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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: 165,096 (420,569) Size: 1.5 MB
Views: 275,831 (663,934) 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.
Commands
More From This Author
Comments (Page 4 of 8)
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 TweakMB (with Warband support!) [ve (v 1.40)  » posted by lordglyth on May 04, 2010, 12:20:38 am
does this work with version v1.113)
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 TweakMB (with Warband support!) [ve (v 1.40)  » posted by Bael on May 04, 2010, 07:34:28 am
TweakMB is an absolute must-have. Just about all of the details about the game that you have said, "Oh, man. I wish I could change that to .... " are now changeable. Mega-kudos to Kefka95 for putting these all together in a user-friendly way and for continuing to update this wonderful mod. B-)
comment last edited by Bael on May 04, 2010, 07:34:46 am
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 Re: TweakMB (with Warband support!) [ve (v 1.40)  » posted by kaeldragor on May 04, 2010, 08:01:26 am
lordglyth wrote:
does this work with version v1.113)

That's what I'm using it with, haven't noticed any problems.
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 TweakMB (with Warband support!) [ve (v 1.50)  » posted by lazboy919 on May 05, 2010, 03:32:05 pm
Hey kefka95... I seem to be having an issue with the faction color change. I can change the color of all the factions in the game except my own (player's supporters) Im using V 1.13 with the most up to date TweakMb. I Used a clean native module to edit and it still always turns out to be the default red even though it shows as the color i set it to in the tweakmb program. Any help would be appreciated, Thanks.
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 TweakMB (with Warband support!) [ve (v 1.60)  » posted by lordglyth on May 05, 2010, 10:22:58 pm
so, is there a way to tweak the chance of the lord actuly joining me?
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 Re: TweakMB (with Warband support!) [ve (v 1.60)  » posted by kefka95 on May 05, 2010, 10:50:28 pm
lordglyth wrote:
so, is there a way to tweak the chance of the lord actuly joining me?

It's possible, but it wouldn't be easy. There a lot of different variables and miscellaneous factors that figure in to whether or not a lord will join you. They can all be tweaked, but it would get fairly complicated. I'll look into it a bit and see if I can come up with a way to simplify it :green:
IP: logged
 TweakMB (with Warband support!) [ve (v 1.70)  » posted by MutantRex on May 16, 2010, 02:49:28 pm
looks great. but now that i've used it, when i try to boot up the game it crashes after the loading screen saying "unexpected end of file when trying to read item_kinds1.txt" or something like that. what do i do?
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 1.70)  » posted by kefka95 on May 16, 2010, 02:56:51 pm
MutantRex wrote:
looks great. but now that i've used it, when i try to boot up the game it crashes after the loading screen saying "unexpected end of file when trying to read item_kinds1.txt" or something like that. what do i do?

Try restoring the backup copy of your item_kinds1.txt file and see if it still happens. If you're using any mods outside of TweakMB, that could also cause a conflict.
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 1.70)  » posted by MutantRex on May 16, 2010, 03:24:12 pm
kefka95 wrote:
Try restoring the backup copy of your item_kinds1.txt file and see if it still happens. If you're using any mods outside of TweakMB, that could also cause a conflict.

yeah, thanks lol. it worked.
IP: logged
 TweakMB (with Warband support!) [ve (v 1.90)  » posted by Hassie on May 19, 2010, 11:28:18 am
Hey-

Kefka, you have gone far and beyond what I could have ever hoped for in a tool to modify this game. Honestly, all this stuff I would expect to find in 9-17 different tools, and you made it so simple, my "13" year old brother can navigate through it, and make changes, and make the game how he, and my father (Master's in History) and I can't begin to express my gratitude for doing this. I know you worked hard on this, to make it work for as many people as possible, if not everyone that uses it. I have several requests, but I don't know how gung-ho you are at putting in new features, or doing another tool, or stopping altogether to enjoy your work and update it when they release new versions of the game, if/when they do.

I did want to ask you, if it was easier for you to know the specific line of code in scripts.txt, menu.txt or any other txt file, or do you use something like python, and those numbers that I use to change things around, mean less to your program than for me to change the game? That wasn't really a question, more the statement, but you have added battle map tweaks, camp feature tweaks and nearly all the Lord tweaks possible. You have gone through the whole scope of the game, hitting every point very nicely. There are a few things that were left out, I think on purpose.

The tweak you made for Ammo, "Cartridges" were not added, and some people I know use guns, as I do in one of my mods based later in the 13th century.

Also, something slightly more major, but it has to do with crossbows, and the "gun" or guns if they had more than just the pistol, but changing the ammo load of the weapon, is just a number in the txt file. Many people ask for an X-Bow that has 4-16 shots before reloading, and it can be done basically the same way you change the number of ammo for bolts, by changing the ammo load, which is set to "0" I believe to whatever number you want, and the X-Bow can fire that many shots before reloading, although normal Bows have the same stat, I don't think it works with them.

There is also a much larger request, that I believe is in the "82 Tweaks" thread, about changing the chance of what tier troops, and how many less you get for each higher tier when recruiting troops from villages with high loyalty. Also maybe changing the loyalty threshold for it to happen, or the percentage chance at each loyalty. I haven't messed with this, since the coding is different in Warband, than in the original, so I do not know where it's at, or how to do it, but I have looked at the coding, but it was awhile back.

If you can put all, or any of these tweaks into any of your next versions, if you do continue updating your TweakMB, I would appreciate it.

Again I cannot thank you enough for all this work you did, it has made my life so much easier with regards to creating several mods, and being able to test, and change things fast if they don't balance well. What took an hour to change 1 thing and try, now I can change maybe 15 things, try them all out and jot down notes, and make the changes accordingly, and as such I have probably done 6 monrhs work on my 3 mods, in a little less then 4 weeks, with every update to your program making it that much better.

Well hope you do continue updating your program and that you do get enjoyment out of this game for a long time to come :)

Hassie
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 1.90)  » posted by kefka95 on May 19, 2010, 10:08:15 pm
Hassie wrote:
Kefka, you have gone far and beyond what I could have ever hoped for in a tool to modify this game. Honestly, all this stuff I would expect to find in 9-17 different tools, and you made it so simple, my "13" year old brother can navigate through it, and make changes, and make the game how he, and my father (Master's in History) and I can't begin to express my gratitude for doing this. I know you worked hard on this, to make it work for as many people as possible, if not everyone that uses it. I have several requests, but I don't know how gung-ho you are at putting in new features, or doing another tool, or stopping altogether to enjoy your work and update it when they release new versions of the game, if/when they do.

Thank you for the kind words - it's always nice to know that at least some people find it useful :green:
Quote:
I did want to ask you, if it was easier for you to know the specific line of code in scripts.txt, menu.txt or any other txt file, or do you use something like python, and those numbers that I use to change things around, mean less to your program than for me to change the game? That wasn't really a question, more the statement, but you have added battle map tweaks, camp feature tweaks and nearly all the Lord tweaks possible. You have gone through the whole scope of the game, hitting every point very nicely. There are a few things that were left out, I think on purpose.

I'm not quite sure what you're asking, but I find most of the tweaks by looking through the module system files. Sometimes I have a specific thing I'm looking for, and sometimes I just randomly come across things that seem useful. Once you know the number you're looking for and the line it's contained in, it's pretty easy to get the tweak pinned down (although it certainly does help to understand how to read the compiled text files).
Quote:
<suggestions>

Those are all very good suggestions, and shouldn't be too hard to add. I had actually never heard of the "reloading" one, but it seems to work pretty well, albeit a bit strangely (ie, changing it to 10 only lets you fire 5 times before reloading, and seems to use up your ammo ~33% faster?). Whatever the case, I'll play around with it a little bit more and see if I can't get it added sometime soon.
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 1.90)  » posted by Hassie on May 21, 2010, 06:35:43 pm
kefka95 wrote:
Quote:
<suggestions>

Those are all very good suggestions, and shouldn't be too hard to add. I had actually never heard of the "reloading" one, but it seems to work pretty well, albeit a bit strangely (ie, changing it to 10 only lets you fire 5 times before reloading, and seems to use up your ammo ~33% faster?). Whatever the case, I'll play around with it a little bit more and see if I can't get it added sometime soon.

You said it uses up the ammo 133% as fast as normal? I havent seen that, nor the 10 makes you shot 5. I have a siege crossbow set to 8, and it shoots 8 and takes 8 out of the ammo. Maybe I changed something else to make it work. I have changed a lot of things in different files, and that number, in the "Morgh's TXT Tools" is where I first found it to work. I change it on that tool and it works fine, but again I have did change scripts, menus, items, and just about every txt file manually with over 200 changes to make things work, especially with new NPC's, if someone could make THAT easy to do, I would literally fall in love, cuz having dialogue, and everything for a new NPC can take hours and hours to put them in the right spots so they interact, and react to positions right, and not mysteriously lose equipment, or horses or whatever.

Well I appreciate it, and I was actually asking, if I find the line of code, like I did for the Mercenary numbers, would you want me to list them for you in that specific txt file? I can't tell you what ALL of the numbers lines do, but based on what I have seen it's pretty easy when you look at 1 line, being in 600 different spots, it is telling the game to do one thing, and figuring that out isnt hard after some testing. Several lines are all over and are just specific codes of "do this", or "and this", or "or this" in basic human language, but assuming you are a programmer you know that it isnt so easy to just write, do this into a program, it takes many lines to display something as simple as a ball on a screen spinning.

Anyhow, I will find code in the future, in a specific txt file, if I ask for a change, that way it will be easier for you to locate what you are looking for and dont have to spend hours searching for it, when I know where it is already. I cannot tell you what it all means, as it has changed from M&B to Warband but I assume they use the same system, just higher number sets, assumably in hex. Anyhow I appreciate the work, and I look forward to every update :)


Cheers :)

Hassie

PS- Kefka as in FF3/6 Kefka? Cuz that was a game I played thru about 500 times growing up, LOVED it, story was way beyong what enix and other rpg makers at that time. Just wondering :)
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 1.90)  » posted by kefka95 on May 22, 2010, 07:30:54 pm
Quote:
You said it uses up the ammo 133% as fast as normal? I havent seen that, nor the 10 makes you shot 5. I have a siege crossbow set to 8, and it shoots 8 and takes 8 out of the ammo. Maybe I changed something else to make it work.

Apparently it's a known bug with Warband:

http://bugs.taleworlds.com/edit_bug.aspx?id=2168
http://forums.taleworlds.com/index.php?topic=108660
Quote:
Well I appreciate it, and I was actually asking, if I find the line of code, like I did for the Mercenary numbers, would you want me to list them for you in that specific txt file?

It actually almost never takes more than a minute or two to find a given tweak. Once you understand what you're looking at, the module system is pretty easy to use :green:
Quote:
PS- Kefka as in FF3/6 Kefka?

Yup! FF6 is probably one of, if not my very favorite game of all time :hammer:
IP: logged
 Re: TweakMB (with Warband support!) [ve (v 1.90)  » posted by Hassie on May 23, 2010, 03:16:38 am
kefka95 wrote:
Quote:
You said it uses up the ammo 133% as fast as normal? I havent seen that, nor the 10 makes you shot 5. I have a siege crossbow set to 8, and it shoots 8 and takes 8 out of the ammo. Maybe I changed something else to make it work.

Apparently it's a known bug with Warband:

http://bugs.taleworlds.com/edit_bug.aspx?id=2168
http://forums.taleworlds.com/index.php?topic=108660
Quote:
Well I appreciate it, and I was actually asking, if I find the line of code, like I did for the Mercenary numbers, would you want me to list them for you in that specific txt file?

It actually almost never takes more than a minute or two to find a given tweak. Once you understand what you're looking at, the module system is pretty easy to use :green:
Quote:
PS- Kefka as in FF3/6 Kefka?

Yup! FF6 is probably one of, if not my very favorite game of all time :hammer:

Hey-
I checked the ammo thing and you are right. I was actually refering to NPC ammo, as I rarely, or actually NEVER use a range weapon. It always seems to me that the units in my army shoot the right number, but I dont stare at them while they shoot of course. I focus more on a ride in front of my army like a general boosting the morale of his troops, and keep the cavalry charge in line when the enemy starts to attack.

Well if this bug is only for player controlled unit ranged weapons, I am not too concerned altho I think a fix SHOULD be found by the makers, for good reason. If it effects ALL units, then I am not too happy, tho having a repeating crossbow, with those disadvantages, I think MORE than outweigh what you get in return. Making 6 extra ranged weapons that shoot more than once before reloading, especially the sniper x-bow (Siege Crossbow) is devastating especially closer than 40 yards. They can take down 2-4 enemies each before reloading, which makes the Rhodocks, go from weak, to killer defenders and can attack anyone on horse equally as well as anyone else with this. That is the main reason I put in repeating X-Bows.

Well, FF3/6 was my favorite game for many years, and I still feel it to be the best ever FF game, as long as you take time in to account, as the newer ones are obviously flashier and have better graphics, but at that time, that game, I played thru a night without knowing it, I would get so consumed in different things.

Anyhow, let me know if you need any suggestions for new tweaks to your program, or if you are already overloaded and I will hold back on suggestions until you catch up on what people already want. Everything I want is mostly for ease, and a lot of other people want things, because they cant do it any other way, so I feel they should get their's before mine, all things being fair.

Well have a good weekend, and don't work too hard now :)

Hassie
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 TweakMB (with Warband support!) [ve (v 2.00)  » posted by metallicawoo on Jun 01, 2010, 05:34:03 pm
:-) This is actually awesome, but i am being a bit of an idiot i think, coz i want to sort out "assigning fiefs" with "Zlogoljni AGE OF CHANGE" but for some reason all the options are grayed out and i cant change anything. What do I need to do to resolve this? Im sure its something really simple haha. Thanks :-)
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 Re: TweakMB (with Warband support!) [ve (v 2.00)  » posted by kefka95 on Jun 01, 2010, 09:06:13 pm
metallicawoo wrote:
:-) This is actually awesome, but i am being a bit of an idiot i think, coz i want to sort out "assigning fiefs" with "Zlogoljni AGE OF CHANGE" but for some reason all the options are grayed out and i cant change anything. What do I need to do to resolve this? Im sure its something really simple haha. Thanks :-)

TweakMB is developed and tested on Native only. If you're using any other mods, there's a good chance that some tweaks just won't work (or at least not through TweakMB).
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 Re: TweakMB (with Warband support!) [ve (v 2.00)  » posted by metallicawoo on Jun 02, 2010, 04:46:20 am
kefka95 wrote:
metallicawoo wrote:
:-) This is actually awesome, but i am being a bit of an idiot i think, coz i want to sort out "assigning fiefs" with "Zlogoljni AGE OF CHANGE" but for some reason all the options are grayed out and i cant change anything. What do I need to do to resolve this? Im sure its something really simple haha. Thanks :-)

TweakMB is developed and tested on Native only. If you're using any other mods, there's a good chance that some tweaks just won't work (or at least not through TweakMB).


Oh right ok :) so will there be any progress on mods in the future at all?
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 Re: TweakMB (with Warband support!) [ve (v 2.00)  » posted by kefka95 on Jun 02, 2010, 09:24:08 pm
metallicawoo wrote:
Oh right ok :) so will there be any progress on mods in the future at all?

It's highly unlikely. I would have to manually recreate most of the 300+ tweaks for each individual mod, which is obviously not realistic. The other problem is that many of those mods are updated on a very frequent basis. So I could spend a huge amount of time getting one mod setup in TweakMB, only to see the mod updated the next day, breaking half of the tweaks in the process (in which case it would just be a complete waste of my time to try and keep it updated).

If there is a feature or tweak you would like to see in a mod, your best bet is to contact the author of the mod and let them know what changes you would like to see.
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 Re: TweakMB (with Warband support!) [ve (v 2.00)  » posted by samlenaik on Jun 17, 2010, 10:44:19 am
Hi,

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.

It's really a problem because this options correctly works with the 1.113 version but don't work with the new one 1.124. If you have solution it'll be great ! This options were wonderfull to not lose time in game !
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 Re: TweakMB (with Warband support!) [ve (v 2.00)  » posted by kefka95 on Jun 18, 2010, 08:12:07 am
samlenaik wrote:
Hi,

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.

It's really a problem because this options correctly works with the 1.113 version but don't work with the new one 1.124. If you have solution it'll be great ! This options were wonderfull to not lose time in game !

This was broken with the new patch (like a lot of other tweaks!). The next update will correct this.
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