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Thread: MediFix 1.0 - Fixes Ancillares and VnV's

  1. #1

    Default MediFix 1.0 - Fixes Ancillares and VnV's

    The VnV system is broken and bugged in vanilla M2TW. Many triggers are not working, implemented or not actually doing anything. Just like Rome, so no surprise there.

    Some Ancillaries and VnV's are quite odd. Being bad taxman for governing a castle? Pagan Magician in a province with 85% catholicism? No chance of being a better trader, farmer or miner except building?

    I could not stand playing M2TW knowing how broken and missing things are. Here is a first try at tweaking and fixing them, to enhance the gaming experience.

    Feel free to comment and please leave input on other changes.



    Version 1.2 released!

    Moved to FileFront.

    http://files.filefront.com//;6476123;;/



    MEDIFIX V1.2
    the.seneschal@hotmail.com


    WHAT IS IT
    =========

    A simple mod that changes ancillaries and VnVs for M2TW.



    HOW TO INSTALL
    ===============

    Unrar the two .TXT files into the .\data dir of your M2TW installation. You need patch 1.1
    Make a batch file, "whatever.bat" in the directory where the medieval2.txt is located.
    The bat file should contain the following:
    "medieval2.exe --io.file_first"
    Running the bat file leads in the mod being loaded, running the desktop icon of medieval2.txt means vanilla is loaded.

    WHAT DOES IT CHANGE
    ====================




    V1.2
    ===

    *The foreign fruitcake (adultress_she_man) only appears if you are actually homosexual (having atleast 4 points of Arse).
    *Strategic skill can be increased by successful battles.
    *Princesses can, even if their dad lacked the prerequisites, gain a few traits besides the standard two.
    *Generals that always push the movement limit to the max has a slight slight chance of being better
    at LogisticalSkill. Only for land movement ofcourse, so shuttling them around in ships shouldn't work... :D


    V1.1
    ====


    *Fools could cling on to anyone, including agents, since they don't have Command skill. Only for generals now.

    *Removed an odd bug regarding the disaster-trigger; appearantly it triggers for much more than disasters as
    removing the randomness made everyone get superstitious and conforming at certain events.




    V1.0
    ====

    Ancillaries
    ----------

    *Most Witch-related triggers are not properly implemented. To compensate until the problem is fixed,
    witches have a slightly higher % of gaining ancillaries when created. (Brooms etc.)

    *Adultress now only join generals when they stay at a coaching house or above.

    *Foreign adultress appears less often.

    *Fools sometimes join lesser generals that linger in Castles (or above).

    *Heralds sometimes join generals staying in Citadels.

    *The Pagan Magician now requires a fairly high heresey % of the population if he is to join the general.
    (he joins much, much less and only for those who travel across high heresey lands)

    *The tracking dog is implemented! Pet_bloodhound. The trigger was completly broken. The fearsome
    dog, +2 agent skill, +1 Line of Sight and +1 personal security, now has a small chance of appearing
    along spies from pleasure palaces.


    Triggers for VnV's
    -------------------

    *The base religion value of 3 for everyone is fixed. It now works properly for everyone that joins
    your family.

    *Corruption-triggers are doubled to 100k, 150k and 200k.

    *Vast overhaul of the vices inluding drinking, gambling, girls etc. Much toned down .
    You no longer start getting drunk at brothels. You get a slight chance to drink at taverns and upwards.

    *Your generals no longer pick up negative traits for doing nothing in settlements: drink, gambling, arse, girls.
    However: Generals stuck in a settlement without a brothel has a very small chance of turning to the arse.

    *Luxurious lifestyles toned down. Coaching houses and pleasure palaces can still corrupt your general though.

    *If a general survives a disaster, he has a much larger chance of turning to superstition or religion.

    *Merchants no longer pick up the selfserving merchant trait unless they actually trade something far away.

    *Generals that survive an inquisition become more religious, not just a chance of becoming.

    *Diplomats not as quick to be religious intolerant and so on.

    *Bishops now come from both cathedrals and huge cathedrals, not just cathedrals.

    *Sitting around in the wilderness now has a higher chance of increasing certain traits, such as hale & hearty.

    *Generals born in cities with high level religious buildings now have higher chance of being religious.

    *You become more cultured at the theatres, but do not start drinking because of it.

    *Sanitation: A bit easier to get good health, chances for vices are lowered.

    *You will no longer become a bad taxman for governing a castle.

    Traits
    ------

    *BoringSpeaker actually does something now, it used to have 0 effect for all 3 levels. A general that is a poor
    speaker has a negative effect on authority and morale, if he ends up really boring.

    *Inspiring speaker tweaked to give you a slight morale boost at the highest level.

    *Governors that stay in settlements with farms, mines and trade will slowly increase their knowledge and skill
    in that area. Building the specific buildings still gives you points, but it is now actually possible to become good farmers,
    miners and traders if you spend your career doing just that.

    http://files.filefront.com//;6476123;;/


    All input, hate and love welcome.
    Last edited by seneschal.the; 01-07-2007 at 19:39.

  2. #2

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Heh, wasn't allowed to post the link in my first post:

    http://www.filefactory.com/file/c1c25a/

  3. #3

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Just as a word of warning sen~ you might want to change your download site - the first thing that greeted me on that link was an advert saying

    "*1234* a local girl - 8 million girls in your area looking for sex"

    Which probably isnt the most hale & hearty thing to have on such a link with kids around to download M2tw files.

    Mod sounds good though!
    morsus mihi

  4. #4

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Sounds interesting, don't forget to add it to the Mod Downloads database:
    https://forums.totalwar.org/vb/local....php?catid=135
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  5. #5

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    I'll give it a try ^^ Sounds good

    BTW fix the princess in the next release ^^

  6. #6

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Quote Originally Posted by Darkmoor_Dragon
    Just as a word of warning sen~ you might want to change your download site - the first thing that greeted me on that link was an advert saying

    "*1234* a local girl - 8 million girls in your area looking for sex"

    Which probably isnt the most hale & hearty thing to have on such a link with kids around to download M2tw files.

    Mod sounds good though!

    Apologies! I have adblocking stuff that prevents many of those things. Sorry. It's now moved to MegaUpload, no porn there (I checked) only bunch of google ads. (which might mean porn anyway?) Someone feel free to offer me a real server :)

    Anyway, updated it:

    http://www.megaupload.com/se/?d=J0WPIZI7



    V1.1
    ====


    *Fools could cling on to anyone, including agents, since they don't have Command skill. Only for generals now.

    *Removed an odd bug regarding the disaster-trigger; appearantly it triggers for much more than disasters as removing the randomness made everyone get superstitious and conforming at certain events.




    Me and my informal test squad of two played a few hours recently and you can actually use governors now, instead of putting them on a ship so they don't get bad traits all the time. They still get bad traits though, just not at the rapid rate of vanilla. I still managed to get a gay general at turn 10 with the she-male (foreign fruitcake) hangaround. Yay! :)


    Left to fix:

    Princess triggers.

    Possibility for witches to gain magic if left alone practicing their arts (time in region, religion changed)

    The broken ambush triggers and other assorted triggers that really lack sense.

  7. #7
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Here are the princess triggers I wrote for my own, similar mod. Not thoroughly tested but the two princesses I had born actually had starting charm for a change, so they should be OK. Anyway here's the code :

    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger princess_init1
    WhenToTest CharacterComesOfAge

    Condition AgentType = princess

    Affects NaturalPrincess 1 Chance 100

    ;------------------------------------------
    Trigger princess_init2
    WhenToTest CharacterComesOfAge

    Condition AgentType = princess
    and Trait NaturalPrincess = 1

    Affects NaturalPrincess 1 Chance 50

    ;------------------------------------------
    Trigger princess_init3
    WhenToTest CharacterComesOfAge

    Condition AgentType = princess
    and Trait NaturalPrincess >= 2

    Affects NaturalPrincess 1 Chance 50

    ;------------------------------------------
    Trigger princess_init4
    WhenToTest CharacterComesOfAge

    Condition AgentType = princess

    Affects PassionateWoman 1 Chance 20
    Affects ColdWoman 1 Chance 20
    Affects DykeWoman 1 Chance 3

    ;------------------------------------------
    Trigger princess_ageing
    WhenToTest CharacterTurnEnd

    Condition AgentType = princess

    Affects DesperateWoman 1 Chance 2


    (Passionate, Cold and Dyke I have made self-perp to somewhat counter desperateness, yappy dogs and fanatic lovers, and removed the ColdWoman trigger from Perv_father trigger as it made little sense there).

    And here are the BI Ambush triggers I c/c'ed, haven't managed to actually test those since ambushes are so rare in the first place :

    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger ambusher_victory
    WhenToTest PostBattle

    Condition IsGeneral
    and I_ConflictType SuccessfulAmbush
    and WasAttacker
    and WonBattle
    and BattleSuccess = crushing

    Affects GoodAmbusher 1 Chance 100

    ;------------------------------------------
    Trigger ambusher_defeat_failed_ambush
    WhenToTest PostBattle

    Condition IsGeneral
    and I_ConflictType FailedAmbush
    and WasAttacker
    and not WonBattle
    and BattleOdds >= 1.2

    Affects BadAmbusher 1 Chance 75

    ;------------------------------------------
    Trigger ambushed_victory
    WhenToTest PostBattle

    Condition IsGeneral
    and I_ConflictType SuccessfulAmbush
    and WonBattle
    and BattleSuccess >= clear
    and BattleOdds <= 1.1

    Affects GoodAmbusher 1 Chance 100

    ;------------------------------------------
    Trigger ambushed_defeat
    WhenToTest PostBattle

    Condition IsGeneral
    and I_ConflictType SuccessfulAmbush
    and not WonBattle
    and BattleOdds >= 0.8

    Affects BadAmbusher 1 Chance 33


    I noticed the same thing you did about the disaster_trigger though : I didn't change the chances but removed the RandomCheck to make it a bit easier to become superstitious, and a governor got it when nothing happened at all. Not sure what to make of it. In the meantime, put it back the way it was
    Last edited by Kobal2fr; 12-18-2006 at 18:30.
    Anything wrong ? Blame it on me. I'm the French.

  8. #8

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    I should just be able to take the files, tag on the princess fixes and drop them into Lusteds mod (and run from there) without needing to use the io.file doodad right?
    morsus mihi

  9. #9

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Maybe a noob question here, but when I try to add "--io.file_first" after "medieval2.exe" in my game shortcut properties I get told that the name in the specified target box is not valid.

    To be more specific, my target box looks like this:

    "C:\SEGA\Medieval II Total War\medieval2.exe --io.file_first"

    What am I doing wrong?

  10. #10
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Quote Originally Posted by Darkmoor_Dragon
    I should just be able to take the files, tag on the princess fixes and drop them into Lusteds mod (and run from there) without needing to use the io.file doodad right?
    Yup, as long as he hasn't tweaked VnVs / ancils in his mod.

    For the princess trig's, make sure you add those princess_init triggers before (above in the .txt file I mean) the slew of "princess_dad_was_suchandsuch" ones, otherwise it'll screw things up a bit and princesses will have more (or less, depending on father) chances to have 2 or 3 ranks in NaturalPrincess than intended.

    Also, you should probably skip on the princess_init4 - it's there to add a bit of spice and variations, and works because I changed many other things in existing princess triggers and added stuff and errr stuff :).

    The 1 through 3 triggers will give you princesses with 1-4 starting Charm range, which is good 'nuff.
    Last edited by Kobal2fr; 12-18-2006 at 19:24.
    Anything wrong ? Blame it on me. I'm the French.

  11. #11

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Quote Originally Posted by jakesm1
    Maybe a noob question here, but when I try to add "--io.file_first" after "medieval2.exe" in my game shortcut properties I get told that the name in the specified target box is not valid.

    To be more specific, my target box looks like this:

    "C:\SEGA\Medieval II Total War\medieval2.exe --io.file_first"

    What am I doing wrong?
    Unless you have changed the installation path, the default is C:\Program Files\Medial II Total War...?

  12. #12

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    can someone upload the new version somewhere else than megaupload? it seems that all Romania's slots are always used in there.. thanks.
    Last edited by adonys; 12-18-2006 at 21:39.

  13. #13

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    shouldnt it be

    "C:\Medieval II Total War\medieval2.exe" --io.file_first

    the toggle after the " ?

  14. #14

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    *Foreign adultress appears less often.
    Picked up 3 Foreign Fruitcakes in 2 turns playing as england

    1 in london
    1 in York
    1 in Caen

    Ruddy annoying stupid ancillary imo.

    can you send it to the near-oblivion states in the next iteration?
    morsus mihi

  15. #15

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Quote Originally Posted by Darkmoor_Dragon
    Picked up 3 Foreign Fruitcakes in 2 turns playing as england

    1 in london
    1 in York
    1 in Caen

    Ruddy annoying stupid ancillary imo.

    can you send it to the near-oblivion states in the next iteration?
    Just to be clear, there is a foreign adultress and a Foreign Fruitcake. The foreign adultress is for being in foreign lands and not having a loyalty trait. The Foreign Fruitcake is the homosexual one:

    Spoiler Alert, click show to read: 

    Trigger adultress_she_man_vnv_trigger
    WhenToTest CharacterTurnEnd
    Condition Trait Arse >= 1
    and IsMarried

    AcquireAncillary adultress_she_man chance 2


    (In vanilla M2TW, it is 5%.)

    This is every turn, for anyone with 1 point of arse ("uninhibited"), 1% of getting the she-man. Everywhere.

    I wonder if the percentage "2" is hexed; the old Pagan Magician only had a 2% of appearing and he popped up at everyone in just a few turns. Ive noticed ancillaries with a chance like 3 or 5 appear less likely. Maybe my imagination.

    I'll set it to 1. In my mod, unless you have arse to begin with, you can only get it if you are in a settlement without a brothel or (old) if you get an adopted brother in the family (I guess CA means that if you get an adopted brother, the general believes his dad no longer sees him as manly, and thus he turns to the arse..)

    . It used to be part of "sitting around town", which made every governor have a few % chance every turn of getting arse, drink, gamble, girls; regardless of buildings etc.

    Maybe increase the level of arse you need? Seems a bit odd that a character that is "Uninhibited" picks up a homosexual lover. Seems more suited for the "Shameful" level and above.

  16. #16

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Oh, Darkmoor Dragon:

    If you don't want the shemales hanging around, then move the general outside a settlement and have him selected. Open the console and type

    "remove_ancillary this adultress_she_man"

    It should go back to where it came. :)

  17. #17

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    I hate not being able to edit my own posts.

    I forgot to say that you can do the same with traits.

    "remove_trait this Arse"

    For traits, it does not update until you open and close the info screen.

  18. #18

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Quote Originally Posted by Darkmoor_Dragon
    I should just be able to take the files, tag on the princess fixes and drop them into Lusteds mod (and run from there) without needing to use the io.file doodad right?
    I'd like to run this along with Lands to Conquer 1.2.1 - but I don't have an export_descr_ancillaries.txt file. Should I be looking for a different file or can I drop this modded one in a folder somewhere?

  19. #19

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Lands to Conquer is in

    C:\..\Medieval II Total War\landstoconquer\data

  20. #20

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Quote Originally Posted by seneschal.the
    Lands to Conquer is in

    C:\..\Medieval II Total War\landstoconquer\data
    Cheers. I get it. The @mod arg invokes io.file_first so any files in there override the packed ones. I'm new to this modding business and a bit slow ;-)

  21. #21

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    can someone upload anywhere else than megaupload the v1.1 of this mod please?

    thanks

  22. #22
    Prussian Musketeer Member Faenaris's Avatar
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    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Quote Originally Posted by adonys
    can someone upload anywhere else than megaupload the v1.1 of this mod please?

    thanks
    I second that, MegaUpload is now forcing you to install a userbar in order to download something.
    Signature by Atterdag

    "Hunde, wollt ihr ewig leben?" ("Dogs, do you want to live forever?") - Frederick II of Prussia at the battle of Kolin when adressing his fleeing Prussian soldiers.

  23. #23
    Cynic Senior Member sapi's Avatar
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    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Until the op gets around to relocating it, the file can be downloaded from here.

    It's a small file so any speed decrease due to location should be small.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  24. #24

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    sapi, the 6th post of this thread contains the version 1.1 uploaded on Megaupload.com, which unfortunatelly isn't an option for me in Romania, as ll our "allocated slots" are always filled up. if you can get it from there, and upload it anywhere else would be awesome. thanks.

  25. #25
    Cynic Senior Member sapi's Avatar
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    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Done - available from here.

    Sorry about that - i just assumed that the first post would contain the most up to date version.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  26. #26
    Member Member General Zhukov's Avatar
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    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Just a great, great mod that fixed my main gripes about the governor system. Highly recommended.


    For every shadow, no matter how deep, is threatened by morning light. - Izzi, The Fountain

  27. #27
    Prussian Musketeer Member Faenaris's Avatar
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    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Quote Originally Posted by sapi
    Done - available from here.

    Sorry about that - i just assumed that the first post would contain the most up to date version.
    Thanks for the upload, sapi.
    Signature by Atterdag

    "Hunde, wollt ihr ewig leben?" ("Dogs, do you want to live forever?") - Frederick II of Prussia at the battle of Kolin when adressing his fleeing Prussian soldiers.

  28. #28

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Thanks!

  29. #29

    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    Back from vacation. Will update it this weekend with a few things I haven't gotten around with, princesses and fixing missing battle triggers. Requested tweaks have been added.

    Drop a PM or message here on what you want included, if any. (or excluded!)

  30. #30
    Senior Member Senior Member econ21's Avatar
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    Default Re: MediFix 1.0 - Fixes Ancillares and VnV's

    This sounds like a great mod - I'm inclined to use it in our forthcoming HRE PBM (discussed over at the Throne Room).

    https://forums.totalwar.org/vb/showt...ewpost&t=76931

    We'll probably wait for your next version (1.2), although we'd like to start on Friday.

    I've asked the the admins to fast track your promotion, to give you an edit button.

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