You may consider these as unofficial patches for Prophesy of Pendor v3.9.5.1 compiled together for an easy copy-paste application, for those who find tweaking troublesome or are just lazy to bother with applying tweaks themselves. Made from the tweaks below, with probably some extra fine-tuning as the author saw fit. In order to install one (they are mutually exclusive!), just download the respective compressed package, extract its content to your PoP module, and overwrite everything when prompted.
This is a collection of requests from various people (including me) about making more tweaks. If you can make any of these yourself, then I'd like to ask for your help. Either post down below, or write me a PM here, on Taleworlds forum or on Discord. It would be very much appreciated, thank you in advance! - Gorvex
This program provides an easy-to-use interface for modifying the module text files of the game. It's a bit outdated, but some of its tweaks still work with Prophesy of Pendor v3.9.5.1. You'll see that these will be editable, while the rest will be greyed out. But don't worry, all of those incompatible tweaks are now updated too and you can find them in the lists down below! So feel free to explore the various tweaks you can make with this editor! Those that you can actually make with this tool won't be listed down below, as it's fail-safe and easier to perform them with TweakMB. Plus the descriptions within the program are plentiful.
Do not use the 'Quests' -> 'Guild Master Quests' -> 'Add "Meet with Guild Master" to the city menu' tweak, as it's part of the game by default, but TweakMB does not recognize it. Checking the option will make things get corrupt if performed and you'll get a runtime error.
This tool is similar to Morgh's Editor and offers roughly the same options for changes you can make. Usually what you can't open/edit with Morgh's Editor (like the inventory of lords), you can do with Barracks Editor and vica versa (like party templates), so the best is to use the two editors in conjunction with each other. The interface is not as much user-friendly, however this editor has its further advantages over Morgh's Editor (i.e. sorting entries by certain values and flags, exporting files to Excel, etc.), which are very handy and open up a vast amount of new possibilities. You can read these (along with some important notes on the use and installation) here, where you can find download links too: ,117997.msg2848840.html#msg2848840
M&B Savegame Editor / Converter is a tool which lets you edit your savegame files and you can also convert them from a mod's version to another. However note that the bigger of an overhaul a mod is, the less doable the conversion will be. Which is exactly the case with PoP, so you can't fully export over every progress data from an older version to a newer one, some will be reset to their default value. For the conversion, you will need both new and old versions of the given mod installed and a brand new save from the newer version of the mod that the program will use as a template.
Regardless of the outcome of trying to capture a unique spawn leader, x gets immediately reset to a random value between 0 and 100. This is only done if you participate in that battle, not if some lords wreck the spawn without you. So if you never battle any spawn, that value "x" is only rerolled every 5 days. If you beat up one however, regardless of having actually captured the spawn-leader or not, the value is rolled again, independently of the usual 5-day cycle. It is also worth to note that if either Ithilrandir or Aeldarian is present in a battle against another unique spawn, then "x" is replaced with straight -100, meaning that unique spawn leaders will always escape after such fights. With this tweak, we can sort of bypass that penalty.
3) Alternatively, you can remove the predetermined chances and allow to change the chances of capturing unique spawns separately from lords. To do this, in menus.txt, search for this piece of code:
Just like in case of the Noldor lords, they can only be disabled. For that, change the 100 to 20 in every occurrence of your choice. There are 4 instances of the above piece in the file, which control the following spawns in order:
With this tweak, after asking Aeldarian for his Duskfall or Mystical Rune Plate, or Ithilrandir for his Havathang or Mystical Rune Plate, or Maltise for his Supreme Asp armor set, they won't leave Pendor anymore, allowing you to get further Qualis Gems, Large Pouches of Diamonds or more of these items. Aeldarian will get a Noldor Composite Bow and Ithilrandir will get a Noldor War Sword as a replacement for their unique weapons.
By default - once a day - Eyegrim the Devourer converts 100% of his living party members (gained from rescued prisoners) and 25% of his prisoners into undead troops. Due to this, his growth rate may surpass that of any other unique spawn, given the circumstances. Up to around 5000 undead troops overall.
2) Eyegrim the Devourer's party has a soft cap at 5000 by default. If his army gets any bigger then the set amount, then it will stop growing and human prisoners will be gradually consumed (eaten) instead. To change this party limit, adjust the two values of 5000 in the above piece together.
It is advised to use the "Party templates editor" within Morgh's Editor to make these things happen. Changes are savegame compatible, but they will apply only to parties that spawn after you made the edits. Values presented will be [min - max], depending on your level. Additionally, the resulting party template codes are added for an easier implementation (replace the given entries with the following):
2) Change the above described values to your liking. For example, if you set 15 to 100, then spawns will always decide to sack the town if the other conditions are met. Also, it is worth to note that the whole script is checked upon every 14 hours. Decreasing the trigger in the beginning to 0.500000 (every half an hour) will ensure the decision to sack as well, given that the remaining conditions are met.
Note: for the sake of simplicity, you won't be notified of the location of Peasant Revolt Armies in this tweak. But if you really want to find them, then you'll always have the default tavernkeeper option to ask for their whereabouts.
Are you tired of seeing a bunch of enemy parties balling up, without being able to tell how many units there are due the overlapping numbers? Well, this tweak is for you then! While holding down the 'Left Shift' button and clicking on your party's name on the world map with the right mouse button, a menu will appear showing the total number of allies (including your own men) and enemies within a given radius. It's important to note that the script counts all hostile and allied parties within that range, even those who wouldn't join the battle, like peasants or bandits. The default detection radius is 4 in-game units, which is equivalent to that of between the player's party and Marleons in this screenshot, which also showcases the resulting menu: -65.userapi.com/c857232/v857232613/1a2f90/zULksncZCwM.jpg
Now for this to work without any side-effects, we need to move the call for the respective scripts to another trigger, as the one above also has the call for stuff related to your weekly budget report. So first, decrease the 214 by 4 (214 -> 210) and delete the blue part. Watch for the gaps, as always. Then, to the end of the file, add this trigger as a new line:
Just like the previous trigger, this one also has more into it, and that would be the call for the preroll system. We will separate the spawning of Azi Dahaka Death Cult Marauders from this trigger, and leave the frequency of the predetermined values rolled to another tweak. So first, decrease the 48 by 5 (48 -> 43) and delete the blue part. Watch for the gaps, as always. Then, add the following trigger to the end of the file, as a new line:
By default, in order for a party of Hired Assassins to spawn (belonging to the "background enemies" faction), the player must be resting in a walled fief during the night, that is not in his possession. Under such conditions, there is a 10% chance for hired assassins to spawn for each night. Also, guaranteed spawning happens when mentioned in a rumor.
That 20 in the end is the amount of militia patrols allowed for every kingdom combined (so including the 9 created automatically), regardless which has how many. Change that value to your liking.
Creating Deserters in the game is achieved by the given script calling up a random lord, getting his faction, picking the tier 1 troop of that faction, and then upgrading them all with a bit of randomness thrown in. This tweak will let you adjust the number of those deserter units within a party.
2) That 4 in the end is the level-multiplier (3 in Native, so could be different in other mods), but note that it is only a part of the whole formula for the size limitation. Increasing it will increase the rate of parties' growth for a more challenging playthrough, while decreasing it will decrease it.
4) The highlighted values of 5 above are the patrolling radiuses. These values multiplied by 6 will give the actual in-game unit distances. So by default, the radius is 30 (5 x 6) units. This radius is roughly the equivalent of the linear distance between Sarleon and Singal. Changing the above values to 1 (the minimum) will make the radius become 1/5 of its original size.
Are you sick of Noldors claiming to be all good and innocent and yet regularly robbing caravans and killing defenseless peasants, like regular brigands? Then stop it now! Note: militia patrols, caravans and farmers will still run away fearing for their lives, but have no worries - they will not be attacked.
This tweak will allow you to garrison troops into the Stronghold, or to take them out, as well as to change the starting garrison. As of v3.9.4, due to the Hideout feature, you'll have to pay 75% of the wages of the garrison once you've touched it (added or removed a troop), as well as an extra of 500 denars for the upkeep of the crew in there. At least the Order Stronghold will never be attacked, so your troops will always be safe there.
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