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Hassie Regular User Apr 07, 2010, 03:48:05 pm 0 15
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IP: logged
 Re: Padins And Dark Knights mod (v 1.0)  » posted under Padins And Dark Knights mod on Apr 12, 2011, 03:53:04 am
Dakdeath wrote:
Hassie wrote:
templarknight wrote:
3d86 wrote:
Paladin footman ? paladin ranger ? i thinc you dont know what a paladin is .......
1. you need new items,the ones you have are very very bad,dont fit a paladin
2 . you cant really make a new faction of paladins,its simply wrong,best you could do for example swadian knights upgrade to paladins
but i guess you could just change the names of the troops you alredy made,the paladin is a knight as far as i know,its a title earnd by diferents means,it just sounds bad when you have ''paladin footman'' and stuff like that

anyways here is my sugestion,i hope you get some help and make this a great mod,but for that you need much better ideas and documentation

[/quote/]paladin is holy knight
3d86 wrote:
Paladin footman ? paladin ranger ? i thinc you dont know what a paladin is .......
1. you need new items,the ones you have are very very bad,dont fit a paladin
2 . you cant really make a new faction of paladins,its simply wrong,best you could do for example swadian knights upgrade to paladins
but i guess you could just change the names of the troops you alredy made,the paladin is a knight as far as i know,its a title earnd by diferents means,it just sounds bad when you have ''paladin footman'' and stuff like that

anyways here is my sugestion,i hope you get some help and make this a great mod,but for that you need much better ideas and documentation
well a paladin is a holy knight so i give 3d86 right you cant make a faction of paladins but you sure could make some nice units with paladins :) just keep work then it will be there sometime :-) :hammer:


I see no problem with making a faction out of Paladin troops. It would actually be very historically based, IF you made it not just Paladin, but a Church driven faction. Paladin is overplayed in video games, movies and today's culture, however creating a faction of Religious Knights, AKA Paladins, with monks, squires (Light Horseman, Footman and archer/crossbow squires) as well as say a lowest level troop being something like an initiate or religious fanatic/zealot.

I believe most of the armor and weapons are already available from Native, or other Mods, if you can get approval to use them, and then just take the opposite of the righteous, fight for god and justice, to make the Dark Knight Factions, or sworn enemies of the Faithful Order of whatever your Paladins religion is. Pagan Knights would be Dark in the historical view of Earth, but this NOT being Earth and all, I would say maybe be sworn to a corrupt god/faith, and have troops with less morals.

Depending on how far you wanna take it, you could make the Dark Faction's ultimate troops be warped/cursed with strength/dexterity/constitution at the price of being almost mindless zombies that serve their masters, sapping what intelligence they had to begin with. Giving them the most brutal of weapons, rarely carrying a shield, and only care about killing, not defending the helpless like the Paladin's Faction would really set the 2 apart but you could still make them be balanced, but fight in such different ways that tactics would have to change entirely to win battles properly.

This was something I was thinking of doing before I broke my back, and had started on the Dark Faction, but I think my idea may be more than what you were looking for.

Well good luck, and I hope you continue with this project, I'd like to see it.

Hassie
Can you help me with it then? I'm new to the modding since some months and I tried to make it better but I just don't understand some things maybe you can help me how to bring zombie skin in the game etc.
thanks for the idea looks very assem


Hey Dakdeath-

I could help with some of the modding sure, and implementing different things into the game, such as faction class trees, weapons/armor options for each branch of each tree, but a graphic artist I am not. I did find some different art that would work, but I the creator didn't give me permission to use his/her undead army art. It was mostly wicked swords, scythes, axes, helmets and some other odd bits, but it would all have to be changed to work in the mod, and I won't use what someone else created without permission.

This kind of mod is a major undertaking you understand. Most mods of this size have 3-5 people, each with a task or 2, to implement 2 factions into the game seamlessly, without breaking the main game structure, or without changing much of the rest of the game. My original mod I started on Mount and Blade, and switched to Warband when it came out, but without a graphic artist, everything will just be rehashed items in different colors.

I could very easily build 2 faction class trees for you in native mode, but they would not fit into the game, and they would have to be mercenary to not break the original game structure, which means they would TECHNICALLY be one faction, split into 2 trees, with different branches. This I could do in a day, but it's not what you are looking for really. I think if you asked around on the main Taleworlds Forums, you MIGHT find someone interested in your project that could take the lead on coding things in. As I stated, with my broken back, I don't have the ability to be at my computer for long stretches coding, modding or otherwise fiddling with different things and testing them to see where bugs are at anymore.

I wish I could help because I would really like to play a complete mod with an evil/undead faction, and a good/light faction. I would say if you are just getting started in modding in general, this is a GREAT game to start in because the modding community is one of the best I have ever seen, but I would start out small. Use some of the tools to make a Native+ and don't worry about how the soldiers look just yet. I think once you have a handle on what everything does in script text files, you can start altering the smaller things so one King starts to address his soldiers as minions, and dark knights.

Well good luck, and if you do happen to find anyone interested that can help pitch in to make this mod come true, I will offer what I can when I can, with what you need, but it won't be a lot, and definitely not a whole section of coding, but maybe take off some work from someone swamped to make it go faster.

Ciao Man :)


Hassie
IP: logged
 Re: Padins And Dark Knights mod (v 1.0)  » posted under Padins And Dark Knights mod on Apr 10, 2011, 05:17:27 am
templarknight wrote:
3d86 wrote:
Paladin footman ? paladin ranger ? i thinc you dont know what a paladin is .......
1. you need new items,the ones you have are very very bad,dont fit a paladin
2 . you cant really make a new faction of paladins,its simply wrong,best you could do for example swadian knights upgrade to paladins
but i guess you could just change the names of the troops you alredy made,the paladin is a knight as far as i know,its a title earnd by diferents means,it just sounds bad when you have ''paladin footman'' and stuff like that

anyways here is my sugestion,i hope you get some help and make this a great mod,but for that you need much better ideas and documentation

[/quote/]paladin is holy knight
3d86 wrote:
Paladin footman ? paladin ranger ? i thinc you dont know what a paladin is .......
1. you need new items,the ones you have are very very bad,dont fit a paladin
2 . you cant really make a new faction of paladins,its simply wrong,best you could do for example swadian knights upgrade to paladins
but i guess you could just change the names of the troops you alredy made,the paladin is a knight as far as i know,its a title earnd by diferents means,it just sounds bad when you have ''paladin footman'' and stuff like that

anyways here is my sugestion,i hope you get some help and make this a great mod,but for that you need much better ideas and documentation
well a paladin is a holy knight so i give 3d86 right you cant make a faction of paladins but you sure could make some nice units with paladins :) just keep work then it will be there sometime :-) :hammer:


I see no problem with making a faction out of Paladin troops. It would actually be very historically based, IF you made it not just Paladin, but a Church driven faction. Paladin is overplayed in video games, movies and today's culture, however creating a faction of Religious Knights, AKA Paladins, with monks, squires (Light Horseman, Footman and archer/crossbow squires) as well as say a lowest level troop being something like an initiate or religious fanatic/zealot.

I believe most of the armor and weapons are already available from Native, or other Mods, if you can get approval to use them, and then just take the opposite of the righteous, fight for god and justice, to make the Dark Knight Factions, or sworn enemies of the Faithful Order of whatever your Paladins religion is. Pagan Knights would be Dark in the historical view of Earth, but this NOT being Earth and all, I would say maybe be sworn to a corrupt god/faith, and have troops with less morals.

Depending on how far you wanna take it, you could make the Dark Faction's ultimate troops be warped/cursed with strength/dexterity/constitution at the price of being almost mindless zombies that serve their masters, sapping what intelligence they had to begin with. Giving them the most brutal of weapons, rarely carrying a shield, and only care about killing, not defending the helpless like the Paladin's Faction would really set the 2 apart but you could still make them be balanced, but fight in such different ways that tactics would have to change entirely to win battles properly.

This was something I was thinking of doing before I broke my back, and had started on the Dark Faction, but I think my idea may be more than what you were looking for.

Well good luck, and I hope you continue with this project, I'd like to see it.

Hassie
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
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 :)
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
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
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.
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
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.
kefka95 wrote:
boromir wrote:
:hammer: :hammer: hey first time poster but been using tweak mb since release,is there any thing in line to boost relations/rtr with other lords as i find it hard to get them to join me most times >:( awesome programme btw :lol: :lol:

It will be in the next release :green:

Thank the sweet Kefka95 for this update. The old versions would not change ANYTHING in the new native, or modules with that script and I had to do them all manually, and I think you know how annnoying and how long that can take. Clicking a button, to change things is such a wonderful gift from the gods, or Kefka95, whichever you think made this. They spoke of making all those magelord tweaks into a gui program, and you did it, I did A LOT others he listed, plus some he didnt put in, only annoying thing is, all the code is different in Warband, so you can't just run a search for the qword hex numbers, which I'm sure you know, anyhow.

As I said before, I can put specific places in different parts of .txt files, where you can change them in warband, if you wish, like mercenary's showing up in towns, not different kinds, but more than 3-8 as is the normal number. Can be 70-90 if you want. Or the change for how the king gives out castles, that is an easy change, to make it a LOT more fair. random number between 50-100 multiplied by (reknown+(1.50*King's love for you if you capture said castle/town), so basically if some other lord draws a 98 and has 400 less reknown than you, and you captured the town alone, and draw a random 53, you get totally screwed out of the town by random chance. There are also numbers that lower your chance based on how many Towns/Castles/Villages you own already that you can change as well.

One thing I clamour for is the ability to change the amount of love for you lords lose when you give another lord a town/castle/village It's nearly impossible to give anything out to more than like 5-6 lords, or you start getting near or below zero, and giving out a Town, then giving someone else a village, why the hell is the guy with a huge Town upset? He just got the best Fief possible and I give someone else a POS village and he gets mad....UGH

Anyhow, Kefka95, just letting you know that I have found the specific code, which has been changed in Warband, that changes a lot of things you havent done yet, but I bet you are going too because 95% are on TheMageLord's list of tweaks which you said is where you get most of yours :)

Adding in all those items that aren't in the game, but in Itemkinds1.txt would be nice as well, like Black gear, or the Rabi Helmet, or the Samurai gear which you can find 4/6 parts of it in 2 chests they left in, one they took out had the other 2 pieces, and I still don't know what that Lute, or Lyre does. You can equip but not use it in battle. Has resistance 1 as it's only stat other than speed and range, seems weird.


Ok long post sorry

Thank you Kefka95 for this, you made my day. I had to change everything you have manually in the new script and it took hours to look for the ones I had never done before, but I did a lot more as well like I said since I was in the mood to mod things. Ok have a nice weekend, you rock once again :)

Hassie B-)
kefka95 wrote:
lordglyth wrote:
kefka can you add the following?

can you add a tweak for rite to rule, chance for lords to cross over, how much a lord likes you like how much from how much relation you get from a questa quest ,aslo the 90 days and 30 day needs to be in tweaks thats way to long to starv a castle

aslo the infinite ammo is great, can you add a damage tweak to it to there way weak or a speed tweak be nice to so you can have machine gun bows lol

Some of those may be possible in a future versions, although I don't know if any of them are at the top of the list right now (there's a long list!). Things like the reputation from quests will be enormous tweaks, just due to the number of quests in the game, so it may be a while before those get added.

Taleworlds came out with a new version of Warband, version 1.100 I believe? Anyhow, Probably going to need to change your tweakmb to make it properly again, I know how frustrating that is to have to change EVERYTHING everytime a new version comes out, so the game still works. My mod is coming along so slow because I spend over 10 hours on each version checking to make sure the previous changes I made still work with the new version, and when they don't, have to make changes. ANNOYING >:(

Anyhow, when you get back home I suppose you will take a look and figure it out for yourself. Later dude :)
kefka95 wrote:
Hassie wrote:
--lots of stuff

Try something for me. Assuming your game version is 1.105, make a copy of your unmodified Native module, and load the copy in the latest version of TweakMB. Does everything show up correctly (except for the known issues)? Everything else seems to be working okay for me, and the text files I'm loading should be exactly the same as the text files in your Native module.

The only thing I can think of is that your non-Native module files are still from an older version, in which case some things won't work with the current versions of TweakMB. The only module that gets automatically updated with the game patches is the Native module, so if you're using anything from before the patch, you would have to manually copy over the new module files from your Native folder. This is where most of the problems people have with TweakMB stem from.


Ok- This is super weird. I did what you asked and it didnt work, I downloaded the newest full patch and put on my other harddrive, not in the Steam folder. But get this, the party morale does work on my clean Native2 module, which I made way back when the game came out, but if that doesnt get updated and you said the newest version only works on 1.105 I am super confused. It still doesnt work on the module I created basically Native Expanded, which has lots of new items, troops, NPC's, and what not but it was before no problem. The ammo download did it. Maybe I copied the newest files from the update on steam into Native2 and forgot. I'm disabled, broken back, and on pain killers amongst many other things that impair memory when I'm basically high. I guess I will update that part on my module manually, it was just man your program was so sweet for that, made it super easy, not a 20 min ordeal every time. Everything else does work, including the ammo which is cool, cuz I had having 34 shots, or only 4 spears. I mean if I'm on my horse, I'm going to carry at least 40-70 depending on what else I would carry into battle, the limits on somethings annoy me, making throwing cheap for computer cuz they seem to throw WAY more then 4 Jarids at me.

Anyhow I will patiently await your nest uprate, and I know you said you were going outta town on Taleworlds website, no rush, and if you want any info on updates, and where they are and how to change the numbers to make them work, I have gone through them so many times, it's just a matter of hunting down the numbers each time I need to modify them. Hope you are going on a short vacation this week and have some fun man. Ciao until later then :)

Hassie B-)
Hassie wrote:
kefka95 wrote:
Hassie wrote:
EVERY single dungeon door says (Arena Door), and if you are in a castle, NOT a City, you go to a desert, grasslands or whatever if you try to enter.

I was doing a quest to free a lord early on from a dungeon. If I give the guy the purse of 100 denars, I go into the dungeon. If I kill him for the keys, I cannot get in. When I did go in, I couldnt talk to the lords at all in the prison, even when I'm standing right in front of them, no bars, nothing, just standing there. Almost like they aren't there.

It worked when I put the normal files back in, but I like my changes. Any reason, or code, or file specifically doing this so I can just make that change? I figure maybe in the menu, it's changing dungeon door, to arena door instead by accident.

I'm getting this same issue. I think it's definitely directly related to the "Add guild master to the menu" tweak (once I removed that tweak it went back to being normal). Assuming that is the case, the short-term fix would be to simply not use that tweak until I figure out what's causing the bug. I have to say, it's a bit disorienting to open the prison door, only to be teleported to the arena :pint:

Hey-
I appreciate the update to your mod, and taking off the guild from the menu of Cities works on new games. Saved games seems to be set in stone, Dungeons are arenas forever-more. I will try and do some tweaking with your mod, and see what it comes up with.

I also wanted to say that there were some bugs in your last version, that this one cleared up, probably because of the updated Warband Patch. For future reference, everything seems to work EXCEPT the Morale for your party NPC's and Morale per Leadership point option. They were blanked out no matter what I did when the patch came out. It is fixed now tho as I said, and everything else worked after the patch, except the dungeon/arena thing, and being in your own dungeon, and the door leads back INTO the dungeon. I will go into cities and see what happens with guildmaster meny turned off in cities I havent been too yet, maybe they havent been effected.



I am still getting blanked out morale with the new version, and it wasnt happening until I downloaded this new tweakmb. Does this do something with the other tweamb's somehow? cuz I have them all in sub folders, basically the oldest is in the main folder, then every update goes into a folder in that folder when I extract the file. I don't know why but all the versions aren't letting me change the leadership at all, and I loaded my game, and I instantly started losing troops due to low morale, which is fairly annoying.

I can compensate, and make it work with the normal morale, just thought maybe there was a problem you could think of that would cause this. Warband is still on 1.105, nothing changed there, and it as far as I could tell it didn't stop letting me change morale settings until I downloaded this newer version, but I didn't use Tweakmb for maybe 2-3 days after your last version came out, downloaded it, used it and started a new game to see what the colors and what not would do, and I liked it, with the NPC's not pissing at each other constantly so I stopped having to tell Klethi that I would hang her ever 2-5 days. That chick seriously wanted to leave pronto.

Anyhow, if maybe something you know maybe have been messed up and it's an easy fix, or if I can just delete the newest version and config file, not have the ammo option which i like, but I can do that manually pretty easily in the item's_kind1.txt file so it's not a heart breaker. The morale is in hex code I think, and I really hate trying to search for code that should be there, and my txt files are so different then what is shown on forum posts, whereas your editor is just perfection all rolled into one little sweet package.

Thanks in advance as I know you check this regularly and help out wherever you can. I am going to delete this latest download. If that doesn't work. I am deleting them all, and downloading the latest only and see if that will makeit work. I want to say that every other aspect works, except the Tavern Keeper, and someone he is a guy dressed in a dressed as a woman with a beard, I dont know why, but it has only happened in a could of cities, and ONLY when there is a beligerent drunk. Also I noticed that when walking in the streets, the problem with the dungeon is fixed with taking off the guild master meny add, but the door to the Tavern says "Shop" and it keeps saying the door is locked. I can just get in through the menu by pressing retreat from the city streets, but it still may be a bug that for perfectionists like myself would want to get it right and stay up for hours looking at strings of code like I do for my mods I make in warband, I only make one change at a time and until that is perfect I don't move on.

It seems WAY too similar to not be related in some way to the Tavern Keeper buying prisoners because of the dungeon problem, but maybe it is something else and it is JUST me. I have used other editors on modules, but nothing else effects the Tavern as far as I can tell.

Thanks again

Hassie :)
kefka95 wrote:
Hassie wrote:
EVERY single dungeon door says (Arena Door), and if you are in a castle, NOT a City, you go to a desert, grasslands or whatever if you try to enter.

I was doing a quest to free a lord early on from a dungeon. If I give the guy the purse of 100 denars, I go into the dungeon. If I kill him for the keys, I cannot get in. When I did go in, I couldnt talk to the lords at all in the prison, even when I'm standing right in front of them, no bars, nothing, just standing there. Almost like they aren't there.

It worked when I put the normal files back in, but I like my changes. Any reason, or code, or file specifically doing this so I can just make that change? I figure maybe in the menu, it's changing dungeon door, to arena door instead by accident.

I'm getting this same issue. I think it's definitely directly related to the "Add guild master to the menu" tweak (once I removed that tweak it went back to being normal). Assuming that is the case, the short-term fix would be to simply not use that tweak until I figure out what's causing the bug. I have to say, it's a bit disorienting to open the prison door, only to be teleported to the arena :pint:

Hey-
I appreciate the update to your mod, and taking off the guild from the menu of Cities works on new games. Saved games seems to be set in stone, Dungeons are arenas forever-more. I will try and do some tweaking with your mod, and see what it comes up with.

I also wanted to say that there were some bugs in your last version, that this one cleared up, probably because of the updated Warband Patch. For future reference, everything seems to work EXCEPT the Morale for your party NPC's and Morale per Leadership point option. They were blanked out no matter what I did when the patch came out. It is fixed now tho as I said, and everything else worked after the patch, except the dungeon/arena thing, and being in your own dungeon, and the door leads back INTO the dungeon. I will go into cities and see what happens with guildmaster meny turned off in cities I havent been too yet, maybe they havent been effected.
I downloaded the tweakmb and it worked great. I used it on the Native, changed what I wanted like the Tournament betting, and morale, tavern keeper taking prisoners, party limits blah blah blah blah, changed everything by a little bit here or there up or down. Making it harder and easier in some ways. ANYHOW, BUG. EVERY single dungeon door says (Arena Door), and if you are in a castle, NOT a City, you go to a desert, grasslands or whatever if you try to enter.

I was doing a quest to free a lord early on from a dungeon. If I give the guy the purse of 100 denars, I go into the dungeon. If I kill him for the keys, I cannot get in. When I did go in, I couldnt talk to the lords at all in the prison, even when I'm standing right in front of them, no bars, nothing, just standing there. Almost like they aren't there.

It worked when I put the normal files back in, but I like my changes. Any reason, or code, or file specifically doing this so I can just make that change? I figure maybe in the menu, it's changing dungeon door, to arena door instead by accident.

This is Warband, just for clarification.

I had to take the castle to free him, but all dungeons are like this, so I can't go into my own dungeon in my own castles. Kind of weird I think....
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