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 Mount&Blade Repository » Mods » Gameplay Mechanics » TweakMB (With Fire & Sword support!) [v5.09]
      
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Last Updated: Dec 29, 2013, 01:53:22 pm
First Created: Mar 23, 2010, 07:42:11 pm
File version: 5.09
For M&B version: Multiple
Downloads: 178,990 (434,463) Size: 1.5 MB
Views: 299,935 (688,038) Type: ZIP
Home:  TweakMB homepage
Rating (31 votes): 4.6 / 5.0
Description
[Last updated 12.29.13] Mount & Blade and Mount & Blade: Warband tweaking made easy! TweakMB provides an easy-to-use interface for activating and modifying gameplay tweaks in Mount & Blade. This includes things such as modifying tournament bet amounts, village improvement build times, party sizes, and much more (see below for a complete list). You can make as many modifications as you want within the program, then save all of them at the same time.

Using TweakMB is very similar to modifying the module text files manually, but TweakMB automates the entire process (meaning it's much easier and faster to use), and also reduces the chances of user error. The pre-release versions contain only a limited selection of tweaks, but the number of tweaks supported will continue to increase with future releases.


Installation
Extract the downloaded .zip file to any location on your computer, then run "TweakMB.exe". That's it!

You will need to have the .Net Framework 3.5 installed, so if you don't have it, go grab it from Microsoft's website (http://www.microsoft.com/download/en/details.aspx?id=21).


What mods does TweakMB support?
TweakMB will load any mod you throw at it, provided the appropriate text files are present in the folder. See below for the current list of mods that are explicitly supported. If a mod is not listed below, you can still load it using TweakMB, but some tweaks may be unavailable depending on the mod.

Mount & Blade
Native 1.011

Mount & Blade: Warband
Native 1.158
Native 1.153
Native 1.152
Native 1.143
1257 AD SVN Rev 65
Brytenwalda 1.38
Brytenwalda 1.39
Diplomacy 4.1
Diplomacy 4.2
Diplomacy 4.3
Floris 2.54 Basic
Floris 2.54 Gameplay
Floris 2.54 Expanded
Floris Mod Pack 2.40
Floris Mod Pack 2.50
Prophesy of Pendor 3.42
Prophesy of Pendor 3.50
Prophesy of Pendor 3.611
Sword of Damocles: Warlords 3.90

Mount & Blade: With Fire and Sword
Native 1.143


What tweaks does TweakMB support?
TweakMB can tweak the following settings:

AI Lord Parties (under Parties submenu)
  • Base party size
  • Party size gained per point of leadership
  • Renown needed to increase party size
  • Bonus party size for faction leaders, faction marshalls, and number of castles owned
  • Level modifier for party size
  • Modifier for overall party size

Ammo (arrows, bolts, etc)
  • Modify base ammo amounts for all projectile types

Arena/Tournament bet amounts & other options <-- under Arena/Tournament submenu
  • Tournament betting amounts
  • Renown gained from winning tournament
  • Relation gained with town for winning tournament
  • XP gained for winning tournament
  • Money rewarded at each level in arena melee matches
  • Number of opponents you must defeat for each level in arena melee matches

Assigning Fiefs (relation loss)
  • Modify relation lost when assigning fiefs to other lords (or eliminate the loss completely)
  • Modify relation gained with lord you assigned the fief to

Battle Continuation
  • Allow battles to continue after your player has been knocked out

Cattle behavior
  • Make cattle follow you instead of you pushing them
  • Make cattle move at "mounted" speed (Warband not supported yet)

Companion Management <- under Parties submenu
  • Completely prevent companions from trying to leave
  • Completely disable companion complaints

Enterprises
  • Requirements for starting an enterprise
  • Production details for each type of enterprise
  • Profit/cost modifiers

Escape rates for enemy lords
  • Odds of a lord escaping after a battle
  • How often lords attempt to escape once captured
  • Odds of a lord escaping while in your party or imprisoned in a town/castle

Faction Colors
  • Modify colors for all factions and outlaw groups

Fief Income/Rents
  • Base income for villages, towns, and castles
  • Modify rents to be as high or low as you like

Food consumption
  • How often your party eats
  • How much food your party consumes when eating

Honor
  • Modify honor gained/lost from quest-related events
  • Modify honor gained/lost from other events

How Fiefs are Awarded <-- under Towns/Villages submenu
  • Modify how the game determines who gets a fief
  • Modify compensation for not being awarded a fief

Map Size (Battles)
  • Increase/decrease the size of the randomly generated maps for battles

Merchants (Money Available)
  • Modify the amount of money goods merchants have available
  • Modify the amount of money armor merchants have available
  • Modify the amount of money weapons merchants have available
  • Modify the amount of money horse merchants have available

Miscellaneous
  • Number of hours it takes to read a book
  • Disable stat loss for games over 757 days old
  • Minimum/Maximum mercenaries available in town taverns
  • Length of mercenary contract (both initial and renewed)
  • Minimum amount of time before enemies run away in battle

Party size & morale
  • Disable companion interaction (have as many heroes as you like)
  • Prevent companions from leaving ("We hang deserters in this company")
  • How often you pay your troops
  • Base party size
  • Party size gained per point of leadership
  • Renown needed to increase party size
  • Morale gained per point of leadership
  • Morale lost for each hero in your party
  • Minimum and maximum sizes for bandit parties
  • Maximum number of bandit parties on map
  • Spawn time for bandit parties

Prisoner Management
  • Max prisoners gained per point of leadership
  • How much prisoners are sold for
  • Allow Tavern Keepers to buy prisoners from you
  • Chance of receiving a ransom for a lord
  • How often the game checks for a ransom

Prosperity (general) <-- under Towns/Villages submenu
  • Town prosperity lost while under siege
  • Town prosperity lost when town is taken by enemy forces
  • Prosperity gained from caravans (both villages and towns)

Prosperity (village-specific) <-- under Towns/Villages submenu
  • Prosperity from quests
  • Prosperity lost from being looted or infested with bandits
  • Prosperity gained from farmer trading
  • Prosperity gained from buying/selling goods

Quests
  • Add ability to choose quests from menu
  • Repeat intervals for village elder quests
  • Add "Meet with Village Elder" to village menu
  • Whether village elders will offer more quests once a quest is turned down
  • Repeat intervals for guild master quests
  • Add "Meet with Guild Master" to city menu
  • Repeat intervals for lady quests
  • Repeat intervals for lord quests

Recruiting Prisoners (under Prisoners submenu)
  • Amount of time between recruiting prisoners
  • Morale lost when recruiting prisoners
  • Chance of successfully recruiting prisoners

Reinforcements (under Battle Options submenu)
  • Number of reinforcement waves for standard battles, village raids, and sieges
  • Reinforcement troop thresholds for standard battles, village raids, and sieges

Reputation
  • Modify village reputation gained/lost
  • Modify town reputation gained/lost
  • Modify lady reputation gained/lost
  • Modify lord reputation gained/lost

Right to Rule
  • Modify right to rule gained/lost from various events

Shots before Reloading (crossbows, guns)
  • Modify number of shots you can take before reloading

Sieges
  • Build time for ladders
  • Build time for siege towers
  • Siege tower movement speed

Skills
  • Base attribute associated with each skill (ie, change Persuasion to be based on Charisma instead of Intelligence, etc)
  • Maximum level of each skill (up to level 15)

Tax Inefficiency
  • Number of centers you must own before tax inefficiency comes into effect
  • How tax inefficiency is calculated (ie, reduce it, increase it, or eliminate it)

Tournament Frequency
  • Threshold for adding new tournaments
  • Chance of a town getting a tournament
  • Length of time tournaments will be held

Towns/Villages
  • Time and money required to construct buildings
  • Number of troops that can be recruited from a village
  • Relation required to recruit higher tiers of troops
  • Chances of successfully recruiting higher tiers of troops

Troop Wages
  • Change modifiers for base wage, mounted, and mercenary troops
  • Change wage modifiers for companions/heroes
  • Change wage modifiers for garrisoned troops
  • Change reduction in wages per leadership point

Village Bandit Infestations (under Towns/Villages submenu)
  • How often villages become infested with bandits
  • Number of bandits spawned during bandit infestation battles
  • Number of farmers spawned during bandit infestation battles

Village Improvement Effects (under Towns/Villages submenu)
  • Mills - Initial prosperity gained and permanent prosperity gained
  • Schools - Relation gained and how often the relation gain is applied
  • Watch Towers - Spotting distance and effect on village loot times


Change History

5.09 (12.29.13)
  • Support added for Native 1.158

5.08 (05.14.13)
  • Support added for Prophesy of Pendor 3.611

5.07 (11.23.12)
  • Support added for Diplomacy 4.3
  • Support added for Floris 2.54 Basic
  • Support added for Floris 2.54 Gameplay
  • Support added for Floris 2.54 Expanded

5.06 (07.08.12)
  • Support added for Prophecy of Pendor 3.5

5.05 (06.22.12)
  • Support added for Native 1.153
  • "Choose quest from menu" tweak updated to handle mercenary contracts correctly

5.04 (05.08.12)
  • Support added for Native 1.152
  • New database connection method - this will hopefully fix the database connection issues some people were having

5.03 (02.05.12)
  • Support added for Floris 2.50
  • New tweaks added - Misc Battle Options
    • Max possible renown per battle
    • Renown gained per battle
    • XP gained per battle
    • Gold gained per battle
  • New tweaks added - Resting
    • Max consecutive resting hours (camping and resting in towns/villages)
    • Speed multiplier while resting
    • Whether you can be attacked while resting
    • Cost of resting in a town
  • Merchant tweaks should be working in PoP 3.42
  • More detailed error messages for database issues
  • Other minor fixes/updates

5.02 (01.24.12)
  • Support added for Native Expansion .586
  • Support added for Brytenwalda 1.39

5.01 (12.27.11)
  • Support added for 1257 AD SVN Rev 65
  • Support added for Diplomacy 4.2

5.0 (12.04.11)
  • Major version release. Too many changes to list here.

4.061 (08.25.11)
  • Crashing issues with Brytenwalda 1.35 and 1.36 should hopefully be fixed (note: if you already used the previous version of TweakMB to modify your Brytenwalda files, you will need to restore your original, unmodified Brytenwalda text files from your "TweakMB backups" folder and then reapply your tweaks, otherwise the game will continue to crash!)

4.06 (08.24.11)
  • Added support for Brytenwalda 1.335 and 1.36
  • Several miscellaneous bug fixes

4.05 (08.08.11)
  • Finished adding support for WF&S 1.143 (added a new section for WF&S buildings too!)
  • Added support for Prophecy of Pendor 3.41

4.04 (08.03.11)
  • Added partial support for WF&S 1.143 (some sections still haven't been updated, but many have)

4.03 (08.01.11)
  • This is primarily a fix (hopefully!) for the "overlapping panels" issue some people were experiencing
  • You may see some other half-updated things, as part of the next "real" release is already in the program (sorry, it's kinda ugly right now!)
  • Battle continuation for Warband 1.143 has been updated and should work more cleanly now
  • The defaults listed in the tweak descriptions are being updated to include default values for both Warband and WF&S

4.02 (07.31.11)
  • Compatibility update for Warband 1.143. An update for WF&S will be coming soon.

4.01 (05.09.11)
  • Added new tweaks for changing number of shots before reloading for crossbows and guns (under Battle Options submenu)
  • Enabled WF&S tweaks for food consumption, mercenary contracts, prisoner recruit interval
  • Updated WF&S battle continuation to work with wagon fort battles (I think...)
  • Updated faction names on faction color tweaks to reflect WF&S names

4.00 (05.04.11)
  • Added very limited support for With Fire & Sword. Most WF&S tweaks will be disabled until the module system is released, but a few tweaks do work.
  • New system for updating ammo amounts. Items will be read dynamically from item_kinds1.txt and populated into a data grid for modification.
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More From This Author
Comments (Page 3 of 8)
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by galactic bum on Apr 19, 2010, 05:20:29 am
hotaru69 wrote:
Ya REALLY need a system for fixing Morale in Warband. Party size dun mean nuttin, if you can't tweak morale too.

I've got a party size of nearly 10,000 after all my attempts to fix it with tweakmb and *still* the party springs huge leaks at 75 if I so much as *think* of laying siege to anything.

You attempt to fix morale by increasing your party size?? :shock:
Just change your bonus morale from leadership to higher number (significantly higher if you have or plan to have a lot of troops in your party), and give it some time to change (in-game time). Check your report on morale and see how much leadership adds morale should be more than men in your party.

TweakMB works fine (REALLY), very easy to use (REALLY). So ya should stop whining, and use your head once in a while.
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by hotaru69 on Apr 19, 2010, 07:13:11 am
galactic bum wrote:
hotaru69 wrote:
Ya REALLY need a system for fixing Morale in Warband. Party size dun mean nuttin, if you can't tweak morale too.

I've got a party size of nearly 10,000 after all my attempts to fix it with tweakmb and *still* the party springs huge leaks at 75 if I so much as *think* of laying siege to anything.

You attempt to fix morale by increasing your party size?? :shock:
Just change your bonus morale from leadership to higher number (significantly higher if you have or plan to have a lot of troops in your party), and give it some time to change (in-game time). Check your report on morale and see how much leadership adds morale should be more than men in your party.

TweakMB works fine (REALLY), very easy to use (REALLY). So ya should stop whining, and use your head once in a while.

Option is Grayed in Warband. :P


Before attacking requests, you should see that they do not work fine (REALLY), and it is not as nearly easy to use as it could be (REALLY). So ya should stop whining like a fanboy, and use your head once in a while to make things better, instead of defending the status-quo (REALLY). :P
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by galactic bum on Apr 19, 2010, 01:54:52 pm
hotaru69 wrote:
galactic bum wrote:
hotaru69 wrote:
Ya REALLY need a system for fixing Morale in Warband. Party size dun mean nuttin, if you can't tweak morale too.

I've got a party size of nearly 10,000 after all my attempts to fix it with tweakmb and *still* the party springs huge leaks at 75 if I so much as *think* of laying siege to anything.

You attempt to fix morale by increasing your party size?? :shock:
Just change your bonus morale from leadership to higher number (significantly higher if you have or plan to have a lot of troops in your party), and give it some time to change (in-game time). Check your report on morale and see how much leadership adds morale should be more than men in your party.

TweakMB works fine (REALLY), very easy to use (REALLY). So ya should stop whining, and use your head once in a while.

Option is Grayed in Warband. :P


Before attacking requests, you should see that they do not work fine (REALLY), and it is not as nearly easy to use as it could be (REALLY). So ya should stop whining like a fanboy, and use your head once in a while to make things better, instead of defending the status-quo (REALLY). :P

Dun know whats ya talking about, nuttin is wrong with TweakMB everything works fine except time quest intervals from village elder (i believe it has been disabled in Warband), and add meet with guild master to the menu (it doesn't work properly).
The latest version of TweakMB + 1.111 version of Warband and you shouldn't have any problems with tweaking morale. It is not "grayed"-
Run TweakMB, load Warband module, Parties ---> Your Party= On the top is everything related to party size, and just below it two options regarding your party morale. The only thing "grayed" in this category is trigger how often you pay troop wages.
If TweakMB is too complicated for you, please ask nearby adult to help you with it.
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by kefka95 on Apr 19, 2010, 04:46:59 pm
hotaru69 wrote:

Option is Grayed in Warband. :P


Before attacking requests, you should see that they do not work fine (REALLY), and it is not as nearly easy to use as it could be (REALLY). So ya should stop whining like a fanboy, and use your head once in a while to make things better, instead of defending the status-quo (REALLY). :P

Are you sure your module files are updated to 1.111? It's possible for the game to be updated to 1.111, but your actual module text files can still be based on an earlier version. Try loading up an unmodified Native module from 1.111 and see if it's still grayed out.

Also, just out of curiosity, in what way do you think it could be easier to use? Anything can be improved, but at this point I think a small child who knows nothing about Mount & Blade could pretty much figure out how to use TweakMB :roll:
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by hotaru69 on Apr 19, 2010, 08:03:44 pm
*sigh* If the thing was as perfect as you folks seem to think it is, it'd cure cancer. >_> Kind of amazed one dare ever touches the code of such wondrous precision.

Glad to see someone up there, who is actually working on it, isn't so satisfied as to sit on his laurels though.

Obviously some folks aren't going to believe this creation that fell from Heaven can do any wrong without a screenshot:
fanboys_stop_progress.jpg

Yes, the game's up to date... I've two versions of the game (ye old and Warband), but they are, needless to say, in two different folders. Option works fine for ye old M&B, but not Warband, where it seems it has gotten much more difficult to maintain morale. (Maybe something to do with different faction troops having adjusted morales, even though I since kicked out all my angry Nords...)

But NVM - I fricken went into the script file and edited manually myself the hard way. It doesn't seem to report right on the morale screen, and I can't seem to get "Recent Events" above 0 no matter what I slaughter, but it says morale is "Excellent", the leaks have stopped, and the Heroes aren't causing me to threaten to hang them on a daily basis anymore.

As for suggestions that might make it easier to use, as a developer I know we tend to forget this, but a lot of folks have difficulty even navigating folders. For sake of looking more professional, if not for the failures of public education, it seems the program could check the registry as to where Mount and Blade is installed, and save the trouble of using the most hated bit of the standard windows GUI - that damned little folder navigator that doesn't even allow you to paste a path into its klutzy retard interface (Microsoft's fault, not yours). If ye don't know how to check registry entries, or if the program fails to find the registry install entries (say if M&B was ported post HD crash/OS reinstall), then at least check the default install paths (eg. %programfiles%/Mount&Blade [Warband]). If all that fails, the older interface will still there to save those few for whom it does. Improves accessibility, speed of use, and looks hellofa lot smarter.

Also a page of global theme-based adjustments might be nice, as well as appending the backup folder name with a time-date stamp or numerator, so you don't overwrite your backups with subsequent uses (much potential for disaster there). A "restore default settings" or "restore from backup" button, also would be welcome.
comment last edited by hotaru69 on Apr 19, 2010, 08:12:28 pm
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by kefka95 on Apr 19, 2010, 09:08:49 pm
hotaru69 wrote:
*sigh* If the thing was as perfect as you folks seem to think it is, it'd cure cancer. >_> Kind of amazed one dare ever touches the code of such wondrous precision.

Glad to see someone up there, who is actually working on it, isn't so satisfied as to sit on his laurels though.

Obviously some folks aren't going to believe this creation that fell from Heaven can do any wrong without a screenshot:

Yes, the game's up to date... I've two versions of the game (ye old and Warband), but they are, needless to say, in two different folders. Option works fine for ye old M&B, but not Warband, where it seems it has gotten much more difficult to maintain morale. (Maybe something to do with different faction troops having adjusted morales, even though I since kicked out all my angry Nords...)

But NVM - I fricken went into the script file and edited manually myself the hard way. It doesn't seem to report right on the morale screen, and I can't seem to get "Recent Events" above 0 no matter what I slaughter, but it says morale is "Excellent", the leaks have stopped, and the Heroes aren't causing me to threaten to hang them on a daily basis anymore.

As for suggestions that might make it easier to use, as a developer I know we tend to forget this, but a lot of folks have difficulty even navigating folders. For sake of looking more professional, if not for the failures of public education, it seems the program could check the registry as to where Mount and Blade is installed, and save the trouble of using the most hated bit of the standard windows GUI - that damned little folder navigator that doesn't even allow you to paste a path into its klutzy retard interface (Microsoft's fault, not yours). If ye don't know how to check registry entries, or if the program fails to find the registry install entries (say if M&B was ported post HD crash/OS reinstall), then at least check the default install paths (eg. %programfiles%/Mount&Blade [Warband]). If all that fails, the older interface will still there to save those few for whom it does. Improves accessibility, speed of use, and looks hellofa lot smarter.

Also a page of global theme-based adjustments might be nice, as well as appending the backup folder name with a time-date stamp or numerator, so you don't overwrite your backups with subsequent uses (much potential for disaster there). A "restore default settings" or "restore from backup" button, also would be welcome.

Thanks for following up. The only thing I can say regarding the disabled tweaks is that there must be something different between the files you have in your Native folder and the files most other people have, as it works fine for me as well as for most other people. I don't mean to sound defensive in saying that, it's just that I simply don't think there's any other reason why it wouldn't work.

This doesn't prove anything, but I can tell you that if I load my Native files from 1.105 or earlier (I keep backups of every version that comes out), I get the exact same results that you do in that screenshot (ie, the morale tweaks are disabled, as well as the disable companion interaction tweak). If I load 1.110 or 1.111, everything on that screen works fine. This makes me think that maybe your text files are still based on an earlier version. Again, that's just a guess.

I agree that it would be nice to have the program find the install folder automatically. If I knew how to do it (or even what the default install paths are), I would certainly implement it. As it is, I don't know how to do it (I'm not a professional developer, this is just something I mess around with in my spare time). That said, it takes about 10 seconds to find the folder manually, and that should be a one-time thing the very first time you use the program.

I also agree that the other suggestions you mentioned would be nice. At the end of the day I think they're fairly minor issues (ie, none of them prevent the program from working as intended), but hopefully I can get them added at some point. Being a developer yourself, you probably know that adding seemingly simple things to a program often takes about 10x longer than you would expect it to. Like anyone, I have a limited amount of time, motivation, and coding skill, so I simply try to do the best with what I've got :green:
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by hotaru69 on Apr 20, 2010, 06:30:37 am
Meh, I've worked on enough free mods to know that of all those things, motivation is the most important. :\ It may simply be my M&B is corrupt from hacking at it myself.

It looks this is done in Visual Basic - sadly likely one of the newer variants, so reading registry keys is not a simple command as it should be, but involves some twiddling that really shouldn't exist in "Basic", but Microsoft has done everything they can to make programming as inaccessible as possible. Guess I shouldn't complain... I guess they see that a lot of us would be out of jobs if programming was as easy as it should be. Gone are the days when the purpose of "Basic" was to make programming as accessible to as many folks as possible. [/rant]

My VB is rusty, but IIRC, ye need something along these lines:
Code:
'Declaration Imports Microsoft.VisualBasic Imports System Imports System.Security.Permissions Imports Microsoft.Win32 [<then... somewhere in name space>] Dim readValue As Object readValue = My.Computer.Registry.GetValue("HKEY_CURRENT_USER\Software\Someapp", "SomeDefaultKey", Nothing) MsgBox("The value is " & CStr(readValue))

If it fails to find the key, it'll return "SomeDefaultKey".

Granted, I dunno, off hand, what key ye should be looking for. I'd have to look it up.

The default path for Warband's native moduel "%programfiles%\Mount&Blade Warband\Modules\Native\" - ye old M&B is "%programfiles%\Mount&Blade\Modules\Native\" - but that'll likely be different for Steam installs. Steam, however, will have its own regkey for this.

Good luck with it. Making the things easier for folks is some good karma for ye, if nothing else.
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by Hassie on Apr 20, 2010, 09:37:14 am
hotaru69 wrote:
Meh, I've worked on enough free mods to know that of all those things, motivation is the most important. :\ It may simply be my M&B is corrupt from hacking at it myself.

It looks this is done in Visual Basic - sadly likely one of the newer variants, so reading registry keys is not a simple command as it should be, but involves some twiddling that really shouldn't exist in "Basic", but Microsoft has done everything they can to make programming as inaccessible as possible. Guess I shouldn't complain... I guess they see that a lot of us would be out of jobs if programming was as easy as it should be. Gone are the days when the purpose of "Basic" was to make programming as accessible to as many folks as possible. [/rant]

My VB is rusty, but IIRC, ye need something along these lines:
Code:
'Declaration Imports Microsoft.VisualBasic Imports System Imports System.Security.Permissions Imports Microsoft.Win32 [<then... somewhere in name space>] Dim readValue As Object readValue = My.Computer.Registry.GetValue("HKEY_CURRENT_USER\Software\Someapp", "SomeDefaultKey", Nothing) MsgBox("The value is " & CStr(readValue))

If it fails to find the key, it'll return "SomeDefaultKey".

Granted, I dunno, off hand, what key ye should be looking for. I'd have to look it up.

The default path for Warband's native moduel "%programfiles%\Mount&Blade Warband\Modules\Native\" - ye old M&B is "%programfiles%\Mount&Blade\Modules\Native\" - but that'll likely be different for Steam installs. Steam, however, will have its own regkey for this.

Good luck with it. Making the things easier for folks is some good karma for ye, if nothing else.

I need to say something before people start fighting about whether so called status-quo of TweakMB is ssomething bad. TweakMB was MADE by someone to help OTHERS. That fact that you are ALLOWED to use it, you should be thankful, and if the ONLY mod you could use was adding 30 arrows or bolts ot just those two, not the bodkin or anything, would be better than what you get with NOTHING. Remember that this tweakmb program is NOT Warband Made. Kefka is going through and making this for people to use, in HIS OWN TIME, so people need to stop whining, and demanding more of him. If you have such a a HUGE problem with morale, than go to the taleworlds forums and look up how to mod it yourself, and change it, and stop complaining that a gui format tweaking device isnt what you want it to be.

Kefka95 gets paid exactly what you get paid when he puts out a new version as when you make a new post. I will assume you don't get paid squat. Your modules should be FRESH before using this Tweak I have found, so if you have made some mods to files, like Scripts, itemkinds1, or whatever, put in the newest one from 1.111, and save the others, THEN after modding them with TweakMB make the changes you want.

As a for example, I changed the amount of mercenaries abled to be hired in Towns, instead of 3-8, I increased it because in late game, getting even 8 guys is like getting none when you have a kingdom of 3-6 towns, 9-14 castles and 20+ villages, and need more troops that dont get a HUGE negative morale penalty for being at war with THEIR faction.

Not sure if people are having that problem, but you can change your leadership morale bonus to 90 per point and it wont matter, cuz it still maxes at 99, then troops from a culture get their negative AFTER the 99. So if a kingdom really hates you, and say Swadia Troops get -54, they will have average-below average morale while everyone else is at Excellent. There are a few fixes for this but I don't know if ANYONE has this particular problem with their troops, or if it is just a general everyone is at below average-very low morale, not just random troop types. If you want help, I have code to change villages to produce either troop types of conquered lands after 3 days(set to 72 hour before they change) and this would make them Player faction, which means you would need to make some times of Player faction troop they call on, which is a larger change, that took many trial and error before it worked properly and I'm not even sure if it is, which things coming up on the screen I haven't seen before.

I made mine a King Arthur/Camelot mod, and made the troops that you can get after 2 days, Camelot Recruits, which can be trained into many Camelot troops, which are all Player Faction. Also I made all my lords and ladies of the realm (Which happen to be Lancelot, Gallahad, Gawain and the gang) recruit them as their armies instead of swadian or whatever in my own villages as troops, which is nice. You can still get other types of troops unless you completely eradicate a culture, at which point this mod destroys that culture and troop line after 72 hours of taking the last village. You must shed a single tear while playing if you do this, as it is required. Ok I lie, but if anyone wants more info on this code, or if for some reason Kefka95 wants it in a release, I have the Warband changes, which are WAY different than the M&B normal changes that TheMageLord put out.

Anyhow as I said PM me if you want to change some morale things, or say how much gifts cost from a lady to a lord, how much love they bring, and that you can send them, even when that lord is NOT at a -3 towards you, or any minus. You can send them to everyone in that Ladies Kingdom, and if you have enough money, make them all 100, even the people like Lord blah blah of Velucca throne snatchers that technically ARENT in the kingdom, just wanting to be king. You can make them devoted to you as well.

Anyhow, happy hunting, if looking for changes, and if you find ANY, that prove relevent, oh I don't know like War Elephants, which I am sad that the Sarranid do not have already, please PM me fast. I have the download for M&B V 0.960 mod which has MANY Elephant Texture Files, but I have huge doubts of these working in Warband, and they are still quite clunky moving. I just think having a armor enchased Elephant, riding it and mowing down 3-12 troops every step would just be extra fun to do. Might make the Sarranids ever more overpowered then they are with their stupid Mamluke gods.

Ok super long post, sorry, Later all


Hassie B-)

PS - I honestly cannot imagine how anyone can say anything bad about this program. It's not a game you are buying. If you dont like it, dont use it and mod the game yourself, which can take hours or days of your time to do the simple things this program does for you. Kefka95 did something that MANY people were doing themselves and was taking forever, and like MANY modders, he hasnt stopped updating the program. He keeps making it better, and technically version 0.90 would be a "beta" version of the program, even released, and I know Kefka95 does NOT say this thing is perfect, as he mentioned the Guildmaster menu mod can screw up your dungeons, which is sad, but this program is like something from heaven for modders of M&B and Warband, because of the hours it takes to change simple things that the designers thought would balance the game. I can see no wrong with this program, as I have said this program is not packaged with Warband, and is NOT required to be used, but does SO many things, and if you get one part grey, that was such an easy fix when it happened to me, that the other changes were a god send that I didnt have to change them. UGH, I stand by Kefka95 and this program being heavenly and wonderful, even if operator error is causing people to have problems with it.
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by hotaru69 on Apr 20, 2010, 10:17:10 am
Hassie wrote:
["omfg how dare you" post so long that quoting it broke the forums]

Okay, go back and read what I said:
Hotaru69 wrote:
Ya REALLY need a system for fixing Morale in Warband. Party size dun mean nuttin, if you can't tweak morale too.

I've got a party size of nearly 10,000 after all my attempts to fix it with tweakmb and *still* the party springs huge leaks at 75 if I so much as *think* of laying siege to anything.

Where in there am I saying something bad about the program?

I made a suggestion for an improvement based on the fact that the morale system seemed not to work for Warband (actually no workie for my ex's install either, which is odd >_>) and I got my head bitten off under the pretext that the mod is perfect and beyond being questioned in any way. That sort of thing is where fanboys become a bane to the object of their fandom.

If I came in and said "LOL FU YER PROGGIE SUX!!11!" that'd be different, but this sort of loyalty to the point of preventing any suggestion is counter productive. Tis like nationalists who shoot anyone who tries to improve anything on sight - nations under that sort of citizen based tyrany tend to die... or end up killing 6 million jews. ;)

[As for the rest of the post, as I said, yes, I already fixed it manually.]

Anywho...

Found default paths for Steam, was going to just tack them onto previous post:

"%programfiles%\Steam\SteamApps\common\mountblade warband"
"%programfiles%\Steam\SteamApps\common\mountblade"



comment last edited by hotaru69 on Apr 20, 2010, 10:35:11 am
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by kefka95 on Apr 20, 2010, 06:17:01 pm
Hassie wrote:
<stuff>
Hotaru69 wrote:
<more stuff>

I appreciate the enthusiasm guys, but this is probably really not worth fighting over :hammer:. If people are having issues with the program, I'll do what I can to get to get it working for them (well, within reason :green:). If something isn't working for one person, then there are probably other people with similar issues who just don't post anything.

I did manage to find the Windows Uninstall registry keys (which contains the install path) for the Steam versions of both games:
Code:
Vanilla M&B: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 22100 Warband: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 48700

Unfortunately I don't know what the exact registry path is for the non-Steam version. Can anyone with the non-Steam version verify the uninstall registry path? I'm assuming it will be somewhere under HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\<something>.

Also, for the next release I'm going to try to make TweakMB a little bit "smarter" when it comes to finding the correct field for the tweak. I won't do this for every tweak, simply because it would take way too long, but with any luck it will make some of the more popular tweaks more compatible with different modules (meaning those tweaks are less likely to be disabled).
IP: logged
 TweakMB (with Warband support!) [ve (v 0.90)  » posted by galactic bum on Apr 20, 2010, 06:18:29 pm
Quote:
[As for the rest of the post, as I said, yes, I already fixed it manually.]
Good job kiddo, i knew you could do it :green:
comment last edited by galactic bum on Apr 20, 2010, 06:19:22 pm
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 TweakMB (with Warband support!) [ve (v 0.90)  » posted by ipashchuk on Apr 20, 2010, 07:00:42 pm
Nice tool! Thanks for making it available to the public.

.NET was a good choice for development :lol: .
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by Hassie on Apr 21, 2010, 01:39:13 am
hotaru69 wrote:
Hassie wrote:
["omfg how dare you" post so long that quoting it broke the forums]

Okay, go back and read what I said:
Hotaru69 wrote:
Ya REALLY need a system for fixing Morale in Warband. Party size dun mean nuttin, if you can't tweak morale too.

I've got a party size of nearly 10,000 after all my attempts to fix it with tweakmb and *still* the party springs huge leaks at 75 if I so much as *think* of laying siege to anything.

Where in there am I saying something bad about the program?

I made a suggestion for an improvement based on the fact that the morale system seemed not to work for Warband (actually no workie for my ex's install either, which is odd >_>) and I got my head bitten off under the pretext that the mod is perfect and beyond being questioned in any way. That sort of thing is where fanboys become a bane to the object of their fandom.

If I came in and said "LOL FU YER PROGGIE SUX!!11!" that'd be different, but this sort of loyalty to the point of preventing any suggestion is counter productive. Tis like nationalists who shoot anyone who tries to improve anything on sight - nations under that sort of citizen based tyrany tend to die... or end up killing 6 million jews. ;)

[As for the rest of the post, as I said, yes, I already fixed it manually.]

Anywho...

Found default paths for Steam, was going to just tack them onto previous post:

"%programfiles%\Steam\SteamApps\common\mountblade warband"
"%programfiles%\Steam\SteamApps\common\mountblade"




Hotaru, I am sorry, I did NOT mean to make it seem like what I was saying was towards you only from that 1 post. I was responding to all posts that you seemed to badmouth the program done for free, and downloaded for free, that helps other people out. That just happened to have been the last ppost, and maybe I read your tone wrong, but it seemed like you were saying that the program was not a godsend, because one aspect wasnt working for you. I didnt want to enter into a argument or fuel a fire either Kefka. I really like the program because all your changes I did BEFORE the program and it does save so many hours every update, that changes scripts.txt, or conversations.txt and so forth.

When you said
" *sigh* If the thing was as perfect as you folks seem to think it is, it'd cure cancer. >_> Kind of amazed one dare ever touches the code of such wondrous precision.

Glad to see someone up there, who is actually working on it, isn't so satisfied as to sit on his laurels though. " That is what got to me. Sorry I quoted the wrong post you made.

Seemed like you were mocking the program and developer. This program is not perfect, but neither is the game obviously if THAT is the wondrous precision you are talking about? Food Bug that needed to be fixed and STILL occurs if you are playing a game and load module data for me. It seemed like until your last post you were in fact saying the program was bad, and calling someone a "fanboy" cuz they like a free program that changes something. I may be wrong, but it really seemed like you were upset that an option in a free program that you wanted to change, wasnt working, and getting upset about people defending it, and sighed about having to change things the ORIGINAL "HARD WAY" as you called it instead of having a program to use. I could be wrong but as I said, if this program ONLY change arrows and bolts by a +30 to each and nothing else, it would be great. The fact that it does SOOO much more, and if one thing doesnt work, it's easy to change ONE thing. That is what I was getting at. I am sorry I quoted the incorrect post, as you had several that seemed very snippy like it's not good enough for you to change everything, and the morale is broken, and have to do it manually, as opposed to doing EVERYTHING in the program manually. Seems weird that you can complain at all. I agree with reporting bugs though. 100% I agree with you, but usually it is because of tweaking files before TweakMB gets to touch them.

When you have a problem and you post the bug, I think you are only helping Kefka out, but calling people names because they call it wonderful, is rude, because it works wonderfully perfect for I'd say hundreds of people, and messed up for you, can you say that they can do nothing but defend this wonderful program? Kefka updates this and adds to it, which is something that 90% of modders don't do, llke ELEPHANTS, which I got a super angry PM for even asking about, and was told to stop looking, and that they will NOT be added to PoP. I kinda wanna just add them in just to defy that.

Anyhow thank you again Kefka, and again I say this program is wonderful, because of everything you have done, You can make an entire mod of Native with nothing but your program, unit editor, and maybe editing itemkinds1.txt. I have, plus a lot more to make a King Arthur Mod with Camelot troops, 20 NPC's with 15 knights of the Round Table, and 5 women, Morgawse, Morgan le Fey, Lady Morganna and such. I love how easy it is to do with TweakMB. The more you do Kefka, the easier you make it on EVERYONE, not just newbies to editing, but more senior people that take the game and make mods like I have before and still do. So thank you from the bottom of my heart, because I know how hard it is to do things like this, and how I feel when people tell me they appreciate what I have done for them.

Hotaru I again apologize if I read what you posted in several messages wrong. Reading tone online is like seeing thru doors, next to impossible. Just seemed like you were complaining for the sake of complaining and if this was not the case, sorry I read it wrong, I was up late, and I have a broken back, and I get cranky when in pain, and loopy when I take the painkillers for the pain, so either way I read things in a way that could be the wrong way. I did not want to start a fight with you though.

Hassie
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.90)  » posted by hotaru69 on Apr 21, 2010, 05:43:32 pm
kefka95 wrote:
Hassie wrote:
<stuff>
Hotaru69 wrote:
<more stuff>

I appreciate the enthusiasm guys, but this is probably really not worth fighting over :hammer:. If people are having issues with the program, I'll do what I can to get to get it working for them (well, within reason :green:). If something isn't working for one person, then there are probably other people with similar issues who just don't post anything.

I did manage to find the Windows Uninstall registry keys (which contains the install path) for the Steam versions of both games:
Code:
Vanilla M&B: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 22100 Warband: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 48700

Unfortunately I don't know what the exact registry path is for the non-Steam version. Can anyone with the non-Steam version verify the uninstall registry path? I'm assuming it will be somewhere under HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\<something>.

Also, for the next release I'm going to try to make TweakMB a little bit "smarter" when it comes to finding the correct field for the tweak. I won't do this for every tweak, simply because it would take way too long, but with any luck it will make some of the more popular tweaks more compatible with different modules (meaning those tweaks are less likely to be disabled).

"HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Mount&Blade Warband"
(Path in "UninstallString" REG_SZ thereof)

I would *guess* therefor, ye old M&B would be:
"HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Mount&Blade"
But I can't be sure, as me old M&B is ported from a previous OS install.

The path can also be found under:
"HKEY_LOCAL_MACHINE\SOFTWARE\Mount&Blade Warband"
(default [@]) holds the path.

There's another key that points to a specific moduel in use, but I *think* that's from the Mod System.

IP: logged
 TweakMB (with Warband support!) [ve (v 0.91)  » posted by Zenix on Apr 21, 2010, 11:17:28 pm
TweakMB is not working for me. I load the module and edit whatever, but don't check off anything that has a warning, load up the game and start a new game but the changes are not sticking. I am playing Warband via steam, I am wondering if that is causing this issue?
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.91)  » posted by Hassie on Apr 22, 2010, 11:31:43 pm
Zenix wrote:
TweakMB is not working for me. I load the module and edit whatever, but don't check off anything that has a warning, load up the game and start a new game but the changes are not sticking. I am playing Warband via steam, I am wondering if that is causing this issue?

Hey-
Kefka they released Warband 1.113, again I'm pretty sure JUST to screw with you. Some of the mods do not change with the 0.91 application. You make the changes, save it, load that same mod again and almost nothing changed. I'm playiing a 1.112 ver mod still, and it SEEMS to run fine on the newer Warband version, but this is getting annoying. They need to STOP releasing new mods EVERY day or two. They need to gather it all up and do one patch a week or 2. I can't even keep my mod current, let alone built on it at this rate, and for really minor things that CAN wait I'm sure another 5-12 days. Anyhow, just letting you know that Since I have Steam I am OBLIGATED to get the newest version, as are you too I'm sure Zenix. It ALWAYS looks for the newest version and grabs it when trying to play. You can turn this off, but I would advise against it. Anyhow you may have a newer version of Warband, than this TweakMB is for. Look at the top right of the start, configure, exit screen, and see if it is 1.112 or 1.113. This TweakMB is for 1.112, NOT 1.113, which will not save the changes from my experience in the past.

However, STEAM is NOT the problem as I have it, use it and it has always worked fine. Make sure you are using the RIGHT module, and not one you downloaded like a lot of people do. Make sure you Tweak the program files/steam/steam apps/common/Warband/module/native??? if that is the mod you want, or it could be in program files 86 or whatever, but make sure you are tweaking the right game, and not another one.
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.91)  » posted by kefka95 on Apr 23, 2010, 10:07:21 pm
Hassie wrote:
Zenix wrote:
TweakMB is not working for me. I load the module and edit whatever, but don't check off anything that has a warning, load up the game and start a new game but the changes are not sticking. I am playing Warband via steam, I am wondering if that is causing this issue?

Hey-
Kefka they released Warband 1.113, again I'm pretty sure JUST to screw with you. Some of the mods do not change with the 0.91 application. You make the changes, save it, load that same mod again and almost nothing changed. I'm playiing a 1.112 ver mod still, and it SEEMS to run fine on the newer Warband version, but this is getting annoying. They need to STOP releasing new mods EVERY day or two. They need to gather it all up and do one patch a week or 2. I can't even keep my mod current, let alone built on it at this rate, and for really minor things that CAN wait I'm sure another 5-12 days. Anyhow, just letting you know that Since I have Steam I am OBLIGATED to get the newest version, as are you too I'm sure Zenix. It ALWAYS looks for the newest version and grabs it when trying to play. You can turn this off, but I would advise against it. Anyhow you may have a newer version of Warband, than this TweakMB is for. Look at the top right of the start, configure, exit screen, and see if it is 1.112 or 1.113. This TweakMB is for 1.112, NOT 1.113, which will not save the changes from my experience in the past.

However, STEAM is NOT the problem as I have it, use it and it has always worked fine. Make sure you are using the RIGHT module, and not one you downloaded like a lot of people do. Make sure you Tweak the program files/steam/steam apps/common/Warband/module/native??? if that is the mod you want, or it could be in program files 86 or whatever, but make sure you are tweaking the right game, and not another one.

Just to clarify, TweakMB will save your changes regardless of your game version. If you're using a newer or older version, then some of the tweaks may be disabled, but the tweaks that are NOT disabled should still work fine (well, most of them anyway). I can also confirm that Steam is not the problem (I test TweakMB with the Steam version).

Beyond that I'm not sure what would cause your issue. Are you sure you're saving your changes? Make sure the game isn't running when you do this. Does TweakMB say that it's been saved successfully?
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.91)  » posted by Hassie on Apr 25, 2010, 11:17:35 am
kefka95 wrote:
Hassie wrote:
Zenix wrote:
TweakMB is not working for me. I load the module and edit whatever, but don't check off anything that has a warning, load up the game and start a new game but the changes are not sticking. I am playing Warband via steam, I am wondering if that is causing this issue?

Hey-
Kefka they released Warband 1.113, again I'm pretty sure JUST to screw with you. Some of the mods do not change with the 0.91 application. You make the changes, save it, load that same mod again and almost nothing changed. I'm playiing a 1.112 ver mod still, and it SEEMS to run fine on the newer Warband version, but this is getting annoying. They need to STOP releasing new mods EVERY day or two. They need to gather it all up and do one patch a week or 2. I can't even keep my mod current, let alone built on it at this rate, and for really minor things that CAN wait I'm sure another 5-12 days. Anyhow, just letting you know that Since I have Steam I am OBLIGATED to get the newest version, as are you too I'm sure Zenix. It ALWAYS looks for the newest version and grabs it when trying to play. You can turn this off, but I would advise against it. Anyhow you may have a newer version of Warband, than this TweakMB is for. Look at the top right of the start, configure, exit screen, and see if it is 1.112 or 1.113. This TweakMB is for 1.112, NOT 1.113, which will not save the changes from my experience in the past.

However, STEAM is NOT the problem as I have it, use it and it has always worked fine. Make sure you are using the RIGHT module, and not one you downloaded like a lot of people do. Make sure you Tweak the program files/steam/steam apps/common/Warband/module/native??? if that is the mod you want, or it could be in program files 86 or whatever, but make sure you are tweaking the right game, and not another one.

Just to clarify, TweakMB will save your changes regardless of your game version. If you're using a newer or older version, then some of the tweaks may be disabled, but the tweaks that are NOT disabled should still work fine (well, most of them anyway). I can also confirm that Steam is not the problem (I test TweakMB with the Steam version).

Beyond that I'm not sure what would cause your issue. Are you sure you're saving your changes? Make sure the game isn't running when you do this. Does TweakMB say that it's been saved successfully?

Hey Kefka-
I swear it to you, some of my "modded" modules that I run TweakMB on, opens up great, almost nothing is greyed out, unless I changed it, and TweakMB doesnt understand the change, such as escape rate, I think? I set it to -1, because the game adds 1 to the number in the file, and that is the chance, and to test run my game thru I need to capture all Lords fast, TweakMB doesnt see that -1 as correct and it is greyed out, I assume that is the reason anyhow. BUT, as I stated above, it doesnt happen anymore now that you have updated your TweakMB, BUT when you went on your vacation, rememeber, during the middle of the week I think it was? Well A new Version of Warband came out, and everytime I updated the module, Native especially, almost EVERYTHING went straight back to what it was BEFORE I changed everything. So NOW when I make changes, I always save them, then re-load that mod just to make sure. It hasnt happened in awhile, and it might have been a problem with the 1.102-1.105 upgrade that you were on vacation for and some of my modules come from Beta version, as I save a Native Module of every update (that I can, some updates go so fast I miss one, like 1.112 I missed cuz I was in the hospital, and came back for 1.113 I think.)

I can't tell you that this is happening NOW, I can tell you it happened a LOT in the past. I didn'y make your program though, so I will not presume to know why it did what it did at those times. It was the time where I had to update older modules with your program, see where it made the change and make that change manually on the newer module files. Based on Posts, it was around April 11th-13th cuz that is when I posted that you said you were gonna be gone. It was still happening after that though, but for me it wasn't a problem, it was just I had to maually do the changes, and really your program is great, and without it, I would have to do all the changes manually, so I am not going to complain when it messes up and it PROBABLY operator error on my part ya know? As far as I can tell, your pogram has been rock solid, and you update it regularly so that it runs with the newest version of Warband, which is awesome.

All I can say is that it was the newer txt files with your older TweakMB that wasn't saving the changes. It did SAY the changes were saved, but when I would load that module again, wham NOTHING changed.
I can think of a few things;
1. Your program hadn't been updated yet, so I shouldn't be expecting it to work, so no problem.
2. Steam is dumb, it has an IQ which is cool for a computer program, but they set it to retarded. It does sometimes mess things up, and tell me I have a problem with scripts, or whatever after running your program, I have to go into that file, and make sure it doesn't have a row of empty spaces at the top, right after the number of lines is listed. It doesnt ever do this on my other versions, such as downloaded versions from Taleworlds, just Steam, I delete those and it works fine. That has only happened 3-4 times tho after using your program, and I have used it about 100-200 times total, minimum, so I don't bother checking anymore.
3. The most likely reason is, operator errer as I said before. I may have changed something, done something, and when I was saving TweakMB, it wasn't actually saving for some reason. I can't think of what, but this WAS right when I started using it, so maybe the game was running...? That is never the case, I NEVER edit things while the game is running cuz all "Reload Module Data" has ever done for me is the food bug where all food is 0. But I am Human, so I can make many, many, MANY mistakes and not realize ya know?



I also wanted to ask about the Guild Master and Village Elder at the Menu of Villages and Towns. Village Elder button does nothing at all. I can click it 25 times and it doesn't do anything. I know you have that message in there about if it was checked and so forth, but this was a new script from Native I made for my new mod to be current. I havent ever seen 2 Village Elder Buttons, just 1 that does nothing. Honestly, it's such a small thing, I'm ok with going into to town when I need to talk with him.

About the Town Guild Master (Mayor), it was messing up my dungeons before, and I never used it after you established that was the reason, and the red warning is still there. Is this something I should try again, and see if it is working? I rarely talk with the guild master, but if you think it is fixed and shouldnt be a problem for me, then I guess I can try it for saving the 2-5 minutes it takes to get to him in a Town, which is nice.

Anyways, thanks Kefka, I doubt anything I mentioned is happening with any newer version of your TweakMB, just the pre 0.90 versions, but I thought I would let ya know since you did ask.


As Always, Love the Program, and all it can do. I have a few requests, if you are still taking requests for the program. One is old, one is new. The amount of mercenaries that can be recruited in Taverns is set to 3-8 normally. In Script it is -
update_mercenary_units_of_towns -1
6 6 3 1224979098644774912 648518346341351445 648518346341351467 2136 3 1224979098644774913 360287970189639707 360287970189639714 501 3 1224979098644774912 90 1224979098644774913 2136 3 1224979098644774914 "3 8" 501 3 1224979098644774912 91 1224979098644774914 3 0
The "3 8" I have quoted are the minimum and maximum as listed in MageLord's tweaks, but this is for the newest warband. I have test it up to 99 max, with no problems.

The other thing is something that seems to be having major issues with 1.113, and that is the amount of relation bonus you get using the Wife of a Lord, giving a gift ya know? There are 3 parts to it, first is the change so you can give gifts to Lords who have over 0 relation with you, the 2nd is the amount of relation each gift gives, and of course 3rd being the amount each gift costs. I don't know why, but when I change them manually, it gives me an error now, and it makes me sad.

Well thanks Kefka again. If you want the codes for Warband on those last 3 (Not tusre they work since they give me errors, could just be the first part, havent checked) Or other codes for warband I have them, but no worries if you won't need em.

Thank you so much for this program, as I have said you have saved me countless hours, and so much frustration bu being able to click a button, and basically knowing I didnt mess something up by changing the wrong number, which I do at times late at night, loopy, or in pain, so love the program. Hope your weekend went well, and was fun. Ciao for now :)

Hassie
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 0.91)  » posted by kefka95 on Apr 26, 2010, 08:48:43 pm
Hassie - I'll try to get that mercenary tweak added after tonight's release :green:
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 TweakMB (with Warband support!) [ve (v 1.20)  » posted by kaeldragor on Apr 26, 2010, 09:09:57 pm
I'd like to recommend a minor change that I ALWAYS have to make manually for new modules / installs:

amount of merchant gold. There are three values for each type of merchant (12 total) and I'm not 100% on what each individual one does, but I know the epic MageLord thread covers them. I always tend to boost those into the 10000 range so that merchants won't run out of cash when I take down a sea raider group, etc.


Also: I love this utility - this, with the troop editor, the new TXT multi-tool (overlaps somewhat, but has the much needed item editor) and the battlesize changer, makes it so that home-grown modders such as myself can actually put together something we really prefer from the vanilla experience. Thank you very much for putting the time an effort into this. You're awesome for doing so.
comment last edited by kaeldragor on Apr 26, 2010, 09:15:36 pm
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