774916 3 31 2 1224979098644774916 4 2133 2 1224979098644774913 0 3 0 3 0 31 2 1224979098644774913 1 1774 2 1224979098644774912 1224979098644774917 1718 2 1224979098644774918 1224979098644774912 2172 3 1224979098644774919 1224979098644774918 0 2133 2 1224979098644774920 1190 4 0 30 2 1224979098644774919 13 2133 2 1224979098644774920 1304 3 0 1779 2 1224979098644774912 1224979098644774920 1747 2 1224979098644774912 1224979098644774920

If the dismounted unit's Strength is greater than or equal to 13, then his lance will be replaced with a Morningstar (item entry #1304). And if his Strength is less than 13, then the lance will be replaced with a simple Sword (item entry #1190). Replace these weapons with something else if you so desire. You can most easily check item entry numbers with Morgh's Editor. 13 is the standard STR requirement for a Morningstar. To make this work with other mods, you'll have to adjust the weapons to be given to mounted units.

Tweak 8 b)

To reassign dehorsed horse archers to the "archers" group and change their lances to shorter melee weapons - credits to Vetrogor

  • This tweak can be made compatible with other mods too after minor adjustments
  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!
  • The reassignment does not affect the last 3 custom divisions!

File: mission_templates.txt

1) Find this piece of code under the section called mst_lead_charge:

-26.000000 0.000000 0.000000  0  13 2071 1 1224979098644774912 2147485352 1 1224979098644774912 525 3 1224979098644774913 1224979098644774912 45 30 2 1224979098644774913 0 1712 1 1224979098644774913 1702 1 1224979098644774913 1707 1 1224979098644774913 1745 3 1224979098644774913 -2 1 1746 3 1224979098644774913 -2 1 1735 1 1224979098644774913 1732 1 1224979098644774913 1783 2 1224979098644774913 0 505 3 1224979098644774913 46 0

This trigger doesn't exist in other mods, so just ignore this step in case of those.

2) And replace it with this:

-26.000000 0.000000 0.000000  0  57 2071 1 1224979098644774912 2147485352 1 1224979098644774912 525 3 1224979098644774913 1224979098644774912 45 30 2 1224979098644774913 0 1712 1 1224979098644774913 1702 1 1224979098644774913 1707 1 1224979098644774913 1745 3 1224979098644774913 -2 1 1746 3 1224979098644774913 -2 1 1735 1 1224979098644774913 1732 1 1224979098644774913 2133 2 1224979098644774914 0 2133 2 1224979098644774915 1 6 3 1224979098644774916 0 4 1804 3 1224979098644774917 1224979098644774913 1224979098644774916 30 2 1224979098644774917 0 1570 2 1224979098644774918 1224979098644774917 4 0 1073741855 2 1224979098644774918 8 31 2 1224979098644774918 9 1727 3 1224979098644774919 1224979098644774913 0 30 2 1224979098644774919 5 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774918 4 2723 2 1224979098644774917 2147483648 2133 2 1224979098644774920 1224979098644774917 5 0 1073741855 2 1224979098644774918 2 1073741855 2 1224979098644774918 3 31 2 1224979098644774918 4 2133 2 1224979098644774915 0 3 0 3 0 1773 2 1224979098644774924 1224979098644774913 4 0 2147483678 2 1224979098644774924 6 4 0 31 2 1224979098644774914 1 1783 2 1224979098644774913 1 505 3 1224979098644774913 46 1 5 0 1783 2 1224979098644774913 0 505 3 1224979098644774913 46 0 3 0 3 0 31 2 1224979098644774915 1 1774 2 1224979098644774913 1224979098644774920 1718 2 1224979098644774921 1224979098644774913 2172 3 1224979098644774922 1224979098644774921 0 2133 2 1224979098644774923 1190 4 0 30 2 1224979098644774922 13 2133 2 1224979098644774923 1304 3 0 1779 2 1224979098644774913 1224979098644774923 1747 2 1224979098644774913 1224979098644774923

If the dehorsed unit has less than 5 ammunition left, then it will be immediately reassigned to the infantry group. Change that 5 to 0 if you want. If the dehorsed unit has a lance and no other melee weapons, and if its Strength is greater than or equal to 13, then his lance will be replaced with a Morningstar (item entry #1304). And if his Strength is less than 13, then the lance will be replaced with a simple Sword (item entry #1190). Replace these weapons with something else if you so desire. You can most easily check item entry numbers with Morgh's Editor. 13 is the standard STR requirement for a Morningstar. As for other mods, just add the previous trigger as a new line, without replacing anything. After making the necessary item adjustments, increase the trigger counter by 1 under the respective mission template(s).

3) If you wish, you can apply this tweak to bandit infestations and village fights too. If so, increase the trigger counter (the number by itself on a single line) by 2 under the following sections:

  • mst_village_attack_bandits - bandit infestations (24 -> 26)
  • mst_village_raid - village fights (27 -> 29)

Add the following 2 lines (triggers) right under the previously increased counters, as a new line each:

-25.000000 0.000000 0.000000  0  12 2071 1 1224979098644774912 4 0 2147485352 1 1224979098644774912 1715 2 1224979098644774913 1224979098644774912 30 2 1224979098644774913 0 1712 1 1224979098644774913 1702 1 1224979098644774913 1707 1 1224979098644774913 5 0 2133 2 1224979098644774913 -1 3 0 505 3 1224979098644774912 45 1224979098644774913 
-26.000000 0.000000 0.000000  0  57 2071 1 1224979098644774912 2147485352 1 1224979098644774912 525 3 1224979098644774913 1224979098644774912 45 30 2 1224979098644774913 0 1712 1 1224979098644774913 1702 1 1224979098644774913 1707 1 1224979098644774913 1745 3 1224979098644774913 -2 1 1746 3 1224979098644774913 -2 1 1735 1 1224979098644774913 1732 1 1224979098644774913 2133 2 1224979098644774914 0 2133 2 1224979098644774915 1 6 3 1224979098644774916 0 4 1804 3 1224979098644774917 1224979098644774913 1224979098644774916 30 2 1224979098644774917 0 1570 2 1224979098644774918 1224979098644774917 4 0 1073741855 2 1224979098644774918 8 31 2 1224979098644774918 9 1727 3 1224979098644774919 1224979098644774913 0 30 2 1224979098644774919 5 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774918 4 2723 2 1224979098644774917 2147483648 2133 2 1224979098644774920 1224979098644774917 5 0 1073741855 2 1224979098644774918 2 1073741855 2 1224979098644774918 3 31 2 1224979098644774918 4 2133 2 1224979098644774915 0 3 0 3 0 1773 2 1224979098644774924 1224979098644774913 4 0 2147483678 2 1224979098644774924 6 4 0 31 2 1224979098644774914 1 1783 2 1224979098644774913 1 505 3 1224979098644774913 46 1 5 0 1783 2 1224979098644774913 0 505 3 1224979098644774913 46 0 3 0 3 0 31 2 1224979098644774915 1 1774 2 1224979098644774913 1224979098644774920 1718 2 1224979098644774921 1224979098644774913 2172 3 1224979098644774922 1224979098644774921 0 2133 2 1224979098644774923 1190 4 0 30 2 1224979098644774922 13 2133 2 1224979098644774923 1304 3 0 1779 2 1224979098644774913 1224979098644774923 1747 2 1224979098644774913 1224979098644774923

In case of other mods, adjust the weapons to be given to troops.

4) If you DIDN'T add the tweak to reassign archers, crossbowmen and arquebusiers to the division of your choice after depleting their ammo, then once again, increase the trigger counters by 2 under the same sections. Otherwise skip this step:

  • mst_village_attack_bandits - bandit infestations (26 -> 28)
  • mst_village_raid - village fights (29 -> 31)

For each section, add the following 2 lines (triggers) right under the previously increased counters, as a new line each. Likewise in case of other mods:

-25.000000 0.000000 0.000000  0  2 2071 1 1224979098644774912 505 3 1224979098644774912 46 -1
1.000000 0.000000 0.000000  0  9 12 1 1224979098644774912 1712 1 1224979098644774912 565 3 1224979098644774912 46 0 1702 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 2147484193 3 1224979098644774912 46 1224979098644774913 525 3 1224979098644774914 1224979098644774912 46 1783 2 1224979098644774912 1224979098644774914 3 0 

Tweak 8 c)

To reassign mounted foot units to the 'cavalry' group and fix their commandability - credits to Vetrogor

  • Points 1-4 of this tweak can be made compatible with other mods too after minor adjustments
  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!

Mounted foot units (those that you ordered to mount) won't change their division to cavalry, while they should. Also, when using advanced formations on such troops (<j>, <k>, <l>, <;>) or if you move them from the <backspace> tactical menu, they will freeze down. These issues will be fixed in this tweak.

Files:

  • mission_templates.txt
  • menus.txt
  • scripts.txt

1) Open mission_templates.txt and increase the trigger counter (the number by itself on a single line) by 3 under the following sections:

  • mst_lead_charge - field battles (66 -> 69)
  • mst_village_attack_bandits - bandit infestations (24 -> 27)

2) Right under the previously increased counters, add the following 3 triggers, as a new line each:

-55.000000 0.000000 0.000000  0  36 2071 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 33 3 1224979098644774913 0 6 1783 2 1224979098644774912 2 505 3 1224979098644774912 46 2 2133 2 1224979098644774914 0 2133 2 1224979098644774915 4 6 3 1224979098644774916 0 1224979098644774915 1804 3 1224979098644774917 1224979098644774912 1224979098644774916 32 2 1224979098644774917 0 1570 2 1224979098644774918 1224979098644774917 1073741855 2 1224979098644774918 2 1073741855 2 1224979098644774918 3 31 2 1224979098644774918 4 2147486371 2 1224979098644774917 268435456 2133 2 1224979098644774914 1 2133 2 1224979098644774915 0 3 0 4 0 31 2 1224979098644774914 0 1718 2 1224979098644774919 1224979098644774912 2171 2 1224979098644774920 1224979098644774919 2172 3 1224979098644774921 1224979098644774919 0 2133 2 1224979098644774922 288230376151712934 4 0 30 2 1224979098644774921 15 30 2 1224979098644774920 35 2133 2 1224979098644774922 288230376151713113 3 0 1726 3 1224979098644774923 1224979098644774912 0 1774 2 1224979098644774912 1224979098644774923 1779 2 1224979098644774912 1224979098644774922 1747 2 1224979098644774912 1224979098644774922 3 0 
2.000000 0.000000 100000000.000000  0  5 6 3 1224979098644774912 0 4 6 3 1224979098644774913 0 8 1790 3 1224979098644774912 1224979098644774913 3 3 0 3 0 
-25.000000 0.000000 0.000000  0  12 2071 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 1507 1 1224979098644774913 1541 3 1224979098644774914 1224979098644774913 8 2147483680 2 1224979098644774914 0 2170 3 1224979098644774915 1369094286720630808 1224979098644774913 32 2 1224979098644774915 0 500 3 1224979098644774913 501 1224979098644774915 2107 2 1224979098644774915 -1 1521 3 1224979098644774913 1369094286720630808 1224979098644774915 

All mounted foot units will get a simple Sword (288230376151712934) to make sure that they have a sidearm for horseback combat. Additionally, units whose Strength and Level is greater than or equal to 15 and 35 respectively, will get a Long Knight Lance (288230376151713113) as well. Replace these weapons with something else if you so desire (288230376151711744 + entry number seen in Morgh's Editor). 15 is the standard strength requirement for a Long Knight Lance. There are 2 instances of each item among the above lines. In case of other mods, adjust the 2 items (4 values in total) accordingly, as well as the 2 instances of 1369094286720630808 (in line 3) accordingly, so that it corresponds to 1369094286720630784 + № of trade skill from skills.txt (line-2 in Notepad++)

3) Now check if the following trigger can already be found under mst_village_attack_bandits:

1.000000 0.000000 0.000000  0  9 12 1 1224979098644774912 1712 1 1224979098644774912 565 3 1224979098644774912 46 0 1702 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 2147484193 3 1224979098644774912 46 1224979098644774913 525 3 1224979098644774914 1224979098644774912 46 1783 2 1224979098644774912 1224979098644774914 3 0 

If so, then skip this step. If not, then once again, increase the trigger counter by 1 under the aforementioned section (27 -> 28), and add the above trigger right under the increased counter, as a new line. Likewise in case of other mods!

4) Next, we allow foot units to ride horses by giving them their riding skill from their troop template. To do that, open menus.txt and find the line starting with this piece:

menu_battle_debrief 4608 {s11}^^Your_casualties:{s8}{s10}^^Enemy_casualties:{s9}

Increase the operation counter in there (after "none") by 6 (157 -> 163), then add the following piece right after the counter, separated by 1 gap from each side:

6 3 1224979098644774912 360287970189639680 360287970189640882 520 3 1224979098644774913 1224979098644774912 501 32 2 1224979098644774913 0 1521 3 1224979098644774912 1369094286720630808 1224979098644774913 500 3 1224979098644774912 501 0 3 0

So that the result looks like this:

menu_battle_debrief 4608 {s11}^^Your_casualties:{s8}{s10}^^Enemy_casualties:{s9}^^Kill_count:{s12} none 163 6 3 1224979098644774912 360287970189639680 360287970189640882 520 3 1224979098644774913 1224979098644774912 501 32 2 1224979098644774913 0 1521 3 1224979098644774912 1369094286720630808 1224979098644774913 500 3 1224979098644774912 501 0 3 0

In case of other mods, the resulting piece might look differently. Furthermore, you'll have to adjust the highlighted 360287970189640882 to be that of the last troop's ID + 1 (360287970189639680 + entry number in the Troops Editor of Morgh's Editor). Also, make sure that the 2 instances of 1369094286720630808 correspond to 1369094286720630784 + № of trade skill from skills.txt (line-2 in Notepad++)

5) Lastly, we will fix the commandability of mounted foot units. For that, open scripts.txt and replace the body of the script called classify_agent with this:

18 23 2 1224979098644774912 1 1770 2 1224979098644774913 1224979098644774912 1792 2 1224979098644774914 1224979098644774913 4 0 31 2 1224979098644774912 1224979098644774914 2133 2 72057594037927936 -1 5 0 31 2 1224979098644774913 144115188075856337 1773 2 72057594037927936 1224979098644774912 5 0 1772 2 72057594037927936 1224979098644774912 3 0 4 0 525 3 1224979098644774915 1224979098644774912 46 32 2 1224979098644774915 -1 2147483679 2 72057594037927936 1224979098644774915 2133 2 72057594037927936 1224979098644774915 3 0 

This script likely does not exist in other mods.

Tweak 8 d)

To be able to whistle for the nearest horse - credits to Dalion

  • This tweak can be made compatible with other mods too after minor adjustments

This tweak will allow you to call for a horse in a 50m radius with a whistle, by pressing "H". However, the horse will not track your movement, and will come to the spot where you stood at the time of pressing the button, so keep that in mind. The conditions for this to work are:

  • The player has to be alive and dismounted
  • The horse cannot have a rider
  • The distance between the player and the horse should be less than 50m
  • If there are multiple horses within that distance, then only the closest one will answer the call, so you can't call for more than one horse at a time. To call the next one, you have to kill the closest horse first.

Files:

  • sounds.txt
  • mission_templates.txt

1) First and foremost, download this whistle sound and copy it to the "Sounds" folder of PoP: https://drive.google.com/file/d/1_Orqn1KkQSj6xd-fQ23ty19DWOxvPeX9/view?usp=sharing

2) Then, open sounds.txt, increase the counter in the 2nd line of the file by 1 (1342 -> 1343), and put this entry after fl_pistol.WAV 2720, or in case of other mods, to before the secondary counter from where entries don't have an extra space before them any longer:

horse_whistle.ogg 2720

So that the result will look like this:

 tavernsound.ogg 2182
 fl_pistol.WAV 2720
 horse_whistle.ogg 2720
639
snd_click 769 1 0 0
snd_tutorial_1 1801 1 1 0

3) Next, increase that highlighted secondary counter (639) by 1 (639 -> 640), and copy the following entry to the end of the file:

snd_horse_whistle 2720 1 1342 0

Make sure that there remains and empty line at the very end of the file! In case you added another sound sample to sounds.txt as shown in point 2), or in case of other mods, also make sure that the highlighted 1342 corresponds to the line number of horse_whistle.ogg 2720 - 3 (by default, that being 1345 - 3 = 1342)

4) Now open mission_templates.txt, and increase the trigger counter (the number by itself on a single line) by 1 under the following sections:

  • mst_lead_charge - field battles (66 -> 67)
  • mst_village_attack_bandits - bandit infestations (24 -> 25)

5) For each section, add the following trigger right under the previously increased counters, as a new line each:

0.000000 1.000000 1.000000  6 71 1 35 1700 1 1224979098644774912 1702 1 1224979098644774912 1714 2 1224979098644774913 1224979098644774912 31 2 1224979098644774913 -1 1750 2 1224979098644774912 1152921504606847615  27 2133 2 1224979098644774912 -1 2133 2 1224979098644774913 0 1700 1 1224979098644774914 1710 2 10 1224979098644774914 12 1 1224979098644774915 1702 1 1224979098644774915 2147485352 1 1224979098644774915 1715 2 1224979098644774916 1224979098644774915 31 2 1224979098644774916 -1 1710 2 11 1224979098644774915 711 3 1224979098644774917 10 11 2147483680 2 1224979098644774917 50 4 0 2147483679 2 1224979098644774913 1 2133 2 1224979098644774918 1224979098644774917 2133 2 1224979098644774912 1224979098644774915 2133 2 1224979098644774913 1 5 0 2147483678 2 1224979098644774917 1224979098644774918 2133 2 1224979098644774918 1224979098644774917 2133 2 1224979098644774912 1224979098644774915 3 0 3 0 4 0 30 2 1224979098644774912 0 1730 2 1224979098644774912 10 3 0 

Once again, in case you added another sound entry to the end of sounds.txt as shown in point 3) due a different tweak, or in case of other mods, you need to adjust the 1152921504606847615 to this: 1152921504606846976 + № snd_horse_whistle in sounds.txt (line - counter_in_2nd_line_of_the_file - 4 in Notepad++) (e.g. 1152921504606846976 + 1986 - 1343 - 4 = 1152921504606847615)

Tweak 8 e)

To make horses not get halted by polearms under a given amount of damage - credits to Dalion

No more peasants stopping cavalry charges with pitchforks! With this new system, horses will only rear when:

  • they got hit with a polearm on foot
  • the hit was a thrust (overswings don't count)
  • the hit landed on the first half of the horse's body
  • the horse was moving at a medium speed at least (to prevent stunlock)
  • the damage of the hit was higher than the given threshold (if the threshold is set to 0, then horses will never rear whatsoever)

All these conditions need to be fulfilled to stop a horse. Additionally, if you wish, you may allow horses to drop off their rider upon rearing.

Files:

  • module.ini
  • mission_templates.txt

1) Open module.ini and put this line to the end of the file:

horses_rear_with_attack = 0

2) Then open mission_templates.txt and increase the trigger counter (the number by itself on a single line) by 1 under the following sections:

  • mst_lead_charge - field battles (66 -> 67)
  • mst_village_attack_bandits - bandit infestations (24 -> 25)

3) Right under the previously increased counters, add the following trigger as a new line:

-28.000000 0.000000 2.000000  0  41 2070 2 1224979098644774912 1 2070 2 1224979098644774913 2 2070 2 1224979098644774914 3 2070 2 1224979098644774915 4 2133 2 1224979098644774916 30 2133 2 1224979098644774917 30 2133 2 1224979098644774918 0 2133 2 1224979098644774919 0 1712 1 1224979098644774912 2147485352 1 1224979098644774912 2147483679 2 72057594037927936 -1 1570 2 1224979098644774920 72057594037927936 31 2 1224979098644774920 4 1767 2 1224979098644774921 1224979098644774913 31 2 1224979098644774921 0 1714 2 1224979098644774922 1224979098644774913 31 2 1224979098644774922 -1 1768 3 1224979098644774923 1224979098644774912 0 33 3 1224979098644774923 1801439850948198955 1801439850948198958 33 3 1224979098644774915 2 18 1719 2 1224979098644774924 1224979098644774912 2147483679 2 1224979098644774924 288230376151711981 4 0 1073741855 2 1224979098644774924 288230376151711980 33 3 1224979098644774924 288230376151711969 288230376151711973 2147483679 2 1224979098644774917 0 30 2 1224979098644774914 1224979098644774917 2133 2 1224979098644774919 1 5 0 2147483679 2 1224979098644774916 0 30 2 1224979098644774914 1224979098644774916 2133 2 1224979098644774919 1 3 0 31 2 1224979098644774919 1 1740 3 1224979098644774912 1801439850948198959 0 1740 3 1224979098644774912 1801439850948198959 1 6 3 72057594037927996 0 3 1750 2 1224979098644774912 1152921504606847324 3 0 2147483679 2 1224979098644774918 0 1751 1 1224979098644774912

The 30 is the damage threshold for some distinguished armored (visually) and tall horses, namely: Jatu Warbeast, Ravenstern/Sarleon Armored Warhorse, Pendor Royal Steed and Demon Charger. The 30 is the damage threshold for all other horses, except for Fallen Horse. Since that horse is undead, it shouldn’t feel pain and thus it will never rear from polearms, no matter the damage. The 0 is the aforementioned bonus feature of horses dropping off their rider upon rearing, which is disabled by default (equals 0). To enable it, set the value to 1.

Tweak 8 f)

To change the minimum number of seconds after which enemies will be allowed to flee (if routing is enabled) - credits to Alex Toews

  • This tweak can be made compatible with other mods too after minor adjustments

File: scripts.txt

1) You will find the following piece of code under both decide_run_away_or_not and formation_decide_run_away_or_not scripts:

15 1 5 0 30 2 1224979098644774913 180

2) Change both 180 to a value of your choice, which will be the minimum amount of time needed, expressed in seconds. In Native and probably other mods too, only the decide_run_away_or_not script exists, and the minimum number of seconds is 45.

Tweak 8 g)

To change the static preset size of battlefields

This tweak aims at changing any (or all) of the preset battlefield sizes of 240x240m, 550x550m and 840x840m in the mod options menu.

Files:

  • scenes.txt
  • quick_strings.txt

1) Open scenes.txt and find these 7 entries, depending on which battlefield size you want to edit:

240x240m battlefields:

scn_random_scene_steppe_small random_scene_steppe_small 1792 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x0000000326060c090003c0f00000398800002f65000001c6
  0
  0
 outer_terrain_steppe
scn_random_scene_plain_small random_scene_plain_small 1792 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x000000033601808e4003c0f000005523000055b00000ab62
  0
  0
 outer_terrain_plain
scn_random_scene_snow_small random_scene_snow_small 1792 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x000000034344058d0003c0f0000075ec0000178e00002fbd
  0
  0
 outer_terrain_snow
scn_random_scene_desert_small random_scene_desert_small 1792 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x00000003560243a40003c0f0000052bc00005c8b0000756e
  0
  0
 outer_terrain_desert
scn_random_scene_steppe_forest_small random_scene_steppe_forest_small 1792 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x00000003a5828b4200041104000005d900005c8b00006ff4
  0
  0
 outer_terrain_steppe
scn_random_scene_plain_forest_small random_scene_plain_forest_small 1792 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x00000003a50287420003c0f0000005d900005c8b00006ff4
  0
  0
 outer_terrain_plain
scn_random_scene_snow_forest_small random_scene_snow_forest_small 1792 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x00000003c80286200003c0f0000005d900005c8b00006ff4
  0
  0
 outer_terrain_snow

550x550m battlefields:

scn_random_scene_steppe_normal random_scene_steppe_normal 1792 none none 0.000000 0.000000 550.000000 550.000000 -0.500000 0x000000032604070c00089a260000457600003b3200007cb2 
  0 
  0 
 outer_terrain_steppe 
scn_random_scene_plain_normal random_scene_plain_normal 1792 none none 0.000000 0.000000 550.000000 550.000000 -0.500000 0x000000033602408300089a26000075ec0000178e00002fbd 
  0 
  0 
 outer_terrain_plain 
scn_random_scene_snow_normal random_scene_snow_normal 1792 none none 0.000000 0.000000 550.000000 550.000000 -0.500000 0x000000034604048900089a26000075ec0000178e00002fbd 
  0 
  0 
 outer_terrain_snow 
scn_random_scene_desert_normal random_scene_desert_normal 1792 none none 0.000000 0.000000 550.000000 550.000000 -0.500000 0x000000035602c4a400089a26000052bc00005c8b0000756e 
  0 
  0 
 outer_terrain_desert 
scn_random_scene_steppe_forest_normal random_scene_steppe_forest_normal 1792 none none 0.000000 0.000000 550.000000 550.000000 -0.500000 0x00000003a4c145af00089a26000005d900005c8b00006ff4 
  0 
  0 
 outer_terrain_steppe 
scn_random_scene_plain_forest_normal random_scene_plain_forest_normal 1792 none none 0.000000 0.000000 550.000000 550.000000 -0.500000 0x00000003b9a0c08500089a2600004ec80000f7b80000a7b4 
  0 
  0 
 outer_terrain_plain 
scn_random_scene_snow_forest_normal random_scene_snow_forest_normal 1792 none none 0.000000 0.000000 550.000000 550.000000 -0.500000 0x00000003c58248a900089a26000005d900005c8b00006ff4 
  0 
  0 
 outer_terrain_snow 

840x840m battlefields:

scn_random_scene_steppe_large random_scene_steppe_large 1792 none none 0.000000 0.000000 840.000000 840.000000 -0.500000 0x0000000322e18404000d2348000046f500000652000078df 
  0 
  0 
 outer_terrain_large_steppe 
scn_random_scene_plain_large random_scene_plain_large 1792 none none 0.000000 0.000000 840.000000 840.000000 -0.500000 0x0000000334008001000d23480000fd8a0000d59e00009773 
  0 
  0 
 outer_terrain_large_plain 
scn_random_scene_snow_large random_scene_snow_large 1792 none none 0.000000 0.000000 840.000000 840.000000 -0.500000 0x000000034380858c000d2348000046f500000652000078df 
  0 
  0 
 outer_terrain_large_snow 
scn_random_scene_desert_large random_scene_desert_large 1792 none none 0.000000 0.000000 840.000000 840.000000 -0.500000 0x0000000350000000000d2348000078d800000aba00004a10 
  0 
  0 
 outer_terrain_large_desert 
scn_random_scene_steppe_forest_large random_scene_steppe_forest_large 1792 none none 0.000000 0.000000 840.000000 840.000000 -0.500000 0x00000003a4000000000d2348000047c50000ea04000084ff 
  0 
  0 
 outer_terrain_large_steppe 
scn_random_scene_plain_forest_large random_scene_plain_forest_large 1792 none none 0.000000 0.000000 840.000000 840.000000 -0.500000 0x00000003bca00000000d23480000c7d400005ccd000004d9 
  0 
  0 
 outer_terrain_large_plain 
scn_random_scene_snow_forest_large random_scene_snow_forest_large 1792 none none 0.000000 0.000000 840.000000 840.000000 -0.500000 0x00000003cf200000000d2348000046f500000652000078df 
  0 
  0 
 outer_terrain_large_snow 

2) Notice the pieces in blue (YYY.000000 XXX.000000) in each entry. Those define the x-y movement limiters (meaning how far you can go before reaching the boundaries of the map) for the "small", "normal" and "large" maps. Change these for all 7 entries within a size category. The minimum and maximum areas that won't cause issues are 140x140m (140.000000) and 840x840m (840.000000) respectively. Also, for the best AI behaviour, it is recommended to set each pair of x-y lengths to the same value, resulting in a square map.

3) Now we change the actual size of battlemaps, by changing the hexadecimal arrays seen in each entry in red. Since it's rather complicated to do so manually, we will use the 'edit mode' of the game for help. Once you have it enabled in your launcher, start up Warband, load your savegame, and go to the world map. Then you'll see a "Terrain" button at the bottom left corner of your screen: https://steamuserimages-a.akamaihd.net/ugc/769483118601209850/5E86409129C2DF1839B89A39B15F0F7D553B2186/

4) Now, copy the first hexadecimal number of your choice (CTRL + C), go back to your game, click on that "Terrain" button and then click on "paste" at the top. As a result, this screen should welcome you: https://steamuserimages-a.akamaihd.net/ugc/769483118601251679/206BD9AC06242E4DED6E05BFDDD852B517E6FD2F/ (don't mind the left side, I also clicked on the "Generate Terrain" button, just for showcase. It's the right side that truly matters)

5) "Size y" and "Size x" are the two sliders you are looking for. In the above example they are set to a 240x240 meter area. The leftmost end of the slider equals 140 meters, while the rightmost side equals 840 meters. Set them to the value you find appealing in retrospect to these two limits (should roughly be the same as the x-y movemement limiters set previously). Upon being inside the terrain editor, the "Terrain" should say which kind of battle map you are working on currently (steppe, snow, forest, etc.) as a help. You may also change other parameters, such as the amount of vegetation (reduces fps a bit). You can check the results by clicking on the "Generate Terrain" button at the buttom. Notice that adjusting all these things will change the above hex number as well.

6) Once you are done, click on the "copy" button at the top. Then paste that number (CTRL + V) to the place where you copied it from in scenes.txt, overwriting the previous value. Make sure you edit the right kind of battlefield, both in terms of size and type (snow, steppe, forest, etc.)! Now do this to the remaining 6 entries too within a size category. Quit the game in the end.

7) Next, open quick_strings.txt and find these lines:

qstr_840x840m 840x840m
qstr_550x550m 550x550m
qstr_240x240m 240x240m

Adjust the highlighted areas to what you've set them up to, so that the choosable options in the Mod Options menu will appear correctly.

8) Lastly, start your game, this time without the 'edit mode'. Go to the mod options menu and select the battlemap size that you've just tweaked.

Tweak 8 h)

To make the set battle size match with the maximum amount of troops allowed on the battlefield - credits to Vetrogor

With the help of this tweak, the total number of troops on the battlefield will match with the value you set with the in-game battle size slider until the battle advantage stays in the [-12;12] range. Within that range, the total amount of troops will not be bigger than 420, that's why we will set this value as the maximum down below. The actual amount of your own troops - and thus the ratio with enemy troops - will vary based on how much battle advantage you have. Tactics skill directly affects it too, from both sides. Exceeding the aforementioned range means that the difference in party sizes becomes too big, in which case the total amount of troops might become gradually bigger than what the set size would allow, depending on whose side is the bigger. Last but not least, keep in mind that there is a hardcap for the amount of troops allowed to be present on your side, no matter how big your battle advantage becomes: 280. The enemy side doesn't have this kind of restriction.

File: module.ini

1) Open module.ini and find this entry:

battle_size_max = 530

2) And change it to:

battle_size_max = 420

In sieges, the number of soldiers will be slightly smaller. Decreasing the battle_size_min = 100 to a lower value on its own will have no effect on the maximum amount of troops allowed to spawn, the maximum limit will stay at 100 at lowest within the [-12;12] battle advantage boundaries. To actually decrease the battlesize below 100, you need to apply the corresponding tweak from section 10.

Tweak 8 i)

To add the ability to do battle without your party and still get the full benefits - credits to Dalion

This tweak allows you to solo enemies (get loot and renown accordingly), while you can still keep your full party. Upon any battle of your choice, all of your own troops will be left out like if you were fighting alone. If allies help you in battle however, their troops will appear in battle, but the renown after it will correspond to the case if you were alone. Which is a bit of an exploit if you do it on purpose. The loot share in this case hasn't been tested yet. Likewise, if you tell your companions to "stay away from battle", then they will still show up upon choosing the respective option, but the amount of renown and loot gained will be like if you were fighting alone.

Further behaviour of this feature:

  • In case of losses - you will be transferred back to the battle engagement menu (without any major penalties)
  • In case of victories - you'll get all the loot and renown accordingly, and the post-battle experience will be shared between your entire party, as usual.

File: menus.txt

1) Find the line called menu_simple_encounter and increase the submenu counter at the very end of it by 1 (5 -> 6). Then find this piece:

mno_encounter_leave

2) And replace it with this:

mno_encounter_attack_alone  1 2147485156 1 360287970189639680  Send_your_troops_back_and_fight_alone.  61 2133 2 144115188075856193 0 2133 2 144115188075856194 1 1609 2 1224979098644774912 144115188075856280 4 0 31 2 1224979098644774912 576460752303423585 372 1 27 3 0 4 0 200 1 504403158265495616 1 3 936748722493063320 144115188075856280 0 501 3 144115188075856280 56 72057594037927936 1695 2 1224979098644774913 144115188075856280 6 3 1224979098644774914 0 1224979098644774913 1696 3 1224979098644774915 144115188075856280 1224979098644774914 1 3 936748722493063320 1224979098644774915 0 501 3 1224979098644774915 56 72057594037927936 3 0 3 0 2133 2 72057594037927992 1337 1 3 936748722493063336 648518346341351433 648518346341351424 1617 1 648518346341351424 1617 1 648518346341351441 1 1 936748722493063503 1 1 936748722493063506 1 1 936748722493063390 1691 1 72057594037927936 1020 0 4 0 2147483679 2 144115188075857071 0 4 0 31 2 144115188075856195 1 2133 2 144115188075856195 0 5 0 603 1 1024 601 2 144115188075857071 1 3 0 3 0 4 0 31 2 144115188075856191 1 2133 2 144115188075856196 0 1911 1 792633534417207310 521 3 1224979098644774916 144115188075856190 10 1910 1 1224979098644774916 5 0 31 2 144115188075856191 2 2133 2 144115188075856196 0 1911 1 792633534417207310 521 3 1224979098644774916 144115188075856190 10 1910 1 1224979098644774916 5 0 1911 1 792633534417207308 1 3 936748722493063355 648518346341351440 0 2133 2 1224979098644774917 72057594037927936 1 3 936748722493063355 648518346341351439 0 2133 2 1224979098644774918 72057594037927936 2120 3 1224979098644774919 1224979098644774917 1224979098644774918 1 2 936748722493063468 1224979098644774919 3 0 2133 2 144115188075856192 864691128455135305 2060 1 864691128455135311 2048 0  .  mno_encounter_leave

Make sure that there are exactly 2 gaps/spaces to the left and right of the inserted code.

3) Next, within the section called menu_battle_debrief, find the first number (operation counter) after Enemy_casualties:{s9}. Increase it by 5 (157 -> 162), and add the following code right after it:

4 0 31 2 72057594037927992 1337 1 3 936748722493063336 648518346341351424 648518346341351433 2133 2 72057594037927992 1338 3 0

Make sure that there is exactly 1 gap/space to the left and right of the inserted code!

Tweak 8 j)

To swap the spawn points of farmers and bandits upon village infestations - credits to Leonion

  • This tweak is totally universal, thus can be applied to any mod as is!

Currently, whenever you help farmers in defending their village, bandits spawn inside the village, while you and the farmers spawn on the outside, like if you were the invaders. Whereas bandits usually raze villages from the outside, take what they want and then move on. This tweak swaps the spawning points to make this fight a more realistic scenario.

File: mission_templates.txt

1) At the section called village_attack_bandits, have a look at these 3 lines:

3 3 8208 0 16 1 0  
1 33558528 0 16 7 0  
1 4112 0 16 1 0

2) Change the bolded 1-s to 3 and the 3 to 1, so that the above piece would look like this:

3 1 8208 0 16 1 0  
3 33558528 0 16 7 0  
3 4112 0 16 1 0

Tweak 8 k)

To disable village battle scenes when you fight against lords - credits to Leonion

If you use this tweak, you will no longer fight lords that are raiding one of your villages in a village scene. Such battles will be ordinary field battles.

File: menus.txt

1) Find the section called menu_simple_encounter

2) Decrease the first number after "{s2}_You_have_{reg10}_troops_fit_for_battle_against_their_{reg11}. none" by 23 (123 -> 100)

3) Locate and delete the following piece of code:

4 0 541 3 144115188075856187 4 5 521 3 1224979098644774912 144115188075856187 5 2281 3 1224979098644774913 1224979098644774912 144115188075856187 4 0 2147483678 2 1224979098644774913 4 2133 2 144115188075856190 1224979098644774912 2133 2 144115188075856191 1 3 0 3 0 4 0 32 2 144115188075856242 0 2133 2 144115188075856190 144115188075856242 2133 2 144115188075856191 2 1663 2 144115188075856190 1 2320 2 7 1585267068834416582 1106 2 216172782113783958 16732240 5 0 31 2 144115188075856191 1 1663 2 144115188075856190 0 2320 2 7 1585267068834416582 1106 2 216172782113783959 5308240 3 0

4) Make sure that there is exactly 1 gap/space remaining at the place of the removed content.

Tweak 8 l)

To adjust the maximum party size that will cause villagers to fight back during a raid - credits to Hardrada

  • This tweak is totally universal, thus can be applied to any mod as is!

File: menus.txt

1) Find this piece of code:

4 0 32 2 1224979098644774912 25

2) If your party has 25 or less people in it, then the villagers will fight back. Increase the 25 to a larger number if you wish to make them fight even against a larger party of yours.

9. Sieges (8)

Tweaks to be found in this section:
9 a) To reassign all troops to "infantry" and "archers" during sieges, and replace lances with melee weapons fit for sieges
9 b) To disable the ammo reduction upon sally-outs
9 c) To fix the bug of sally-outs requiring you to stay conscious in order to win
9 d) To change the number of soldiers spawned in further stages of siege assaults
9 e) To change the rates of ammo refilling in a siege defense
9 f) To spread out the defending ranged unit reinforcements equally between archer spawn points
9 g) To adjust the requirements needed for the defenders to surrender
9 h) To add the ability to besiege friendly castles/towns

Tweak 9 a)

To reassign all troops to "infantry" and "archers" during sieges, and replace lances with melee weapons fit for sieges - credits to Vetrogor

  • This tweak can be made compatible with other mods too after minor adjustments
  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!
  • The reassignment does not affect the last 3 custom divisions!

File: mission_templates.txt

1) Increase the trigger counter (the number by itself on a single line) by 1 under the following sections:

  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 57)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 43)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 38)

2) For each section, add the following line (trigger) to the end (before another "mst_" starts), as a new line each:

-25.000000 0.000000 0.000000  5 2071 1 1224979098644774912 1700 1 1224979098644774913 30 2 1224979098644774913 0 2147483679 2 1224979098644774912 1224979098644774913 1704 1 1224979098644774912  45 2071 1 1224979098644774912 2133 2 1224979098644774913 0 2133 2 1224979098644774914 1 6 3 1224979098644774915 0 4 1804 3 1224979098644774916 1224979098644774912 1224979098644774915 30 2 1224979098644774916 0 1570 2 1224979098644774917 1224979098644774916 4 0 1073741855 2 1224979098644774917 8 1073741855 2 1224979098644774917 17 31 2 1224979098644774917 9 2133 2 1224979098644774913 1 5 0 31 2 1224979098644774917 4 2723 2 1224979098644774916 2147483648 2133 2 1224979098644774918 1224979098644774916 5 0 1073741855 2 1224979098644774917 2 1073741855 2 1224979098644774917 3 31 2 1224979098644774917 4 2133 2 1224979098644774914 0 3 0 3 0 1773 2 1224979098644774922 1224979098644774912 4 0 2147483678 2 1224979098644774922 6 4 0 31 2 1224979098644774913 1 1783 2 1224979098644774912 1 505 3 1224979098644774912 46 1 5 0 1783 2 1224979098644774912 0 505 3 1224979098644774912 46 0 3 0 3 0 31 2 1224979098644774914 1 1774 2 1224979098644774912 1224979098644774918 1718 2 1224979098644774919 1224979098644774912 2172 3 1224979098644774920 1224979098644774919 0 2133 2 1224979098644774921 1190 4 0 30 2 1224979098644774920 13 2133 2 1224979098644774921 1304 3 0 1779 2 1224979098644774912 1224979098644774921

Make sure that you have 2 empty lines left before the next mission template

3) If the agent (troop) has a lance and if his Strength is greater than or equal to 13, then his lance will be replaced with a Morningstar (item entry #1304). And if his Strength is less than 13, then the lance will be replaced with a simple Sword (item entry #1190). Replace these weapons with something else if you so desire. You can most easily check item entry numbers with Morgh's Editor. 13 is the standard STR requirement for a Morningstar. In case of other mods, adjust the ID of the 2 items accordingly!

4) In case you DIDN'T apply the tweak to reassign archers, crossbowmen and arquebusiers to the "infantry" group after depleting their ammo, then once again, increase the trigger counters by 2 under the same sections. Otherwise skip this step:

  • mst_castle_attack_walls_defenders_sally - sally-outs (57 -> 59)
  • mst_castle_attack_walls_belfry - siege tower sieges (43 -> 45)
  • mst_castle_attack_walls_ladder - ladder sieges (38 -> 40)

For each section, add the following 2 lines (triggers) right under the previously increased counters, as a new line each:

-25.000000 0.000000 0.000000  0  2 2071 1 1224979098644774912 505 3 1224979098644774912 46 -1 
1.000000 0.000000 0.000000  0  9 12 1 1224979098644774912 1712 1 1224979098644774912 565 3 1224979098644774912 46 0 1702 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 2147484193 3 1224979098644774912 46 1224979098644774913 525 3 1224979098644774914 1224979098644774912 46 1783 2 1224979098644774912 1224979098644774914 3 0 

Tweak 9 b)

To disable the ammo reduction upon sally-outs - credits to Leonion

File: mission_templates.txt

1) Find this line:

0.100000 0.500000 100000000.000000  0  1 1 3 936748722493063848 0 6

2) And replace the part in bold with 0

3) Make sure that there are 2 gaps/spaces left between the first and the replacement 0, and that 1 gap follows the latter at the end

Tweak 9 c)

To fix the bug of sally-outs requiring you to stay conscious in order to win - credits to Dalion

  • This tweak is totally universal, thus can be applied to any mod as is!

Despite that your troops stand victorious after a sally-out battle, if you got KO-d in the meantime, you'll need to retreat, making you lose the battle and get the given penalties. This is wrong, so it's getting fixed in this tweak.

File: mission_templates.txt

1) Open mission_templates.txt and find this trigger piece under the mst_castle_attack_walls_defenders_sally template:

2370 1 72057594037927937 30 2 72057594037927937 10 1003 1 2 2147484654 1 0 1906 1 1

2) Remove the blue part and decrease the operation counter before the searched piece by 1 (12 -> 11). Watch for the gaps, so that only 1 remains at the place of the deleted operation.

Tweak 9 d)

To change the number of soldiers spawned in further stages of siege assaults - credits to TheMageLord

  • This tweak can be made compatible with other mods too after minor adjustments
  • This tweak will only work if the number of reinforcement waves is not too high, so that not all defenders get defeated during the first stage of the siege!

File: mission_templates.txt

1) For the number of soldiers spawned in towns' courtyard during the second stage of siege assaults, find these lines under mst_besiege_inner_battle_town_center:

8 0 33562752 256 16 8 0
2 33558592 256 16 3 0
23 33558592 256 16 3 0
24 33558592 256 16 3 0
25 33558592 256 16 3 0
26 33558592 256 16 3 0
27 33558592 256 16 3 0
28 33558592 256 16 3 0

Each line is a different spawn point in a town's courtyard. The 8 is for how many allies you get (they all spawn around you at the same point). All the rest are the enemy spawn points, each one of them getting 3 men. You could change all those to 6 for example, to double up the amount of enemies from each spawn point. Beware however that if you set the amount of soldiers too high, then you may run into problems like having troops spawn inside a wall if the spawn point is too close to one. The 8 is actually a 4 and the series of 3 are 1 in Native, so these numbers might be different in other mods too.

2) For the number of soldiers spawned in towns' and castles' castle hall during the final stage of siege assaults, find these lines under mst_besiege_inner_battle_castle:

8 0 33562752 256 16 1 0  
6 33562752 256 16 1 0  
7 33562752 256 16 1 0  
16 33558592 256 16 1 0  
17 33558592 256 16 1 0  
18 33558592 256 16 1 0  
19 33558592 256 16 1 0  
20 33558592 256 16 1 0

Each line is a different spawn point inside a town's or castle's castle hall. The 1-s are for the amount of attackers (your side) per spawn point, and the 1-s are for the amount of defenders (the enemy) per spawn point. Once again, you could double them all to double up the number of soldiers per spawn point. This template is used on both the 3rd stage of town siege assaults and the 2nd stage of castle siege assaults. Beware however that if you set the amount of soldiers too high, then you may run into problems like having troops spawn inside a wall if the spawn point is too close to one.

Tweak 9 e)

To change the rates of ammo refilling in a siege defense

  • This tweak can be applied to other mods too after minor adjustments

File: mission_templates.txt

1) Find the 3 instances of these two triggers under mst_castle_attack_walls_belfry and mst_castle_attack_walls_ladder:

60.000000 0.000000 0.000000  0  10 1700 1 1224979098644774912 12 1 1224979098644774913 2147483679 2 1224979098644774913 1224979098644774912 1702 1 1224979098644774913 1704 1 1224979098644774913 1770 2 1224979098644774914 1224979098644774913 1073741855 2 1224979098644774914 144115188075856381 31 2 1224979098644774914 144115188075856383 1728 1 1224979098644774913 3 0
180.000000 0.000000 0.000000  0  6 1700 1 1224979098644774912 1702 1 1224979098644774912 1770 2 1224979098644774913 1224979098644774912 1073741855 2 1224979098644774913 144115188075856381 31 2 1224979098644774913 144115188075856383 1728 1 1224979098644774912

2) That 180 is the amount of seconds after which you (the player) will get an ammo refill in a defensive siege, and the 60 is the amount of seconds after which the AI (everyone else) will get an ammo refill in a defensive siege. Change these values to your liking (3 times).

3) For the player, if you want to make it as it was in v3.8, which was every 60 seconds, then you could just delete the whole entry of the trigger starting with 180.000000 (all 3 instances), and then decrease the trigger counter (the number by itself on a single line) by 1 under the following sections:

  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 41)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 36)

The trigger starting with 60.000000 will automatically apply to the player as well once the other one is no longer present.

4) To add ammo refill during siege defense to other mods, increase the trigger counter (the number by itself on a single line) of mst_castle_attack_walls_belfry and mst_castle_attack_walls_ladder by 2. Then for each section, add the 2 lines (triggers) from point 1) right after the previously increased counters, as a new line each. Last but not least, replace these numbers as follows in both lines:

  • 144115188075856381 with the number you got for: 144115188075855871 + № of defender_team from variables.txt (line number in Notepad++)
  • 144115188075856383 with the number you got for: 144115188075855871 + № of defender_team_2 from variables.txt (line number in Notepad++)

Tweak 9 f)

To spread out the defending ranged unit reinforcements equally between archer spawn points - credits to Dalion

  • This tweak is mutually exclusive with any other tweak that touches the siege_move_archers_to_archer_positions script!

The added script below will affect all defending soldiers with long range weapons (bows, crossbows and firearms) on the defender's side, not only the ones assigned to the "archers" group.

Files:

  • scripts.txt
  • mission_templates.txt

In case you haven't modified your scripts.txt or mission_templates.txt file, you can simply copy the content of the folder named OPTIONAL_ARCHERS_SIEGE_DEFENCE_BEHAVIOUR under the _README_POP folder, to the mod's main installation directory - so to two directories up -, and overwrite everything. Otherwise you'll need to do some manual tweaking as presented in the upcoming points.

1) Open scripts.txt, find the script called siege_move_archers_to_archer_positions and replace everything in its body with this:

48 12 1 1224979098644774912 1702 1 1224979098644774912 545 3 1224979098644774912 5 0 1708 1 1224979098644774912 1707 1 1224979098644774912 2133 2 1224979098644774913 4 6 3 1224979098644774914 0 1224979098644774913 1804 3 1224979098644774915 1224979098644774912 1224979098644774914 32 2 1224979098644774915 0 1570 2 1224979098644774916 1224979098644774915 1073741855 2 1224979098644774916 8 1073741855 2 1224979098644774916 9 31 2 1224979098644774916 17 505 3 1224979098644774912 420 1 2133 2 1224979098644774913 -1 3 0 4 0 545 3 1224979098644774912 420 1 545 3 1224979098644774912 11 0 2147484193 3 1224979098644774912 421 1 2136 3 1224979098644774917 40 47 505 3 1224979098644774912 11 1224979098644774917 5 0 545 3 1224979098644774912 11 0 2147484193 3 1224979098644774912 421 1 505 3 1224979098644774912 11 10 3 0 4 0 525 3 1224979098644774918 1224979098644774912 11 32 2 1224979098644774918 0 1710 2 0 1224979098644774912 1780 2 1 1224979098644774918 710 3 1224979098644774919 0 1 30 2 1224979098644774919 300 1730 3 1224979098644774912 1 0 5 0 1735 1 1224979098644774912 505 3 1224979098644774912 4 0 505 3 1224979098644774912 5 1 505 3 1224979098644774912 421 1 4 0 545 3 1224979098644774912 11 10 1783 2 1224979098644774912 7 5 0 1783 2 1224979098644774912 8 3 0 3 0 3 0

2) Next, open mission_templates.txt and find all 92 instances of the following piece of code:

33 3 1224979098644774914 1 3

Replace them all with this:

30 2 1224979098644774914 1

Watch for the gaps, as always!

3) Then, find all 10 instances of this trigger:

-71.000000 0.000000 0.000000  16 2071 1 1224979098644774912 4 0 31 2 1224979098644774912 9 2133 2 144115188075857290 1 5 0 1073741855 2 1224979098644774912 10 1073741855 2 1224979098644774912 13 1073741855 2 1224979098644774912 15 1073741855 2 1224979098644774912 16 1073741855 2 1224979098644774912 17 1073741855 2 1224979098644774912 18 1073741855 2 1224979098644774912 19 1073741855 2 1224979098644774912 20 31 2 1224979098644774912 21 2133 2 144115188075857290 0 3 0  0 

And replace them all with this one:

-71.000000 0.000000 0.000000  2 2071 1 1224979098644774912 31 2 1224979098644774912 9  1 2133 2 144115188075857290 1 

4) Also, find the 3 instances of this trigger:

0.000000 0.000000 100000000.000000  16 1107 1 0 1780 2 10 10 6 3 1224979098644774912 0 9 2147483679 2 1224979098644774912 1 1790 3 144115188075856381 1224979098644774912 0 1790 3 144115188075856381 1224979098644774912 7 1790 3 144115188075856381 1224979098644774912 7 1790 3 144115188075856383 1224979098644774912 0 1790 3 144115188075856383 1224979098644774912 7 1790 3 144115188075856383 1224979098644774912 7 3 0 1790 3 144115188075856381 1 11 1791 3 144115188075856381 9 10 1790 3 144115188075856383 1 11 1791 3 144115188075856383 9 10 1107 1 1  0 

And replace them with this one:

1.000000 0.000000 100000000.000000  24 1107 1 0 1 1 936748722493063533 12 1 1224979098644774912 545 3 1224979098644774912 420 1 525 3 1224979098644774913 1224979098644774912 11 32 2 1224979098644774913 0 1780 2 1 1224979098644774913 2136 3 1224979098644774914 0 400 2136 3 1224979098644774915 -150 0 720 2 1 1224979098644774914 721 2 1 1224979098644774915 1711 2 1224979098644774912 1 3 0 6 3 1224979098644774916 0 9 1790 3 144115188075856381 1224979098644774916 7 1790 3 144115188075856381 1224979098644774916 7 1790 3 144115188075856383 1224979098644774916 7 1790 3 144115188075856383 1224979098644774916 7 3 0 1790 3 144115188075856381 7 0 1790 3 144115188075856383 7 0 1790 3 144115188075856381 8 11 1790 3 144115188075856383 8 11 1107 1 1  0 

Tweak 9 g)

To adjust the requirements needed for the defenders to surrender - credits to Dalion and TheMageLord

  • This tweak can be made compatible with other mods too after minor adjustments

The defenders in a siege assault may surrender to you if they either run out of food or you have a much superior attacking force. By default, none of these two can be considered as a reasonable or feasible option. Partly because castles and towns have food storages worth of 30 and 100 days respectively, and also because the strength of the garrison (condition D) and the attackers' power (condition A) gets compared in the following way:

  • If D is less than 4000 points, and the attackers exceed it 3 times (A > D * 3), then the defenders will ask you to let them go in peace. You can accept the offer, and get the town/castle without a fight, and then the defender lord(s) will run out of it and rush away. You can also refuse the offer of course, and then you will be transferred to the usual assault menu
  • If D is less than 2000 points, and the attackers exceed it 5 times (A > D * 5), then the defenders will surrender without escaping, taking the word of honor from you that they will be treated properly. Again, you can agree, and get the town/castle without a fight, and then the defender lord(s) along with their armies will disappear for a while as if they were defeated by normal means. If you refuse, then you will also be transferred to the siege assault menu

But the catch is that all of this is possible only if D is less than 4000 (which almost never happens). If it's more, then not a single town or castle will surrender under any circumstances, no matter how many times their strength is surpassed, whether they have food, etc. This is not very realistic. What this tweak does is that it removes the value requirement for condition D, so that only the superiority of the attackers will be compared to the defender's strength, as it should be (whether your side is 3 or 5 times stronger than the garrison or not).

Files:

  • conversation.txt
  • scripts.txt

1) To change the maximum food supply of walled fiefs to be able to starve them out sooner, open scripts.txt and find the following piece of code:

50000 5 0 541 3 1224979098644774912 0 2 2133 2 1224979098644774913 1500

The 50000 is the food supply of towns (they consume 500 unit a day, which is enough for 100 days) and the 1500 is the food supply of castles (they consume 50 unit a day, which is enough for 30 days). Change these values to your liking.

2) To let the defenders actually surrender to a superior attacking force, open conversation.txt and search for these two lines:

dlga_player_siege_ask_surrender:player_siege_ask_surrender_treatment 4095 353  3 2147483678 2 144115188075855903 2000 2122 3 1224979098644774912 144115188075855903 5 30 2 144115188075855904 1224979098644774912 Perhaps..._Do_you_give_your_word_of_honor_that_we'll_be_treated_well?  354  0 NO_VOICEOVER
dlga_player_siege_ask_surrender:player_siege_ask_leave_unmolested 4095 353  3 2147483678 2 144115188075855903 4000 2122 3 1224979098644774912 144115188075855903 3 30 2 144115188075855904 1224979098644774912 We_are_ready_to_leave_this_castle_to_you_and_march_away_if_you_give_me_your_word_of_honor_that_you'll_let_us_leave_unmolested.  355  0 NO_VOICEOVER

Reduce both numbers of 3 by 1 and delete the parts in blue. You may also want to increase the surpass ratios of 5 and 3 needed to make the enemies consider surrendering to you, as the situation is still not that hopeless on a 1:3 or 1:5 ratio to just surrender without a fight. Make sure that there is exactly 1 gap/space left between the remaining parts. As for other mods, you can find the same conversation lines with a similar structure, but the values of 2000 and 4000 will be surely different. For instance in Native, they are 100 and 200 respectively.

Tweak 9 h)

To add the ability to besiege friendly castles/towns - credits to VonDegurechaff

  • This tweak can be made compatible with other mods too after minor adjustments

If you attack a friendly castle or town using this tweak as a king/queen, then war will begin with the target faction. If you do the same as a vassal of a kingdom, then there won't be war, but you'll still have relations set to the negatives. It is needed for besieged fiefs to maintain their 'under siege' status as long as they are actually under siege. Otherwise that state would get reset at each day's midnight and you would lose the progress of your siege preparations in case you won't be able to start the assault in time.

Note: keep in mind that if you attempt an attack on a friendly kingdom's castle or town as a vassal, then you won't be able to besiege more of that faction's fiefs until your relation gets repaired to at least 0 by paying for peace or by having a war-peace cycle. Lastly, you may even attack the kingdom you joined. If you succeed with the siege, then you'll automatically create your own kingdom in the end. However, you'll lose all the other fiefs you had.

Now, there will be two mutually exclusive methods offered in this tweak:

  • the "honest" way - with loss of renown
  • the "barbaric" way - without the usual penalties

File: menus.txt

1) Find this piece of code:

mno_cheat_town_start_siege  11 31 2 144115188075856146 1 541 3 144115188075856280 54 -1 2147483678 2 144115188075856956 1 1 2 936748722493063355 648518346341351424 32 2 72057594037927936 1 4 0 541 3 144115188075856280 0 3 2133 2 72057594037927942 1 5 0 2133 2 72057594037927942 0 3 0  {!}CHEAT:_Besiege_the_{reg6?town:castle}...  2 2133 2 144115188075856218 144115188075856280 2060 1 864691128455135333

2) To do it the "honest" way, replace it with this:

mno_cheat_town_start_siege  10 541 3 144115188075856280 54 -1 2147483678 2 144115188075856956 1 1 2 936748722493063355 648518346341351424 32 2 72057594037927936 1 4 0 541 3 144115188075856280 0 3 2133 2 72057594037927942 1 5 0 2133 2 72057594037927942 0 3 0  Besiege_the_{reg6?town:castle}...  5 2133 2 144115188075856218 144115188075856280 2190 3 1224979098644774912 432345564227567630 144115188075856957 2110 2 1224979098644774912 -40 1 3 936748722493063446 144115188075856957 1224979098644774912 2060 1 864691128455135333

Make sure that there remains exactly 2 gaps at the start and at the end of the inserted code. The -40 is the relation set with the targeted faction after the attempt. Change it to something else if you so desire, just keep it at the negatives if you want to have a war declaration or to prevent the cancelling of sieges at midnight. In case of other mods, do the following steps:

  • decrease the counter after mno_cheat_town_start_siege by 1
  • 31 2 144115188075856146 1 -> adjust this piece...
  • ...by replacing 144115188075856146 with the number you got for: 144115188075855871 + № of cheat_mode variable in variables.txt (line number in Notepad++)
  • find and delete it from within the mno_cheat_town_start_siege section.
  • find this piece within the mno_cheat_town_start_siege section: {!}CHEAT:_Besiege_the_{reg6?town:castle}...
  • increase the counter after it by 3
  • 2133 2 144115188075856218 144115188075856280 -> adjust this piece...
  • ...by replacing 144115188075856218 and 144115188075856280 with the numbers you got for: 144115188075855871 + № of g_player_besiege_town and g_encountered_party variables respectively from variables.txt (line number in Notepad++)
  • find the now adjusted piece within the mno_cheat_town_start_siege section and add this right after it:
2190 3 1224979098644774912 432345564227567630 144115188075856957 2110 2 1224979098644774912 -40 1 3 936748722493063446 144115188075856957 1224979098644774912
  • replace the highlighted numbers as follows:
    • 432345564227567630 with the number you got for: 432345564227567616 + № of fac_player_supporters_faction from factions.txt (entry number in Morgh's Editor)
    • 144115188075856957 (2 instances) with the number you got for: 144115188075855871 + № of g_encountered_party_faction variable from variables.txt (line number in Notepad++)
    • 936748722493063446 with the number you got for: 936748722493063168 + № of set_player_relation_with_faction script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • as always, watch for the gaps!

3) And to do it the "barbaric" way, replace the code found in point 1) with this:

mno_cheat_town_start_siege  14 541 3 144115188075856280 54 -1 2147483678 2 144115188075856956 1 1 2 936748722493063355 648518346341351424 32 2 72057594037927936 1 4 0 541 3 144115188075856280 0 3 2133 2 72057594037927942 1 5 0 2133 2 72057594037927942 0 3 0 4 0 522 3 1224979098644774912 144115188075856957 11 2147483679 2 1224979098644774912 360287970189639680 3 0  Besiege_the_{reg6?town:castle}...  16 2133 2 144115188075856218 144115188075856280 2190 3 1224979098644774912 432345564227567630 144115188075856957 2110 2 1224979098644774912 -30 1 3 936748722493063446 144115188075856957 1224979098644774912 1 1 936748722493063582 521 3 1224979098644774913 144115188075856280 7 1 3 936748722493063443 1224979098644774913 -30 4 0 31 2 144115188075856294 432345564227567630 1 4 936748722493063454 432345564227567630 144115188075856957 1 3 0 4 0 31 2 144115188075856294 144115188075856957 1 2 936748722493063551 1 3 0 2060 1 864691128455135333

Make sure that there remains exactly 2 gaps at the start and at the end of the inserted code. The -30 is the relation set with the targeted faction after the attempt and the -30 is the change of relations with the lord owning the targeted fief. Set these values to something else if you so desire, just keep the former one at the negatives if you want to have a war declaration or to prevent the cancelling of sieges at midnight. In case of other mods, do the following steps:

  • increase the counter after mno_cheat_town_start_siege by 3
  • 31 2 144115188075856146 1 -> adjust this piece...
  • ...by replacing 144115188075856146 with the number you got for: 144115188075855871 + № of cheat_mode variable in variables.txt (line number in Notepad++)
  • find and delete it from within the mno_cheat_town_start_siege section.
  • find this piece within the mno_cheat_town_start_siege section:
2133 2 72057594037927942 0 3 0  {!}CHEAT:_Besiege_the_{reg6?town:castle}...
  • replace it with this piece:
2133 2 72057594037927942 0 3 0 4 0 522 3 1224979098644774912 144115188075856957 11 2147483679 2 1224979098644774912 360287970189639680 3 0  Besiege_the_{reg6?town:castle}...
  • adjust the 144115188075856957 as follows: 144115188075855871 + № of g_encountered_party_faction variable from variables.txt (line number in Notepad++)
  • increase the counter right after the replacement by 14
  • 2133 2 144115188075856218 144115188075856280 -> adjust this piece...
  • ...by replacing 144115188075856218 and 144115188075856280 with the numbers you got for: 144115188075855871 + № of g_player_besiege_town and g_encountered_party variables respectively from variables.txt (line number in Notepad++)
  • find the now adjusted piece within the mno_cheat_town_start_siege section and add this right after it:
2190 3 1224979098644774912 432345564227567630 144115188075856957 2110 2 1224979098644774912 -30 1 3 936748722493063446 144115188075856957 1224979098644774912 1 1 936748722493063582 521 3 1224979098644774913 144115188075856280 7 1 3 936748722493063443 1224979098644774913 -30 4 0 31 2 144115188075856294 432345564227567630 1 4 936748722493063454 432345564227567630 144115188075856957 1 3 0 4 0 31 2 144115188075856294 144115188075856957 1 2 936748722493063551 1 3 0
  • replace the highlighted numbers as follows:
    • 432345564227567630 (3 instances) with the number you got for: 432345564227567616 + № of fac_player_supporters_faction from factions.txt (entry number in Morgh's Editor)
    • 144115188075856957 (4 instances) with the number you got for: 144115188075855871 + № of g_encountered_party_faction variable from variables.txt (line number in Notepad++)
    • 936748722493063446 with the number you got for: 936748722493063168 + № of set_player_relation_with_faction script from scripts.txt (script number = (line-3)/2 in Notepad++)
    • 936748722493063582 with the number you got for: 936748722493063168 + № of update_all_notes script from scripts.txt (script number = (line-3)/2 in Notepad++)
    • 144115188075856280 with the number you got for: 144115188075855871 + № of g_encountered_party variable from variables.txt (line number in Notepad++)
    • 936748722493063443 with the number you got for: 936748722493063168 + № of change_player_relation_with_troop script from scripts.txt (script number = (line-3)/2 in Notepad++)
    • 144115188075856294 (2 instances) with the number you got for: 144115188075855871 + № of players_kingdom variable from variables.txt (line number in Notepad++)
    • 936748722493063454 with the number you got for: 936748722493063168 + № of diplomacy_start_war_between_kingdoms script from scripts.txt (script number = (line-3)/2 in Notepad++)
    • 936748722493063551 with the number you got for: 936748722493063168 + № of player_leave_faction script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • as always, watch for the gaps!

10. Battles and Fights in General (26)

Tweaks to be found in this section:
10 a) To reassign archers, crossbowmen and arquebusiers to the division of your choice after depleting their ammo
10 b) To reassign infantry with long-range weapons or horses to the 'archers' and 'cavalry' groups respectively
10 c) To fix the error messages appearing from reassignment tweaks
10 d) To make 'Archers' and 'Infantry' divisions stay selectable in the tactical overlay (battle minimap) after getting knocked out
10 e) To update division members dynamically as reassignments happen in the tactical overlay (battle minimap)
10 f) To change the requirements when you can command allied units
10 g) To improve the ammo-borrowing feature
10 h) To be able to set the battlesize below 100 or beyond 530
10 i) To limit the battle advantage
10 j) To change the scaling of damage over distance for ranged weapons
10 k) To allow crouching and bracing spears
10 l) To make overhead spear thrusts more capable
10 m) To rework the order to use blunt weapons
10 n) To enable the advanced formations from With Fire and Sword
10 o) To be able to move through allied troop lines
10 p) To fix chasing allies
10 q) To add the ability to inspire nearby troops with a battlecry
10 r) To recover health, ammo and shield hit points upon leveling up in battles
10 s) To add health regeneration to any battle
10 t) To be able to participate in battles when wounded
10 u) To be able to always join any side in battles
10 v) To allow accessing your inventory upon pressing "I" in various battle/fight scenarios
10 w) To sort the post-battle kill counter of NPCs in descending order
10 x) To remove the losing of items and gold when being taken prisoner
10 y) To change some circumstances about sneaking into enemy walled fiefs
10 z) To disable certain aspects of night ambushes

Tweak 10 a)

To reassign archers, crossbowmen and arquebusiers to the division of your choice after depleting their ammo - credits to Vetrogor and Caba'drin

  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!

Upon applying this tweak, a mod option (in-game menu) will be created to choose which division should the out-of-ammo ranged units be reassigned to.

Files:

  • variables.txt
  • mission_templates.txt
  • presentations.txt
  • quick_strings.txt

1) Open variables.txt and add these 2 entries to the end of the file, as a new line each:

archer_reassign_division
form_options_overlay_26

Make sure to still have an empty line at the very end.

2) Next, open mission_templates.txt. Under the following sections, increase the trigger counter (the number by itself on a single line) by 1:

  • mst_lead_charge - field battles (66 -> 67)
  • mst_village_attack_bandits - bandit infestations (24 -> 25)
  • mst_village_raid - village fights (27 -> 28)
  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 57)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 43)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 38)

3) Add the following code (trigger) right under the previously increased counters, as a new line for each section:

-58.000000 0.000000 0.000000  0  33 2072 1 1224979098644774912 30 2 1224979098644774912 0 1570 2 1224979098644774913 1224979098644774912 1073741855 2 1224979098644774913 8 1073741855 2 1224979098644774913 16 1073741855 2 1224979098644774913 17 1073741855 2 1224979098644774913 10 31 2 1224979098644774913 9 2071 1 1224979098644774914 1712 1 1224979098644774914 1702 1 1224979098644774914 1707 1 1224979098644774914 1727 3 1224979098644774915 1224979098644774914 0 2147483680 2 1224979098644774915 0 1714 2 1224979098644774916 1224979098644774914 31 2 1224979098644774916 -1 2133 2 1224979098644774917 1 4 0 1073742365 3 144115188075856280 0 3 541 3 144115188075856280 0 2 1770 2 1224979098644774918 1224979098644774914 1073741855 2 1224979098644774918 144115188075856381 31 2 1224979098644774918 144115188075856383 2133 2 1224979098644774917 0 3 0 31 2 1224979098644774917 1 1773 2 1224979098644774919 1224979098644774914 4 0 1073741855 2 1224979098644774919 9 2147483678 2 1224979098644774919 6 1783 2 1224979098644774914 144115188075857320 505 3 1224979098644774914 46 144115188075857320 3 0 

4) If you DIDN'T add the tweak to reassign dehorsed horse archers to the "archers" group (mst_village_attack_bandits and mst_village_raid) or the tweak to reassign all troops to "infantry" and "archers" during sieges (mst_castle_attack_walls_defenders_sally, mst_castle_attack_walls_belfry and mst_castle_attack_walls_ladder), then once again, increase the trigger counters by 2 under the following sections respectively. Otherwise skip this step:

  • mst_village_attack_bandits - bandit infestations (25 -> 27)
  • mst_village_raid - village fights (28 -> 30)
  • mst_castle_attack_walls_defenders_sally - sally-outs (57 -> 59)
  • mst_castle_attack_walls_belfry - siege tower sieges (43 -> 45)
  • mst_castle_attack_walls_ladder - ladder sieges (38 -> 40)

For each section, add the following 2 lines (triggers) right under the previously increased counters, as a new line each:

-25.000000 0.000000 0.000000  0  2 2071 1 1224979098644774912 505 3 1224979098644774912 46 -1 
1.000000 0.000000 0.000000  0  9 12 1 1224979098644774912 1712 1 1224979098644774912 565 3 1224979098644774912 46 0 1702 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 2147484193 3 1224979098644774912 46 1224979098644774913 525 3 1224979098644774914 1224979098644774912 46 1783 2 1224979098644774912 1224979098644774914 3 0 

Don't worry, since siege defenders receive regular ammo refills, the trigger for them won't turn on.

5) Then, open presentations.txt and find this piece:

-60.000000  632 902 1 999999

Increase that 632 by 41 (632 -> 673), then find this piece:

910 3 72057594037927937 1585267068834414767 8

And replace it with this:

910 3 72057594037927937 1585267068834417731 8 729 2 1 900 730 2 1 900 925 2 72057594037927937 1 730 2 0 1224979098644774912 926 2 72057594037927937 0 916 1 144115188075857321 729 2 2 700 730 2 2 700 925 2 144115188075857321 2 2133 2 72057594037927937 9 931 2 144115188075857321 216172782113783817 2106 2 72057594037927937 1 931 2 144115188075857321 216172782113783817 2106 2 72057594037927937 1 931 2 144115188075857321 216172782113783817 2106 2 72057594037927937 1 931 2 144115188075857321 216172782113783817 2106 2 72057594037927937 1 931 2 144115188075857321 216172782113783817 2106 2 72057594037927937 1 931 2 144115188075857321 216172782113783817 2106 2 72057594037927937 2 931 2 144115188075857321 216172782113783817 2106 2 72057594037927937 1 931 2 144115188075857321 216172782113783817 700 2 1 0 2120 3 72057594037927938 1224979098644774912 0 730 2 1 72057594037927938 726 2 1224979098644774913 1 2105 2 1224979098644774913 91 729 2 1 1224979098644774913 926 2 144115188075857321 1 2133 2 72057594037927937 8 2106 2 72057594037927937 144115188075857320 4 0 2147483680 2 144115188075857320 1 2106 2 72057594037927937 1 3 0 927 2 144115188075857321 72057594037927937 2106 2 1224979098644774912 31 910 3 72057594037927937 1585267068834414767 8

Watch for the gaps!

6) Still in the same trigger under prsnt_mod_options, find this piece:

2133 2 1224979098644774912 790

And replace that 790 with 830.

7) Next, find this piece:

-62.000000  196 2071 1 1224979098644774912

Increase that 196 by 8 (196 -> 204), then find this piece:

2133 2 144115188075857298 10 5 0 2133 2 144115188075857297 100 3 0 5 0

And replace it with this:

2133 2 144115188075857298 10 5 0 2133 2 144115188075857297 100 3 0 5 0 31 2 1224979098644774912 144115188075857321 2121 3 1224979098644774913 8 1224979098644774913 4 0 2147483680 2 1224979098644774913 1 2106 2 1224979098644774913 1 3 0 2133 2 144115188075857320 1224979098644774913 5 0

As always, watch for the gaps!

8) Then, open quick_strings.txt, increase the counter at the top of the file by 1 (3139 -> 3140), and put this string to the end of the file (as a new line):

qstr_Reassign_archers_wit Reassign_archers_with_empty_ammo_to_division_

Make sure that an empty line remains at the very end of the file!

9) Lastly, make sure that the instances of 144115188075857320, 144115188075857321 and 1585267068834417731 match the formulas down below. It is only needed to check them if you added something else to variables.txt and quick_strings.txt respectively due different tweaks. Otherwise the above will work as is. So if necessary, replace:

  • 144115188075857320 (point 3), 2 instances; point 5), 2 instances; point 7) with the number you get for: 144115188075855871 + № of archer_reassign_division variable in variables.txt (line number in Notepad++)
  • 144115188075857321 (point 5), 12 instances, point 7) with the number you get for: 144115188075855871 + № of form_options_overlay_26 variable in variables.txt (line number in Notepad++)
  • 1585267068834417731 (point 5) with the number you get for: 1585267068834414592 + № of qstr_Reassign_archers_wit in quick_strings.txt (line-2 in Notepad++)

Tweak 10 b)

To reassign infantry with long-range weapons or horses to the 'archers' and 'cavalry' groups respectively - credits to Vetrogor

  • This tweak is totally universal, thus can be applied to any mod as is!
  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!

There are some infantry units that may have, but are not guaranteed with bows or crossbows, such as: Sellswords, Mercenary Highlanders, Melitine Free Brothers, Barclay Aventuriers, D'Shar Conscript, D'Shar Tribesmen, D'Shar Hunters, D'Shar Desert Fighters, Shadow Hunters. You can't use these troops nor as a proper infantry, nor as proper ranged troops, because both will be under the same division, which is a shame. Likewise, there are some infantry units that may have horses, such as Queen Agnus Freebooters or Highwaymen. With this tweak, these units will be divided into separate divisions accordingly. As a sideeffect, dismounted/dehorsed cavalry will stay in their own group. This isn't a bad thing, as it will allow them to find a new horse to ride and continue fighting on horseback.

File: mission_templates.txt

1) Increase the trigger counter (the number by itself on a single line) by 1 under the following sections:

  • mst_village_raid - village fights (27 -> 28)
  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 57)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 43)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 38)
  • mst_bandit_lair - bandit lairs (19 -> 20)

2) For each section, add the following line (trigger) right under the previously increased counters, as a new line each:

-25.000000 0.000000 0.000000  16 2071 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 31 2 1224979098644774913 0 2133 2 1224979098644774914 0 6 3 1224979098644774915 0 4 1804 3 1224979098644774916 1224979098644774912 1224979098644774915 30 2 1224979098644774916 1 1570 2 1224979098644774917 1224979098644774916 1073741855 2 1224979098644774917 17 1073741855 2 1224979098644774917 8 31 2 1224979098644774917 9 2133 2 1224979098644774914 1 3 0 31 2 1224979098644774914 1  3 2071 1 1224979098644774912 1783 2 1224979098644774912 1 505 3 1224979098644774912 46 1 

3) Then, increase the trigger counter by 1 under the following sections:

  • mst_lead_charge - field battles (66 -> 67)
  • mst_village_attack_bandits - bandit infestations (24 -> 25)

4) And for each section, add the following trigger right under the previously increased counters, as a new line each:

-25.000000 0.000000 0.000000  2 2071 1 1224979098644774912 1707 1 1224979098644774912  31 2071 1 1224979098644774912 4 0 1704 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 505 3 1224979098644774912 46 -1 31 2 1224979098644774913 0 2133 2 1224979098644774914 0 6 3 1224979098644774915 0 4 1804 3 1224979098644774916 1224979098644774912 1224979098644774915 30 2 1224979098644774916 1 1570 2 1224979098644774917 1224979098644774916 1073741855 2 1224979098644774917 8 1073741855 2 1224979098644774917 9 1073741855 2 1224979098644774917 16 31 2 1224979098644774917 17 2133 2 1224979098644774914 1 3 0 31 2 1224979098644774914 1 1783 2 1224979098644774912 1 505 3 1224979098644774912 46 1 3 0 4 0 2147485352 1 1224979098644774912 1715 2 1224979098644774918 1224979098644774912 30 2 1224979098644774918 0 1773 2 1224979098644774913 1224979098644774918 1073741855 2 1224979098644774913 0 31 2 1224979098644774913 1 1783 2 1224979098644774918 2 505 3 1224979098644774918 46 2 3 0 

5) If you DIDN'T add the tweak to reassign dehorsed horse archers to the "archers" group and change their lances to shorter melee weapons, then decrease the trigger counter by 3 under mst_lead_charge (67 -> 64) and delete the following 3 triggers. Otherwise skip this step:

-25.000000 0.000000 0.000000  0  2 2071 1 1224979098644774912 505 3 1224979098644774912 46 -1 
-25.000000 0.000000 0.000000  0  12 2071 1 1224979098644774912 4 0 2147485352 1 1224979098644774912 1715 2 1224979098644774913 1224979098644774912 30 2 1224979098644774913 0 1712 1 1224979098644774913 1702 1 1224979098644774913 1707 1 1224979098644774913 5 0 2133 2 1224979098644774913 -1 3 0 505 3 1224979098644774912 45 1224979098644774913 
-26.000000 0.000000 0.000000  0  13 2071 1 1224979098644774912 2147485352 1 1224979098644774912 525 3 1224979098644774913 1224979098644774912 45 30 2 1224979098644774913 0 1712 1 1224979098644774913 1702 1 1224979098644774913 1707 1 1224979098644774913 1745 3 1224979098644774913 -2 1 1746 3 1224979098644774913 -2 1 1735 1 1224979098644774913 1732 1 1224979098644774913 1783 2 1224979098644774913 0 505 3 1224979098644774913 46 0 

6) Lastly, check if the following trigger can already be found under mst_village_attack_bandits, mst_village_raid, mst_castle_attack_walls_defenders_sally, mst_castle_attack_walls_belfry and mst_castle_attack_walls_ladder:

1.000000 0.000000 0.000000  0  9 12 1 1224979098644774912 1712 1 1224979098644774912 565 3 1224979098644774912 46 0 1702 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 2147484193 3 1224979098644774912 46 1224979098644774913 525 3 1224979098644774914 1224979098644774912 46 1783 2 1224979098644774912 1224979098644774914 3 0 

If not, then once again, for each section that has it missing, increase the trigger counter by 1, and add the above trigger right under the increased counters, as a new line each. Likewise in case of other mods!

Tweak 10 c)

To fix the error messages appearing from reassignment tweaks - credits to Vetrogor

  • This tweak should be applied along with any of Vetrogor's reassignment tweaks!
  • Point 4) of this tweak is mutually exclusive with any other tweak portion that touches the siege_move_archers_to_archer_positions script!
  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!

Mount and Blade Warband puts troops automatically into divisions based on their guarantee flags, regardless of their actual equipment. If a different reassignment happens from tweaks, then errors may occur when the game engine is trying to call for the agent_get_class function (operation #1772). This tweak fixes any of such issues, including the error messages popping up when a horse archer unit gets dehorsed.

File: scripts.txt

1) Find the script called team_get_class_percentages and increase the counter at the beginning of its body by 5 (46 -> 51). Then find this piece:

1772 2 1224979098644774921 1224979098644774918

Replace it with this:

1772 2 1224979098644774921 1224979098644774918 4 0 2147484193 3 1224979098644774918 46 -1 2147484193 3 1224979098644774918 46 1224979098644774921 525 3 1224979098644774921 1224979098644774918 46 3 0

2) Then, find the script called simulate_battle_with_agents_aux and increase the counter at the beginning of its body by 10 (99 -> 109). Then find this piece:

1772 2 1224979098644774922 1224979098644774915

Replace it with this:

1772 2 1224979098644774922 1224979098644774915 4 0 2147484193 3 1224979098644774915 46 -1 2147484193 3 1224979098644774915 46 1224979098644774922 525 3 1224979098644774922 1224979098644774915 46 3 0

Then find this piece:

1772 2 1224979098644774922 1224979098644774917

And replace it with this:

1772 2 1224979098644774922 1224979098644774917 4 0 2147484193 3 1224979098644774917 46 -1 2147484193 3 1224979098644774917 46 1224979098644774922 525 3 1224979098644774922 1224979098644774917 46 3 0

3) Next, find the script called cf_siege_assign_men_to_belfry and increase the counter at the beginning of its body by 5 (179 -> 184). Then find this piece:

1772 2 1224979098644774928 1224979098644774922

Replace it with this:

1772 2 1224979098644774928 1224979098644774922 4 0 2147484193 3 1224979098644774922 46 -1 2147484193 3 1224979098644774922 46 1224979098644774928 525 3 1224979098644774928 1224979098644774922 46 3 0

4) Then, find the script called siege_move_archers_to_archer_positions and increase the counter at the beginning of its body by 10 (64 -> 74) (this script is different in other mods, better skip it). Then find this piece:

1772 2 1224979098644774914 1224979098644774912

Replace it with this:

1772 2 1224979098644774914 1224979098644774912 4 0 2147484193 3 1224979098644774912 46 -1 2147484193 3 1224979098644774912 46 1224979098644774914 525 3 1224979098644774914 1224979098644774912 46 3 0

Then find this piece:

1772 2 1224979098644774917 1224979098644774916

And replace it with this:

1772 2 1224979098644774917 1224979098644774916 4 0 2147484193 3 1224979098644774916 46 -1 2147484193 3 1224979098644774916 46 1224979098644774917 525 3 1224979098644774917 1224979098644774916 46 3 0

5) Now find the script called classify_agent and increase the counter at the beginning of its body by 10 (12 -> 22) (this script does not exist in other mods!). Then find this piece:

1773 2 72057594037927936 1224979098644774912

Replace it with this:

1773 2 72057594037927936 1224979098644774912 4 0 2147484193 3 1224979098644774912 46 -1 2147484193 3 1224979098644774912 46 72057594037927936 525 3 72057594037927936 1224979098644774912 46 3 0

Then find this piece:

1772 2 72057594037927936 1224979098644774912

And replace it with this:

1772 2 72057594037927936 1224979098644774912 4 0 2147484193 3 1224979098644774912 46 -1 2147484193 3 1224979098644774912 46 72057594037927936 525 3 72057594037927936 1224979098644774912 46 3 0

6) Lastly, find the script called team_field_melee_tactics and increase the counter at the beginning of its body by 15 (1011 -> 1026) (this script doesn't exist in other mods!). Then find this piece:

1772 2 1224979098644774929 1224979098644774927

Replace it with this:

1772 2 1224979098644774929 1224979098644774927 4 0 2147484193 3 1224979098644774927 46 -1 2147484193 3 1224979098644774927 46 1224979098644774929 525 3 1224979098644774929 1224979098644774927 46 3 0

Then find this piece:

1772 2 1224979098644774937 1224979098644774935

And replace it with this:

1772 2 1224979098644774937 1224979098644774935 4 0 2147484193 3 1224979098644774935 46 -1 2147484193 3 1224979098644774935 46 1224979098644774937 525 3 1224979098644774937 1224979098644774935 46 3 0

Finally, find this piece:

1772 2 1224979098644774963 1224979098644774940

And replace it with this:

1772 2 1224979098644774963 1224979098644774940 4 0 2147484193 3 1224979098644774940 46 -1 2147484193 3 1224979098644774940 46 1224979098644774963 525 3 1224979098644774963 1224979098644774940 46 3 0

As always, watch for the gaps!

Tweak 10 d)

To make 'Archers' and 'Infantry' divisions stay selectable in the tactical overlay (battle minimap) after getting knocked out - credits to Vetrogor

  • This tweak can be made compatible with other mods too after minor adjustments
  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!

When you have some allies in battle that you can normally command, but you get knocked out with no more units left on your side that belong to the 'Archers' or 'Infantry' group, then you won't be able to command the remaining infantry and archer units on your ally's side. And this can also happen when units changed divisions in the meantime due to reassignments (from other tweaks). With this tweak, that will no longer be the case.

File: presentations.txt

1) Find this piece of code:

2133 2 144115188075856800 0 2133 2 144115188075856801 0

2) And change both 0 to 1. Then find this piece:

2133 2 144115188075856809 0

3) And change the 0 to 2. In case of other mods, you'll need to adjust both pieces from point 1) & 2) as follows in order to find them. So replace:

  • 144115188075856800 with the number you get for: 144115188075855871 + № of group0_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856801 with the number you get for: 144115188075855871 + № of group1_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856809 with the number you get for: 144115188075855871 + № of num_classes variable in variables.txt (line number in Notepad++)

Tweak 10 e)

To update division members dynamically as reassignments happen in the tactical overlay (battle minimap) - credits to Vetrogor

  • This tweak can be made compatible with other mods too after minor adjustments
  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!

File: presentations.txt

1) Find this trigger:

-60.000000  626 2124 1 1000

Increase that 626 by 1 (626 -> 627)

2) Then find this piece:

1650 2 1224979098644774915 648518346341351424 2133 2 144115188075856809 0 6 3 1224979098644774916 0 1224979098644774915 1652 3 1224979098644774917 648518346341351424 1224979098644774916 1516 2 1224979098644774918 1224979098644774917 2147483679 2 1224979098644774914 1224979098644774917 4 0 31 2 1224979098644774918 0 4 0 2147483679 2 144115188075856800 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856800 1 5 0 31 2 1224979098644774918 1 4 0 2147483679 2 144115188075856801 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856801 1 5 0 31 2 1224979098644774918 2 4 0 2147483679 2 144115188075856802 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856802 1 5 0 31 2 1224979098644774918 3 4 0 2147483679 2 144115188075856803 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856803 1 5 0 31 2 1224979098644774918 4 4 0 2147483679 2 144115188075856804 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856804 1 5 0 31 2 1224979098644774918 5 4 0 2147483679 2 144115188075856805 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856805 1 5 0 31 2 1224979098644774918 6 4 0 2147483679 2 144115188075856806 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856806 1 5 0 31 2 1224979098644774918 7 4 0 2147483679 2 144115188075856807 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856807 1 5 0 31 2 1224979098644774918 8 4 0 2147483679 2 144115188075856808 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856808 1 3 0 3 0

And replace it with this:

2133 2 144115188075856809 0 12 1 1224979098644774915 1707 1 1224979098644774915 1702 1 1224979098644774915 1704 1 1224979098644774915 1706 1 1224979098644774915 1773 2 1224979098644774916 1224979098644774915 4 0 31 2 1224979098644774916 0 4 0 2147483679 2 144115188075856800 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856800 1 5 0 31 2 1224979098644774916 1 4 0 2147483679 2 144115188075856801 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856801 1 5 0 31 2 1224979098644774916 2 4 0 2147483679 2 144115188075856802 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856802 1 5 0 31 2 1224979098644774916 3 4 0 2147483679 2 144115188075856803 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856803 1 5 0 31 2 1224979098644774916 4 4 0 2147483679 2 144115188075856804 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856804 1 5 0 31 2 1224979098644774916 5 4 0 2147483679 2 144115188075856805 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856805 1 5 0 31 2 1224979098644774916 6 4 0 2147483679 2 144115188075856806 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856806 1 5 0 31 2 1224979098644774916 7 4 0 2147483679 2 144115188075856807 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856807 1 5 0 31 2 1224979098644774916 8 4 0 2147483679 2 144115188075856808 1 2105 2 144115188075856809 1 3 0 2133 2 144115188075856808 1 3 0 3 0

Watch for the gaps, so that only 1 remains to the left and right of the replacement!

3) If you have applied the tweak to make 'Archers' and 'Infantry' divisions stay selectable in the tactical overlay (battle minimap) after getting knocked out, then you will need to change the 0 to a 2 in the previous point to even find the piece to be searched for and have a correct replacement. If you don't do this, then graphical issues will occur to the tactical overlay. Otherwise, if you haven't applied the aforementioned tweak (yet), then skip this step!

4) In case of other mods, you'll need to adjust the pieces from point 2) as follows, in order to find it and have a correct replacement. So, replace:

  • 144115188075856809 (10 instances in both pieces) with the number you get for: 144115188075855871 + № of num_classes variable in variables.txt (line number in Notepad++)
  • 144115188075856800 (2 instances in both pieces) with the number you get for: 144115188075855871 + № of group0_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856801 (2 instances in both pieces) with the number you get for: 144115188075855871 + № of group1_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856802 (2 instances in both pieces) with the number you get for: 144115188075855871 + № of group2_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856803 (2 instances in both pieces) with the number you get for: 144115188075855871 + № of group3_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856804 (2 instances in both pieces) with the number you get for: 144115188075855871 + № of group4_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856805 (2 instances in both pieces) with the number you get for: 144115188075855871 + № of group5_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856806 (2 instances in both pieces) with the number you get for: 144115188075855871 + № of group6_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856807 (2 instances in both pieces) with the number you get for: 144115188075855871 + № of group7_has_troops variable in variables.txt (line number in Notepad++)
  • 144115188075856808 (2 instances in both pieces) with the number you get for: 144115188075855871 + № of group8_has_troops variable in variables.txt (line number in Notepad++)

Tweak 10 f)

To change the requirements when you can command allied units - credits to TheMageLord

  • This tweak is likely compatible with other mods too!

File: scripts.txt

1) Find these pieces of code under the script called agent_reassign_team:

2147483679 2 1224979098644774914 648518346341351424 2133 2 1224979098644774915 1
8 360287970189639680 2133 2 1224979098644774915 0
2133 2 1224979098644774915 0 3 0

2) Change that 1 to 0 and you'll always be in command, even if you're not the marshall. Or, if you want to have allies who command themselves (with the AI) even if you are the marshall, then leave that 1 alone and change that 0 to 1 instead. Additionally, you may also change that 0 to 1 if you want even lordless parties to use the AI instead of your orders.

Tweak 10 g)

To improve the ammo-borrowing feature - credits to Vetrogor

  • This tweak can be made compatible with other mods too after minor adjustments
  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!

This tweak makes the following changes:

  1. units assigned to the 'archers' division will be reassigned to the 'infantry' group after giving you their remaining ammo
  2. changed the "borrow ammo" command button to 'V' instead of 'O' for a better reach with your left hand
  3. the distance from which you can borrow ammo gets doubled
  4. included bullets too in the trigger (for the Arquebus)
  5. now you can borrow ammunition from your allies too (previously it was possible only from your own units)

Files:

  • mission_templates.txt
  • (variables.txt)

1) Find the 3 instances of the trigger that starts with this piece:

0.000000 0.000000 0.000000  1 71 1 24  116 1700 1 1224979098644774912

2) Replace them all with this:

0.000000 0.000000 0.000000  1 71 1 47  176 1700 1 1224979098644774912 1726 3 1224979098644774913 1224979098644774912 0 1570 2 1224979098644774914 1224979098644774913 1073741855 2 1224979098644774914 8 1073741855 2 1224979098644774914 9 1073741855 2 1224979098644774914 16 31 2 1224979098644774914 17 1710 2 5 1224979098644774912 2133 2 1224979098644774915 -1 12 1 1224979098644774916 2147483679 2 1224979098644774916 1224979098644774912 1702 1 1224979098644774916 1704 1 1224979098644774916 1706 1 1224979098644774916 1726 3 1224979098644774917 1224979098644774916 0 32 2 1224979098644774917 0 1570 2 1224979098644774918 1224979098644774917 31 2 1224979098644774918 1224979098644774914 4 0 31 2 1224979098644774915 -1 2133 2 1224979098644774915 1224979098644774916 1710 2 1 1224979098644774916 710 3 1224979098644774919 1 5 5 0 1710 2 2 1224979098644774916 710 3 1224979098644774920 2 5 2147483678 2 1224979098644774920 1224979098644774919 2133 2 1224979098644774915 1224979098644774916 2133 2 1224979098644774919 1224979098644774920 3 0 3 0 32 2 1224979098644774915 -1 2147483678 2 1224979098644774919 200 4 0 1073741855 2 1224979098644774914 16 31 2 1224979098644774914 17 2133 2 1224979098644774921 18 5 0 31 2 1224979098644774914 8 2133 2 1224979098644774921 5 5 0 2133 2 1224979098644774921 6 3 0 1977 3 1224979098644774922 1224979098644774912 0 1977 3 1224979098644774923 1224979098644774912 1 1977 3 1224979098644774924 1224979098644774912 2 1977 3 1224979098644774925 1224979098644774912 3 1728 1 1224979098644774912 1977 3 1224979098644774926 1224979098644774912 0 1977 3 1224979098644774927 1224979098644774912 1 1977 3 1224979098644774928 1224979098644774912 2 1977 3 1224979098644774929 1224979098644774912 3 2133 2 1224979098644774930 0 6 3 1224979098644774931 0 4 1804 3 1224979098644774913 1224979098644774912 1224979098644774931 30 2 1224979098644774913 1 1570 2 1224979098644774914 1224979098644774913 31 2 1224979098644774914 1224979098644774921 4 0 31 2 1224979098644774931 0 2133 2 1224979098644774932 1224979098644774922 2133 2 1224979098644774933 1224979098644774926 5 0 31 2 1224979098644774931 1 2133 2 1224979098644774932 1224979098644774923 2133 2 1224979098644774933 1224979098644774927 5 0 31 2 1224979098644774931 2 2133 2 1224979098644774932 1224979098644774924 2133 2 1224979098644774933 1224979098644774928 5 0 2133 2 1224979098644774932 1224979098644774925 2133 2 1224979098644774933 1224979098644774929 3 0 2121 3 1224979098644774934 1224979098644774933 1224979098644774932 2105 2 1224979098644774930 1224979098644774934 3 0 2133 2 1224979098644774935 0 6 3 1224979098644774931 0 4 1804 3 1224979098644774917 1224979098644774915 1224979098644774931 30 2 1224979098644774917 1 1570 2 1224979098644774918 1224979098644774917 31 2 1224979098644774918 1224979098644774921 1977 3 1224979098644774936 1224979098644774915 1224979098644774931 2105 2 1224979098644774935 1224979098644774936 3 0 4 0 30 2 1224979098644774930 1224979098644774935 6 3 1224979098644774931 0 4 1804 3 1224979098644774917 1224979098644774915 1224979098644774931 30 2 1224979098644774917 1 1570 2 1224979098644774918 1224979098644774917 4 0 31 2 1224979098644774918 1224979098644774921 1776 3 1224979098644774915 1224979098644774917 0 5 0 31 2 1224979098644774918 1224979098644774914 1774 3 1224979098644774915 1224979098644774917 1224979098644774931 3 0 3 0 6 3 1224979098644774937 0 4 1804 3 1224979098644774913 1224979098644774912 1224979098644774937 30 2 1224979098644774913 1 1570 2 1224979098644774914 1224979098644774913 31 2 1224979098644774914 1224979098644774921 4 0 31 2 1224979098644774937 0 2133 2 1224979098644774932 1224979098644774922 2133 2 1224979098644774933 1224979098644774926 5 0 31 2 1224979098644774937 1 2133 2 1224979098644774932 1224979098644774923 2133 2 1224979098644774933 1224979098644774927 5 0 31 2 1224979098644774937 2 2133 2 1224979098644774932 1224979098644774924 2133 2 1224979098644774933 1224979098644774928 5 0 2133 2 1224979098644774932 1224979098644774925 2133 2 1224979098644774933 1224979098644774929 3 0 2121 3 1224979098644774938 1224979098644774933 1224979098644774932 4 0 30 2 1224979098644774935 1224979098644774938 1776 3 1224979098644774912 1224979098644774913 1224979098644774933 2106 2 1224979098644774935 1224979098644774938 5 0 2105 2 1224979098644774932 1224979098644774935 1776 3 1224979098644774912 1224979098644774913 1224979098644774932 3 0 3 0 1773 2 1224979098644774939 1224979098644774915 31 2 1224979098644774939 1 1783 2 1224979098644774915 144115188075857206 505 3 1224979098644774915 46 144115188075857207 5 0 6 3 1224979098644774937 0 4 1804 3 1224979098644774913 1224979098644774912 1224979098644774937 30 2 1224979098644774913 1 1570 2 1224979098644774914 1224979098644774913 31 2 1224979098644774914 1224979098644774921 4 0 31 2 1224979098644774937 0 2133 2 1224979098644774932 1224979098644774922 2133 2 1224979098644774933 1224979098644774926 5 0 31 2 1224979098644774937 1 2133 2 1224979098644774932 1224979098644774923 2133 2 1224979098644774933 1224979098644774927 5 0 31 2 1224979098644774937 2 2133 2 1224979098644774932 1224979098644774924 2133 2 1224979098644774933 1224979098644774928 5 0 2133 2 1224979098644774932 1224979098644774925 2133 2 1224979098644774933 1224979098644774929 3 0 2121 3 1224979098644774934 1224979098644774933 1224979098644774932 1776 3 1224979098644774912 1224979098644774913 1224979098644774933 3 0 6 3 1224979098644774931 0 4 1804 3 1224979098644774917 1224979098644774915 1224979098644774931 30 2 1224979098644774917 1 1570 2 1224979098644774918 1224979098644774917 31 2 1224979098644774918 1224979098644774921 1977 3 1224979098644774936 1224979098644774915 1224979098644774931 4 0 30 2 1224979098644774930 1224979098644774936 1776 3 1224979098644774915 1224979098644774917 0 2106 2 1224979098644774930 1224979098644774936 5 0 2106 2 1224979098644774936 1224979098644774930 1776 3 1224979098644774915 1224979098644774917 1224979098644774936 3 0 3 0 3 0 

The highlighted blue number at the start of both the original and replaced instances (3-3 each) is the hotkey assigned, where 24 stands for 'O' and 47 stands for 'V'. Feel free to change them! To assist you, here's a table with the possible hotkey codes: https://i77.servimg.com/u/f77/19/75/99/36/tweakb10.png

3) To add this reworked ammo-borrowing feature to other mods as well, increase the trigger counter (the number by itself on a single line) by 1 under the following sections:

  • mst_lead_charge - field battles
  • mst_castle_attack_walls_belfry - siege tower sieges
  • mst_castle_attack_walls_ladder - ladder sieges

For each section, add the line (trigger) from point 2) right under the previously increased counters, as a new line. Next, open variables.txt and add this entry to the end of the file, as a new line:

placeholder

Make sure to still have an empty line at the very end! Rename it at your will, the variable's name doesn't matter. Last but not least, adjust the single instance of 144115188075857207 above to match with the number you get for: 144115188075855871 + № of placeholder variable in variables.txt (line number in Notepad++).

Tweak 10 h)

To be able to set the battlesize below 100 or beyond 530 - credits to Dalion, margarin and VonDegurechaff

Files:

  • module.ini
  • mission_templates.txt
  • rgl_config.txt

1) To decrease the battlesize below 100, firstly open module.ini and find this line:

battle_size_min = 100

Change that 100 to 30

  • 30 is needed as the base of calculations for further tweaking

Then open mission_templates.txt and look for the following pieces of code with the 2 specific numbers for each battle type. Blue - defenders, Red - attackers

For number of soldiers in field battles, find these lines under mst_lead_charge:

4 1 4160 0 16 40 0
0 4160 0 16 0 0
4 8320 0 16 40 0
4 8320 0 16 0 0

Set 20 and 20

For number of soldiers in sally-outs, find these lines under mst_castle_attack_walls_defenders_sally:

4 0 8320 256 16 32 0
0 8320 256 16 0 0
3 4160 256 16 40 0
3 4160 256 16 0 0

Set 17 and 25

For number of soldiers in ladder-sieges, find these lines under mst_castle_attack_walls_ladder:

12 0 8320 256 16 32 0
0 8320 256 16 0 0
10 4160 256 16 0 0
11 4160 256 16 30 0
15 4160 256 16 0 0

Set 8 and 7

For number of soldiers in siege tower sieges, find these lines under mst_castle_attack_walls_belfry:

13 0 8320 256 16 32 0
0 8320 256 16 0 0
10 4160 256 16 0 0
11 4160 256 16 28 0
15 4160 256 16 0 0

Set 8 and 7

For number of soldiers in village battles, find these lines under mst_village_raid:

4 3 4160 256 16 30 0
3 4160 256 16 0 0
1 8320 256 16 30 0
1 8320 256 16 0 0

Set 21 and 21

Now the only thing left is to increase the threshold for reinforcements in order to not have them appear constantly. Once again in mission_templates.txt, Blue will be for the defenders, and Red will be for the attackers. Search for the following pieces of code for each battle type and halve all the highlighted numbers in the end. The lower the number, the higher the threshold for calling reinforcements gets:

Field battles - mst_lead_charge:

2385 2 1224979098644774918 0 2147483678 2 1224979098644774918 20
2385 2 1224979098644774913 1 2147483678 2 1224979098644774913 20

Ladder and siege tower sieges - mst_castle_attack_walls_ladder and mst_castle_attack_walls_belfry:

2385 2 1224979098644774913 0 2147483678 2 1224979098644774913 30
2385 2 1224979098644774913 1 2147483678 2 1224979098644774913 25

Village battles - mst_village_raid:

2385 2 1224979098644774913 0 2147483678 2 1224979098644774913 12
2385 2 1224979098644774913 1 2147483678 2 1224979098644774913 12


2) To increase the battlesize beyond 530, open rgl_config.txt under your Documents folder (e.g. C:\Users\...\Documents\Mount&Blade Warband\) and find this entry:

battle_size = 1.0000

The highlighted value is for controlling the amount of troops allowed to spawn, at the expense of pushing the in-game battle size slider beyond the limits visually. By default, the battle_size value equals 1.0000 and switching to any other mod will reset it to 1.0000 again. Battle size changers (e.g. https://forums.taleworlds.com/index.php?threads/warband-battle-size-changer-v1-5.103109/) adjust this value from the background, but lock it to be constant, regardless of which mod you play. By itself, battle_size is a multiplier for (battle_size_max - battle_size_min), on top of battle_size_min, setting your in-game battle size slider to the resulting value. If you touch the slider in-game, it will go back to the value set for battle_size_max and you would need to relaunch the game to set it back where it was. The total amount of troops allowed to spawn will be less however until the battle advantage stays in the [-12;12] range. You can set the latter values in module.ini (if the entries are not there, you can add them). Also, note that increasing the value of battle_size_max = 530 on its own in there won't change your battesize any further, it is only for visuals past 420 (see the fix for this mismatch under section 8).

Now for an example to hopefully clear any confusion. If battle_size_min = 100 and battle_size_max = 1000 in your module.ini, and then you set battle_size = 8.0000 in rgl_config.txt, then your showcased in-game battle size will become 100 + 8*(1000-100) = 7300. And indeed: https://steamuserimages-a.akamaihd.net/ugc/1681518722985925409/BD42B76768DDCF0C35964CD76795DA85658D2204/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

The total amount of troops allowed to spawn will be less than that, but still in the several thousands. God bless your CPU if you decide to do so :D https://steamuserimages-a.akamaihd.net/ugc/1681518722985924810/B922AFF62C0B7F74969679858B14365516AC6B80/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Back to the previous example, if you would change battle_size to become 0.0000, then your showcased in-game battle size will become 100 + 0*(1000-100) = 100.

Tweak 10 i)

To limit the battle advantage - credits to Vetrogor

  • This tweak is totally universal, thus can be applied to any mod as is!

Are you tired of losing because the enemy outnumbers your party so much in a field battle that only a few of your men are allowed to spawn in at a time? Well, with this tweak, that will be no longer the case, regardless of your Tactics skill! After applying the changes down below, as long as both sides have enough troops to fill the set battlesize, you won't have less troops present in a battle than half of what the enemy spawns with. It is only fair, since if you are the one to outnumber the enemy, you won't be able to have more than two times of their men present at a time, no matter what (it's an engine limitation). As for sieges, the ratio set will always be in favor of the defenders. When allied troops are present as well, your side well be split according to the following formula: (player_troops / player_+_allied_troops) ± random(15%)

File: scripts.txt

1) Find the script called calculate_battle_advantage, and increase the operation counter at the beginning of its body by 2 (28 -> 30)

2) Then find this piece of code:

2106 2 1224979098644774918 1224979098644774916 2108 2 1224979098644774918 100

3) And insert this piece right after it:

2111 2 1224979098644774918 -5 2110 2 1224979098644774918 5

4) Watch for the gaps, so that there is one at the start and at the end of the inserted piece! The -5 is the lowest battle disdvantage and the 5 is the highest battle advantage value set for your side, depending on if you are the one to be outnumbered, or you outnumber the enemy. These are the equivalent of the aforementioned 2:1 ratio. You can change these two values if you don't find them to your liking. Note as a reminder however, that a battle advantage of 5 is the highest possible value, the game won't allow for more to apply.

Tweak 10 j)

To change the scaling of damage over distance for ranged weapons - credits to lconracl

  • This tweak is totally universal, thus can be applied to any mod as is!

If you want to make archers and crossbow users weaker across the board, then this is the tweak for you!

File: module.ini

1) Find this line:

missile_damage_speed_power = 1.2

It affects how the damage of projectiles gets reduced at longer ranges. At point blank range however, the damage will be the same, so you'll have to change the given weapon's raw damage to tweak ranged damage from that aspect.

This constant can be:

  • reduced = more average damage
  • increased = less average damage

The maximum value is 2.0 and lowest value tested is 0.1. Before we go further in detail, it's worth to note that missile speed is somewhat inversely proportional to the distance:

  • 2.0 makes the damage scale downwards with the square of missile speed
  • 1.0 makes the damage scale downwards linearly with missile speed

An example of what the above means: 100 Dragon Drakes are attacking a double line of 100 D'Shar Ghazi Marksmen. How many Drakes are able to reach the line of Marksmen with the different missile_damage_speed_power values set?

  • 0.1 = 4
  • 1.2 = 11
  • 2.0 = 25

2) Change that 1.2 to your liking. The native setting is 1.9 if you'd like to know.

Tweak 10 k)

To allow crouching and bracing spears

This tweak will allow the player, crossbow users and units with braceable polearms to crouch and brace those polearms automatically:

  • The player has to equip an adequate polearm (halberds, longer spears and pikes) and crouch with it. Then the animation will shortly switch automatically to that of bracing one. You can aim the tip of the polearm with your mouse after the bracing animation takes place. Braced polearms deal massive damage to incoming cavalry units and their horses when they charge at full speed (often one-shots the horse or the rider if the speed difference is enough)
  • In case of AI units with braceable polearms, they will crouch and brace automatically after standing still for a few seconds. However, note that in a formation that consists of several rows, only the 1st line of polearm-wielders will crouch and brace. The rest of units behind them will stand. Forming a single line will result in nobody bracing spears. Also, note that formations often tend to rotate to face the bulk of the enemy lines, meaning that until the enemy decides to charge straight into you, your halberdiers/pikemen will often stand up, move a bit, and crouch again.
  • The same applies to crossbow users controlled by the AI. Only the 1st line will crouch, the rest will stand.

File: module.ini

1) Find this line:

can_crouch = 0

2) And change that 0 to 1

3) You can set the key for crouching among the Controls ('z' by default) in the game after making the above change and starting up the mod

Tweak 10 l)

To make overhead spear thrusts more capable - credits to Weids

With this tweak, you'll be able to land hits with overhead thrusts at face-hugging ranges, applying to both one-handed and two-handed spears. Spearmen controlled by the AI will also become much more capable at close-quarter combat as a result. A sideeffect is that overhead thrusts will happen at a fixed height.

For balance reasons, the speed of overhead trusts are lowered a bit to make them slower than normal thrusts. The time it takes to prepare overhead thrusts is increased a bit as well, bringing them somewhat on par with normal thrusts. This will give players on manual blocking some time to react, since these attack types will deal damage now.

File: actions.txt

1) Find the entries of ready_overswing_spear, release_overswing_spear, ready_overswing_musket, release_overswing_musket, release_overswing_musket_continue, parried_overswing_musket and blocked_overswing_musket, then replace them with these respectively (animation entry and trigger pairs):

 ready_overswing_spear 524288 1679818762  1
  0.400000 attacks_staff_thrust_overhead 6 21 7 0 0.0 0.0 0.0 0.0 
 release_overswing_spear 524288 2183135242  1
  0.500000 attacks_staff_thrust_overhead 21 43 6 0 0.0 0.0 0.0 0.0 
 ready_overswing_musket 524288 1679818762  1
  0.400000 1h_spear_thrust_overhead 6 21 7 0 0.0 0.0 0.0 0.0 
 release_overswing_musket 524288 2183135242  1
  0.500000 1h_spear_thrust_overhead 21 43 6 0 0.0 0.0 0.0 0.0 
 release_overswing_musket_continue 0 572522497  1
  0.300000 1h_spear_thrust_overhead 43 50 3 0 0.0 0.0 0.0 0.0 
 parried_overswing_musket 0 35651599  1
  0.300000 1h_spear_thrust_overhead 50 43 3 0 0.0 0.0 0.0 0.0 
 blocked_overswing_musket 0 35651599  1
  0.300000 1h_spear_thrust_overhead 50 43 3 0 0.0 0.0 0.0 0.0 

2) Watch for the gaps, so that there is 1 at the start of each named entry, and 2 before each trigger below them! So just follow the structure of any other similar line.

Tweak 10 m)

To rework the order to use blunt weapons - credits to Vetrogor

  • This tweak is already part of Vetrogor's Dynamic Reassignment and Reequipment submod!

After applying this tweak, every troop will get a blunt weapon when ordered to use one. The order will work the same way from the tactical overlay (battle minimap) as well. After that, when you order "Use weapons at will", then all original weapons will be given back. A blunt weapon gets chosen from the given troop's inventory by default. If that troop doesn't have one, than if its Strength and Level is greater than or equal to 12 and 35 respectively, it will get a Battle Hammer (288230376151713049). Otherwise a Mace (288230376151712986) will be given to such units.

Files:

  • variables.txt
  • ui.csv
  • scripts.txt
  • mission_templates.txt
  • presentations.txt

1) Open variables.txt and add this entry to the end of the file, as a new line:

weapon_order

Make sure to still have an empty line at the very end!

2) Next, open ui.csv at languages\en\ within PoP's module, and find the following entries:

ui_order_button_use_blunt_weapons|Prefer blunt weapons
ui_use_blunt_weapons_e_|%s, prefer blunt weapons!

Replace them respectively with these:

ui_order_button_use_blunt_weapons|Use only blunt weapons
ui_use_blunt_weapons_e_|%s, use only blunt weapons!

3) Then, open scripts.txt and increase the counter found in the 2nd line of the file by 1 (754 -> 755), then add the following piece to the end of the file, as two new lines:

blunt_weapons_order -1
 107 1700 1 1224979098644774912 1770 2 1224979098644774913 1224979098644774912 4 0 31 2 144115188075857320 9 12 1 1224979098644774914 1702 1 1224979098644774914 1704 1 1224979098644774914 1706 1 1224979098644774914 1707 1 1224979098644774914 1773 2 1224979098644774915 1224979098644774914 1775 2 1224979098644774913 1224979098644774915 2147484193 3 1224979098644774914 15 1 2133 2 1224979098644774916 4 6 3 1224979098644774917 0 1224979098644774916 1804 3 1224979098644774918 1224979098644774914 1224979098644774917 32 2 1224979098644774918 0 1570 2 1224979098644774919 1224979098644774918 2133 2 1224979098644774920 -1 4 0 1073741855 2 1224979098644774919 2 1073741855 2 1224979098644774919 3 31 2 1224979098644774919 4 2719 2 1224979098644774921 1224979098644774918 1073741855 2 1224979098644774921 -1 31 2 1224979098644774921 2 2721 2 1224979098644774922 1224979098644774918 1073741855 2 1224979098644774922 -1 31 2 1224979098644774922 2 2133 2 1224979098644774920 2 3 0 31 2 1224979098644774920 2 2133 2 1224979098644774916 -1 3 0 4 0 31 2 1224979098644774916 4 1726 3 1224979098644774923 1224979098644774914 0 4 0 32 2 1224979098644774923 -1 1774 2 1224979098644774914 1224979098644774923 3 0 505 3 1224979098644774914 107 1224979098644774923 1718 2 1224979098644774924 1224979098644774914 2172 3 1224979098644774925 1224979098644774924 0 2171 2 1224979098644774926 1224979098644774924 2133 2 1224979098644774927 288230376151712986 4 0 30 2 1224979098644774925 12 30 2 1224979098644774926 35 2133 2 1224979098644774927 288230376151713049 3 0 4 0 1507 1 1224979098644774924 5 0 1540 2 1224979098644774928 1224979098644774924 2133 2 1224979098644774929 0 2133 2 1224979098644774930 0 6 3 1224979098644774917 0 1224979098644774928 1541 3 1224979098644774918 1224979098644774924 1224979098644774917 32 2 1224979098644774918 -1 1570 2 1224979098644774919 1224979098644774918 2133 2 1224979098644774920 -1 4 0 1073741855 2 1224979098644774919 2 1073741855 2 1224979098644774919 3 31 2 1224979098644774919 4 2719 2 1224979098644774921 1224979098644774918 1073741855 2 1224979098644774921 -1 31 2 1224979098644774921 2 2721 2 1224979098644774922 1224979098644774918 1073741855 2 1224979098644774922 -1 31 2 1224979098644774922 2 2133 2 1224979098644774920 2 3 0 31 2 1224979098644774920 2 500 3 360287970189639683 1224979098644774929 1224979098644774918 2105 2 1224979098644774929 1 3 0 31 2 1224979098644774930 1 2136 3 1224979098644774931 0 1224979098644774929 520 3 1224979098644774927 360287970189639683 1224979098644774931 3 0 1779 2 1224979098644774914 1224979098644774927 1747 2 1224979098644774914 1224979098644774927 3 0 3 0 5 0 31 2 144115188075857320 10 12 1 1224979098644774914 1702 1 1224979098644774914 1704 1 1224979098644774914 1706 1 1224979098644774914 1707 1 1224979098644774914 1773 2 1224979098644774915 1224979098644774914 1775 2 1224979098644774913 1224979098644774915 2147484193 3 1224979098644774914 15 1 525 3 1224979098644774927 1224979098644774914 107 32 2 1224979098644774927 0 1726 3 1224979098644774923 1224979098644774914 0 4 0 32 2 1224979098644774923 -1 1774 2 1224979098644774914 1224979098644774923 3 0 1779 2 1224979098644774914 1224979098644774927 1747 2 1224979098644774914 1224979098644774927 505 3 1224979098644774914 107 0 3 0 3 0 

Make sure that there remains an empty line at the very end of the file!

4) Now open mission_templates.txt. Under the following sections, decrease the trigger counter (the number by itself on a single line) by 1:

  • mst_lead_charge - field battles (66 -> 65)
  • mst_village_attack_bandits - bandit infestations (24 -> 23)
  • mst_village_raid - village fights (27 -> 26)
  • mst_besiege_inner_battle_castle - castle hall assaults (21 -> 20)
  • mst_besiege_inner_battle_town_center - town center assaults (21 -> 20)
  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 55)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 41)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 36)
  • mst_camp_review_soldiers - review your soldiers (33 -> 32)
  • mst_quick_battle_siege - quick battles (sieges) from the main menu (not in use) (25 -> 24)

5) From each section, delete the following 2 triggers:

-71.000000 0.000000 0.000000  16 2071 1 1224979098644774912 4 0 31 2 1224979098644774912 9 2133 2 144115188075857290 1 5 0 1073741855 2 1224979098644774912 10 1073741855 2 1224979098644774912 13 1073741855 2 1224979098644774912 15 1073741855 2 1224979098644774912 16 1073741855 2 1224979098644774912 17 1073741855 2 1224979098644774912 18 1073741855 2 1224979098644774912 19 1073741855 2 1224979098644774912 20 31 2 1224979098644774912 21 2133 2 144115188075857290 0 3 0  0 
3.000000 3.000000 0.000000  15 31 2 144115188075857290 1 1107 1 0 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1706 1 1224979098644774912 1707 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 1770 2 1224979098644774914 1224979098644774912 1773 2 1224979098644774915 1224979098644774912 1790 3 1224979098644774914 1224979098644774915 10 3 0 1107 1 1  16 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1706 1 1224979098644774912 1707 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 2133 2 1224979098644774913 4 6 3 1224979098644774914 0 1224979098644774913 1804 3 1224979098644774915 1224979098644774912 1224979098644774914 32 2 1224979098644774915 0 2721 2 1224979098644774916 1224979098644774915 31 2 1224979098644774916 2 1747 2 1224979098644774912 1224979098644774915 2133 2 1224979098644774913 -1 3 0 3 0 

And add this trigger in form of a new line in place of them:

-71.000000 0.000000 0.000000  0  5 2071 1 1224979098644774912 1073741855 2 1224979098644774912 10 31 2 1224979098644774912 9 2133 2 144115188075857320 1224979098644774912 1 1 936748722493063922 

6) Next, open presentations.txt and find this piece:

-62.000000  832 2071 1 1224979098644774912

Increase that 832 by 4 (832 -> 836), then find this piece:

1 3 936748722493063537 1224979098644774914 10

Replace it with this:

1 3 936748722493063537 1224979098644774914 10 2133 2 144115188075857320 10 1 1 936748722493063922

Then find this piece:

1 3 936748722493063537 1224979098644774914 9

And replace it with this:

1 3 936748722493063537 1224979098644774914 9 2133 2 144115188075857320 9 1 1 936748722493063922

7) Lastly, make sure that the instances of 144115188075857320 and 936748722493063922 match the formulas down below. It is only needed to check them if you added something else to variables.txt and scripts.txt respectively, due to different tweaks. Otherwise the above will work as is. So if necessary, replace:

  • 144115188075857320 (point 3), 2 instances; point 5); point 6), 2 instances) with the number you get for: 144115188075855871 + № of weapon_order variable in variables.txt (line number in Notepad++)
  • 936748722493063922 (scripts.txt, point 5); point 6), 2 instances): 936748722493063168 + № of blunt_weapons_order script from point 3 (script number = (line-3)/2 in Notepad++)

Tweak 10 n)

To enable the advanced formations from With Fire and Sword

  • This tweak is totally universal, thus can be applied to any mod as is!

This tweak will allow you to give the following orders to your troops as an extra on top of the default ones.

  • Use melee weapons!
  • Use ranged weapons!
  • Fire at my command:
    • Fire!
    • All volley fire!
    • Left flank volley fire!
    • Middle group volley fire!
    • Right flank volley fire!
  • Form 1 row!
  • Form 2 rows!
  • Form 3 rows!
  • Form 4 rows!
  • Form 5 rows!

Note that your F1-F4 command menu will be rearranged a bit. Also, beware that the volley-fire orders are not automatic, meaning that you have to reissue the command for each volley. Otherwise your ranged troops will hold fire indefinitely.

File: module.ini

1) Find this line:

use_advanced_formation = 0

2) And change that 0 to 1

Tweak 10 o)

To be able to move through allied troop lines - credits to Dalion

  • This tweak is totally universal, thus can be applied to any mod as is!

Do I even have to explain how frustrating it can be to get blocked by allied units? Getting past allied lines in field battles or crowded blobs in sieges is a pain in the arse. Enemy troops? You can kill them and pass. Your own troops? You can order them to go 10 steps backwards. But allied troops will ruin your plans no matter what... Well, not anymore. With this tweak, any non-hostile troops nearby will spread out to let you pass through, as long as you hold left [Ctrl] while moving.

File: mission_templates.txt

1) Increase the trigger counter (the number by itself on a single line) by 1 under the following sections:

  • mst_lead_charge - field battles (66 -> 67)
  • mst_village_attack_bandits - bandit infestations (24 -> 25)
  • mst_village_raid - village fights (27 -> 28)
  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 57)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 43)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 38)
  • mst_bandit_lair - bandit lairs (19 -> 20)

2) For each section, right under the previously increased counter, add the following trigger in form of a new line:

0.000000 0.000000 0.000000  2 2147484654 0 70 1 29  24 2124 1 1 1700 1 1224979098644774912 1710 2 1 1224979098644774912 1770 2 1224979098644774913 1224979098644774912 12 3 1224979098644774914 1 1 1702 1 1224979098644774914 1704 1 1224979098644774914 1707 1 1224979098644774914 1770 2 1224979098644774915 1224979098644774914 2147485436 2 1224979098644774915 1224979098644774913 1689 2 2 1224979098644774912 727 2 1224979098644774916 2 726 2 1224979098644774917 2 2130 1 1224979098644774916 2130 1 1224979098644774917 4 0 2147483678 2 1224979098644774916 0 2108 2 1224979098644774916 2 3 0 2108 2 1224979098644774917 2 721 2 1 1224979098644774916 720 2 1 1224979098644774917 1711 2 1224979098644774912 1 3 0 

Tweak 10 p)

To fix chasing allies - credits to Dalion

  • This tweak is totally universal, thus can be applied to any mod as is!

When you shoot an allied unit by accident, it may start facehugging you in battles, as if your were an enemy. Upon doing so, they ignore any orders and their true enemies, and stand close enough to even interrupt your aim. That can be really disturbing if you don't want to or can't take the given unit down. With the help of this tweak, you'll be able to fix such behaviours by kicking the bugged troop. Furthermore, this method can also be used to bring floating allies in siege tower sieges to the ground.

File: mission_templates.txt

1) Open mission_templates.txt and under the following sections, increase the trigger counter (the number by itself on a single line) by 1:

  • mst_lead_charge - field battles (66 -> 67)
  • mst_village_attack_bandits - bandit infestations (24 -> 25)
  • mst_village_raid - village fights (27 -> 28)
  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 57)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 43)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 38)
  • mst_bandit_lair - bandit lairs (19 -> 20)
  • mst_arena_melee_fight - arena fights (18 -> 19)

2) For each section, add the following trigger in form of a new line right under the previously increased trigger counter:

0.000000 0.000000 1.000000  2 2147484654 0 71 1 18  19 1700 1 1224979098644774912 12 1 1224979098644774913 1704 1 1224979098644774913 1702 1 1224979098644774913 1710 2 8 1224979098644774913 793 2 1224979098644774914 8 722 2 8 1224979098644774914 1711 2 1224979098644774913 8 1710 2 9 1224979098644774912 711 3 1224979098644774915 9 8 2147483680 2 1224979098644774915 2 1707 1 1224979098644774913 1706 1 1224979098644774913 2080 2 1224979098644774916 1224979098644774913 31 2 1224979098644774916 1224979098644774912 1735 1 1224979098644774913 505 3 1224979098644774913 4 0 1732 1 1224979098644774913 3 0 

Tweak 10 q)

To add the ability to inspire nearby troops with a battlecry - credits to Dalion and Vetrogor

With this tweak, each time you press the "T" key in battle, you will do a winning cheer. As a result, all allied troops within a radius of 30m around you will:

  • stop running at the moment of pressing the button
  • issue the same battlecry/cheer as you
  • get +5 to combat morale for each activation of the battlecry (not the same as troop morale!)

So now you can shout for fun and also to get the cowards (who tried to flee) back into battle.

File: mission_templates.txt

1) Increase the trigger counter (the number by itself on a single line) by 1 under the following sections:

  • mst_lead_charge - field battles (66 -> 67)
  • mst_village_attack_bandits - bandit infestations (24 -> 25)
  • mst_village_raid - village fights (27 -> 28)
  • mst_besiege_inner_battle_castle - castle hall assaults (21 -> 22)
  • mst_besiege_inner_battle_town_center - town center assaults (21 -> 22)
  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 57)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 43)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 38)
  • mst_bandit_lair - bandit lairs (19 -> 20)

2) Add the following code (trigger) in a new line right under the increased trigger counter for each section:

0.000000 1.000000 3.000000  10 71 1 20 1700 1 1224979098644774912 1702 1 1224979098644774912 1740 3 1224979098644774912 1801439850948198842 1 4 0 31 2 144115188075856152 0 1750 2 1224979098644774912 1152921504606847332 5 0 1750 2 1224979098644774912 1152921504606847108 3 0  27 1700 1 1224979098644774912 1770 2 1224979098644774913 1224979098644774912 1710 2 10 1224979098644774912 12 1 1224979098644774914 2147483679 2 1224979098644774914 1224979098644774912 1702 1 1224979098644774914 1704 1 1224979098644774914 1770 2 1224979098644774915 1224979098644774914 31 2 1224979098644774915 1224979098644774913 1710 2 11 1224979098644774914 711 3 1224979098644774916 10 11 2147483680 2 1224979098644774916 30 1752 1 1224979098644774914 1740 3 1224979098644774914 1801439850948198842 1 1718 2 1224979098644774917 1224979098644774914 1506 2 1224979098644774918 1224979098644774917 4 0 31 2 1224979098644774918 0 1750 2 1224979098644774914 1152921504606847332 5 0 1750 2 1224979098644774914 1152921504606847108 3 0 525 3 1224979098644774919 1224979098644774914 16 2105 2 1224979098644774919 5 2110 2 1224979098644774919 9600 505 3 1224979098644774914 16 1224979098644774919 3 0

There may be some other scenes/battles where you want to add this tweak, like to night ambushes (although those are rather small battles). Feel free to do so if you want, by following the above pattern.

Tweak 10 r)

To recover health, ammo and shield hit points upon leveling up in battles - credits to Dalion

  • This tweak can be made compatible with other mods too after minor adjustments

Usually in RPG games upon an increase in level, your health, mana, etc., replenishes. With this tweak, if you level up during battles, you will recover:

  • your health
  • your horse's health, if you got the level up while riding
  • all ammunition slots, even if they are different
  • shield hit points, but only the one that you hold in your hand at the time you level up (game restriction)

The notification message about the restoration appears only if the player has advanced a level, but all other heroes are subject to the effect as well - from your companions to enemy lords and unique spawn leaders. It is worth noting that the tweak is not triggered if you get a level up on the world map or inside normal scenes.

Files:

  • quick_strings.txt
  • mission_templates.txt

1) Open quick_strings.txt, and increase the counter at the top by 1 (3139 -> 3140)

2) At the very end of the file, add the following as a new line:

qstr_Health_shield_and_am Health,_shield_and_ammo_recovered!

3) Make sure that there remains an empty line at the very end of the file

4) Open mission_templates.txt and increase the trigger counter (the number by itself on a single line) by 2 under the following sections:

  • mst_bandits_at_night - night ambushes (9 -> 11)
  • mst_sneak_caught_fight - getting caught by guards upon sneaking in (13 -> 15)
  • mst_lead_charge - field battles (66 -> 68)
  • mst_village_attack_bandits - bandit infestations (24 -> 26)
  • mst_village_raid - village fights (27 -> 29)
  • mst_besiege_inner_battle_castle - castle hall assaults (21 -> 23)
  • mst_besiege_inner_battle_town_center - town center assaults (21 -> 23)
  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 58)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 44)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 39)
  • mst_bandit_lair - bandit lairs (19 -> 21)
  • mst_arena_melee_fight - arena fights (18 -> 20)

5) Add the following codes (triggers) in a new line each right under the increased trigger counter for each section:

-25.000000 0.000000 0.000000  0  6 2071 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 1507 1 1224979098644774913 2171 2 1224979098644774914 1224979098644774913 2105 2 1224979098644774914 1 505 3 1224979098644774912 99 1224979098644774914 
0.000000 0.000000 0.000000  0  22 12 1 1224979098644774912 1700 1 1224979098644774913 1718 2 1224979098644774914 1224979098644774912 1507 1 1224979098644774914 2171 2 1224979098644774915 1224979098644774914 525 3 1224979098644774916 1224979098644774912 99 31 2 1224979098644774915 1224979098644774916 2105 2 1224979098644774915 1 4 0 4 0 1714 2 1224979098644774917 1224979098644774912 2147483679 2 1224979098644774917 -1 1721 2 1224979098644774917 100 3 0 1721 2 1224979098644774912 100 1692 1 1224979098644774912 1728 1 1224979098644774912 31 2 1224979098644774912 1224979098644774913 1106 2 1585267068834417731 11336280 3 0 505 3 1224979098644774912 99 1224979098644774915 3 0

The highlighted number is the number of our added string from point 2). In case of other mods, make sure that it corresponds to the following formula: 1585267068834414592 + № of the string in quick_strings.txt (line-2 in Notepad++). If you want to use this tweak along with the "Train your party in training fields" one, then increase the highlighted number by 1 (1585267068834417731 -> 1585267068834417732) and make sure that you put the above string (found in quick_strings.txt) AFTER the one in the mentioned tweak. It's much easier to adjust this tweak than the other one, that's why.

Tweak 10 s)

To add health regeneration to any battle - credits to Dalion

  • This tweak is totally universal, thus can be applied to any mod as is!

If you apply this tweak, then the health of all troops (including you) and horses participating in battle will be regenerated by 1 percent upon every 5 seconds. You'll have to wait around 8 minutes to fully recover from a critically wounded state, so it won't be enough to save you if you get overwhelmed. But if the escape routes are not blocked, then this can be really helpful, especially in prolonged sieges.

File: mission_templates.txt

1) Increase the trigger counter (the number by itself on a single line) by 1 under the following sections:

  • mst_lead_charge - field battles (66 -> 67)
  • mst_village_attack_bandits - bandit infestations (24 -> 25)
  • mst_village_raid - village fights (27 -> 28)
  • mst_castle_attack_walls_defenders_sally - sally-outs (56 -> 57)
  • mst_castle_attack_walls_belfry - siege tower sieges (42 -> 43)
  • mst_castle_attack_walls_ladder - ladder sieges (37 -> 38)
  • mst_besiege_inner_battle_castle - castle hall assaults (21 -> 22)
  • mst_besiege_inner_battle_town_center - town center assaults (21 -> 22)
  • mst_bandit_lair - bandit lairs (19 -> 20)
  • mst_sneak_caught_fight - getting caught by guards upon sneaking in (13 -> 14)
  • mst_bandits_at_night - night ambushes (9 -> 10)
  • mst_arena_melee_fight - arena fights (18 -> 19)

2) For each section, add the following trigger in form of a new line right under the previously increased trigger counter:

5.000000 0.000000 0.000000  0  23 2133 2 1224979098644774912 1 12 1 1224979098644774913 1702 1 1224979098644774913 525 3 1224979098644774914 1224979098644774913 763 525 3 1224979098644774915 1224979098644774913 764 1720 3 1224979098644774916 1224979098644774913 1 4 0 1073741855 2 1224979098644774914 0 2147483679 2 1224979098644774916 1224979098644774915 1720 3 1224979098644774914 1224979098644774913 0 2105 2 1224979098644774914 1224979098644774912 1721 3 1224979098644774913 1224979098644774914 0 1720 3 1224979098644774916 1224979098644774913 1 505 3 1224979098644774913 764 1224979098644774916 505 3 1224979098644774913 763 1224979098644774914 5 0 2105 2 1224979098644774914 1224979098644774912 1721 3 1224979098644774913 1224979098644774914 0 1720 3 1224979098644774916 1224979098644774913 1 505 3 1224979098644774913 764 1224979098644774916 505 3 1224979098644774913 763 1224979098644774914 3 0 3 0 

The 5 at the beginning is the trigger to make a regeneration happen, expressed in seconds. Meanwhile, the 1 is the amount of health recovered at a time, in percentage (relative to one's max health). Change them to your liking! (e.g. replacing the 5 with 300 will make a regeneration happen upon every 5 minutes)

Tweak 10 t)

To be able to participate in battles when wounded - credits to Dalion

  • This tweak can be made compatible with other mods too after minor adjustments

With this tweak, the current health of the player will not be taken into account when trying to engage or join a battle in person. If the player is actually injured, then he will still appear with an empty health bar. Note however that the tiniest damage received will knock you out.

File: menus.txt

1) Locate the following pieces (9):

mno_encounter_attack  1 2147485156 1 360287970189639680  Charge_the_enemy.
mno_join_attack  1 2147485156 1 360287970189639680  Charge_the_enemy.
mno_join_siege_with_allies  1 2147485156 1 360287970189639680  Join_the_next_assault.
mno_castle_lead_attack  5 2147485156 1 360287970189639680 30 2
mno_siege_defender_join_battle  1 2147485156 1 360287970189639680  Join_the_battle.
mno_village_attack_bandits  2 2147485156 1 360287970189639680 561 3 144115188075856143 39 1
mno_castle_attack_surprise  1 2147485156 1 360287970189639680  Launch_a_surprise_attack_on_the_castle.
mno_castle_attack  3 2147485156 1 360287970189639680 200 1 504403158265495619
mno_camp_train_melee  3 2147485156 1 360287970189639680 1 2 936748722493063355 648518346341351424

2) Decrease the numbers in red by 1 (1 -> 0; 5 -> 4; 2 -> 1; 3 -> 2), and delete the parts in blue. Make sure that 2 gaps remain before the now reduced red numbers and 2 gaps after if the next part is a string, or 1 gap if the next part is a code. In case of other mods, simply find all the instances of 2147485156 1 360287970189639680 and decrease the operation counters before them or at the beginning of their own section by 1 in the same fashion as shown above.

Tweak 10 u)

To be able to always join any side in battles - credits to BananaFruit and Fandom User

  • This tweak can be made compatible with other mods too after minor adjustments

File: menus.txt

1) For field battles, find these two lines:

-50 2147483678 2 1224979098644774915 80
-50 2147483678 2 1224979098644774913 80

And replace both -50 with -100 and both 80 with 101. In case of other mods, find these 2 pieces right before Move_in_to_help_the_{s2} and Rush_to_the_aid_of_the_{s1}. respectively. In Native, the given relation values are 0 by default.

2) For sieges, search for this piece:

6 2204 2 1224979098644774912 144115188075856956 2190 3 1224979098644774913 1224979098644774912 432345564227567630 30 2 1224979098644774913 0 2204 2 1224979098644774912 144115188075856280 2190 3 1224979098644774913 1224979098644774912 432345564227567630 2147483678 2 1224979098644774913 0

And replace it with 0. Watch for the gaps! In case of other mods, you'll need to adjust the above piece to find it. So replace:

  • 144115188075856956 with the number you get for: 144115188075855871 + № of g_encountered_party_2 variable in variables.txt (line number in Notepad++)
  • 432345564227567630 (2 instances) with the number you get for: 432345564227567616 + № of fac_player_supporters_faction from factions.txt (entry number in Morgh's Editor)
  • 144115188075856280 with the number you get for: 144115188075855871 + № of g_encountered_party variable in variables.txt (line number in Notepad++)

Tweak 10 v)

To allow accessing your inventory upon pressing "I" in various battle/fight scenarios - credits to TheMageLord

  • This tweak can be made compatible with other mods too after minor adjustments

The way it's set now is that if you press the "I" key (inventory shortcut) in various fight/battle scenes, you'll get a notification that you can't access your inventory. Well, if you apply this tweak, this will no longer be the case for those battles and fights that normally don't have a chest. You'll be able to access your inventory any time you want in these cases, whenever you press the inventory shortcut key ("I"). The restrictions will be up to you.

File: mission_templates.txt

1) Find all the instances of the following two triggers:

-22.000000 0.000000 0.000000  1 1106 1 216172782113783928  0 

It can be found under these fights/battles, in order:

  • mst_bandits_at_night (night ambushes)
  • mst_village_training (training peasants in villages - doesn't work)
  • mst_grandmaster_ambush (ambush in castle hall that starts the grandmaster quest)
  • mst_back_alley_kill_local_merchant (quest from lords to kill the local merchant)
  • mst_back_alley_revolt (the revolt of the townsfolk that may happen while collecting taxes)
  • mst_castle_attack_walls_belfry (siege tower sieges)
  • mst_castle_attack_walls_ladder (ladder sieges)
  • mst_training_ground_training (training in training fields - doesn't work)
  • mst_arena_challenge_fight (not sure what this is - maybe when you have to fight 3 KO knights upon joining an order?)
  • mst_arena_heroic_challenge_fight (not sure what this is - maybe when you have to fight 3 KO knights upon joining an order?)
  • mst_duel_with_lord (when you chalenge a lord to a duel)
  • mst_quick_battle_battle (quick battles (open fields) from the main menu - not in use)
  • mst_quick_battle_siege (quick battles (sieges) from the main menu - not in use)
  • mst_bandit_lair (bandit lairs)
  • mst_alley_fight (alley fights - not in use)
-22.000000 0.000000 0.000000  0  1 1106 1 216172782113783927 

It can be found under these fights/battles, in order:

  • mst_lead_charge (field battles)
  • mst_village_attack_bandits (bandit infestations)
  • mst_village_raid (village fights)
  • mst_besiege_inner_battle_castle (siege offense continuation in castle hall)
  • mst_besiege_inner_battle_town_center (siege offense continuation in courtyard)
  • mst_castle_attack_walls_defenders_sally (sally-outs)
  • mst_ai_training_with_formations (not in use)
  • mst_camp_review_soldiers (review your soldiers)

In case of other mods, the two highlighted strings (216172782113783928 and 216172782113783927) to be found have to correspond to 216172782113783805 + № of str_cant_use_inventory_now and str_use_baggage_for_inventory respectively from strings.txt (line number in Notepad++)

2) For the fights of your choice, replace the above lines with this:

-22.000000 0.000000 0.000000  1 2075 1 1  0 

Tweak 10 w)

To sort the post-battle kill counter of NPCs in descending order - credits to Vetrogor

File: scripts.txt

1) Locate this line under the script called print_kill_count_to_s0:

46 2133 2 1224979098644774912 0 2319 1 0 12 1 1224979098644774913 1704 1 1224979098644774913 1718 2 1224979098644774914 1224979098644774913 1507 1 1224979098644774914 1723 2 1224979098644774915 1224979098644774913 1723 3 1224979098644774916 1224979098644774913 1 520 3 1224979098644774917 1224979098644774914 401 520 3 1224979098644774918 1224979098644774914 402 500 3 1224979098644774914 401 1224979098644774917 500 3 1224979098644774914 402 1224979098644774918 4 0 31 2 1224979098644774914 360287970189639680 31 2 144115188075856180 1 500 3 1224979098644774914 401 144115188075857248 500 3 1224979098644774914 402 144115188075857249 3 0 1073741856 2 1224979098644774915 0 32 2 1224979098644774916 0 2322 2 1 1224979098644774914 2120 3 72057594037927939 1224979098644774915 1224979098644774916 2133 2 72057594037927940 1224979098644774915 2133 2 72057594037927941 1224979098644774916 4 0 31 2 1224979098644774914 360287970189639680 31 2 144115188075856180 1 2133 2 72057594037927941 144115188075857249 3 0 2320 2 2 1585267068834416204 4 0 1073741855 2 1224979098644774914 360287970189639680 33 3 1224979098644774914 360287970189640185 360287970189640205 2320 2 0 1585267068834416205 5 0 1706 1 1224979098644774913 2320 2 0 1585267068834416206 5 0 2320 2 0 1585267068834416207 3 0 2105 2 1224979098644774912 1 3 0 4 0 31 2 1224979098644774912 0 2320 2 0 1585267068834414919 3 0

2) Replace it with this:

68 2133 2 1224979098644774912 0 2319 1 0 1617 1 648518346341351425 12 1 1224979098644774913 1704 1 1224979098644774913 1718 2 1224979098644774914 1224979098644774913 1507 1 1224979098644774914 1723 2 1224979098644774915 1224979098644774913 1723 3 1224979098644774916 1224979098644774913 1 2120 3 1224979098644774919 1224979098644774915 1224979098644774916 520 3 1224979098644774917 1224979098644774914 401 520 3 1224979098644774918 1224979098644774914 402 2105 2 1224979098644774917 1224979098644774915 2105 2 1224979098644774918 1224979098644774916 500 3 1224979098644774914 401 1224979098644774917 500 3 1224979098644774914 402 1224979098644774918 1610 3 648518346341351425 1224979098644774914 1 500 3 1224979098644774914 440 1224979098644774919 500 3 1224979098644774914 441 1224979098644774915 500 3 1224979098644774914 442 1224979098644774916 4 0 1706 1 1224979098644774913 500 3 1224979098644774914 443 1 5 0 500 3 1224979098644774914 443 0 3 0 3 0 1650 2 1224979098644774920 648518346341351425 2133 2 1224979098644774921 1224979098644774920 6 3 1224979098644774922 0 1224979098644774920 1652 3 1224979098644774923 648518346341351425 0 520 3 1224979098644774924 1224979098644774923 440 6 3 1224979098644774925 1 1224979098644774921 1652 3 1224979098644774926 648518346341351425 1224979098644774925 520 3 1224979098644774927 1224979098644774926 440 4 0 32 2 1224979098644774927 1224979098644774924 2133 2 1224979098644774923 1224979098644774926 2133 2 1224979098644774924 1224979098644774927 3 0 3 0 1615 3 648518346341351425 1224979098644774923 1 2106 2 1224979098644774921 1 520 3 1224979098644774915 1224979098644774923 441 520 3 1224979098644774916 1224979098644774923 442 1073741856 2 1224979098644774915 0 32 2 1224979098644774916 0 2322 2 1 1224979098644774923 2120 3 72057594037927939 1224979098644774915 1224979098644774916 2133 2 72057594037927940 1224979098644774915 2133 2 72057594037927941 1224979098644774916 2320 2 2 1585267068834416204 4 0 1073741855 2 1224979098644774923 360287970189639680 33 3 1224979098644774923 360287970189640185 360287970189640205 2320 2 0 1585267068834416205 5 0 540 3 1224979098644774923 443 1 2320 2 0 1585267068834416206 5 0 2320 2 0 1585267068834416207 3 0 2105 2 1224979098644774912 1 3 0 4 0 31 2 1224979098644774912 0 2320 2 0 1585267068834414919 3 0

3) Watch for the gap at the start, there has to be one!

Tweak 10 x)

To remove the losing of items and gold when being taken prisoner - credits to Dalion

  • Point 2) of this tweak is totally universal, thus can be applied to any mod as is!

When someone takes you prisoner, they take 1-5 of your items and 1/4 to 1/10 of your gold. You also lose all your troops. If you manage to defeat the party that has looted you, all the taken items with their modifiers will be guaranteed to appear in the battle loot, so you can take them back. But gold and troops are lost forever. With this tweak, you can remove the gold and item penalties.

File: scripts.txt

1) Find and observe the body of the script called loot_player_items:

52 23 2 1224979098644774912 1 1540 2 1224979098644774913 360287970189639680 6 3 1224979098644774914 0 1224979098644774913 1541 3 1224979098644774915 360287970189639680 1224979098644774914 30 2 1224979098644774915 0 1542 3 1224979098644774916 360287970189639680 1224979098644774914 1570 2 1224979098644774917 1224979098644774915 2133 2 1224979098644774918 0 4 0 31 2 1224979098644774917 11 2133 2 1224979098644774918 20 5 0 31 2 1224979098644774917 1 2133 2 1224979098644774918 15 5 0 1073741855 2 1224979098644774917 2 1073741855 2 1224979098644774917 3 1073741855 2 1224979098644774917 4 1073741855 2 1224979098644774917 8 1073741855 2 1224979098644774917 9 31 2 1224979098644774917 10 2133 2 1224979098644774918 5 5 0 1073741855 2 1224979098644774917 12 1073741855 2 1224979098644774917 13 1073741855 2 1224979098644774917 14 1073741855 2 1224979098644774917 15 31 2 1224979098644774917 7 2133 2 1224979098644774918 5 3 0 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 1224979098644774918 1531 2 360287970189639680 1224979098644774915 4 0 32 2 1224979098644774912 0 521 3 1224979098644774920 1224979098644774912 109 2105 2 1224979098644774920 110 501 3 1224979098644774912 1224979098644774920 1224979098644774915 2106 2 1224979098644774920 110 2105 2 1224979098644774920 115 501 3 1224979098644774912 1224979098644774920 1224979098644774916 2106 2 1224979098644774920 115 2105 2 1224979098644774920 1 2109 2 1224979098644774920 5 501 3 1224979098644774912 109 1224979098644774920 3 0 3 0 2149 2 1224979098644774921 360287970189639680 2123 3 1224979098644774922 1224979098644774921 4 2123 3 1224979098644774923 1224979098644774921 10 2136 3 1224979098644774924 1224979098644774923 1224979098644774922 1529 2 360287970189639680 1224979098644774924

To remove the loss of items, delete the bolded part and decrease the counter at the beginning of the script by 46 (52 -> 6). To remove the loss of gold, delete the part in italic and decrease the counter at the beginning of the script by 5 (52 -> 47). Make sure that there is only 1 gap left at the place of the deleted pieces! If you just want to change the aforementioned penalties, find their highlighted values above and adjust them to your liking.

2) Alternatively, to remove both the item and gold loss, replace the body of the loot_player_items script with this:

1 23 2 1224979098644774912 1

Be sure that there is a gap left at the beginning of the code!

Tweak 10 y)

To change some circumstances about sneaking into enemy walled fiefs - credits to Leonion, Adorno and VonDegurechaff

  • Point 1) & 2) of this tweak is totally universal, thus can be applied to any mod as is!
  • Point 3) of this tweak can be made compatible with other mods too after minor adjustments

Files:

  • menus.txt
  • mission_templates.txt

1) To stop getting caught, open menus.txt and find this piece of code:

2136 3 1224979098644774916 0 100 4 0

Replace 0 100 with 1000 1001

2) To have your whole combat equipment with you, open mission_templates.txt and find these two pieces under the section called mst_sneak_caught_fight:

65 0 4100 447 16 1
1 4100 447 16 1

Change both 447 to 256

3) Alternatively, to be able to bring in smaller weapons under your sneaky outfit, find this empty trigger under the section called mst_sneak_caught_fight:

0.000000 0.000000 100000000.000000  0  0 

And replace it with this:

-20.000000 0.000000 100000000.000000  0  83 2133 2 1224979098644774912 -1 2133 2 1224979098644774913 0 2133 2 1224979098644774914 0 6 3 1224979098644774915 0 13 1541 3 1224979098644774916 360287970189639680 1224979098644774915 2147483679 2 1224979098644774916 -1 1570 2 1224979098644774917 1224979098644774916 31 2 1224979098644774917 2 2707 2 1224979098644774918 1224979098644774916 2147483680 2 1224979098644774918 95 4 0 32 2 1224979098644774912 -1 2133 2 1224979098644774919 0 2708 2 1224979098644774920 1224979098644774916 2105 2 1224979098644774919 1224979098644774920 2718 2 1224979098644774921 1224979098644774916 4 0 32 2 1224979098644774921 0 2719 2 1224979098644774922 1224979098644774916 4 0 30 2 1224979098644774922 1 2123 3 1224979098644774923 1224979098644774921 3 2105 2 1224979098644774921 1224979098644774923 3 0 2105 2 1224979098644774919 1224979098644774921 3 0 2720 2 1224979098644774921 1224979098644774916 4 0 32 2 1224979098644774921 0 2721 2 1224979098644774922 1224979098644774916 4 0 30 2 1224979098644774922 1 2123 3 1224979098644774923 1224979098644774921 3 2105 2 1224979098644774921 1224979098644774923 3 0 2105 2 1224979098644774919 1224979098644774921 3 0 4 0 32 2 1224979098644774919 1224979098644774914 2133 2 1224979098644774912 1224979098644774916 1542 3 1224979098644774913 360287970189639680 1224979098644774915 2133 2 1224979098644774914 1224979098644774919 3 0 5 0 2133 2 1224979098644774912 1224979098644774916 1542 3 1224979098644774913 360287970189639680 1224979098644774915 2708 2 1224979098644774920 1224979098644774912 2105 2 1224979098644774914 1224979098644774920 2718 2 1224979098644774921 1224979098644774912 4 0 32 2 1224979098644774921 0 2719 2 1224979098644774922 1224979098644774912 4 0 30 2 1224979098644774922 1 2123 3 1224979098644774923 1224979098644774921 3 2105 2 1224979098644774921 1224979098644774923 3 0 2105 2 1224979098644774914 1224979098644774921 3 0 2720 2 1224979098644774921 1224979098644774912 4 0 32 2 1224979098644774921 0 2721 2 1224979098644774922 1224979098644774912 4 0 30 2 1224979098644774922 1 2123 3 1224979098644774923 1224979098644774921 3 2105 2 1224979098644774921 1224979098644774923 3 0 2105 2 1224979098644774914 1224979098644774921 3 0 3 0 3 0 1700 1 1224979098644774924 4 0 32 2 1224979098644774912 -1 1779 2 1224979098644774924 1224979098644774912 3 0 4 0 150 1 288230376151712905 2133 2 1224979098644774925 288230376151712905 1774 2 1224979098644774924 288230376151712904 1779 2 1224979098644774924 288230376151712905 3 0 

This variation allows you to enter a town with your usual sneak outfit, but also bring a one-handed weapon that has 95 or less reach from your equipped weapon slots or the first 3 inventory slots. The actual weapon selected from these 7 slots overall will be the one with the highest rating from this formula: swing damage + thrust damage + weapon speed. If a weapon deals piercing or blunt damage, then that portion gets divided by 3, so they are valued much less, which is understandable since slashing weapons are generally faster and can damage moderately armored guards just as well. If the player has Assassin Throwing Knives (288230376151712905, 3 instances) anywhere in the inventory, then those will replace the conventional Throwing Daggers (288230376151712904). Change these highlighted values to your liking! In case of other mods, you'll need to adjust the above piece as follows. So replace:

  • 288230376151712904 with the number you get for: 288230376151711744 + № of the throwing weapons you get or would like to get by default from item_kinds1.txt (entry number in Morgh's Editor)
  • 288230376151712905 (3 instances) with the number you get for: 288230376151711744 + № of the replacing throwing weapon of your choice from item_kinds1.txt (entry number in Morgh's Editor)

Tweak 10 z)

To disable certain aspects of night ambushes - credits to Dalion and Leonion

  • Point 3) of this tweak can be made compatible with other mods too after minor adjustments

You can do 2 things with this tweak: prevent Scorpion Assassins ambushing you at night when certain conditions are met or disable night ambushes completely. In case of the former, Scorpion Assasins will not ambush the player if at least one of the following is true:

  1. You wear their body armor and helm (considering the player an ally)
  2. You have a positive relation with their order (attacking a friend is illogical)
  3. You have joined their order, no matter the rank (attacking a fellow order member is even more illogical)

File: scripts.txt

1) Find this piece of code right at the beginning of the script called cf_enter_center_location_bandit_check:

72 2147483679 2 144115188075856246 0 561 3 144115188075856143 155 1 31 2 144115188075856238 0 31 2 144115188075856216 0 4 0 541

2) To prevent Scorpion Assassins from ambushing you, increase the 72 by 25 (72 -> 97), and copy this piece of code to before the highlighted 4:

2133 2 1224979098644774919 1 4 0 521 3 1224979098644774913 144115188075856246 155 31 2 1224979098644774913 360287970189640025 2190 3 1224979098644774920 432345564227567630 432345564227567677 2133 2 1224979098644774921 0 2133 2 1224979098644774922 0 4 0 151 2 360287970189639680 288230376151712410 151 2 360287970189639680 288230376151712831 2133 2 1224979098644774921 1 3 0 4 0 520 3 1224979098644774923 360287970189639680 162 2147483679 2 1224979098644774923 0 2173 2 1224979098644774924 1224979098644774923 31 2 1224979098644774924 432345564227567677 2133 2 1224979098644774922 1 3 0 1073741856 2 1224979098644774920 0 1073741855 2 1224979098644774921 1 31 2 1224979098644774922 1 2133 2 1224979098644774919 0 3 0 31 2 1224979098644774919 1

Watch for the gaps (1 before and 1 after the inserted piece)

3) Or alternatively, to disable night ambushes completely, replace the highlighted 72 2147483679 2 144115188075856246 0 piece with this:

73 31 2 0 1 2147483679 2 144115188075856246 0

Watch for the gap at the beginning of the line! In case of other mods, simply find the operation counter at the beginning of the same script (72 in PoP, 68 in Native), increase it by 1, then add this piece right after it, separated by one gap from each side: 31 2 0 1

11. Loot (3)

Tweaks to be found in this section:
11 a) To get more loot
11 b) To be able to loot items from NPC-s as well
11 c) To fix the problem about loot depending on the order of troops killed

Tweak 11 a)

To get more loot - credits to Leonion and Dalion

  • This tweak can be made compatible with other mods too after minor adjustments

File: scripts.txt

1) To increase the overall amount of loot received, find this piece of code under the script called party_calculate_loot:

2108 2 1224979098644774927 8

The 8 is a divisor in the loot_probability formula, so reduce it to get more loot in general. In case of other mods, the divisor is likely different (in Native it's 10). But likely there's only 1 instance of "2108 2 1224979098644774927 X" under the party_calculate_loot script, and that X is your value.

2) To change the loot shares in your favor, find and observe the script called calculate_main_party_shares -1:

13 2133 2 1224979098644774912 10 1650 2 1224979098644774913 648518346341351424 6 3 1224979098644774914 1 1224979098644774913 1652 3 1224979098644774915 648518346341351424 1224979098644774914 4 0 2147485155 1 1224979098644774915 1653 3 1224979098644774916 648518346341351424 1224979098644774914 2105 2 1224979098644774912 1224979098644774916 5 0 2105 2 1224979098644774912 3 3 0 3 0 2133 2 72057594037927936 1224979098644774912 

Here are the things you can adjust in there:

  • To increase your own share of loot, increase the 10
  • To reduce the share of companions, change the 3 to either 1 (companions will only take 1 share as regular troops do), or to 0 (to eliminate the share with them completely)
  • To eliminate the loot share with regular troops, decrease the counter at the beginning by 4 (13 -> 9), then delete the piece in red. Make sure that there is exactly 1 space left at the place of the removed part! In Native, this script is absolutely the same.

Tweak 11 b)

To be able to loot items from NPC-s as well - credits to BananaFruit

  • This tweak can be made compatible with other mods too after minor adjustments
  • Note: items tagged with the "unique" flag still won't be lootable

File: scripts.txt

1) Search for:

2147485155 1 1224979098644774935

2) Delete it and make sure that only 1 space character remains between the parts to the left and right. In case of other mods, the highlighted local variable (1224979098644774935) is likely different, but probably there's only 1 instance in the script starting with "2147485155 1 12249790986447749".

3) Reduce the number at the beginning of the party_calculate_loot -1 script by 1 (336 -> 335)

Tweak 11 c)

To fix the problem about loot depending on the order of troops killed - credits to Vetrogor, Tingyun and rubik

The problem happens when you fight against bigger parties, or when your own party is rather small. For example, the enemy has 100 knights and 900 peasants. If you kill the peasants first, then they will be the first to get looted, and the knights will come next. When the sharing of loot begins, the peasants will be processed first and the loot buffer will quickly get filled up with their low-tier items. And then there will be no more spaces left in the loot buffer to get items from the knights too. This tweak fixes the problem by making the order of looting defeated troops get sorted out by their level (highest level troops will be processed first).

File: scripts.txt

1) Find the script called party_calculate_loot -1 and increase the counter in the beginning of its body by 23 (336 -> 359)

2) Then find this piece of code:

1224979098644774932 0 1650 2 1224979098644774933 1224979098644774912

3) And replace it with this:

1224979098644774932 0 1650 2 1224979098644774933 1224979098644774912 2133 2 1224979098644774960 1224979098644774933 6 3 1224979098644774961 0 1224979098644774933 2133 2 1224979098644774962 -1 2133 2 1224979098644774963 -1 6 3 1224979098644774964 0 1224979098644774960 1652 3 1224979098644774965 1224979098644774912 1224979098644774964 2147485155 1 1224979098644774965 2171 2 1224979098644774966 1224979098644774965 32 2 1224979098644774966 1224979098644774963 2133 2 1224979098644774963 1224979098644774966 2133 2 1224979098644774962 1224979098644774964 3 0 4 0 32 2 1224979098644774962 -1 1652 3 1224979098644774967 1224979098644774912 1224979098644774962 1653 3 1224979098644774968 1224979098644774912 1224979098644774962 1654 3 1224979098644774969 1224979098644774912 1224979098644774962 1615 3 1224979098644774912 1224979098644774967 1224979098644774968 1610 3 1224979098644774912 1224979098644774967 1224979098644774968 1618 3 1224979098644774912 1224979098644774967 1224979098644774969 2106 2 1224979098644774960 1 3 0 3 0

Make sure that there is 1, and only 1 gap/space before and after the replacement.

12. Economy and Prosperity (17)

Tweaks to be found in this section:
12 a) To change the base income (rents) from towns, castles and villages
12 b) To add a rent compensation system to the game
12 c) To change tax inefficiency
12 d) To change various enterprise values
12 e) To change the wages of troops
12 f) To make troop wages be influenced by faction relations and culture
12 g) To increase the wealth of various merchants
12 h) To make trading more profitable
12 i) To change the price of buying wine in taverns to increase the relation with the town
12 j) To allow tavernkeepers to buy prisoners from you
12 k) To be able to directly sell garrisoned prisoners to ransom brokers
12 l) To always get a peace treaty when asking for one
12 m) To change the prosperity loss of a town or a castle when one gets conquered
12 n) To change the prosperity gain for villages upon completing certain quests and selling them goods
12 o) To change the chance and prosperity loss of village infestations
12 p) To increase the prosperity of villages by investing money into them
12 q) To change the circumstances and effects of donating money to townsfolk and villagers

Tweak 12 a)

To change the base income (rents) from towns, castles and villages - credits to Alex Toews

  • This tweak might be compatible with other mods too after minor adjustments

Note that changing these values need a new week's start to apply, so you won't be able to experience the changes during the next weekly budget report, but during the one after and onwards. The values below affect both the player's budget and the garrison of the AI (the income will affect the size of the maintainable garrisons for the AI).

File: simple_triggers.txt

1) Find this piece of code:

600 2107 2 1224979098644774915 4 2105 2 1224979098644774914 1224979098644774915 3 0 5 0 541 3 1224979098644774912 0 2 2133 2 1224979098644774914 600 2107 2 1224979098644774915 6 2105 2 1224979098644774914 1224979098644774915 5 0 541 3 1224979098644774912 0 3 2133 2 1224979098644774914 1200 2107 2 1224979098644774915 3 2105 2 1224979098644774914 1224979098644774915 3 0 521 3 1224979098644774916 1224979098644774912 50 2120 3 1224979098644774917 80 1224979098644774916 2107 2 1224979098644774914 1224979098644774917 2108 2 1224979098644774914 480

2) The 600 is your base income (rents) from villages, the 600 is your base income (rents) from castles, and the 1200 is your base income (rents) from towns. Lastly, 480 is the final divisor for your total income. Change these values to your liking. In case of other mods, look for a trigger that starts with 168.000000 and have either such values, or 1200, 1200, 2400 and 120 respectively, as in Native.

Tweak 12 b)

To add a rent compensation system to the game - credits to Димасик

By default, the rent from the walled fiefs you own are barely enough to pay for the garrison, or not even enough for that, despite that you regularly update the fief with improvements and keep it prosperous. While people on the streets keep telling you how big of a business owning the town's economy is... Furthermore, the profits from winning tournaments and selling captured prisoners far outweigh the rents. This is just unfair. Therefore, this tweak will add an additional rent to the base you get, depending on the prosperity and the type of fief. The base income formula should better not be rewritten, because there are fief improvements that heavily rely on it (e.g. tax collector office), which would lose their purpose. With this tweak, you'll get compensated as follows:

  • additional rent = (prosperity - 20)^2 / 6

Castles get half of the resulting value (/2), and villages get half (/2) of what castles get. Here are some examples on how the values look in practice:

  • 300 prosperity (rich): town ​​13066, castle 6533, village 3266 denars
  • 250 prosperity (prosperous): town ​​8816, castle 4408, village 2204 denars
  • 190 prosperity (average): town ​​4816, castle 2408, village 1204 denars
  • 120 prosperity (abandoned): town ​​1666, castle 833, village 416 denars

File: presentations.txt

1) Find this piece:

-60.000000  661 902

Replace it with this:

-60.000000  674 902

2) Then find this piece:

521 3 1224979098644774964 1224979098644774919 47 521 3 1224979098644774965 1224979098644774919 48

And replace it with this:

521 3 1224979098644774964 1224979098644774919 47 521 3 1224979098644774965 1224979098644774919 48 521 3 1224979098644774981 1224979098644774919 50 2106 2 1224979098644774981 20 2107 2 1224979098644774981 1224979098644774981 2108 2 1224979098644774981 6 4 0 32 2 1224979098644774919 648518346341351463 2108 2 1224979098644774981 2 3 0 4 0 32 2 1224979098644774919 648518346341351503 2108 2 1224979098644774981 2 3 0 2105 2 1224979098644774964 1224979098644774981

Watch for the gaps, so that only 1 remains before and after the replacement!

3) The formula pieces are highlighted accordingly in the above piece. Change them if you wish

Tweak 12 c)

To change tax inefficiency - credits to Alex Toews and VonDegurechaff

  • This tweak can be made compatible with other mods too after minor adjustments

There is a maximum amount of centers that you can own before tax inefficiency kicks in. This maximum amount, as well as the tax percentage loss (=inefficiency) per excess centers varies based on the "Campaign AI Difficulty" setting you play on. The maximum tax inefficiency is 65% by default, so you can't go above it, no matter how many fiefs you have. A town is worth 2 center points, whereas a castle and a village are both worth 1.

File: presentations.txt

1) For setting the maximum amount of centers without tax inefficiency, as well as the tax percentage loss per excess center point (based on the campaign AI difficulty), find this piece of code under prsnt_budget_report:

8 2133 2 1224979098644774914 4 5 0 31 2 1224979098644774912 1 2133 2 1224979098644774913 10 2133 2 1224979098644774914 3 5 0 31 2 1224979098644774912 2 2133 2 1224979098644774913 12 2133 2 1224979098644774914 2

The 8, 10 and 12 are the maximum amount of center points before tax inefficiency starts to take effect, for "Good", "Average" and "Poor" campaign AI difficulty respectively. The belonging tax inefficiency (tax loss) per excess center points are 4%, 3% and 2% in the same order (Good, Average, Poor). Change these values to your liking. Probably the same piece of code exists in other mods too, but with different values. For instance, in Native, the above values are 2, 4, 6 and 5, 4, 3 respectively.

2) And for setting the tax inefficiency cap, find this piece:

2110 2 1224979098644774968 65

Change that 65 to whatever you want (0 to eliminate tax inefficiency). In case of other mods, just find a value of 65 under prsnt_budget_report.

3) Alternatively, to save some processing time, you can remove the whole tax inefficiency system. To do so, find this piece first:

-60.000000  661 902 1 999999

And decrease that 661 by 27 (661 -> 634). Then remove this part:

4 0 32 2 1224979098644774916 1224979098644774913 32 2 1224979098644774917 0 2121 3 1224979098644774968 1224979098644774916 1224979098644774913 2107 2 1224979098644774968 1224979098644774914 2110 2 1224979098644774968 65 2122 3 1224979098644774969 1224979098644774918 1224979098644774968 2108 2 1224979098644774969 100 2106 2 1224979098644774936 1224979098644774969 910 3 72057594037927937 216172782113787351 0 729 2 1 25 730 2 1 1224979098644774935 926 2 72057594037927937 1 729 2 1 900 730 2 1 900 925 2 72057594037927937 1 2122 3 72057594037927936 1224979098644774969 -1 910 3 72057594037927937 1585267068834414649 32776 729 2 1 900 730 2 1 900 925 2 72057594037927937 1 921 2 72057594037927937 16711680 729 2 1 500 730 2 1 1224979098644774935 926 2 72057594037927937 1 2106 2 1224979098644774935 27 3 0

Watch for the gaps, so that only 1 remains in place of the deleted content. It is better to not perform this method for other mods.

Tweak 12 d)

To change various enterprise values - credits to Alex Toews

  • This tweak can be made compatible with other mods too after minor adjustments
  • This tweak requires a new game to take effect!

There are 4 values for each enterprise that you can change with this tweak:

  • The buying price (denars)
  • Labor and upkeep costs (denars, weekly constant)
  • Number of inputs per week
  • Number of outputs per week

A little explanation regarding inputs and outputs: for example, if you build a brewery, the craftmaster will automatically purchase 1 grain per week (=input), and the brewery will produce 2 ales per week (=output). These goods are automatically purchased and sold at market prices. The number of outputs is the primary factor for determining how much profit your enterprise makes.

File: scripts.txt

1) For each enterprise, find the following pieces of codes under the initialize_item_info script. The highlighted values are in this order: input, output, labor & upkeep costs, buying price.

  • Mill and Bakery:
6 507 3 288230376151711861 55 6 507 3 288230376151711861 56 30 507 3 288230376151711861 53 50 507 3 288230376151711861 58 4500
  • Brewery:
1 507 3 288230376151711849 55 2 507 3 288230376151711849 56 50 507 3 288230376151711849 53 120 507 3 288230376151711849 58 5000
  • Wine Press:
4 507 3 288230376151711848 55 2 507 3 288230376151711848 56 60 507 3 288230376151711848 53 220 507 3 288230376151711848 58 5000
  • Tannery:
3 507 3 288230376151711845 55 3 507 3 288230376151711845 56 50 507 3 288230376151711845 53 220 507 3 288230376151711845 58 12000
  • Wool Cloth Weavery:
2 507 3 288230376151711838 55 2 507 3 288230376151711838 56 120 507 3 288230376151711838 53 250 507 3 288230376151711838 58 6000
  • Linen Weavery:
2 507 3 288230376151711836 55 2 507 3 288230376151711836 56 120 507 3 288230376151711836 53 250 507 3 288230376151711836 58 6000
  • Ironworks:
2 507 3 288230376151711843 55 2 507 3 288230376151711843 56 60 507 3 288230376151711843 53 410 507 3 288230376151711843 58 3500
  • Oil Press:
6 507 3 288230376151711833 55 2 507 3 288230376151711833 56 80 507 3 288230376151711833 53 450 507 3 288230376151711833 58 4500
  • Velvet Weavery and Dyeworks:
2 507 3 288230376151711841 55 2 507 3 288230376151711841 56 160 507 3 288230376151711841 53 1025 507 3 288230376151711841 57 288230376151711840 507 3 288230376151711841 58 10000

2) Change the above values to your liking. In case the highlighted values are unchanged in other mods (in Native it's the same), you can find the above entries by adjusting the code of the given items, belonging to the respective enterprises (288230376151711744 + № of an item from item_kinds1.txt (entry number in Morgh's Editor))

Tweak 12 e)

To change the wages of troops - credits to TheMageLord, Vetrogor and Dalion

  • Point 1) of this tweak can be made compatible with other mods too after minor adjustments

Files:

  • scripts.txt
  • presentations.txt

1) For the wages of the troops themselves, open scripts.txt and find this piece of code under the script called game_get_troop_wage:

3 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 25
5 2108 2 1224979098644774914 3
2107 2 1224979098644774914 2 3 0
2107 2 1224979098644774914 3
2122 3 1224979098644774918 5

The 3 and 25 are factors that determine the base wage of troops. First, the level of the troop gets taken plus 3, then the game squares the resulting value (multiplied by itself), and finally divides it by 25. The 5 and 3 are for the wage modifiers for mounted units: the base wage (calculated previously) gets multiplied by 5 and divided by 3. Resulting in units on horseback cost 66% more. The 2 is the wage multiplier for mercenaries, so their base wage gets doubled by default. The 3 is the wage multiplier for companions (so they cost three times as much as regular troops of the same level). And the 5 is the percentage to reduce troop wages per leadership point. 10 would effectively make troop wages become 1 (the minimum) at 10 leadership, so there's not much point in going beyond that. In case of other mods, the local variables (e.g. 1224979098644774918) might be different too, so be aware of that. In case of Native, the only difference is that in the last piece, the local variable is 1224979098644774917.

2) As for the wage modifiers for garrisoned troops, open presentations.txt and find this piece:

2108 2 1224979098644774972 2 5 0 31 2 1224979098644774924 2 2108 2 1224979098644774972 4 5 0 31 2 1224979098644774924 3 2107 2 1224979098644774972 3 2108 2 1224979098644774972 4 2105 2 1224979098644774972 500

The wage divisor for troops garrisoned in castles and towns is 2 by default (you pay half of the normal wages for garrisoned troops). The case is a bit different for the KO Stronghold and Hideout. The 3 is a multiplier and the 4 is a divider applied to the base wage of troops stored inside them. As such, their actual wages are 75% (3/4) of their normal wage. Additionally, the stationary crew (NPCs, guards, refugees, etc.) in these locations have to be paid 500 denars as an upkeep per week. The recommended wage is 50% 1/2, which is the same as in case of regular walled fiefs. Regardless, whatever you do, just don't make a division by 0, as errors will occur. If you want to eliminate the wages paid in these locations completely, then change the 3 and 500 to 0 and you are good to go. This piece is completely different in other mods.

3) Change the above values to your liking.

Tweak 12 f)

To make troop wages be influenced by faction relations and culture - credits to Vetrogor

First of all, there could be another incentive to befriend certain minor factions beside getting allied spawns to protect your kingdom (for the loss of being unable to capture the respective unique spawns, mind you). Likewise, it would make more sense if troops that don't like you as much would ask for a higher wage. Furthermore, receiving a wage discount for the respective kingdom troops upon being a vassal or a king for that culture would be logical, as with the same relations, of course it's your kingdom's troops who would support you with a greater vigor. Therefore, with this tweak, the following changes will happen:

  • For all troops in the game, a discount or penalty will be applied to their overall wage, based on your relation with their faction. The scale is: 0.3 x faction_relation. So you'll get a 30% discount at +100 relations (your starting relation with your own kingdom) and a 30% penalty at -100 relations. This also applies to Knighthood Orders of course.
  • An additional 20% wage discount will be applied to troops belonging to the faction you joined as a vassal or the culture you chose as a king/queen

This overall means that as a vassal, you'll have an innate 20% wage discount for your faction's troops, and as a king, you'll have a 50% wage discount for your kingdom's troops.

File:

  • troops.txt
  • scripts.txt

1) Download this modified troops.txt and overwrite the one you have in your module with it:

https://www.dropbox.com/s/adogko1ra28w2l0/troops.txt?dl=0

What got changed is that all troops are added (linked) to their own faction respectively, which is required for the tweak to work.

2) Next, open scripts.txt, find the script called game_get_troop_wage and replace everything in its body with this:

 99 21 1 1224979098644774912 22 1 1224979098644774913 500 3 360287970189640762 407 1224979098644774913 1 2 936748722493063921 1224979098644774912 500 3 360287970189640762 405 1224979098644774912 2133 2 1224979098644774914 0 4 0 1073741855 2 1224979098644774912 360287970189639680 1073741855 2 1224979098644774912 360287970189640053 31 2 1224979098644774912 360287970189640052 5 0 33 3 1224979098644774912 360287970189640310 360287970189640315 5 0 2171 2 1224979098644774915 1224979098644774912 2133 2 1224979098644774914 1224979098644774915 2105 2 1224979098644774914 3 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 25 3 0 4 0 32 2 1224979098644774914 40 2147483681 3 1224979098644774912 360287970189640185 360287970189640205 520 3 1224979098644774916 1224979098644774912 172 31 2 1224979098644774916 2 2107 2 1224979098644774914 4 2108 2 1224979098644774914 3 3 0 4 0 32 2 1224979098644774914 40 2147483681 3 1224979098644774912 360287970189640185 360287970189640205 520 3 1224979098644774916 1224979098644774912 172 31 2 1224979098644774916 3 2107 2 1224979098644774914 6 2108 2 1224979098644774914 5 3 0 4 0 152 1 1224979098644774912 2107 2 1224979098644774914 5 2108 2 1224979098644774914 3 3 0 4 0 33 3 1224979098644774912 360287970189639737 360287970189639764 2107 2 1224979098644774914 2 3 0 4 0 33 3 1224979098644774912 360287970189640185 360287970189640205 2107 2 1224979098644774914 3 3 0 2170 3 1224979098644774917 1 360287970189639680 2122 3 1224979098644774918 5 1224979098644774917 2121 3 1224979098644774919 100 1224979098644774918 2107 2 1224979098644774914 1224979098644774919 2108 2 1224979098644774914 100 2133 2 1224979098644774920 0 2133 2 1224979098644774921 100 4 0 1073741855 2 144115188075856008 1 31 2 144115188075856294 432345564227567630 2173 2 1224979098644774922 1224979098644774912 522 3 1224979098644774923 144115188075856294 10 4 0 31 2 1224979098644774923 1224979098644774922 2106 2 1224979098644774921 20 3 0 4 0 4 0 33 3 1224979098644774922 432345564227567623 432345564227567628 2105 2 1224979098644774922 8 522 3 1224979098644774924 1224979098644774922 21 522 3 1224979098644774925 1224979098644774922 10 4 0 31 2 144115188075856294 432345564227567630 31 2 1224979098644774925 1224979098644774923 2133 2 1224979098644774926 100 5 0 31 2 1224979098644774924 1 2133 2 1224979098644774926 0 5 0 2190 3 1224979098644774926 432345564227567630 1224979098644774922 3 0 5 0 2190 3 1224979098644774926 432345564227567630 1224979098644774922 3 0 2107 2 1224979098644774926 30 2108 2 1224979098644774926 100 2106 2 1224979098644774921 1224979098644774926 2107 2 1224979098644774914 1224979098644774921 2108 2 1224979098644774914 100 3 0 3 0 4 0 2147483679 2 1224979098644774912 360287970189639680 2147483679 2 1224979098644774912 360287970189640052 2147483679 2 1224979098644774912 360287970189640053 2147483681 3 1224979098644774912 360287970189640310 360287970189640315 2111 2 1224979098644774914 1 3 0 2133 2 72057594037927936 1224979098644774914 2075 1 72057594037927936

The 20 is the vassal/king bonus, while the 30 is the maximum possible discount/penalty based on your relations with a faction. Change them to your liking!

Tweak 12 g)

To increase the wealth of various merchants - credits to BananaFruit, Hardrada, VonDegurechaff and Димасик

  • Point 2) might be made compatible with other mods too after minor adjustments

Every 24 hours the game will refresh the amount of money merchants have available to purchase things from you. If the merchant has less than the "minimum threshold" value, or more than the "maximum threshold" value, then the game will give or take away from the merchant a random amount of gold between a "minimum" and a "maximum" value.

Files:

  • triggers.txt
  • simple_triggers.txt

1) Open triggers.txt and search for the following pieces of codes, depending on the merchant type:

  • Goods merchants:
3500 2136 3 1224979098644774925 2000 3000
  • Armorers:
4500 2136 3 1224979098644774915 400 800

(1st instance)

15000 2136 3 1224979098644774916 50 150

(1st instance)

  • Weaponsmiths:
4500 2136 3 1224979098644774915 400 800

(2nd instance)

15000 2136 3 1224979098644774916 50 150

(2nd instance)

  • Horse merchants:
4500 2136 3 1224979098644774915 400 800

(3rd instance)

15000 2136 3 1224979098644774916 50 150

(3rd instance)

  • Calanon:
6000 2136 3 1224979098644774915 500 900
40000 2136 3 1224979098644774916 100 200

(1st instance)

  • Quigfen:
8000 2136 3 1224979098644774915 600 1000
40000 2136 3 1224979098644774916 100 200

(2nd instance) The numbers in orange are the "minimum threshold" values, the numbers in red are the "maximum threshold" values, and the numbers in blue are the "minimum" and "maximum" amounts to be added or taken away respectively. Change these values to your liking. Increasing every value about the "minimum threshold" tenfold (x10) should make all merchants rather wealthy. If you apply this tweak to an existing save, then you will have to wait a day or two for the merchants to accumulate enough wealth due to the way described above.

2) Alternatively, you can add a new trigger that will increase (cannot decrease) the wealth of all merchants, based on the prosperity rating of the given town. For that, open simple_triggers.txt and increase the counter in the 2nd line of the file by 1 (133 -> 134). Then add this trigger to the end of the file, as a new line:

24.000000  35 2133 2 1224979098644774916 12000 2108 2 1224979098644774916 300 2133 2 1224979098644774918 4 2133 2 1224979098644774919 3 2133 2 1224979098644774920 3 6 3 1224979098644774912 648518346341351446 648518346341351464 521 3 1224979098644774915 1224979098644774912 50 2107 2 1224979098644774915 1224979098644774916 6 3 1224979098644774913 21 25 521 3 1224979098644774914 1224979098644774912 1224979098644774913 2149 2 1224979098644774917 1224979098644774914 2133 2 1224979098644774921 1224979098644774915 4 0 31 2 1224979098644774913 23 2107 2 1224979098644774921 1224979098644774918 2108 2 1224979098644774921 1224979098644774919 4 0 30 2 1224979098644774921 1224979098644774917 2108 2 1224979098644774921 1224979098644774920 2121 3 1224979098644774922 1224979098644774921 800 2136 3 1224979098644774921 1224979098644774922 1224979098644774921 5 0 2133 2 1224979098644774921 0 3 0 5 0 30 2 1224979098644774921 1224979098644774917 2108 2 1224979098644774921 1224979098644774920 2121 3 1224979098644774922 1224979098644774921 800 2136 3 1224979098644774921 1224979098644774922 1224979098644774921 5 0 2133 2 1224979098644774921 0 3 0 1528 2 1224979098644774914 1224979098644774921 3 0 3 0 

Make sure that there remains an empty line at the very end of the file. The 24.0 is the above described refreshing rate, expressed in in-game hours. The 12000 is the maximum amount of denars (in the long run, temporarily it can get a bit higher) that a weapons/armor/horse merchant can have at 300 prosperity. The actual maximum wealth of merchants will be based on the ratio of the current prosperity and that 300 (so with a 210 prosperity rating, the maximum amount of money that merchants can have will be 12000 * 210/300 = 8400). The 4 is a multiplier and the 3 is a divisor for the maximum amount of money that goods merchants can have, compared to the amount set for other merchants (so right now, it's 12000 * 4/3 = 16000). Lastly, the 3 is the number of days after which merchants should reach their maximum amount of denars (wealth) allowed, given that you don't buy or sell anything from/to them. Change these values to your liking. In case of other mods, you need to adjust the highlighted party range of 648518346341351446 648518346341351464 to that of the first town from the lower end, and to that of the party after the last town (last_town + 1) from the upper end. The set values have to correspond to this formula: 648518346341351424 + № of a party from parties.txt (entry number in Morgh's Editor).

Tweak 12 h)

To make trading more profitable

  • This tweak is totally universal, thus can be applied to any mod as is!

There are two easy ways to achieve this:

  • change the cost of trade goods
  • change the avaible modifiers for trade goods

Both will increase the profit margins of trading

File: item_kinds1.txt

1) Open the Item Editor within Morgh's Editor and triple (x3) the 'Cost' of all trade goods from entries #87 (Spice) to #105 (Ale), except for Date Fruit (#102).

2) Next, add the following modifers (tick them) to those items, except for date fruit once again:

  • Poor
  • Crude
  • Old
  • Cheap
  • Fine
  • Well Made
  • Exquisite
  • Masterwork
  • Strong
  • Rough
  • Superb
  • Lordly

3) The resulting entries are as follows, you can copy them over for an easier application:

 itm_spice Spice Spice 1  spice_sack 0  33619979 0 2640 814419904 40.000000 25 0 0 0 0 0 0 0 0 50 0 0
 0
0

 itm_salt Salt Salt 1  salt_sack 0  65547 0 750 814419904 50.000000 120 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_oil Oil Oil 1  oil 0  33619979 0 1350 814419904 50.000000 60 0 0 0 0 0 0 0 0 50 0 0
 0
0

 itm_pottery Pottery Pottery 1  jug 0  65547 0 300 814419904 50.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_raw_flax Flax_Bundle Flax_Bundle 1  raw_flax 0  65547 0 450 814419904 40.000000 50 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_linen Linen Linen 1  linen 0  65547 0 750 814419904 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_wool Wool Wool 1  wool_sack 0  65547 0 390 814419904 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_wool_cloth Wool_Cloth Wool_Cloth 1  wool_cloth 0  65547 0 750 814419904 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_raw_silk Raw_Silk Raw_Silk 1  raw_silk_bundle 0  65547 0 1800 814419904 30.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_raw_dyes Dyes Dyes 1  dyes 0  65547 0 600 814419904 10.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_velvet Velvet Velvet 1  velvet 0  65547 0 3060 814419904 40.000000 30 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_iron Iron Iron 1  iron 0  65547 0 780 814419904 60.000000 60 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_tools Tools Tools 1  iron_hammer 0  65547 0 1230 814419904 50.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_raw_leather Hides Hides 1  leatherwork_inventory 0  65547 0 360 814419904 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_leatherwork Leatherwork Leatherwork 1  leatherwork_frame 0  65547 0 660 814419904 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0
 itm_furs Furs Furs 1  fur_pack 0  65547 0 1170 814419904 40.000000 90 0 0 0 0 0 0 0 0 0 0 0
 0
0

 itm_wine Wine Wine 1  amphora_slim 0  33619979 0 660 814419904 30.000000 60 0 0 0 0 0 0 0 0 50 0 0
 0
0

 itm_ale Ale Ale 1  ale_barrel 0  33619979 0 360 814419904 30.000000 70 0 0 0 0 0 0 0 0 50 0 0
 0
0

Changing the prices of food is covered in another tweak, hence they don't get listed here. You probably don't want to make your food supply more expensive when not trading anyways (i.e. at any point past the early game). Or if you still do, then you should adjust the quantity of each item accordingly (as does the aforementioned tweak). Adding modifiers to food won't improve the morale bonuses they provide, but will still make them more expensive.

Tweak 12 i)

To change the price of buying wine in taverns to increase the relation with the town - credits to Swadia Nutt

  • This tweak can be made compatible with other mods too after minor adjustments

File: conversation.txt

1) Find this piece of code:

dlga_tavernkeeper_buy_drinks:tavernkeeper_buy_drinks_2 4095 1164  0 Of_course,_{reg63?my_lord:my_lady}._I_reckon_{reg5}_denars_should_be_enough_for_that._What_should_I_tell_the_lads?  1165  2 2133 2 144115188075855914 1000

2) And change that 1000 to something else you want. In case of other mods, you can find the value to be adjust at the same spot, in the line starting with dlga_tavernkeeper_buy_drinks:tavernkeeper_buy_drinks_2

Tweak 12 j)

To allow tavernkeepers to buy prisoners from you - credits to TheMageLord

  • This tweak can be made compatible with other mods too after minor adjustments

With this tweak, you will no longer have to worry about not finding a ransom broker in time to sell your prisoners, since any tavernkeeper will buy them too for the same prices! The ending of the conversation won't be perfect though (I_will_be_staying_here_for_a_few_days._Let_me_know_if_you_need_my_services.), however nothing can be done without hurting the hint on ransom broker's travelling behaviour. If you still want to change that conversation, then just search for it as it is above in conversation.txt (you'll only find 1 instance of it) and change it to your liking. Note however that the same ending reply will be used for all ransom brokers too.

Files:

  • conversation.txt
  • (dialog_states.txt)
  • scripts.txt

1) Open conversation.txt, increase the 'conversation counter' at the top of the file (2nd line) by 2 (4152 -> 4154), then find the line that starts with dlga_tavernkeeper_buy_drinks_2:tavernkeeper_pretalk. Right after it, add these 2 lines as a new line each:

dlga_tavernkeeper_talk:ransom_broker_sell_prisoners 69631 1151  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_have_prisoners_to_sell.  1206  0 NO_VOICEOVER
dlga_tavernkeeper_talk:ransom_broker_sell_prisoners_all 69631 1151  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_want_to_sell_all_my_prisoners.  1207  0 NO_VOICEOVER

If you don't like the conversations in bold, feel free to change them to something else! In case of other mods, the highlighted dialogue ID numbers have to be readjusted, in order to match the following entries seen in dialog_states.txt (line-1 in Notepad++):

  • 1151 (1 in each line) - tavernkeeper_talk
  • 1206 - ransom_broker_sell_prisoners
  • 1207 - ransom_broker_sell_prisoners_all

2) Next, open scripts.txt and find the following piece of code under the script called game_get_prisoner_price:

3 144115188075855892 360287970189640156 360287970189640166

Change the 360287970189640166 to 360287970189640565. In case of other mods, you'll need to adjust the piece as follows in order to find it. So replace:

  • 144115188075855892 with the number you get for: 144115188075855871 + № of g_talk_troop variable in variables.txt (line number in Notepad++)
  • 360287970189640156 with the number you get for: 360287970189639680 + № of trp_ransom_broker_1 in troops.txt (entry number in Morgh's Editor)
  • 360287970189640166 with the number you get for: 360287970189639680 + № of the troop after trp_ransom_broker_10 (or simply the last ransom broker) in troops.txt (entry number in Morgh's Editor)

Tweak 12 k)

To be able to directly sell garrisoned prisoners to ransom brokers - credits to Dalion

With this tweak, whenever you choose the "sell all your prisoners" option upon talking to ransom brokers, not only the prisoners from your party will get sold, but also the ones from the garrison of the given town. That is, if the town belongs to you of course.

File: scripts.txt

1) Find the script called sell_all_prisoners and increase the counter at the beginning of its body by 15 (13 -> 28). Then find this piece:

1616 3 648518346341351424 1224979098644774915 1224979098644774916 3 0 1 3 936748722493063628 360287970189639680 1224979098644774912

2) And replace it with this:

1616 3 648518346341351424 1224979098644774915 1224979098644774916 3 0 4 0 2204 2 1224979098644774917 144115188075856143 1073742366 3 1224979098644774917 11 360287970189639680 541 3 144115188075856143 7 360287970189639680 1651 2 1224979098644774918 144115188075856143 7 3 1224979098644774919 0 1224979098644774918 1656 3 1224979098644774920 144115188075856143 1224979098644774919 2147485155 1 1224979098644774920 1657 3 1224979098644774921 144115188075856143 1224979098644774919 1 2 936748722493063192 1224979098644774920 2107 2 72057594037927936 1224979098644774921 2105 2 1224979098644774912 72057594037927936 1616 3 144115188075856143 1224979098644774920 1224979098644774921 3 0 3 0 1 3 936748722493063628 360287970189639680 1224979098644774912

Tweak 12 l)

To always get a peace treaty when asking for one - credits to Leonion

  • This tweak is totally universal, thus can be applied to any mod as is!

With this tweak, you will always get a peace treaty whenever you ask for one from a king. Even when you are supporting a claimant as the leader of the rebellion, essentially making you king/queen of the rebel faction.

File: conversation.txt

1) Simply delete the 4 lines starting with these pieces respectively:

dlga_lord_ask_pardon:lord_pretalk
dlga_lord_ask_pardon:lord_pretalk.1
dlga_lord_ask_pardon:lord_pretalk.2
dlga_lord_ask_pardon:lord_pretalk.3

2) And decrease the counter in the 2nd line of the file by 4 (4152 -> 4148).

Tweak 12 m)

To change the prosperity loss of a town or a castle when one gets conquered - credits to Alex Toews

  • This tweak can be made compatible with other mods too after minor adjustments

Files:

  • scripts.txt
  • menus.txt

1) For the case without the player's intervention (conquered by the AI), open scripts.txt and find this piece of code under the script called game_event_simulate_battle:

2105 2 144115188075856964

The prosperity loss will be the number right before it, which is -20 in case of PoP. Change it to your liking. In case of other mods, you have to adjust the above piece as follows in order to find it. So replace:

  • 144115188075856964 with the number you get for: 144115188075855871 + № of newglob_total_prosperity_from_townloot in variables.txt (line number in Notepad++)

2) For the case when the player is participating in the siege, open menus.txt and find this piece of code under menu_castle_taken:

1 3 936748722493063624 144115188075856280

The prosperity loss will be the number right after it, which is -5 in case of PoP. Change it to your liking. In case of other mods, you have to adjust the above piece as follows in order to find it. So replace:

  • 936748722493063624 with the number you got for: 936748722493063168 + № of change_center_prosperity script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • 144115188075856280 with the number you get for: 144115188075855871 + № of g_encountered_party in variables.txt (line number in Notepad++)

Tweak 12 n)

To change the prosperity gain for villages upon completing certain quests and selling them goods - credits to TheMageLord and Alex Toews

  • This tweak can be made compatible with other mods too after minor adjustments

Files:

  • conversation.txt
  • sripts.txt

1) To edit the prosperity increase from quests, open conversation.txt and find all the instances of the following piece of code:

1 3 936748722493063624 144115188075856143

The numbers directly after the above piece are the prosperity gains. These are (in the same order):

  • Deliver cattle: 4
  • Rescue the village elder's daughter: 1
  • Escort villagers to town: 3
  • Deliver grain: 4

Changes these numbers to your liking. In case of other mods, you have to adjust the above piece as follows in order to find them all. So replace:

  • 936748722493063624 with the number you got for: 936748722493063168 + № of change_center_prosperity script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • 144115188075856143 with the number you get for: 144115188075855871 + № of current_town in variables.txt (line number in Notepad++)

As for which quest it is, you can figure out from the conversation dialogues.

2) To change the prosperity increase from selling goods to village elders, open scripts.txt and find this piece of code under the script called refresh_village_merchant_inventory:

3500 2123 3 1224979098644774922 1224979098644774921 3000 2122 3 1224979098644774923 1224979098644774922 3000

The 3500 is the minimum amount of gold that a village elder must have before prosperity can be increased through selling him trade goods. And the two instances of 3000 are the gold decrease required for 1 point of prosperity increase. So for example, if this value is set to 1000 and the village elder has 3700 gold (>3500), then the village would gain +3 prosperity after selling him trade goods worth of 3000 gold. In case of other mods, the local variables are probably different, but the highlighted values are easy to notice and they likely follow the same pattern.

Tweak 12 o)

To change the chance and prosperity loss of village infestations - credits to Alex Toews

  • This tweak can be made compatible with other mods too after minor adjustments

File: scripts.txt

1) Find these two pieces of code under the script called update_villages_infested_by_bandits:

2147483678 2 1224979098644774914 3
1 3 936748722493063624 1224979098644774912 -1

2) That 3 is the % chance of any village on the map becoming infested with bandits. 0 will eliminate bandit infestations, and 100 will make all villages infested all the time. Bandit infestations are refreshed every 72 hours by default. Lastly, that -1 in the end is the prosperity loss happening every 72 hours until a village remains infested with bandits. Change these values to your liking. In case of other mods, you have to adjust the above piece as follows in order to find it. So replace:

  • 936748722493063624 with the number you got for: 936748722493063168 + № of change_center_prosperity script from scripts.txt (script number = (line-3)/2 in Notepad++)

Tweak 12 p)

To increase the prosperity of villages by investing money into them - credits to Leonion

  • This tweak can be made compatible with other mods too after minor adjustments

What this tweak does: if it is your village OR a village that belongs to your own kingdom OR any other village that has a prosperity lower than 180, then you will be able to invest 5000 denars in it by talking to its elder. This will:

  • increase the prosperity of the village by 50 over time;
  • give you +1 honor;
  • increase your relation with the village by 10;
  • increase or decrease your relation with the owner of this village (unless it is you), depending on his personality (good lords will like what you did, bad lords will not)

You can repeat this action after the elder of the village has spent all the money you have given him, and of course if you still fulfill all the requirements. This action can be repeated infinitely on multiple villages at the same time. Still, you cannot raise the prosperity of a village to higher than 400. Don't worry about spending your money in vain though - there is a condition which will prevent the dialogue option from appearing if the given village reached a given prosperity cap (set to 380 by default).

Files:

  • simple_triggers.txt
  • dialog_states.txt
  • conversation.txt

1) Open simple_triggers.txt and increase the number at the very top of the file by 1 (133 -> 134).

2) Then insert this trigger as a new line to the end of the file:

24.000000  17 6 3 1224979098644774922 648518346341351504 648518346341351594 561 3 1224979098644774922 150 1 2136 3 1224979098644774923 200 501 521 3 1224979098644774924 1224979098644774922 150 2110 2 1224979098644774923 1224979098644774924 2123 3 1224979098644774925 1224979098644774923 100 1 3 936748722493063624 1224979098644774922 1224979098644774925 2106 2 1224979098644774924 1224979098644774923 501 3 1224979098644774922 150 1224979098644774924 4 0 31 2 144115188075856146 1 2133 2 72057594037927940 1224979098644774925 2133 2 72057594037927941 1224979098644774924 2330 2 3 1224979098644774922 1106 1 1585267068834416744 3 0 3 0

Make sure that an empty line remains at the very end of the file. In case of other mods, you have to adjust the above piece as follows. So replace/adjust:

  • 648518346341351504 648518346341351594 party range to that of the first village from the lower end, and to that of the party after the last village (last village + 1) from the upper end. The set values have to correspond to this formula: 648518346341351424 + № of a party from parties.txt (entry number in Morgh's Editor)
  • 936748722493063624 with the number you got for: 936748722493063168 + № of 'change_center_prosperity script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • 144115188075856146 with the number you got for: 144115188075855871 + № of cheat_mode variable from variables.txt (line number in Notepad++)
  • 1585267068834416744 with the number you got for: 1585267068834414592 + № of qstr_{!}{s3}_commander_of string from quick_strings.txt (line-2 in Notepad++)

3) Now open dialog_states.txt and add the following entry to the end of the file:

village_sponsor

4) Look at the serial number of the line you added and subtract 1 from it. Keep that number in mind. Also, make sure that there remains an empty line at the very end of the file.

5) Open conversation.txt, increase the counter found in the 2nd line of the file by 2 (4152 -> 4154)

6) Find the line that starts with "dlga_village_elder_talk:village_elder_trade_begin" and add the following two lines before it, as a new line each:

dlga_village_elder_talk:village_sponsor 69631 1508  8 2204 2 1224979098644774921 144115188075856143 1073741855 2 1224979098644774921 432345564227567630 1073742365 3 144115188075856143 7 360287970189639680 2147484209 3 144115188075856143 50 180 2147484209 3 144115188075856143 150 1 2149 2 1224979098644774922 360287970189639680 30 2 1224979098644774922 5000 2147484209 3 144115188075856143 50 380 I'd_like_to_help_your_village_with_some_money_(5000_denars).  1874  0 NO_VOICEOVER 
dlga_village_sponsor:village_elder_talk 4095 1874  0 Oh_my..._I_mean,_thank_you_my_{reg63?lord:lady}._This_is_very_generous_of_you.  1508  21 1529 2 360287970189639680 5000 501 3 144115188075856143 150 5000 1 2 936748722493063450 1 1 3 936748722493063444 144115188075856143 10 561 3 144115188075856143 7 360287970189639681 521 3 1224979098644774923 144115188075856143 7 520 3 1224979098644774924 1224979098644774923 52 4 0 1073741855 2 1224979098644774924 3 1073741855 2 1224979098644774924 2 31 2 1224979098644774924 5 1 4 936748722493063695 360287970189639680 1224979098644774923 -5 5 0 31 2 1224979098644774924 6 1 4 936748722493063695 360287970189639680 1224979098644774923 5 5 0 1073741855 2 1224979098644774924 7 1073741855 2 1224979098644774924 1 31 2 1224979098644774924 4 1 4 936748722493063695 360287970189639680 1224979098644774923 2 3 0 NO_VOICEOVER

If you wish, you may change the above values:

  • 5000: Money spent (4 instances, change them all!)
  • 1: Honor bonus
  • 10: Relation bonus
  • 180: Prosperity threshold
  • 50: Prosperity bonus (2 instances, change them both!)
  • 380: Prosperity cap used to disable the ability to give money to the village elder (useless to set above 400)

7) Lastly, make sure that the highlighted numbers in each line (1874) match the value calculated in point 4). It is only needed to check if you added something else to dialog_states.txt. Otherwise the above will work as is. Additionally, in case of other mods, you'll also need to adjust the following numbers:

  • 1508 (1 instance in both lines) with the number you got for village_elder_talk in dialog_states.txt (line-1 in Notepad++)
  • 144115188075856143 (5 instance in line 1; 4 instance in line 2) with the number you get for: 144115188075855871 + № of current_town variable in variables.txt (line number in Notepad++)
  • 432345564227567630 (line 1) with the number you get for: 432345564227567616 + № of fac_player_supporters_faction from factions.txt (entry number in Morgh's Editor)
  • 936748722493063450 (line 2) with the number you get for: 936748722493063168 + № of change_player_honor script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • 936748722493063444 (line 2) with the number you get for: 936748722493063168 + № of change_player_relation_with_center script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • 936748722493063695 (3 instances in line 2) with the number you get for: 936748722493063168 + № of troop_change_relation_with_troop script from scripts.txt (script number = (line-3)/2 in Notepad++)

Tweak 12 q)

To change the circumstances and effects of donating money to townsfolk and villagers - credits to Neptune and tommylaw

  • This tweak can be made compatible with other mods too after minor adjustments

File: conversation.txt

1) To guarantee the donation option to appear each time you talk to a villager/townsfolk, find these two lines:

dlga_town_dweller_ask_situation:town_dweller_talk 4095 1707  1 2147484209 3 144115188075856143 50 30 Times_are_hard,_{reg63?sir:madam}._We_work_hard_all_day_and_yet_we_go_to_sleep_hungry_most_nights.  1698  0 NO_VOICEOVER
dlga_town_dweller_ask_situation:town_dweller_talk.1 4095 1707  1 2147484209 3 144115188075856143 50 70 Times_are_hard,_{reg63?sir:madam}._But_we_must_count_our_blessings.  1698  0 NO_VOICEOVER

And change both 1698 to 1708. This way, instead of the conversation getting closed after villagers/townsfolk reply, you will be directed to the option to pay them 300 denars to help them out. In case of other mods, simply find the two lines that start with dlga_town_dweller_ask_situation:town_dweller_talk and dlga_town_dweller_ask_situation:town_dweller_talk.1 respectively and adjust the highlighted dialogue ID number in both lines so that they match the town_dweller_poor entry seen in dialog_states.txt (line-1 in Notepad++)

2) To change the amount of money you give to the poor, find this line:

dlga_town_dweller_poor:town_dweller_poor_paid 69631 1708  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 300 Then_take_these_300_denars._I_hope_this_will_help_you_and_your_family.  1709  1 1529 2 360287970189639680 300 NO_VOICEOVER

The 300 is the amount you pay, the 300 is the minimum amount of money you must have for them to ask for help, and the 300 is what is written in the actual conversation. Change all 3 instances together. In case of other mods, simply find the line that starts with dlga_town_dweller_poor:town_dweller_poor_paid in order to locate the 3 highlighted instances.

3) To edit the amount of relation points gained with the given town or village upon each time you help the poor, find this piece in the line that starts with dlga_town_dweller_poor_paid:

144115188075856280 1 1 2

And change that 1 to your liking. In case of other mods, you'll need to adjust the piece as follows in order to find it. So replace:

  • 144115188075856280 with the number you get for: 144115188075855871 + № of g_encountered_party variable in variables.txt (line number in Notepad++)

13. Kingdom and Fief Management (25)

Tweaks to be found in this section:
13 a) To be able to appoint your husband as minister
13 b) To make the 'prominent citizen' a full-pledged minister, even retroactively
13 c) To add more kingdom colors for the player's faction
13 d) To be able to hire multiple mercenary companies
13 e) To allow players as king/queen to access the war rooms within their kingdom's fiefs
13 f) To disable villages being automatically granted to a lord when assigning a castle/town right after capturing it
13 g) To change the way kings give fiefs to their vassals
13 h) To make conquered fiefs which got the appointment defered to a later point hire troops of your faction instead of the initial one
13 i) To make troops desert from the garrison of NPC-s when such fiefs don't have enough money to pay for the upkeep
13 j) To disable the disbanding of troops over lvl 31 from a garrison when assigning the fief to you or your husband
13 k) To disable the need to pay half of your husband's garrison wages as a female character
13 l) To send troops from your party to any walled fief you own
13 m) To make the troop-giving feature to a lord's garrison become mutual
13 n) To change the garrison size of walled fiefs
13 o) To increase the garrison limit of the Hideout
13 p) To speed up certain upgrade processes at the Hideout
13 q) To gain the ability to control the garrison of your villages
13 r) To change the amount and kind of recruits you can hire from villages
13 s) To change the effects of Watch Towers built in villages
13 t) To be able to control and manage your kingdom's (and faction's) militia patrols
13 u) To edit the notifications about enemies spotted near your fiefs
13 v) To change the building time, cost, auto-repairing frequency and repair cost of fief improvements
13 w) To be able to build fief improvements without having to visit the given fief
13 x) To increase the tendency of lords building fief improvements
13 y) To change the default training time of stewards

Tweak 13 a)

To be able to appoint your husband as minister - credits to Vetrogor

  • This tweak can be made compatible with other mods too after minor adjustments

With this tweak, if you have a husband and he is in your own kingdom, then you can appoint him to be your minister instead of companions. After you do that, he will go to the capital and he will guard it (reinforce the garrison with his party) by remaining there until you appoint someone else.

Files:

  • conversation.txt
  • scripts.txt

1) Open conversation.txt and increase the counter found in the 2nd line of this file by 1 (4147 -> 4148)

2) Find this line:

dlga_minister_talk:close_window 69631 273  0 That_is_all_for_now.  6  0 NO_VOICEOVER

3) And replace it with this one:

dlga_minister_talk:close_window 69631 273  0 That_is_all_for_now.  6  2 2147483779 1 144115188075856280 2133 2 144115188075855935 1 NO_VOICEOVER

Make sure that you have a gap/space at the end of the line! In case of other mods, you'll need to adjust the above pieces as follows, in order to find it and have a correct replacement. So replace:

  • 273 with the number you got for minister_talk in dialog_states.txt (line-1 in Notepad++)
  • 6 with the number you got for close_window in dialog_states.txt (line-1 in Notepad++)
  • 144115188075856280 with the number you get for: 144115188075855871 + № of g_encountered_party variable in variables.txt (line number in Notepad++)
  • 144115188075855935 with the number you get for: 144115188075855871 + № of g_leave_encounter variable in variables.txt (line number in Notepad++)

4) Then find the line that starts with dlga_minister_replace_select:minister_replace_confirm.1, and add the following after it, as a new line:

dlga_minister_replace_select:minister_replace_confirm.2 69631 300  10 520 3 1224979098644774912 360287970189639680 30 32 2 1224979098644774912 0 1506 2 1224979098644774913 1224979098644774912 540 3 1224979098644774912 2 2 31 2 1224979098644774913 0 540 3 1224979098644774912 8 -1 2173 2 1224979098644774914 1224979098644774912 31 2 1224979098644774914 432345564227567630 2322 2 4 1224979098644774912 2147483679 2 1224979098644774912 144115188075855892 My_husband,_{s4}.  301  1 520 3 144115188075855960 360287970189639680 30 NO_VOICEOVER

Make sure that you have a gap/space at the end of the line. In case of other mods, you'll need to adjust the above line as follows, so replace:

  • 300 with the number you got for minister_replace_select in dialog_states.txt (line-1 in Notepad++)
  • 301 with the number you got for minister_replace_confirm in dialog_states.txt (line-1 in Notepad++)
  • 432345564227567630 with the number you get for: 432345564227567616 + № of fac_player_supporters_faction from factions.txt (entry number in Morgh's Editor)
  • 144115188075855892 with the number you get for: 144115188075855871 + № of g_talk_troop variable in variables.txt (line number in Notepad++)
  • 144115188075855960 with the number you get for: 144115188075855871 + № of g_player_minister variable in variables.txt (line number in Notepad++)

5) Now open scripts.txt, find the script that starts with npc_decision_checklist_party_ai -1 and increase the counter at the beginning of it by 5 (1067 -> 1072)

6) Then find this piece of code within the body of the script:

2320 2 16 216172782113788496 3 0 5 0

In case of other mods, you'll need to adjust the above line as follows, in order to find it. So replace:

  • 216172782113788496 with the number you got for: 216172782113783805 + № of str_i_need_to_raise_some_men_before_attempting_anything_else string from strings.txt (line number in Notepad++)

7) And add the following code right after it:

31 2 144115188075855960 1224979098644774912 30 2 144115188075856292 0 2133 2 1224979098644774944 7 2133 2 1224979098644774945 144115188075856292 5 0

Make sure that you have a gap at the start and at the end of the above added code. In case of other mods, you'll need to adjust the above piece as follows, so replace:

  • 144115188075855960 with the number you get for: 144115188075855871 + № of g_player_minister variable in variables.txt (line number in Notepad++)
  • 144115188075856292 (2 instances) with the number you get for: 144115188075855871 + № of g_player_court variable in variables.txt (line number in Notepad++)

Tweak 13 b)

To make the 'prominent citizen' a full-pledged minister, even retroactively - credits to Dalion

  • This tweak can be made compatible with other mods too after minor adjustments

File: conversation.txt

1) Find and remove the 5 instances of this piece of code:

33 3 144115188075855960 360287970189640185 360287970189640416

From the 5 lines starting with these respectively:

dlga_minister_talk:combined_political_quests
dlga_minister_talk:minister_diplomatic_kingdoms
dlga_minister_talk:minister_indict
dlga_minister_talk:minister_grant_fief
dlga_minister_talk:minister_grant_self_fief

Some tweaks may add lines that will have the same piece of code as above, don't touch those! Make sure that only 1 gap remains at the place of the removed content

2) Also, reduce the operation counters right before the removed piece by 1 (either 1 -> 0 or 18 -> 17). Beware that once replacing the prominent citizen with a companion - for whatever reasons - you will no longer be able to appoint him again as your minister!

3) To make the prominent citizen a choosable minister retroactively, find the line that starts with dlga_minister_replace_select:minister_replace_confirm.1 and add the following after it, as a new line:

dlga_minister_replace_select:minister_replace_confirm.2 81919 300  3 50 1 1224979098644774912 31 2 1224979098644774912 360287970189640761 2322 2 4 1224979098644774912 {s4}  301  1 50 1 144115188075855960 NO_VOICEOVER 

4) In case of other mods, you'll need to adjust the above pieces as follows in order to find all instances or have a correct replacement. So replace:

  • 144115188075855960 (point 1 & 3) with the number you get for: 144115188075855871 + № of g_player_minister variable in variables.txt (line number in Notepad++)
  • 360287970189640185 (point 1) with the number you get for: 360287970189639680 + № of the first companion in troops.txt (entry number in Morgh's Editor)
  • 360287970189640416 (point 1) with the number you get for: 360287970189639680 + № of trp_heroes_end in troops.txt (entry number in Morgh's Editor)
  • 300 (point 3) with the number you got for minister_replace_select in dialog_states.txt (line-1 in Notepad++)
  • 360287970189640761 (point 3) with the number you get for: 360287970189639680 + № of trp_temporary_minister in troops.txt (entry number in Morgh's Editor)
  • 301 (point 3) with the number you got for minister_replace_confirm in dialog_states.txt (line-1 in Notepad++)

Tweak 13 c)

To add more kingdom colors for the player's faction - credits to DarkOmegaMK2

This tweak basically allows the player to be able to choose the colors of various minor factions as his/her own after establishing a kingdom. As an extra, some previous color names or codes were made more appealing/unique, and a few unused ones were added as well. Colors used by specific factions are marked within parentheses. There are 43 new colors added with this tweak, totalling up to 67 when combined with the original colors. This should be enough.

File: conversation.txt

1) Increase the first number in the file by 43 (4152 -> 4195)

2) Find the section that starts with:

dlga_pop_change_color1:pop_change_color

2) Just below, replace these lines:

dlga_pop_change_color:minister_pretalk 69631 1004  0 Change_the_color_to_Buff  272  1 1276 2 432345564227567630 15785090 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.1 69631 1004  0 Change_the_color_to_Yellow  272  1 1276 2 432345564227567630 16772864 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.2 69631 1004  0 Change_the_color_to_Violet  272  1 1276 2 432345564227567630 15631086 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.3 69631 1004  0 Change_the_color_to_Sea_Shell_Tan  272  1 1276 2 432345564227567630 16774638 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.4 69631 1004  0 Change_the_color_to_Purple  272  1 1276 2 432345564227567630 9109759 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.5 69631 1004  0 Change_the_color_to_Turquoise  272  1 1276 2 432345564227567630 3200456 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.6 69631 1004  0 Change_the_color_to_Terra_Cotta  272  1 1276 2 432345564227567630 14840411 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.7 69631 1004  0 Change_the_color_to_Teal  272  1 1276 2 432345564227567630 32896 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.8 69631 1004  0 Change_the_color_to_Sandy_Brown  272  1 1276 2 432345564227567630 16032864 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.9 69631 1004  0 Change_the_color_to_Tangerine  272  1 1276 2 432345564227567630 15893760 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.10 69631 1004  0 Change_the_color_to_Steel_Blue  272  1 1276 2 432345564227567630 4620980 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.11 69631 1004  0 Change_the_color_to_Salmon  272  1 1276 2 432345564227567630 16747625 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.12 69631 1004  0 Change_the_color_to_Spring_Green  272  1 1276 2 432345564227567630 65407 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.13 69631 1004  0 Change_the_color_to_Black  272  1 1276 2 432345564227567630 0 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.14 69631 1004  0 Change_the_color_to_Dark_Blue  272  1 1276 2 432345564227567630 13209 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.15 69631 1004  0 Change_the_color_to_Blue_green  272  1 1276 2 432345564227567630 56797 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.16 69631 1004  0 Change_the_color_to_White  272  1 1276 2 432345564227567630 16777215 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.17 69631 1004  0 Change_the_color_to_Royal_Blue  272  1 1276 2 432345564227567630 4286945 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.18 69631 1004  0 Change_the_color_to_Red-Violet  272  1 1276 2 432345564227567630 13047173 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.19 69631 1004  0 Change_the_color_to_Ravenstern_Blue  272  1 1276 2 432345564227567630 6001381 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.20 69631 1004  0 Change_the_color_to_Empire_Yellow  272  1 1276 2 432345564227567630 16763904 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.21 69631 1004  0 Change_the_color_to_Sarleon_Red  272  1 1276 2 432345564227567630 16711680 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.22 69631 1004  0 Change_the_color_to_D'Shar_Brown  272  1 1276 2 432345564227567630 12759680 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.23 69631 1004  0 Change_the_color_to_Fierdsvain_Green  272  1 1276 2 432345564227567630 245820 NO_VOICEOVER

3) With these:

dlga_pop_change_color:minister_pretalk 69631 1004  0 Change_the_color_to_Buff  272  1 1276 2 432345564227567630 15785090 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.1 69631 1004  0 Change_the_color_to_Golden_Yellow  272  1 1276 2 432345564227567630 16772864 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.2 69631 1004  0 Change_the_color_to_Violet  272  1 1276 2 432345564227567630 15631086 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.3 69631 1004  0 Change_the_color_to_Seashell  272  1 1276 2 432345564227567630 16774638 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.4 69631 1004  0 Change_the_color_to_Indigo  272  1 1276 2 432345564227567630 9109759 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.5 69631 1004  0 Change_the_color_to_Turquoise  272  1 1276 2 432345564227567630 3200456 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.6 69631 1004  0 Change_the_color_to_Terra_Cotta  272  1 1276 2 432345564227567630 14840411 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.7 69631 1004  0 Change_the_color_to_Teal  272  1 1276 2 432345564227567630 32896 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.8 69631 1004  0 Change_the_color_to_Sandy_Brown  272  1 1276 2 432345564227567630 16032864 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.9 69631 1004  0 Change_the_color_to_Tangerine  272  1 1276 2 432345564227567630 15893760 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.10 69631 1004  0 Change_the_color_to_Steel_Blue  272  1 1276 2 432345564227567630 4620980 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.11 69631 1004  0 Change_the_color_to_Salmon  272  1 1276 2 432345564227567630 16416882 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.12 69631 1004  0 Change_the_color_to_Spring_Green  272  1 1276 2 432345564227567630 65407 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.13 69631 1004  0 Change_the_color_to_Black  272  1 1276 2 432345564227567630 0 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.14 69631 1004  0 Change_the_color_to_Smalt_Blue  272  1 1276 2 432345564227567630 13209 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.15 69631 1004  0 Change_the_color_to_Bright_Turquoise  272  1 1276 2 432345564227567630 56797 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.16 69631 1004  0 Change_the_color_to_Royal_Blue  272  1 1276 2 432345564227567630 4286945 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.17 69631 1004  0 Change_the_color_to_Medium_Violet_Red  272  1 1276 2 432345564227567630 13047173 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.18 69631 1004  0 Change_the_color_to_Cornflower_Blue  272  1 1276 2 432345564227567630 6001381 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.19 69631 1004  0 Change_the_color_to_Tangerine_Yellow  272  1 1276 2 432345564227567630 16763904 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.20 69631 1004  0 Change_the_color_to_Red  272  1 1276 2 432345564227567630 16711680 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.21 69631 1004  0 Change_the_color_to_Ecru_Brown  272  1 1276 2 432345564227567630 12759680 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.22 69631 1004  0 Change_the_color_to_Dark_Gray  272  1 1276 2 432345564227567630 11184810 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.23 69631 1004  0 Change_the_color_to_Sarleon_Red  272  1 1276 2 432345564227567630 14356246 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.24 69631 1004  0 Change_the_color_to_Ravenstern_Blue  272  1 1276 2 432345564227567630 1726646 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.25 69631 1004  0 Change_the_color_to_D'Shar_Brown  272  1 1276 2 432345564227567630 8018725 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.26 69631 1004  0 Change_the_color_to_Fierdsvain_Green  272  1 1276 2 432345564227567630 2529536 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.27 69631 1004  0 Change_the_color_to_Empire_Yellow  272  1 1276 2 432345564227567630 16768512 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.28 69631 1004  0 Change_the_color_to_Madang_Green_(Outlaws)  272  1 1276 2 432345564227567630 12320665 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.29 69631 1004  0 Change_the_color_to_Copper_(Mystmountain_Bandits)  272  1 1276 2 432345564227567630 14322279 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.30 69631 1004  0 Change_the_color_to_Olive_Drab_(Forest_Bandits)  272  1 1276 2 432345564227567630 7048739 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.31 69631 1004  0 Change_the_color_to_Mango_(Rebel_Peasants)  272  1 1276 2 432345564227567630 15628032 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.32 69631 1004  0 Change_the_color_to_Sunshade_(D'Shar_Raiders)  272  1 1276 2 432345564227567630 16754253 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.33 69631 1004  0 Change_the_color_to_Dark_Pastel_Green_(Noldor)  272  1 1276 2 432345564227567630 245820 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.34 69631 1004  0 Change_the_color_to_Khaki_(Barclay)  272  1 1276 2 432345564227567630 15787660 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.35 69631 1004  0 Change_the_color_to_Orchid_Purple_(Background_Enemies)  272  1 1276 2 432345564227567630 13395660 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.36 69631 1004  0 Change_the_color_to_Golden_Tainoi_(Mettenheim)  272  1 1276 2 432345564227567630 16764006 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.37 69631 1004  0 Change_the_color_to_Medium_Spring_Green_(Veccavia)  272  1 1276 2 432345564227567630 65433 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.38 69631 1004  0 Change_the_color_to_Fuchsia_Purple_(Melitine)  272  1 1276 2 432345564227567630 12080835 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.39 69631 1004  0 Change_the_color_to_Persian_Green_(Vanskerry)  272  1 1276 2 432345564227567630 45958 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.40 69631 1004  0 Change_the_color_to_Gray_Blue_(Adventurer_Companies)  272  1 1276 2 432345564227567630 8884412 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.41 69631 1004  0 Change_the_color_to_Brown_Red_(Rogue_Knights)  272  1 1276 2 432345564227567630 12931923 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.42 69631 1004  0 Change_the_color_to_Carrot_(Mettenheim_Renegades)  272  1 1276 2 432345564227567630 16750899 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.43 69631 1004  0 Change_the_color_to_Orange_Red_(Jatu)  272  1 1276 2 432345564227567630 11683369 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.44 69631 1004  0 Change_the_color_to_Dark_Red_(Red_Brotherhood)  272  1 1276 2 432345564227567630 10027008 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.45 69631 1004  0 Change_the_color_to_Burnt_Orange_(Mystmountain_Tribes)  272  1 1276 2 432345564227567630 16740416 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.46 69631 1004  0 Change_the_color_to_Copper_Rose_(Singalians)  272  1 1276 2 432345564227567630 10379360 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.47 69631 1004  0 Change_the_color_to_Dark_Purple_(Heretics)  272  1 1276 2 432345564227567630 6108284 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.48 69631 1004  0 Change_the_color_to_Bilbao_Green_(Snake_Cult)  272  1 1276 2 432345564227567630 4161536 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.49 69631 1004  0 Change_the_color_to_White_(Inquisition)  272  1 1276 2 432345564227567630 16777215 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.50 69631 1004  0 Change_the_color_to_Dodger_Blue_(Dragons)  272  1 1276 2 432345564227567630 2003199 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.51 69631 1004  0 Change_the_color_to_Tomato_Red_(Lions)  272  1 1276 2 432345564227567630 16737095 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.52 69631 1004  0 Change_the_color_to_Yellow_(Immortals)  272  1 1276 2 432345564227567630 16776960 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.53 69631 1004  0 Change_the_color_to_Light_Green_(Valkyries)  272  1 1276 2 432345564227567630 9498256 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.54 69631 1004  0 Change_the_color_to_Golden_Rod_(Griffons)  272  1 1276 2 432345564227567630 14329120 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.55 69631 1004  0 Change_the_color_to_Canary_Yellow_(Falcons)  272  1 1276 2 432345564227567630 16777090 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.56 69631 1004  0 Change_the_color_to_Medium_Azure_(Raven_Spear)  272  1 1276 2 432345564227567630 4286975 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.57 69631 1004  0 Change_the_color_to_Corn_Yellow_(Radiant_Cross)  272  1 1276 2 432345564227567630 16770650 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.58 69631 1004  0 Change_the_color_to_Medium_Sea_Green_(Clarion_Call)  272  1 1276 2 432345564227567630 3978097 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.59 69631 1004  0 Change_the_color_to_Old_Lace_(Dawn)  272  1 1276 2 432345564227567630 16643558 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.60 69631 1004  0 Change_the_color_to_Crimson_Red_(Ebony_Gauntlet)  272  1 1276 2 432345564227567630 14423100 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.61 69631 1004  0 Change_the_color_to_Gainsboro_Gray_(Shadow_Legion)  272  1 1276 2 432345564227567630 14474460 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.62 69631 1004  0 Change_the_color_to_Light_Periwinkle_(Silvermist)  272  1 1276 2 432345564227567630 15066623 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.63 69631 1004  0 Change_the_color_to_Plum_(Eventide)  272  1 1276 2 432345564227567630 14524637 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.64 69631 1004  0 Change_the_color_to_Persian_Red_(Phoenix)  272  1 1276 2 432345564227567630 12005659 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.65 69631 1004  0 Change_the_color_to_Atomic_Gray_(Shadow_Wolves)  272  1 1276 2 432345564227567630 4344397 NO_VOICEOVER 
dlga_pop_change_color:minister_pretalk.66 69631 1004  0 Change_the_color_to_Himalaya_Brown_(Scorpion_Assassins)  272  1 1276 2 432345564227567630 7496243 NO_VOICEOVER

4) Make sure that there are no empty lines left at the beginning or at the end of the copied content.

Notes:

  • Krakens use the same color as Valkyries
  • Barclay, Windriders and Deserters all use the same color

Tweak 13 d)

To be able to hire multiple mercenary companies - credits to Dalion

By default, you can hire only 1 mercenary company at a time. With this tweak, you will be able to hire multiple ones from among those that are available at the moment. There is no predefined value for the amount of hired mercenary companies, only a slot (meaning you either have a company hired or you don't), which will get disregarded below.

File: conversation.txt

Decrease the number in the 2nd line of the file by 1 (4152 -> 4151), then find and remove this line as a whole:

dlga_pop_minister_hire_mercs:minister_pretalk 4095 284  4 520 3 1224979098644774912 360287970189639680 161 32 2 1224979098644774912 0 132 1 1224979098644774912 2330 2 4 1224979098644774912 But_we_have_already_hired_the_{s4},_my_{reg63?King:Queen},_we_cannot_hire_more_mercenaries.  272  0 NO_VOICEOVER 

Tweak 13 e)

To allow players as king/queen to access the war rooms within their kingdom's fiefs - credits to Dolmhold

By enabling the war room menu for your vassals' and unassigned walled fiefs' stewards within your kingdom, you gain access to the following justified actions:

  • Buy a baggage train
  • Recruit nobles
  • Create or dismantle a KO chapter
  • Induct troops into that KO
  • train the KO knights of the residing chapter
  • Enable or disable the automatic garrison training
  • Transfer all the troops from party to the garrison (to reinforce it quickly)

Just a headsup, this and the normal war room conversation will show up together in case of your own fiefs.

File: conversation.txt

1) Increase the counter in the 2nd line of the file by 1 (4152 -> 4153)

2) Then find the line that starts with dlga_steward_menu:pop2_war_room_menu, and add the following after it, as a new line:

dlga_steward_menu:pop2_war_room_menu_leader 69631 993  2 2204 2 1224979098644774915 144115188075856143 31 2 1224979098644774915 432345564227567630 As_{reg63?king:queen}_I_wish_to_inspect_the_War_room_of_this_fief.  991  0 NO_VOICEOVER 

Tweak 13 f)

To disable villages being automatically granted to a lord when assigning a castle/town right after capturing it - credits to Leonion

  • This tweak can be made compatible with other mods too after minor adjustments

File: scripts.txt

1) Locate the script called give_center_to_lord -1

2) Decrease the first number in that script by 9 (194 -> 185)

3) Find and delete this piece of code from the body of the script:

4 0 33 3 1224979098644774912 648518346341351446 648518346341351504 6 3 1224979098644774942 648518346341351504 648518346341351594 541 3 1224979098644774942 120 1224979098644774912 2204 2 1224979098644774943 1224979098644774942 2147483679 2 1224979098644774943 1224979098644774920 1 4 936748722493063400 1224979098644774942 1224979098644774913 0 3 0 3 0

Make sure that there is 1 'space' character left at the end! In case of other mods, you have to adjust the above piece as follows. So replace/adjust:

  • 648518346341351446 648518346341351504 party range to that of the first town from the lower end, and to that of the party after the last castle (last castle + 1) from the upper end. The set values have to correspond to this formula: 648518346341351424 + № of a party from parties.txt (entry number in Morgh's Editor)
  • 648518346341351504 648518346341351594 party range to that of the first village from the lower end, and to that of the party after the last village (last village + 1) from the upper end. The set values have to correspond to this formula: 648518346341351424 + № of a party from parties.txt (entry number in Morgh's Editor)
  • 936748722493063400 with the number you got for: 936748722493063168 + № of give_center_to_lord script from scripts.txt (script number = (line-3)/2 in Notepad++)

Local variables (e.g. 1224979098644774912) might be different, but the structure and length of the piece to be found and deleted should be the same.

Warning: this tweak has a funny bug - if you add it before starting a new game, then at the start of the game, Balanli and Azgad (Sarleon villages) will belong to Ravenstern lords. This is not critical at all, and after somebody captures Sarleon, villages will switch their faction along with the town. My thanks to Tonitrus for reporting this bug.

Tweak 13 g)

To change the way kings give fiefs to their vassals - credits to TheMageLord

  • This tweak is likely compatible with other mods too!
  • This tweak might not work due to the calculations below not being in use anymore (need to test)

The way kings give a piece of land to someone is by calculating a "score" for all vassals in the faction (including you). This score is based on renown, number of fiefs, whether or not the vassal captured the given fief (the one who starts the siege gets the credit), a lot of luck, and if it's you: a tiny addition from the king's relation with you. The remaining factors/calculations can be edited within TweakMB. The king then takes the vassal with the highest score and awards him/her the land in question.

File: scripts.txt

1) Find and observe these two pieces of code:

4 5 0 541 3 1224979098644774915 0 2 2105 2 1224979098644774914 2 5 0 2105 2 1224979098644774914 1 3 0 3 0 520 3 1224979098644774917 1224979098644774912 7 2120 3 1224979098644774918 500 1224979098644774917 2108 2 1224979098644774918 1224979098644774914 2136 3 1224979098644774919 50 100 2107 2 1224979098644774918 1224979098644774919 4 0 541 3 1224979098644774913 28 1224979098644774912 2107 2 1224979098644774918 3 2108 2 1224979098644774918 2
1224979098644774920 2133 2 1224979098644774921 72057594037927936 2107 2 1224979098644774921 2

2) The equation to determine the scores starts with a base value of 500, to which the renown rating gets added. It is then divided by a divisor, which has a base value of 1 ofc. This divisor may get increased by center points, based on the kind and amount of fiefs vassals have:

  • 4 per each town
  • 2 per each castle
  • 1 per each village

Then a random number is picked between 50 and 100, which will be multiplied into the score. Btw, this is the big random part of the equation that frustrates many people. The script then checks whether or not the vassal captured the given fief personally (if he/she initiated the siege). If yes, then the score in the making gets multiplied by 3 and then divided by 2, effectively giving a 50% higher score. Lastly, for the player only, the relationship with the king gets multiplied by 2 and that result gets added on top of your score. However, considering that your score is going to be way up in the thousands, this last addition is pretty crappy by default, making the relationship with your king an almost non-existant factor. So the biggest factor is the random roll performed between 50 and 100.

3) Change the above values to your liking. As an example for the above equation, lets run a player with 500 renown, who owns 1 castle and 1 village and has been working his ass off for the king (100 relationship). After conquering another castle and requesting it, the score will look as follows, performed step by step:

  • 500+500 = 1,000
  • 1000/(1+2+1) = 1000/4 = 250
  • 250 * [50-100] = [12,500 – 25,000]
  • [12,500 - 25,000] * 3/2 = [18,750 – 37,500]
  • [18,750 – 37,500] + 2*100 = [18,950 – 37,700]

Tweak 13 h)

To make conquered fiefs which got the appointment defered to a later point hire troops of your faction instead of the initial one - credits to Dalion

Files:

  • conversation.txt
  • scripts.txt

1) Open conversation.txt and find this line:

dlga_declaration_of_indep3:declaration_of_indep3 4095 269  0 All_Hail_{reg63?King:Queen}_{playername}!_^^_Long_live_the_{reg63?King:Queen}!!!  269  9 2114 2 144115188075856171 65536 603 1 0 1506 2 1224979098644774912 360287970189639680 4 0 32 2 1224979098644774912 0 600 1 1152921504606847611 5 0 600 1 1152921504606847610 3 0 NO_VOICEOVER 

Replace it with this:

dlga_declaration_of_indep3:declaration_of_indep3 4095 269  0 All_Hail_{reg63?King:Queen}_{playername}!_^^_Long_live_the_{reg63?King:Queen}!!!  269  10 2114 2 144115188075856171 65536 603 1 0 1506 2 1224979098644774912 360287970189639680 4 0 32 2 1224979098644774912 0 600 1 1152921504606847611 5 0 600 1 1152921504606847610 3 0 1 1 936748722493063217 NO_VOICEOVER 

2) Then open scripts.txt and find this piece:

620 21 1 1224979098644774912 2204 2 1224979098644774913 1224979098644774912 521 3 1224979098644774914 1224979098644774912 0 2133 2 1224979098644774915 -1 4 0 31 2 1224979098644774914 13 1652 2 1224979098644774915 1224979098644774912 520 3 1224979098644774913 1224979098644774915 14 3 0 4 0 31 2 1224979098644774913 432345564227567630 33 3 1224979098644774912 648518346341351446 648518346341351504 521 3 1224979098644774916 1224979098644774912 7 4 0 32 2 1224979098644774916 0 520 3 1224979098644774913 1224979098644774916 14 5 0 521 3 1224979098644774913 1224979098644774912 61 3 0 3 0

Replace it with this:

609 21 1 1224979098644774912 2204 2 1224979098644774913 1224979098644774912 521 3 1224979098644774914 1224979098644774912 0 2133 2 1224979098644774915 -1 4 0 31 2 1224979098644774914 13 1652 2 1224979098644774915 1224979098644774912 520 3 1224979098644774913 1224979098644774915 14 3 0

As always, watch for the gaps!

Tweak 13 i)

To make troops desert from the garrison of NPC-s when such fiefs don't have enough money to pay for the upkeep - credits to Leonion and VonDegurechaff

File: simple_triggers.txt

1) Search for this trigger:

168.000000  47 6 3

2) Increase that 47 by 8 (47 -> 55)

3) Inside this trigger, find this piece of code:

2106 2 1224979098644774918 72057594037927936

4) Insert this code after it:

4 0 2147483678 2 1224979098644774918 0 2121 3 1224979098644774924 0 1224979098644774918 2107 2 1224979098644774924 100 2108 2 1224979098644774924 1224979098644774921 2110 2 1224979098644774924 7 1 4 936748722493063729 1224979098644774917 1224979098644774924 1 3 0

5) Make sure that there is exactly 1 gap before and after the inserted code

6) Warning: this tweak will drastically weaken towns/castles that have bad economy. Garrisons of such towns may drop to as low as 200 troops. To fix this, find "1000" inside the trigger we are talking about (there is only one 1000) and increase it to 2000. This value is the constant income that every town/castle receives regardless of its economy.

Tweak 13 j)

To disable the disbanding of troops over lvl 31 from a garrison when assigning the fief to you or your husband - credits to Dalion

File: scripts.txt

1) Find this piece of code:

32 2 1224979098644774916 31

2) And replace that 31 with 60

Tweak 13 k)

To disable the need to pay half of your husband's garrison wages as a female character - credits to Fandom User

Files:

  • presentations.txt
  • scripts.txt

1) Open presentations.txt and find the following piece under prsnt_budget_report:

2133 2 1224979098644774920 1 3 0

Change that 1 to 0

2) Next, open scripts.txt' and find the following piece in the body of the script called calculate_player_faction_wage:

2133 2 1224979098644774916 1 3 0

Once again, change that 1 to 0

Tweak 13 l)

To send troops from your party to any walled fief you own - credits to Leonion, VonDegurechaff and Dalion

  • This tweak can be made compatible with other mods too after minor adjustments

This tweak will allow you to choose any troops from your party and send them to any walled fief you own. To do this, you need to talk to any village elder and pay him 500 denars. You cannot send more than one party at the same time. If the target fief is captured by an enemy before your troops get there, they will wait till you recapture the fief and only then join the garrison. The party of your troops will be neutral, nobody will attack them.

Files:

  • variables.txt
  • dialog_states.txt
  • conversation.txt
  • simple_triggers.txt

1) Open variables.txt and add this to the very end of the file:

send_troops_tweak

Make sure to still have an empty line at the very end.

2) Open dialog_states.txt and add these 4 lines to the very end of the file:

send_reinf_to_fief1
send_reinf_to_fief2
send_reinf_to_fief3
send_reinf_to_fief4

3) Look at the serial numbers of the lines you added and subtract 1 from each. Keep them in mind. Also, make sure that there remains an empty line at the very end of the file.

4) Open conversation.txt and increase the counter in the 2nd line of the file by 6 (4152 -> 4158)

5) Find the line that starts with dlga_village_elder_talk:village_elder_request_mission_ask and add these 6 lines after it as a new line each:

dlga_village_elder_talk:send_reinf_to_fief1 69631 1508  1 31 2 144115188075857320 0 I_want_to_send_troops_to_one_of_my_fiefs_and_I_want_you_to_provide_them_with_food_(500_denars)  1874  0 NO_VOICEOVER 
dlga_send_reinf_to_fief1:send_reinf_to_fief2 4095 1874  0 Aye_{reg63?sir:madam}._Where_would_you_like_to_send_them?  1875  0 NO_VOICEOVER 
dlga_send_reinf_to_fief2:send_reinf_to_fief3 77823 1875  6 50 1 1224979098644774912 33 3 1224979098644774912 648518346341351446 648518346341351504 521 3 1224979098644774913 1224979098644774912 7 31 2 1224979098644774913 360287970189639680 2319 1 12 2330 2 12 1224979098644774912 {s12}  1876  1 50 1 144115188075855961 NO_VOICEOVER 
dlga_send_reinf_to_fief2:close_window.1 69631 1875  0 Never_mind.  6  0 NO_VOICEOVER 
dlga_send_reinf_to_fief3:send_reinf_to_fief4 4095 1876  0 Who_would_you_like_to_send,_{reg63?sir:madam}?  1877  8 1100 2 648518346341351424 576460752303423586 2133 2 144115188075857320 72057594037927936 1617 1 144115188075857320 2056 1 144115188075857320 1640 2 144115188075857320 1 1641 2 144115188075857320 144115188075855961 1603 3 144115188075857320 65536 0 1529 2 360287970189639680 500 NO_VOICEOVER 
dlga_send_reinf_to_fief4:close_window 4095 1877  0 Will_be_done,_{reg63?sir:madam}.  6  0 NO_VOICEOVER 

6) Make sure that the highlighted numbers in each line match the values calculated in point 3), and that the instances of 144115188075857320 match the formula down below. It is only needed to check them if you added something else to dialog_states.txt and variables.txt respectively, due to different tweaks. Otherwise the above will work as is. So if necessary, replace:

  • 1874 (line 1 & 2) with the number you got for send_reinf_to_fief1
  • 1875 (line 2, 3 & 4) with the number you got for send_reinf_to_fief2
  • 1876 (line 3 & 5) with the number you got for send_reinf_to_fief3
  • 1877 (line 5 & 6) with the number you got for send_reinf_to_fief4
  • 144115188075857320 (1 instance in line 1, 6 instances in line 5) with the number you get for: 144115188075855871 + № of send_troops_tweak variable in variables.txt (line number in Notepad++)

Additionally, in case of other mods, you'll also need to adjust the following numbers:

  • 1508 (line 1) with the number you got for village_elder_talk in dialog_states.txt (line-1 in Notepad++)
  • 648518346341351446 648518346341351504 (line 3) party range to that of the first town from the lower end, and to that of the party after the last castle (last castle + 1) from the upper end. The set values have to correspond to this formula: 648518346341351424 + № of a party from parties.txt (entry number in Morgh's Editor)
  • 144115188075855961 (line 3 & 5) with the number you get for: 144115188075855871 + № of fief_selected variable in variables.txt (line number in Notepad++)
  • 6 (line 4 & 6) with the number you got for close_window in dialog_states.txt (line-1 in Notepad++)
  • 576460752303423586 (line 5) with the number you got for: 576460752303423488 + № of pt_spy_partners template from party_templates.txt (entry number in Morgh's Editor)

7) Open simple_triggers.txt and increase the counter in the 2nd line of the file by 1 (133 -> 134)

8) Add this trigger to the very end of the file:

1.000000  19 4 0 32 2 144115188075857320 0 132 1 144115188075857320 2291 2 1224979098644774942 144115188075857320 130 2 144115188075857320 1224979098644774942 521 3 1224979098644774947 1224979098644774942 7 31 2 1224979098644774947 360287970189639680 1650 2 1224979098644774943 144115188075857320 6 3 1224979098644774944 0 1224979098644774943 1653 3 1224979098644774945 144115188075857320 1224979098644774944 1652 3 1224979098644774946 144115188075857320 1224979098644774944 1610 3 1224979098644774942 1224979098644774946 1224979098644774945 3 0 1232 1 144115188075857320 2133 2 144115188075857320 0 5 0 2147483780 1 144115188075857320 2133 2 144115188075857320 0 3 0

Make sure that an empty line remains at the very end. Once again, in case you added something else to variables.txt due to another tweak, then make sure that all the instances of 144115188075857320 (11 in total) match the formula specified above.

Tweak 13 m)

To make the troop-giving feature to a lord's garrison become mutual - credits to Claus777

With this tweak, if you are visiting a lord in his own walled fief, then upon choosing the option "I want to reinforce your garrison here", you will also be ablo to take out the troops from his garrison. This will allow you to get rare household troops like Iron Circle Centurions in bigger numbers, or simply some more KO knights to reinforce your party for instance. But beware, since overusing this new option might be too much, as those troops would always come free, plus lords will automatically replenish their numbers in the garrison over time, making it an almost infinite source of strong troops.

File: conversation.txt

1) Find this line:

dlga_lord_give_troops_garrison:lord_pretalk 4095 590  0 Well,_the_garrison_can_use_some_good_soldiers._Thank_you.  227  1 2056 1 144115188075856280 NO_VOICEOVER

2) And replace it with this:

dlga_lord_give_troops_garrison:lord_pretalk 4095 590  0 Well,_the_garrison_can_use_some_good_soldiers._Thank_you.  227  1 2043 2 0 144115188075856280 NO_VOICEOVER

Tweak 13 n)

To change the garrison size of walled fiefs - credits to Dalion

  • This tweak requires a new game to take effect!

With this tweak, you can change the garrison size of towns and castles through editing the amount of time kingdom reinforcements get called. You see, the garrison size of walled fiefs is not set up by exact limits, but by the number of calls of the reinforcement script for them before it gets considered 'enough'. Keep in mind that the actual amount of reinforcements upon a script call scales with the player character's level. For castles, the reinforcement script gets called 18 times, for cities 40 times, and for capital towns (the initial town of kings) 48 times. That's the reason why towns usually have around twice as big garrisons as castles.

File: scripts.txt

1) In the body of the script called game_start, find this piece:

2133 2 1224979098644774972 18 4 0 541 3 1224979098644774930 0 3 2133 2 1224979098644774972 40 1073741855 2 1224979098644774930 648518346341351446 1073741855 2 1224979098644774930 648518346341351450 1073741855 2 1224979098644774930 648518346341351451 1073741855 2 1224979098644774930 648518346341351453 31 2 1224979098644774930 648518346341351455 2133 2 1224979098644774972 48 3 0

2) Change the highlighted values according to the description above. Remember, you will need to start a new game to make the changes apply!

Tweak 13 o)

To increase the garrison limit of the Hideout - credits to lconracl

Files:

  • menus.txt
  • conversation.txt
  • quick_strings.txt

1) Open menus.txt and find these pieces of code:

100 5 0 2133 2 72057594037927969 50
100 5 0 2133 2 72057594037927970 50
100 5 0 2133 2 1224979098644774916 50

2) The 100 is the limit after the improvement of the Hideout's garrison, and the 50 is the limit before that. Always change the same values together, for consistence. 9999 for an unlimited garrison size should be enough.

3) Now open conversation.txt, find this piece of code and apply the same changes to it as previously:

100 5 0 2133 2 72057594037927969 50

4) You might as well adjust the lower limit (50) in these two lines accordingly:

dlga_camp_master_upgrades_2_room:camp_master_upgrades_3_room 1191 1566  0 Yes,_{reg63?sir:madam},_I_am_aware_of_that._There_is_not_much_space_left_in_which_would_be_suitable_for_new_foundations._The_ground_is_simply_too_hard,_almost_entirely_rock_solid._As_you_probably_remember_from_my_reports,_a_while_ago_we_discovered_two_formerly_collapsed_castle_chambers._The_smaller_one_is_our_vault_now,_but_the_other_is_unused_at_the_moment.^^We_could_bring_that_room_to_its_former_glory_and_it_should_be_big_enough_to_accommodate_an_additional_50_troops._The_overall_cost_shouldn't_exceed_15000_denars._What_do_you_think?  1567  0 NO_VOICEOVER 
dlga_camp_master_upgrades_3_room:camp_master_pretalk 66727 1567  2 2149 2 1224979098644774912 360287970189639680 30 2 1224979098644774912 15000 Not_much_for_50_extra_beds._It_sounds_like_a_good_investment.  1556  3 1529 2 360287970189639680 15000 501 3 648518346341351599 251 1 1105 2 1585267068834417540 6737151 NO_VOICEOVER 

5) Lastly, open quick_strings.txt and locate this line:

qstr_Hidden_Base:_troops_ Hidden_Base:_troops_capacity_increased_by_50.

Adjust that 50 as well if needed.

Tweak 13 p)

To speed up certain upgrade processes at the Hideout - credits to Dalion and LieutenantNicolas

Files:

  • conversation.txt
  • quick_strings.txt

1) To start the reconstruction of Old Ruins without any supplies, open conversations.txt and find the following line:

dlga_camp_master_rebuild_4:camp_master_rebuild_5 1191 1547  0 Judging_by_the_amount_of_work_which_needs_to_be_done,_20_men_should_be_enough_to_make_this_place_up_and_running_within_two_weeks.^^We_would_need_tools,_strong_horses_for_some_heavy_lifting,_food_and_..._a_barrel_of_ale_to_keep_morale_high.  1548  0 NO_VOICEOVER 

Replace it with this:

dlga_camp_master_rebuild_4:camp_master_start_build_1 1191 1547  0 I_have_everything_to_begin_construction,_{reg63?sir:madam},_including_the_men_and_tools_needed._We_should_be_ready_within_two_weeks.  1551  0 NO_VOICEOVER 

2) To change the amount of days the reconstruction of Old Ruins takes, find this line in conversation.txt:

dlga_camp_master_start_build_1:close_window 66727 1551  0 I_will_be_return.  6  7 506 3 504403158265495627 11 6 2272 1 144115188075857276 2105 2 144115188075857276 14 2319 1 3 2320 2 3 1585267068834417524 1113 4 504403158265495627 6 3 0 1907 0 NO_VOICEOVER 

That highlighted 14 is the amount of days. After changing it to a value of your liking, don't forget to adjust the text mentioning the time accordingly in the line from point 1) (two_weeks), as well as in the line prior to the one from this point in case you haven't applied point 1).

3) To speed up the stableboy's work, open conversation.txt and find the following piece:

4 4 0 31 2 1224979098644774912 31 2105 2 144115188075856285 5 2320 2 3 1585267068834417562 3 0 4 0 1073741855 2 144115188075856010 288230376151711932 1073741855 2 144115188075856010 288230376151711952 1073741855 2 144115188075856010 288230376151711950 31 2 144115188075856010 288230376151711969 4 0 31 2 144115188075856285 9 2106 2 144115188075856285 3 5 0 2106 2 144115188075856285 1 3 0 2320 2 4 1585267068834417563 5 0 33 3 144115188075856010 288230376151711973 288230376151711982 2107 2 144115188075856285 3

The standard upgrade time formula for horses is: 4 days as a base + 5 if the horse is swaybacked - 1 if it is a Jatu horse or - 3 if the sum equals 9 (horse is swaybacked and non-jatu). The result is then multiplied by 3 if it is a Noldor, demonic, fallen, or Comet Courser. In reality, the latter condition just checks if the horse's sequence number is equal to or higher than 229, which translates to 229 (Noldor_Steppe_Pony in Morgh's Editor) + 288230376151711744 (troop constant) = 288230376151711973. Changing that 9 has to be performed so that it always equals to 4 + 5, otherwise the belonging discount will not be applied properly.

4) In case you changed 5 to a different number, then you also need to open quick_strings.txt and adjust it accordingly in this line:

qstr__I_have_to_add_5_day _I_have_to_add_5_days_as_this_horse_is_looking_very_unwell.

5) To speed up the blacksmith's work, open conversation.txt and find the following piece:

400 4 0 1073741855 2 1224979098644774912 1 31 2 1224979098644774912 21 2105 2 144115188075856285 100 2320 2 3 1585267068834417552 3 0 1570 2 1224979098644774913 144115188075856010 4 0 31 2 1224979098644774913 13 2105 2 144115188075856285 100 2320 2 4 1585267068834417553 5 0 1073741855 2 1224979098644774913 17 31 2 1224979098644774913 16 2105 2 144115188075856285 300

One day is equal to 100 units in the above code. Which means that the standard upgrade time formula for weapons and armor is: 4 days as a base + 1 for cracked and tattered equipment + 1 for chest armor + 3 for firearms.

6) Once again, in case you changed 1 to a different number, then you also need to open quick_strings.txt and adjust the amount of days accordingly in this line:

qstr__I_would_need_an_ext _I_would_need_an_extra_day_-_armors_require_more_work.

7) To change the crafting time of the Pendor Royal Steed, open conversation.txt and find the following line:

dlga_camp_blacksmith_quest_ha_4:close_window 1192 1579  0 This_steed_and_the_barding_matches_almost_perfectly!_^^Armor_is_nearly_restored_and_only_few_small_alterations_are_needed._I_believe_everything_should_be_ready_within_two_weeks.  6  8 506 3 504403158265495628 11 4 1531 2 360287970189639680 288230376151711884 2120 3 1224979098644774912 288230376151711972 1 501 3 648518346341351599 262 1224979098644774912 2105 2 144115188075857276 1400 2319 1 3 2320 2 3 1585267068834417547 1113 4 504403158265495628 3 3 0 NO_VOICEOVER 

That highlighted 1400 is the amount of days the crafting takes, where 100 unit stands for one day (taking 14 days by default). Likewise, adjust the highlighted text of two_weeks to match with that of the set value.

8) Lastly, in case you changed 1400 to a different number, then you also need to open quick_strings.txt and adjust the amount of days accordingly in this line as well:

qstr_Horse_and_barding_sh Horse_and_barding_should_be_ready_within_two_weeks.

Tweak 13 q)

To gain the ability to control the garrison of your villages - credits to Dalion

  • This tweak can be made compatible with other mods too after minor adjustments

The primary purpose of this tweak is to give the player a place where he/she can store units until a castle or a town becomes available. Keep in mind that this tweak won't turn villages into quasi-castles. Enemy lords won't besiege your villages, but the tweak will help you in battles that take place in your village's scene after you managed to put some strong units into the garrison. Which means that the exchange of troops in the garrison is mutual: you can give in and take out troops. So those dozens of peasants who sit in villages will be available for you completely free of charge. This is especially handy if someone wants to field only Pendor or female troops right from the beginning, as farmers and peasant women are a rather scarce supply early on. After you take those peasants out of the garrison, the village will start to produce new ones, so this is a fairly profitable and permanent source of recruits. Additionally, the player does not have to pay a single denar for the upkeep of the village's garrison, regardless of its composition and size. In essence, this is a similar deal to making the garrison of the KO stronghold accessible.

File: menus.txt

1) Look for the main section called menu_village. At the very end of it, you'll find a submenu counter. Like so:

2133 2 144115188075856246 1 3 0 13

2) Increase that counter (13 in PoP) by 1 (13 -> 14). Then, find this piece:

3 0  .  mno_village_center

3) And replace it with this:

3 0  .  mno_village_manage_garrison  4 2147484189 3 144115188075856143 35 2 2147484189 3 144115188075856143 35 1 2147484209 3 144115188075856143 39 1 541 3 144115188075856143 7 360287970189639680  Manage_the_garrison.  1 2043 1 1  .  mno_village_center
  • Note: villages will NOT display the composition of their garrison when you hover the cursor on them on the world map!

4) In case of other mods, you'll need to adjust the 4 instances of 144115188075856143, so that they correspond to the number you get for: 144115188075855871 + № of current_town variable in variables.txt (line number in Notepad++)

Tweak 13 r)

To change the amount and kind of recruits you can hire from villages - credits to TheMageLord, Dalion and Leonion

  • Point 2) and 3) of this tweak can be made compatible with other mods too after minor adjustments

Note: everything else on the subject that cannot be found here is editable with TweakMB!

Files:

  • scripts.txt
  • menus.txt

1) By default, there is a 20% chance for conquered villages to offer recruits belonging to their original faction. To remove or guarantee that possibility, open scripts.txt and under the script called update_volunteer_troops_in_village, find this piece of code:

4 0 2147483678 2 1224979098644774913 80

Change the 80 to 100 to remove, and to 0 to guarantee it.

2) To change how many and what tier of recruits are available from villages, find this piece of code under the same update_volunteer_troops_in_village script:

2107 2 1224979098644774924 3 2120 3 1224979098644774925 2 1224979098644774919

By default, the game multiplies the total amount of available troops by 3, and then divides it by 2+tier. So for hiring tier 4 recruits, the multiplier is 3/(2+4) = 3/6 = 1/2. In case of other mods, the local variables (e.g. 1224979098644774924) might be different, but the structure is likely the same, and there should be only 1 of such instance under the update_volunteer_troops_in_village script.

3) Also, you can make a single troop of your choice be recruitable from any village through its menu. To do so, open menus.txt and under menu_recruit_volunteers, find this piece of code:

521 3 1224979098644774912 144115188075856143 92

Replace it with this:

2133 2 1224979098644774912 360287970189639735

Then find this piece:

Recruit_them_({reg6}_denars).  2 1 1 936748722493063621 2060 1 864691128455135354

And replace it with this:

Recruit_them_({reg6}_denars).  12 2133 2 1224979098644774912 360287970189639735 521 3 1224979098644774913 144115188075856143 93 1633 2 1224979098644774914 648518346341351424 2110 2 1224979098644774913 1224979098644774914 2149 2 1224979098644774915 360287970189639680 2123 3 1224979098644774916 1224979098644774915 20 2110 2 1224979098644774913 1224979098644774916 1610 3 648518346341351424 1224979098644774912 1224979098644774913 501 3 144115188075856143 93 -1 2122 3 1224979098644774917 1224979098644774913 20 1529 2 360287970189639680 1224979098644774917 2060 1 864691128455135354

The 360287970189639735 is the troop set, which is a Farmer in this case (360287970189639680 + 55 = 360287970189639735). You can change him to whoever you want by adding the troop's sequence number (that you can see in Morgh's Editor) to 360287970189639680 and replacing both values with the result. Peasant Woman would be 360287970189639916 and Noldor Hunter would be 360287970189639942. Don't worry, you will remain capable to recruit the regular faction troops by asking directly the village elder. This is the only way you can recruit troops for a special playthrough (e.g. Pendor only, female only, Noldor only, etc.), without hurting the original recruitment system.

4) In case of other mods, you'll need to adjust the pieces from point 3) as follows, in order to find them and have a correct replacement. So, replace:

  • 144115188075856143 (3 instances) with the number you get for: 144115188075855871 + № of current_town variable in variables.txt (line number in Notepad++)
  • 360287970189639735 (2 instances) with the number you get for: 360287970189639680 + № of the troop of your choice in troops.txt (entry number in Morgh's Editor)
  • 936748722493063621 (1 instance) with the number you get for: 936748722493063168 + № of village_recruit_volunteers_recruit script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • 864691128455135354 (2 instances) with the number you get for: 864691128455135232 + № of menu_village menu from menus.txt (menu number = (line-3)/2 in Notepad++)

Tweak 13 s)

To change the effects of Watch Towers built in villages - credits to Alex Toews

  • This tweak is likely compatible with other mods too

File: scripts.txt

1) The modifier for the time it takes to loot the village compared to the case without a tower getting built can be found here:

2107 2 1224979098644774921 2 2108 2 1224979098644774921 3

The first number is a multiplier, while the second one is a divider. The modifier is the result of these two operations, so 2/3 by default. What it does is that it slows down the raiding progress by multiplying it with the set rate. So right now, it takes 50% more time to loot a village with a watch tower being built: 100 raid_progress * 2/3 = 67 raid_progress ==>> 67 * 1.5 = 100. In short, just consider the modifier set to be a reciprocal time multiplier: 2/3 set ==>> 3/2 time required (+50%).

2) The multiplier for the spotting distance compared to the case without a tower getting built can be found here:

2107 2 1224979098644774915 2 5 0

It's the 2. Change it to your liking (3 will increase the spotting range 3 times)

Tweak 13 t)

To be able to control and manage your kingdom's (and faction's) militia patrols - credits to Leonion, VonDegurechaff and Claus777

This tweak adds 3 basic commands (dialogue options) to militia patrols of your own kingdom (and the faction you joined, see point 5):

  • "hold position" (the patrol will hold position ignoring all the enemies, yet scaring away weaker parties);
  • "return to patrolling" (the patrol will return to patrolling around the village in a smaller radius);
  • "follow me" (the patrol will follow you but ignore everybody; this option is only added to move patrols to the desired location).

And also, it allows you to manage the prisoners and party members of all your militia patrols.

Files:

  • dialog_states.txt
  • conversation.txt

1) To add the 3 basic commands, first open dialog_states.txt and add the following 3 entries to the end of the file:

militia_stop
militia_patrol
militia_followme

2) Look at the serial numbers of the lines you added and subtract 1 from each. Keep them in mind. Also, make sure that there remains an empty line at the very end of the file.

3) Then open conversation.txt and find this line:

dlga_militia_give_troops_continue:manhunter_talk_b 4095 118  0 Anything_else,_{reg63?M'Lord:M'Lady}?  114  0 NO_VOICEOVER

4) Add the following 6 lines after the previous line, as a new line each:

dlga_manhunter_talk_b:militia_stop 69631 114  3 31 2 144115188075856957 432345564227567630 2290 2 1224979098644774927 144115188075856280 2147483679 2 1224979098644774927 0 I_want_you_to_hold_this_position.  1874  5 1640 2 144115188075856280 0 1606 2 144115188075856280 15 1607 2 144115188075856280 15 1639 2 144115188075856280 0 2133 2 144115188075855935 1 NO_VOICEOVER 
dlga_militia_stop:close_window 4095 1874  0 Yes,_my_liege.  6  0 NO_VOICEOVER 
dlga_manhunter_talk_b:militia_patrol 69631 114  3 31 2 144115188075856957 432345564227567630 2290 2 1224979098644774927 144115188075856280 2147483679 2 1224979098644774927 3 I_want_you_to_start_patrolling.  1875  9 1640 2 144115188075856280 3 1643 2 144115188075856280 2 521 3 1224979098644774928 144115188075856280 123 1641 2 144115188075856280 1224979098644774928 1603 3 144115188075856280 65536 0 1639 2 144115188075856280 50 1606 2 144115188075856280 8 1607 2 144115188075856280 9 2133 2 144115188075855935 1 NO_VOICEOVER 
dlga_militia_patrol:close_window 4095 1875  0 Yes,_my_liege.  6  0 NO_VOICEOVER 
dlga_manhunter_talk_b:militia_followme 69631 114  3 31 2 144115188075856957 432345564227567630 2290 2 1224979098644774927 144115188075856280 2147483679 2 1224979098644774927 10 I_want_you_to_follow_me.  1876  6 1640 2 144115188075856280 10 1641 2 144115188075856280 648518346341351424 1606 2 144115188075856280 8 1607 2 144115188075856280 9 1639 2 144115188075856280 0 2133 2 144115188075855935 1 NO_VOICEOVER 
dlga_militia_followme:close_window 4095 1876  0 Yes,_my_liege.  6  0 NO_VOICEOVER 

5) Alternatively, as indicated by the tweak's title, you can expend this feature to the faction you joined as a vassal, by replacing each of the 3 instances of 3 31 2 144115188075856957 432345564227567630 with this:

4 1073741855 2 144115188075856957 432345564227567630 31 2 144115188075856957 144115188075856294

Watch for the gaps, so that 2 remains before, and 1 after the replaced part!

6) Make sure that the highlighted numbers in each line (3 pairs) match the values calculated in point 2). It is only needed to check if you added something else to dialog_states.txt. Otherwise the above will work as is.

7) Lastly, increase the counter found in the 2nd line of conversation.txt by 6 (4152 -> 4158)

8) To manage the party of militia patrols, find this line in conversation.txt:

dlga_militia_give_troops:militia_give_troops_continue 4095 117  0 Blessings_upon_you_{reg63?M'Lord:M'Lady},_we_can_always_use_more_men._(max_100)  118  1 2056 1 144115188075856280 NO_VOICEOVER

9) And replace it with this:

dlga_militia_give_troops:militia_give_troops_continue 4095 117  0 Blessings_upon_you_{reg63?M'Lord:M'Lady},_we_can_always_use_more_men._(max_100)  118  1 2043 2 0 144115188075856280 NO_VOICEOVER

Tweak 13 u)

To edit the notifications about enemies spotted near your fiefs - credits to VonDegurechaff and Vetrogor

File: scripts.txt

1) To edit the size categories, under the process_alarms script, find this piece of code:

500 1106 2 1585267068834415021 16732240 5 0 2147483678 2 1224979098644774936 1000 1106 2 1585267068834415022 16732240 5 0 2147483678 2 1224979098644774936 2000 1106 2 1585267068834415023 16732240 5 0 2147483678 2 1224979098644774936 4000 1106 2 1585267068834415024 16732240 5 0 2147483678 2 1224979098644774936 8000 1106 2 1585267068834415025 16732240 5 0 2147483678 2 1224979098644774936 16000 1106 2 1585267068834415026 16720418 5 0 1106 2 1585267068834415027 16720418 3 0 4 0 30 2 1224979098644774936 2000 541 3 1224979098644774913 7 360287970189639680 600 1 1152921504606847259 3 0 3 0

The highlighted black numbers above represent the strength of the different parties that were spotted close to the fiefs in your possession:

  • 500 - Small bands of enemies spotted near ...
  • 1000 - Enemy patrols spotted near ...
  • 2000 - Medium-sized groups of enemies spotted near ...
  • 4000 - Significant group of enemies spotted near ...
  • 8000 - Army of enemies spotted near ...
  • 16000 - Large army of enemies spotted near ...
  • >16000 (not present directly) - Great host of enemies spotted near ...

Change them at your will!

2) To reduce the amount of notifications, you can make the warnings pop up only when enemy patrols and warbands are within a radius of 30 and 60 respectively. To do this, first increase the counter at the start of the process_alarms script by 6 (171 -> 177), then find these two pieces of code:

1106 2 1585267068834415021 16732240
1106 2 1585267068834415022 16732240

Replace them with these two respectively:

4 0 2147483678 2 1224979098644774934 30 1106 2 1585267068834415021 16732240 3 0
4 0 2147483678 2 1224979098644774934 60 1106 2 1585267068834415022 16732240 3 0

Adjust the radiuses if you'd like.

3) To disable a given notification, delete the piece in red after the designated party strength value. As for parties above 16,000 strength, delete the part in orange. For each deleted notification, reduce the first number in the body of the script (171) by 1, and by 2 in case of the notification for "Great host of enemies" (marked with orange)

4) To change the enemy party strength limit that is causing a sound to be played when getting near your fiefs, you'll need to adjust the highlighted 2000 to something else from the above list (500 - 16,000). You may also remove the sound getting played for these notifications by deleting everything marked with blue and decreasing the first number in the body of the script (171) by 5.

Tweak 13 v)

To change the building time, cost, auto-repairing frequency and repair cost of fief improvements - credits to BananaFruit, Damon, VonDegurechaff and Димасик

  • Point 1) of this tweak is likely compatible with other mods too

First things first, it is worth noting the unfairness of enemy lords' tendency to primarily target your own villages to raid. Upon doing so, usually 4-6 of your fief improvements will get damaged, costing you extra money to repair. The village elder should arrange the repairs freely, otherwise you will never make a profit from owning villages due to the repair costs outweighting the yields.

Files:

  • menus.txt
  • simple_triggers.txt
  • scripts.txt

1) For the building time and cost, open menus.txt and search for the following piece in the line starting with menu_center_improve:

20 1224979098644774915 2107 2 1224979098644774912 1224979098644774916 2108 2 1224979098644774912 20 2123 3 1224979098644774917 1224979098644774912 150 2105 2 1224979098644774917 3

The highlighted and colored numbers mean the following:

  • The 150 is a divisor for the time of construction, and it controls the amount of buildable portions that you can get done under 1 day. By default, under 1 day, 150 denars of worth can be built (so a building that costs 6000 denars would take 40 days to build without any bonuses). Increase this value to decrease the building time. For example, replacing 150 with 300 roughly halves your building time.
  • The number 3 in the end is the number of days added on top of the previous calculation. You can change it to 0, so that not a single day gets added in the end as an extra.
  • The two numbers of 20 control the way how the engineer skill influences the construction times and costs (at the same time). Remember that it's the village elder's / castle steward's Engineer skill that is considered for calculations, not the player's! The steward's Engineer skill gets subtracted from the first 20, and then gets divided by the second 20. By default - 10 points of Engineer skill = 50% reduction of time and cost ([20-10]/20). You can change both values ​​of 20 to 15, so that 10 Engineer points will give only 1/3 of time and money expenses, or from 20 to 12 for 1/6 of the expenses. Just do not change them to 10 or less - the improvements will then be instant and free, which is just silly.

In case of other mods, the structure is probably the same, but the values and local variables (e.g. 1224979098644774915) are surely different. For example in Native, the 150 is actually 100.

2) For the auto-repairing frequency, open simple_triggers.txt and find this line:

168.070000  1 1 1 936748722493063850

Lower that highlighted value (time expressed in hours) to increase the auto-repairing frequency

3) To remove the repair cost, open scripts.txt and decrease the counter at the beginning of the script called auto_repair_buildings by 1 (65 -> 64). Then find and delete this piece of code from the body of the script:

1529 2 360287970189639680 1224979098644774921

Make sure that only 1 gap remains at the place of the deleted piece!

Tweak 13 w)

To be able to build fief improvements without having to visit the given fief - credits to VonDegurechaff

To be able to use this option, you'll need to own a walled fief first. Then go to your steward, select a fief of yours and after the conversation ends (while just standing in front of your steward), press the button you've assigned to 'retreat/return' (TAB by default) to make the given fief's build menu appear.

Unwanted side-effect: each time you use this option, a chance for a new heartbeat quest will be rolled (no guarantee still), allowing you to spam them.

Files:

  • dialog_states.txt
  • conversation.txt
  • menus.txt

1) Open dialog_states.txt and add these 3 lines to the very end of the file:

villages_up
villages_up1
villages_up2

2) Look at the serial numbers of the lines you added and subtract 1 from each. Keep them in mind. Also, make sure that there remains an empty line at the very end of the file.

3) Open conversation.txt, increase the counter in the 2nd line of the file by 6 (4152 -> 4158), and add these 6 lines to the end of the file as a new line each:

dlga_steward_menu:villages_up 69631 993  0 I_want_to_build_a_fief_improvement.  1874  0 NO_VOICEOVER 
dlga_villages_up:villages_up1 4095 1874 0 Of_course_{reg63?My_Lord:My_Lady}._Which_fief_shall_it_be?  1875  0 NO_VOICEOVER 
dlga_villages_up1:villages_up2 77823 1875  5 50 1 1224979098644774912 33 3 1224979098644774912 648518346341351446 648518346341351504 541 3 1224979098644774912 7 360287970189639680 2319 1 12 2330 2 12 1224979098644774912 {s12}  1876  5 50 1 144115188075855961 2133 2 144115188075855914 144115188075856280 2133 2 144115188075856280 144115188075855961 2133 2 144115188075856192 864691128455135389 2060 1 864691128455135362 NO_VOICEOVER 
dlga_villages_up1:villages_up2.1 77823 1875  6 50 1 1224979098644774912 33 3 1224979098644774912 648518346341351504 648518346341351594 541 3 1224979098644774912 7 360287970189639680 541 3 1224979098644774912 35 0 2319 1 12 2330 2 12 1224979098644774912 {s12}  1876  5 50 1 144115188075855961 2133 2 144115188075855914 144115188075856280 2133 2 144115188075856280 144115188075855961 2133 2 144115188075856192 864691128455135354 2060 1 864691128455135362 NO_VOICEOVER 
dlga_villages_up1:close_window 69631 1875 0 Never_mind.  6  0 NO_VOICEOVER  
dlga_villages_up2:close_window 4095 1876  0 Very_well_{reg63?My_Lord:My_Lady}._After_choosing_the_improvement,_your_build_orders_will_be_sent_out_right_away.  6  2 2133 2 72057594037928001 1 1907 1 0 NO_VOICEOVER 

4) Make sure that the highlighted numbers in each line match the values calculated in point 2). It is only needed to check if you added something else to dialog_states.txt. Otherwise the above will work as is. So if necessary, replace:

  • 1874 (line 1 & 2) with the number you got for villages_up
  • 1875 (line 2, 3, 4 & 5) with the number you got for villages_up1
  • 1876 (line 3, 4 & 6) with the number you got for villages_up2

5) Lastly, open menus.txt and find the following piece of code:

mno_go_back_dot  0  Go_back.  1 2060 1 144115188075856192

6) Replace it with this:

mno_go_back_dot  0  Go_back.  9 4 0 31 2 72057594037928001 1 2133 2 72057594037928001 0 2133 2 144115188075856280 144115188075855914 2060 1 864691128455135389 5 0 31 2 72057594037928001 0 2060 1 144115188075856192 3 0

Watch for the gaps at the start and at the end.

Tweak 13 x)

To increase the tendency of lords building fief improvements - credits to Leonion, Dalion and VonDegurechaff

There are 2 ways to affect lords on the matter:

  • train their stewards (you need to be in the same faction for that!)
  • increase the frequency of them building

Files:

  • conversation.txt
  • menus.txt
  • simple_triggers.txt

1) By training the stewards of fellow lords and vassals to a higher Engineer skill, you'll ensure that they can build all fief improvements (to get their benefits) and that the auto-repairing rate is at the maximum possible. As a compensation, you'll also get the usual relation increases with the given fiefs for spending your own time and money on training those stewards. To do so, open conversation.txt and find these two pieces:

dlga_village_elder_talk:village_elder_menu3 69631 1508  6 541 3 144115188075856143 7 360287970189639680
dlga_steward_menu:steward_menu3 69631 993  5 541 3 144115188075856143 7 360287970189639680

Replace them respectively with these two:

dlga_village_elder_talk:village_elder_menu3 69631 1508  6 31 2 144115188075856957 144115188075856294
dlga_steward_menu:steward_menu3 69631 993  5 31 2 144115188075856957 144115188075856294

Watch for the gaps! Then open menus.txt and find these two pieces:

541 3 144115188075856143 7 360287970189639680  Train_your_village_steward.
35 5 541 3 144115188075856143 295 1 541 3 144115188075856143 7 360287970189639680

And replace them respectively with these two:

31 2 144115188075856957 144115188075856294  Train_your_village_steward.
35 5 541 3 144115188075856143 295 1 31 2 144115188075856957 144115188075856294

2) To increase the frequency of lords buildings fief improvements, open simple_triggers.txt and find this line:

480.200000  1 1 1 936748722493063851

Lower that highlighted value (time expressed in hours) to increase the fief-building frequency

Tweak 13 y)

To change the default training time of stewards - credits to Cemorth

File: menus.txt

1) Find this piece of code:

72057594037927937 17 2133 2 72057594037927944 18 2133 2 72057594037927945

2) That 18 is your default training time, expressed in hours. Change it to your liking

14. Quests (7)

Tweaks to be found in this section:
14 a) To change the number of days needed for repeating certain quests
14 b) To change the timer after which kings, lords, ladies and village elders are forced to offer a new quest
14 c) To change the honor increase/decrease upon certain quests
14 d) To change the amount of right to rule lost when the "Resolve dispute" quest gets aborted or expires
14 e) To change the rank of soldiers needed in the "capture certain amount of enemy prisoners" quest
14 f) To make guildmasters always offer another quest once you turn one down
14 g) To fix some guildmaster quests

Tweak 14 a)

To change the number of days needed for repeating certain quests - credits to TheMageLord, Alex Toews and SirArtyr

  • Part 2) of this tweak is likely compatible with other mods too that have Native quests

Files:

  • scripts.txt
  • conversation.txt

1) Open scripts.txt and find this piece of code in the body of the script called get_quest -1:

70 50 0 2133 2 1224979098644774935 72057594037927969 2133 2 1224979098644774936 72057594037927970 2133 2 1224979098644774938 30 2133 2 1224979098644774939

From that point onwards, search for the highlighted piece only, that being 2133 2 1224979098644774939. This way you will be able to find the timers for the following quests in order, that come right after the highlighted pieces you searched for:

Village elder quests:

  • 1. Deliver grain: 3
  • 2. Deliver cattle: 5
  • 3. Train peasants: 5

2) Then we jump to another section, so next, find this piece under the same script:

1224979098644774938 7 2133 2 1224979098644774939

And once again, from this point onwards, search for the highlighted piece only, that being 2133 2 1224979098644774939. The timers after them will be for the following quests in order:

Guildmaster quests:

  • 4. Deliver wine to tavern: 20
  • 5. Troublesome bandits: 30
  • 6. Rescue kidnapped girl: 30
  • 7. Move cattle: 20
  • 8. Persuade lords to make peace: 100
  • 9. Deal with looters: 30
  • 10. Deal with night bandits: 15

Lady quests:

  • 11. Rescue prisoner lord: 73
  • 12. Deliver message to prisoner lord: 30
  • 13. Duel for lady: 50

Enemy lord quests:

  • 14. Lend surgeon: 50

Lord quests:

  • 15. Meet spy in enemy town: 50
  • 16. Raid caravan to start war: 100
  • 17. Deliver message to friendly lord: 10
  • 18. Escort lady: 30
  • 19. Xxx: 10 (I don't know this one)
  • 20. Train troops: 15
  • 21. Collect taxes: 20
  • 22. Hunt down fugitive: 30
  • 23. Kill local merchant: 30
  • 24. Bring back runaway serfs: 20
  • 25. Follow spy: 50
  • 26. Capture enemy lord: 80
  • 27. Lend companion: 30
  • 28. Collect debt from another lord: 20
  • 29. Incriminate loyal commander: 180
  • 30. Capture prisoners: 20

3) For the renown quest of Knighthood Orders, open conversation.txt and find this piece of code:

506 3 504403158265495618 24 15

Change the above values to your liking (0 to make them instantly repeatable)

Tweak 14 b)

To change the timer after which kings, lords, ladies and village elders are forced to offer a new quest - credits to Leonion

  • This tweak is likely compatible with other mods too

File: simple_triggers.txt

1) Find the line that starts with this:

36.000000  6 6 3 1224979098644774912 

2) The 36 is the aforementioned timer, expressed in hours. Change it to your liking (reduce it to make the above NPCs offer quests more often)

Tweak 14 c)

To change the honor increase/decrease upon certain quests - credits to Alex Toews

  • This tweak can be made compatible with other mods too after minor adjustments

Files:

  • conversation.txt
  • scripts.txt

1) Find the following pieces of codes under the given dialogues in conversation.txt:

  • 1. dlga_lord_start:lord_pretalk - cause provocation to start war - success
1 2 936748722493063450 -5
  • 2. dlga_lord_start:lord_generic_mission_completed.1 - incriminate a lord - success
1 2 936748722493063450 -10
  • 3. dlga_lord_start:close_window - incriminate a lord - failure
1 2 936748722493063450 5
  • 4. dlga_lord_hunt_down_fugitive_reward_reject:lord_pretalk - kill fugitive - success (decline reward)
1 2 936748722493063450 3
  • 5. dlga_lord_persuade_lords_to_make_peace_no_pay:close_window - persuade lords to make peace - success (decline reward)
1 2 936748722493063450 3

2) For the abort/expiration of the quest to join a faction, find this piece in scripts.txt, under the script called abort_quest:

1 2 936748722493063450 -5

3) The numbers in the end of each piece is the honor you get or lose. Change these values to your liking (can be negative, positive and 0 as well). The remaining quests about getting or losing honor points are editable in TweakMB, so they won't be listed here. In case of other mods, you have to adjust the above pieces as follows in order to find them all:

  • 936748722493063450 (scripts.txt): 936748722493063168 + № of change_player_honor (script number = (line-3)/2 in Notepad++)

Keep in mind that the honor values might be different.

Tweak 14 d)

To change the amount of right to rule lost when the "Resolve dispute" quest gets aborted or expires - credits to Alex Toews

  • This tweak is likely compatible with other mods too

File: scripts.txt

1) Find the first instance of this piece of code:

2133 2 1224979098644774925 -2 2133 2 1224979098644774914 0

2) That -2 is the amount of right to rule you lose. Change it to your liking.

Tweak 14 e)

To change the rank of soldiers needed in the "capture certain amount of enemy prisoners" quest - credits to Hardrada

  • This tweak can be made compatible with other mods too after minor adjustments

File: scripts.txt

1) Find this piece of code:

45 1 2136 3 1224979098644775003 42

2) The game picks a troop type from tier 2 to tier 5 by default. 45 refers to tier 5 troops, and 42 refers to tier 2 troops. For example, changing 45 to 44 and 42 to 41 will make the game choose a troop from tiers 1 to 4 instead. Adjust this as you wish. In case of other mods, the highlighted variable (1224979098644775003) might be different, but there should be only 1 instance of 45 1 2136 3 nonetheless.

Tweak 14 f)

To make guildmasters always offer another quest once you turn one down - credits to TheMageLord

  • This tweak can be made compatible with other mods too after minor adjustments

File: conversation.txt

1) Find this piece of code

dlga_mayor_talk:merchant_quest_requested 69631 1390  3 2240 1 1224979098644774912 2147483678 2 1224979098644774912 0 2147483679 2 144115188075856101 144115188075855892 Do_you_happen_to_have_a_job_for_me?

2) Decrease that 3 to 2 and delete the part in red. Also, make sure that there is exactly 1 gap/space left between the remaining fragments. In case of other mods, the structure is likely the same, so just find the line that starts with dlga_mayor_talk:merchant_quest_requested.

Tweak 14 g)

To fix some guildmaster quests - credits to Dalion

  • Point 1) and 3) of this tweak can be made compatible with other mods too after minor adjustments

There are some problems with guildmaster quests:

  1. The "Track Down Bandits" quest fails if the target party gets eliminated by someone else than the player
  2. The target party of the above quest can turn out to be a unique spawn, which the player won't be able to deal with for a good while, so the quest will either fail or occupy the opportunity of other quests in the meantime
  3. The target parties of the "Deal with Looters" quest are hard or impossible to catch with your full party, needing you to drop almost everyone off, which is a chore. Furthermore, there's a high chance that someone else will catch those looters before killing enough of them, ending up with a quest fail.

This tweak aims at fixing all of the above issues, independently from each other.

Files:

  • conversation.txt
  • scripts.txt

1) To make the target party of the "Track Down Bandits" quest be neutral to everyone but the player, open conversation.txt and find this line:

dlga_merchant_quest_track_bandits_choice:merchant_quest_track_bandits_brief 69631 1457  0 Aye,_I'll_do_it.  1454  12 2133 2 144115188075856102 0 2133 2 144115188075856101 144115188075855892 526 3 1224979098644774912 504403158265495607 8 1603 3 1224979098644774912 262144 1 506 3 504403158265495607 8 144115188075856112 506 3 504403158265495607 6 144115188075855892 506 3 504403158265495607 12 144115188075856280 2342 2 8 144115188075856280 2330 2 9 1224979098644774912 1290 1 504403158265495607 2320 2 2 216172782113788389 1 3 936748722493063555 504403158265495607 144115188075855892 NO_VOICEOVER 

Replace it with this:

dlga_merchant_quest_track_bandits_choice:merchant_quest_track_bandits_brief 69631 1457  0 Aye,_I'll_do_it.  1454  13 2133 2 144115188075856102 0 2133 2 144115188075856101 144115188075855892 526 3 1224979098644774912 504403158265495607 8 1603 3 1224979098644774912 262144 1 1620 2 1224979098644774912 432345564227567619 506 3 504403158265495607 8 144115188075856112 506 3 504403158265495607 6 144115188075855892 506 3 504403158265495607 12 144115188075856280 2342 2 8 144115188075856280 2330 2 9 1224979098644774912 1290 1 504403158265495607 2320 2 2 216172782113788389 1 3 936748722493063555 504403158265495607 144115188075855892 NO_VOICEOVER 

In case of other mods, find the conversation line starting with dlga_merchant_quest_track_bandits_choice:merchant_quest_track_bandits_brief and increase the operation counter 2 numbers after Aye,_I'll_do_it. by 1 (12 -> 13 in case of PoP). Then find this piece in the same line:

1603 3 1224979098644774912 262144 1

And add this right after it, separated by 1 gap from each side:

1620 2 1224979098644774912 432345564227567619

You'll also need to replace this number:

  • 432345564227567619 with the number you get for: 432345564227567616 + № of fac_neutral from factions.txt (entry number in Morgh's Editor)

2) To exclude minor faction armies and unique spawns from the list of possible target parties for the "Track Down Bandits" quest, open scripts.txt, find the script called merchant_road_info_to_s42 and increase the counter at the beginning of its body by 9 (212 -> 221). Then find this piece:

1224979098644774928 1224979098644774930 2133 2 1224979098644774929

And replace it with this:

1224979098644774928 1224979098644774930 1609 2 1224979098644774940 1224979098644774927 2147483681 3 1224979098644774940 576460752303423556 576460752303423578 2147483679 2 1224979098644774940 576460752303423502 2147483679 2 1224979098644774940 576460752303423505 2147483679 2 1224979098644774940 576460752303423508 2147483679 2 1224979098644774940 576460752303423511 2147483679 2 1224979098644774940 576460752303423514 2147483679 2 1224979098644774940 576460752303423518 2147483679 2 1224979098644774940 576460752303423521 2133 2 1224979098644774929

Watch for the gaps!

3) To make the target parties of the "Deal with Looters" quest converge to your location to attack you instead of running away, open conversation.txt and find this line:

dlga_merchant_quest_looters_brief:close_window 4095 1450  25 4 0 541 3 144115188075856280 0 3 2320 2 5 1585267068834416647 5 0 541 3 144115188075856280 0 4 2320 2 5 1585267068834416646 3 0 2136 3 1224979098644774912 3 7 506 3 504403158265495586 10 1224979098644774912 6 3 1224979098644774913 0 1224979098644774912 2136 3 1224979098644774914 5 14 1103 1 1224979098644774914 1100 2 144115188075856280 576460752303423654 1640 2 72057594037927936 2 1643 2 72057594037927936 2 1625 2 0 72057594037927936 1642 2 72057594037927936 0 3 0 2341 2 9 144115188075855892 2342 2 13 144115188075856280 2330 2 4 144115188075856280 1290 1 504403158265495586 2320 2 2 1585267068834417504 1 3 936748722493063555 504403158265495586 144115188075855892 2133 2 144115188075855935 1 Excellent!_You'll_find_the_looters_roaming_around_the_countryside,_probably_trying_to_rob_more_good_people._Kill_or_capture_the_bastards,_I_don't_care_what_you_do_with_them._I'll_pay_you_a_bounty_of_200_denars_on_every_band_of_looters_you_destroy,_until_all_the_looters_are_dealt_with.  6  0 NO_VOICEOVER 

Replace it with this:

dlga_merchant_quest_looters_brief:close_window 4095 1450  26 4 0 541 3 144115188075856280 0 3 2320 2 5 1585267068834416647 5 0 541 3 144115188075856280 0 4 2320 2 5 1585267068834416646 3 0 2136 3 1224979098644774912 3 7 506 3 504403158265495586 10 1224979098644774912 6 3 1224979098644774913 0 1224979098644774912 2136 3 1224979098644774914 5 14 1103 1 1224979098644774914 1100 2 144115188075856280 576460752303423654 1640 2 72057594037927936 4 1641 2 72057594037927936 648518346341351424 1639 2 72057594037927936 0 1606 2 72057594037927936 15 1607 2 72057594037927936 15 3 0 2341 2 9 144115188075855892 2342 2 13 144115188075856280 2330 2 4 144115188075856280 1290 1 504403158265495586 2320 2 2 1585267068834417504 1 3 936748722493063555 504403158265495586 144115188075855892 2133 2 144115188075855935 1 Excellent!_You'll_find_the_looters_roaming_around_the_countryside,_probably_trying_to_rob_more_good_people._Kill_or_capture_the_bastards,_I_don't_care_what_you_do_with_them._I'll_pay_you_a_bounty_of_200_denars_on_every_band_of_looters_you_destroy,_until_all_the_looters_are_dealt_with.  6  0 NO_VOICEOVER 

In case of other mods, find the conversation line starting with dlga_merchant_quest_looters_brief:close_window and increase the operation counter 3 numbers after it by 1 (25 -> 26 in case of PoP). Then find this piece in the same line:

2 1643 2 72057594037927936 2 1625 2 0 72057594037927936 1642 2 72057594037927936 0

And replace it with this:

4 1641 2 72057594037927936 648518346341351424 1639 2 72057594037927936 0 1606 2 72057594037927936 15 1607 2 72057594037927936 15

As always, watch for the gaps!

15. Vassals, Lords and Ladies (20)

Tweaks to be found in this section:
15 a) To forbid lords from raiding villages under certain conditions
15 b) To make upstanding and good-natured lords refuse to raid a village when ordered to as a marshall
15 c) To change the chance of prisoner lords escaping
15 d) To change the frequency and amount of ransoms offered for captured lords and kings
15 e) To ransom imprisoned lords from other friendly lords
15 f) Undressing captured lords
15 g) To make lords automatically recruit troops from the faction they joined
15 h) To make lords of your own kingdom hire only those rescued troops that correspond to the culture you've chosen
15 i) To revise the household troop allocation and add new ones to lords
15 j) To convert ex-claimants to your kingdom
15 k) To transform most lords' personality to upstanding in every kingdom
15 l) To change the income and starting gold of lords and kings
15 m) To be able to give money to poor friendly lords
15 n) Accessing the equipment of any lord that joined your own faction
15 o) To give sets of civilian clothes to companion-lords, claimant-kings and the player until being inside a castle hall
15 p) To make the troop-giving feature to your vassals as king/queen become mutual
15 q) To add an option to keep your fiefs while telling your king to release you from your oath to him
15 r) To force any married couple to divorce
15 s) To marry any lady, lord, claimant or king
15 t) To access any lady's equipment

Tweak 15 a)

To forbid lords from raiding villages under certain conditions - credits to Dalion and VonDegurechaff

In this tweak there will be 4 ways presented for making lords unable to raid villages under certain conditions. Of which the first 3 are mutually exclusive with each other, while the 4th one works with everything:

  • alternative way to forbid weak lords from raiding villages
  • make lords able to raid only the villages of the player's faction
  • forbid lords from raiding villages completely
  • upstanding and good-natured lords can never raid villages

By default, lords with less than 900 autocalc party strength can't raid villages.

File: scripts.txt

1) Find this piece of code under the script called process_hero_ai -1

32 2 1224979098644774922 0 1 3 936748722493063320 1224979098644774913 0 32 2 72057594037927936 900

2) To add an alternative restriction to lords whose total autocalc strength is less than the target village garrison's autocalc strength, find the first number of the script and increase it by 3 (142 -> 145). Then replace the above piece with this:

32 2 1224979098644774922 0 1 3 936748722493063320 1224979098644774922 0 2133 2 1224979098644774930 72057594037927936 1 3 936748722493063320 1224979098644774913 0 2133 2 1224979098644774931 72057594037927936 32 2 1224979098644774931 1224979098644774930

Make sure that there is exactly 1 gap/space at the start and at the end of the inserted code

3) To make lords able to raid only the villages of the player's faction, change the 0 to 432345564227567629, and the 900 to 999999999999 in the piece shown in point 1)

4) To forbid lords from raiding villages completely, change the 900 to 999999999999 in the piece shown in point 1)

5) To make upstanding and good-natured lords never raid villages, find the first number of the script and increase it by 2 (142 -> 144). Then add the following piece after the one shown in point 1) or after the replacement from point 2):

2147484188 3 1224979098644774912 52 6 2147484188 3 1224979098644774912 52 7

Watch for the gaps, so that only 1 remains before and after the added piece!

Tweak 15 b)

To make upstanding and good-natured lords refuse to raid a village when ordered to as a marshall - credits to Dalion

  • This tweak might be made compatible with other mods too after minor adjustments

After you applied this tweak, lords with upstanding and good-natured personalities will initially refuse to raid villages when you order them to do so as a marshall. The alternative dialogue option for rejection will trigger only if the lord meets all the requirements needed to accept the raiding request (i.e. does not attend to his own matters, such as recruiting). There are 3 options given to the player when the refusal happens:

  • Intimidate via a renown check: the player needs to have at least a 2 times higher renown rating than the lord. If the check succeeds, the lord will raid the village but relations drop by -15, and your controversy gets raised by 15. If the check fails, the lord won't proceed to raiding, and relations will drop by -3 as a sign of disapproval for using intimidation.
  • Convince via a persuasion check: each point of this skill gives a 10% chance to suceed. If the check succeeds, the lord will raid the village but relations drop by -5. If the check fails, the lord won't proceed to raiding and no penalties will happen.
  • Acknowledge the lord's refusal: return to the main dialogue window with no further effect.

Files:

  • quick_strings.txt
  • dialog_states.txt
  • conversation.txt

1) First, open quick_strings.txt, increase the counter at the top of the file by 2 (3139 -> 3141) and add these two lines to the end of the file, as a new line each:

qstr_I_hope_you_understan I_hope_you_understand_I'm_the_marshall_here._Disobeying_my_orders_is_disobeying_the_will_of_our_liege_himself.
qstr_I_d_like_to_remind_y I'd_like_to_remind_you_I'm_still_your_liege,_so_if_you_wish_to_keep_your_privileges_you'll_do_as_I_say.

Make sure there remains an empty line at the very end of the file!

2) Next, open dialog_states.txt and add the following 2 entries to the end of the file:

lord_raid_refuse
lord_raid_refuse_response

Look at the serial numbers of the lines you added and subtract 1 from each. Keep them in mind. Also, make sure that there remains an empty line at the very end of the file.

3) Then, open conversation.txt, increase the counter in the 2nd line of the file by 6 (4152 -> 4154) and find the line starting with dlga_lord_give_order_answer:lord_pretalk. Increase the operation counter at the beginning of its code block (the number past the first double space) by 3 (9 -> 12), and after the first instance of 2319 1 12, add this piece of code, separated by 1 gap from each side:

520 3 1224979098644774912 144115188075855892 52 2147483679 2 1224979098644774912 7 2147483679 2 1224979098644774912 6

4) Right after the previous line, add the following 6 as a new line each:

dlga_lord_give_order_answer:lord_raid_refuse 4095 598  7 1 2 936748722493063711 144115188075855892 31 2 72057594037927936 144115188075855914 31 2 72057594037927937 144115188075856010 31 2 144115188075855914 5 520 3 1224979098644774912 144115188075855892 52 1073741855 2 1224979098644774912 7 31 2 1224979098644774912 6 Sorry_my_lord,_my_principles_prevent_me_from_acting_as_such._I'd_rather_not_harm_innocents,_even_in_times_of_war._I_hope_you_understand.  1874  1 2133 2 72057594037927961 0 NO_VOICEOVER 
dlga_lord_raid_refuse:lord_raid_refuse_response 69631 1874  5 2320 2 1 1585267068834417731 4 0 542 3 144115188075856294 11 360287970189639680 2320 2 1 1585267068834417732 3 0 {s1}  1875  9 520 3 1224979098644774912 144115188075855892 7 520 3 1224979098644774913 360287970189639680 7 2123 3 1224979098644774914 1224979098644774913 1224979098644774912 4 0 30 2 1224979098644774914 2 2133 2 72057594037927961 2 5 0 2133 2 72057594037927961 -2 3 0 NO_VOICEOVER 
dlga_lord_raid_refuse:lord_raid_refuse_response.1 69631 1874  0 I_get_it,_but_it's_an_important_step_in_our_military_campaign._Is_there_no_way_I_can_convince_you?  1875  9 2170 2 1224979098644774912 7 2122 3 1224979098644774913 1224979098644774912 10 2136 3 1224979098644774914 0 100 4 0 2147483680 2 1224979098644774914 1224979098644774913 2133 2 72057594037927961 1 5 0 2133 2 72057594037927961 -1 3 0 NO_VOICEOVER 
dlga_lord_raid_refuse:lord_pretalk 69631 1874  0 Fine,_it's_your_right._I'll_ask_someone_else.  227  0 NO_VOICEOVER 
dlga_lord_raid_refuse_response:lord_pretalk 4095 1875  1 2147483678 2 72057594037927961 0 I_don't_care,_sorry._In_matters_of_conscience_it's_only_the_gods_I_am_accountable_to.  227  4 4 0 31 2 72057594037927961 -2 1 4 936748722493063695 360287970189639680 144115188075855892 -3 3 0 NO_VOICEOVER 
dlga_lord_raid_refuse_response:lord_pretalk.1 4095 1875  1 32 2 72057594037927961 0 I_see_your_point_there,_and_will_obey_this_time._But_still_it_saddens_me_that_you_are_not_even_trying_to_find_another_way.  227  11 2133 2 1224979098644774912 -5 4 0 31 2 72057594037927961 2 520 3 1224979098644774913 360287970189639680 150 2105 2 1224979098644774913 15 2133 2 1224979098644774912 -15 500 3 360287970189639680 150 1224979098644774913 3 0 1 4 936748722493063695 360287970189639680 144115188075855892 1224979098644774912 1 4 936748722493063430 144115188075855898 144115188075855914 144115188075856010 2133 2 144115188075855935 1 NO_VOICEOVER 

5) Lastly, here are the highlighted numbers from above to be adjusted - according to the following formulas -, in case you added another tweak touching the amount of entries in the given file:

  • 1874 (point 4), line 1, 2, 3 & 4) with the number you got for lord_raid_refuse from point 2) (dialog_states.txt, line-1 in Notepad++)
  • 1875 (point 4), line 2, 3, 5 & 6) with the number you got for lord_raid_refuse_response from point 2) (dialog_states.txt, line-1 in Notepad++)
  • 1585267068834417731 (point 4), line 2) with the number you got for: 1585267068834414592 + № of qstr_I_hope_you_understan from point 1) (quick_strings.txt, line-2 in Notepad++)
  • 1585267068834417732 (point 4), line 2) with the number you got for: 1585267068834414592 + № of qstr_I_d_like_to_remind_y from point 1) (quick_strings.txt, line-2 in Notepad++)

Additionally, in case of other mods, you'll also need to adjust the below numbers as follows, in order to have a correct replacement. So, replace:

  • 144115188075855892 (point 3); point 4), line 1 (2 instances), 2, 5 & 6) with the number you get for: 144115188075855871 + № of g_talk_troop in variables.txt (line number in Notepad++)
  • 144115188075855914 (point 4), line 1 (2 instances) & 6) with the number you get for: 144115188075855871 + № of temp in variables.txt (line number in Notepad++)
  • 144115188075856010 (point 4), line 1 & 6) with the number you get for: 144115188075855871 + № of temp_2 in variables.txt (line number in Notepad++)
  • 144115188075856294 (point 4), line 2) with the number you get for: 144115188075855871 + № of players_kingdom in variables.txt (line number in Notepad++)
  • 144115188075855898 (point 4), line 6) with the number you get for: 144115188075855871 + № of g_talk_troop_party in variables.txt (line number in Notepad++)
  • 144115188075855935 (point 4), line 6) with the number you get for: 144115188075855871 + № of g_leave_encounter in variables.txt (line number in Notepad++)
  • 598 (point 4), line 1) with the number you got for lord_give_order_answer in dialog_states.txt (line-1 in Notepad++)
  • 227 (point 4), line 4, 5 & 6) with the number you got for lord_pretalk in dialog_states.txt (line-1 in Notepad++)
  • 936748722493063711 (point 4), line 1) with the number you got for: 936748722493063168 + № of npc_decision_checklist_party_ai script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • 936748722493063695 (point 4), line 5 & 6) with the number you get for: 936748722493063168 + № of troop_change_relation_with_troop script from scripts.txt (script number = (line-3)/2 in Notepad++)
  • 936748722493063430 (point 4), line 6) with the number you get for: 936748722493063168 + № of party_set_ai_state script from scripts.txt (script number = (line-3)/2 in Notepad++)

Tweak 15 c)

To change the chance of prisoner lords escaping - credits to BananaFruit and VonDegurechaff

  • Point 4) of this tweak is likely compatible with other mods too

Every 48 hours, prisoner lords will try to escape from your party or garrison. For escaping from your party, the chance is 40% for each lord with 0 Prisoner Management, and 20% with 10 Prisoner Management. For escaping from one of your garrisons, the chance is 20% for each lord if your steward's Prisoner Management skill is at 0, and 10% once your steward's Prisoner Management skill gets trained to 10. Having a Prison Tower built in the given fief halves the overall escape chances (so the chances will become 10% and 5% respectively). The scale is linear between these limits.

Files:

  • simple_triggers.txt
  • scripts.txt

1) For the escape chance from the player's party, open simple_triggers.txt and search for this piece:

20 2121 3 1224979098644774913 400

The chance of a prisoner lord escaping from your party (in %) is (400 - 20*yourPrisonerManagementSkill)/10. Change both 20 and 400 to 0 to disable lords from escaping from your party. Or just reduce these values to your liking.

2) For the escape chance from the player's fiefs, search for this piece:

10 2121 3 1224979098644774913 200

The chance of a prisoner lord escaping from prison (in %, without a prison tower) is (200 - 10*Steward'sPrisonerManagementSkill)/10. Change both 10 and 200 to 0 to disable lords from escaping from prison. Or just reduce these values to your liking.

  • In case you didn't eliminate the escape chance of lords, you may also change the frequency (expressed in hours) when they try to escape. This trigger can be found at the beginning of the line. Change that "48" (within 48.000000) to something else.

3) Alternatively, you can make lords' escape chances be independent from your or your steward's Prisoner Management skill, thus b