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| Released Mods! MTW2 mods which have a release, Some of which are still Wips. |
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#1 | |
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Grenadier
Posts: 67
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Hey all, first mod here, hope you like it.
This first mod is a simple fix for all the messed up agents, character traits, and ancilliaries in Medieval 2 (1.1) Vanilla. Simply install over your vanilla installation, and it won't do anything except fix what the patch has missed. You can download it from tw-center.net HERE. Please stick any feedback on bugs or what you want to see in the next version in this thread. Details below, enjoy! Vices & Virtues FIXES 1.2 INCLUDES - Fixed PRINCESSES, ASSASSINS, DIPLOMATS, no longer lose trait points on failure. PRINCESS CHARM traits now work! ADMIRALS fixed, no more irritating one-star fleets on training which won't combine. ADMINISTRATION traits fixed. HUNDREDS of Family Member traits & triggers fixed, character traits work again! This mod fixes broken agents, princessess, many character traits and ancillaries in vanilla Medieval 2. It is compatible with any non-VnV / ancillary mod, and aims to change nothing in vanilla Medieval 2 but what is broken. ==VERSION 1.2== ===NEW FEATURES=== Two new versions of the ancillaries files, for those mods/players which set the game at a different number of years per turn. This ensures many ancillaries will appear at the correct times in modded games. To check and use: Go to medieval2/data/world/maps/campaign/imperial_campaign Open descr_strat.txt Read the value for "timescale" near the top of file. If timescale 1.0 RENAME the enclosed file export_descr_ancillaries[TURN=1.0].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder) If timescale 0.50 RENAME the enclosed file export_descr_ancillaries[TURN=0.50].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder) NOTE: the standard export_descr_ancillaries.txt file included with the mod is set for a timescale of 2.0 Spoiler Alert, click show to read: VERSION 1.3 Will be most likely be the final version, and will largely fix any bugs found in 1.2. Hopefully, it will also include a complete and permanent anti-trait fix, more news on that when it comes. ALSO - an announcement of a new, personalised VnV mod - combining this one and a popular titles mod - will be coming soon, so watch this space! ==VERSION 1.1a== Fixes / rebalance for some of the previous alterations 1/3 of ancillary file fixed Spoiler Alert, click show to read: ===QUESTIONS=== Something very strange: character leading army outside settlement getting Corrupt trait regularly...tested to see if this is from corruption triggers, it's not. No idea what is was happening. Please bug report if you see this occurring (no general without Corrupt trait (first level: Dubious) should ever get the trait without being in a city) ===BROKEN=== Not my area, but if you look in descr_missions.txt and descr_faction_standings.txt you will find that faction standing rewards for regicide missions don't exist. Might be of some interest to diplomacy modders (or heaven forbid CA actually fix something in a patch) ==VERSION 1.1== This version has now (hopefully) fixed 99% of the traits file. Ancilliaries & fluff (typos etc) to come in v1.2 Please click below to see changes (trying to save space) Spoiler Alert, click show to read: ==QUESTIONS for fellow modders== Some things I haven't worked out yet which would really help. If you can help, please PM me (Orientis) at www.twcenter.net, or post in this thread. Is there any code / condition to find out whether character married within family? Anyone know where MissionID & PaybackID parameters can be found? (not in docudemon_conditions files from CA) Is there any code / condition which defines a character's age? ==VERSION 1.0== Please click below to see changes (trying to save space) Spoiler Alert, click show to read: ==v1.2 COMING SOON== Ancilliaries to be fixed. Some ancillaries to be inheritable (in original CA file but broken). Many more transferable ancilliaries (then it's up to you if you do it or not) Battle triggers get one last examination / upgrade Typos and fluff fixed. ==BUGS & FEEDBACK== Please post feedback & bugs in this thread. Tell me what I have missed or what you think needs fixing so I can include it in future versions. If you find a bug, please post here with the following information: When it happened (starting game, starting campaign, start of turn, end of turn, after a battle etc) Faction you were playing If you noticed bug being linked to a trait or ancilliary gain/loss. If you could post the last few lines of your system.log file, that would help greatly too. ANY OTHER MODS YOU ARE USING ON THE SAME INSTALL. Thanks! Ori PLEASE FEEL FREE TO DISTRIBUTE OR USE IN YOUR OWN MODS, as long as you acknowledge source and link to thread where I can get feedback. Enjoy! Last edited by Orientis; January 13, 2007 at 08:55 PM. |
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#2 | |
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Drummer and Fifer
Posts: 107
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1 word:
wow. |
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#3 | |
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Civitate
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Posts: 3,515
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You modders are incredible, but you also give us a hard time deciding which mod to use. :hmmm:
Kobal2 did an amazing work with his mod: http://www.twcenter.net/forums/showthread.php?t=74322 But I must ask: What is the better mod, what fixes most? This mod here, or Kobals mod? Please give me an honest answer PS: You said you activated 30 inactive traits. And I see you included a file in the folder...\data\text. Question: I'm playing the german version, will I get mixed english and german traits with your mod?
GODzilla(TM)
son of the family of Wilpuri under the patronage of makanyane
Last edited by GODzilla; December 20, 2006 at 04:16 PM. |
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#4 | |
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Light Infantryman
Posts: 25
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One quick question in export_descr_character You have changed only triggers, no change to the traits themselves right?
Nvm i already see You made changes to those too I like some of Your changes but some of good/bad traits in aforementioned file are too easily earned to my liking. This prefers player as it is AI who loses battles attacking and such. Looks like i will take what i want and change the leave the rest Last edited by Kinch; December 20, 2006 at 04:51 PM. |
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#5 | |
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Drummer and Fifer
Posts: 173
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is this compatible with shaba 's diplomacy mod? IIRC he changed a few things with the agents...
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#6 | |
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Grenadier
Posts: 67
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Hey folks, thanks for replies.
Godzilla - Hadn't seen Kobal's mod, thought I was filling a gap in the market with VnV vanilla fixes Not sure how it will affect the German version, I would have to see the German-version file to know. I suspect that only the export_VnVs.txt.strings.bin file would be different in German, and it is not vital to the mod working (I only replaced some missing text in traits like BoringSpeaker). Just use your own export_VnVs.txt.strings.bin file instead of mine, the actual fixes in the mod will still work. Kinch, so far I have only corrected traits for errors, and altered some threshold values because they were so ridiculously high/low that they never appeared or were all over the place. When there was really nothing to indicate the devs intent, I usually went back to RTW (ie BoringSpeaker modelled on RTW similar trait). As for the ease of earning traits, I generally try to balance them so that the first levels are relatively common, but you will only see one or two generals with the highest levels in your campaign - if your family tree at the end of a campaign has only one XXX the Mighty, XXX the Great, etc, for each trait, then I'd consider that pretty well balanced. In general for this mod, however, I am trying to stay as close to the norm as possible, except activate all the broken traits & triggers (of which there are many), so hopefully though you see more character traits, none should appear out of place in the gameplay you are used to. It is essentially a mod for players who don't really use mods. EDIT: REDPALADIN - this should be 100% compatible with Shaba's mod, he uses none of the same files. After I've completed this Fixes mod though, I will be using it as a base for a further mod which shakes things up much more. Intention is to really get traits and the RP aspect to be integral to all other aspects of gameplay. This involves: 1. Making some traits much more powerful - for example, altering administration traits so that bad administrators will actually make your cities revolt, corrupt or incompetent taxmen will take all your money from cities they govern (and become less loyal as they fear your wrath). 2. Using & combining many more of the possible command actions in triggers, so that every action you take in your campaign will affect your faction & characters in a realistic way. Example, characters gaining accolades not just for winning a battle, but for a particularly heroic charge in that battle. [The one example I already put in for an inactive trait: PublicAtheism can be earned in various sneaky ways for demonstrably un-Christian acts, spending too long away from the fold, consorting with heretics, etc. 3. Making new, complex triggers, so that traits interact much more, and to make it impossible to 'train' characters by repeatedly performing the one action which will trigger a trait. 4. Using a character's existing actions and history so that they develop a realistic & coherent personality, instead of a mix-match of often conflicting traits. Making character arcs, so that traits don't always stick for life, and characters can change over time - for example, a brilliant young commander who hasn't fought a battle for 20 years will be known more for the fact that he's spent the last year drunk in a gutter than his past - he won't just be able to pick up an army again with ten command stars and expect the men to love him. 5. Developing hereditary traits further, so that you can have whole families with a certain reputation that may be hard to shake. The aim of this second mod will be to bring the RP aspect to the forefront of characters, and hopefully to add some variety & challenge back to the late-game where you are already all-powerful. Last edited by Orientis; December 20, 2006 at 07:12 PM. |
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#7 | |
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Light Infantryman
Posts: 25
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Wow, quite ambitious project hehe. Good luck with it.
Question to publicatheism trigger is if AI slaugther citizens/ executes prisoner. Well i've no idea |
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#8 | |
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Grenadier
Posts: 67
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Was deliberately vague, and there are several triggers. Just assume that if your generals are nasty to innnocent fellow Christians / Muslims, there will be consequences.
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#9 | |
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Artifex
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Posts: 790
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Looking forward to 1.1 now. Great work, Orientis.
Humbled to be under the patronage of [user=Annaeus]Annaeus[/user]
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#10 | |
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Light Infantryman
Posts: 28
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Very good work , must have mod
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#11 | |
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aka 'yakaspat'
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Posts: 2,687
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Wonderful work, I'm planning on using many of your fixes (if not your entire file) in my own "bug fixer" mod.
Looking forward to what else you come up with. ;-) |
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#12 | |
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Rifleman
Posts: 47
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I have the same problem... deciding what mod to use. What mod to play with. What I would like to see? The best mods out there getting together and making one big incredible mod. Collaborating together to make the mod of the year.....
Currently we have some great mini mods and large mods alike. They all fix and enhance different things. All great, mind you. But all different. Someone get all these guys together!! |
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#13 | |
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Grenadier
Posts: 67
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v1.1 coming over the next few days, will still be more character trait fixes (there were a lot of them!). v1.2 will then focus on ancilliaries.
Any feedback / bugs / suggestions, post em here over the next 48 hours and I should be able to get them into 1.1 |
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#14 | |
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aka 'yakaspat'
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Posts: 2,687
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Wonderful, thanks! I've already included the "essential" fixes from your traits file in my own mod. Good work.
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#15 | |
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Drummer and Fifer
Posts: 103
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Does that mean you no longer get bad taxman while stationed in castles? Because I still get it and I know the mod is working, just look at the princesses, they are actually decent now.
Behold the continuation of the dream! ![]() ![]() ![]() |
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#16 | ||
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Grenadier
Posts: 67
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Quote:
If you want to do it yourself, it's very easy. Go to export_descr_character_traits.txt, search for governing19 - where it reads: Condition GovernorLoyaltyLevel > loyalty_disillusioned and GovernorTaxLevel < tax_high it should read Condition GovernorLoyaltyLevel = loyalty_happy and GovernorTaxLevel = tax_low Simply replace: > and < with = loyalty_disillusioned with loyalty_happy tax_high with tax_low Keep all spacing etc the same, then save and no more BadTaxman from castles. |
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#17 | ||
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Drummer and Fifer
Posts: 103
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Quote:
Behold the continuation of the dream! ![]() ![]() ![]() |
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#18 | |
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Colour Sergeant
Posts: 401
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Hi, good looking mod, quick question though, is this mod compatible with Dearmad's Privy Council mod?
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#19 | |
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Artifex
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Posts: 790
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Orientis, wonderful work. I found something you might want to consider adding to your next version.
Saw a thread in the mod workshop by Severdhope discussing the problem with bishops not being generated by huge cathedrals, just by cathedrals. I saw you fixed this in your mod. But I also saw this post by Nebuchadnezzar in that same thread about a similar fix for orthodox bishops from orthodox huge cathedrals. It only affects the two orthodox factions; but adding the trigger lets them also get better bishops from building cathedrals and a huge cathedral. Humbled to be under the patronage of [user=Annaeus]Annaeus[/user]
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#20 | |
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Grenadier
Posts: 67
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Good catch, thank you, it's in 1.1
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