The Guild 3

The Guild 3

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Live Long & Prosper 2.0
   
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10.097 MB
31 Jul, 2023 @ 2:48am
28 Aug, 2023 @ 2:42am
7 Change Notes ( view )

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Live Long & Prosper 2.0

In 1 collection by Painite
Painite's G3 Mod Vault
10 items
Description
This mod is the sequel to 'Live Long & Prosper '.

As of change note 7:
• New: The Signet Ring's reputation bonus has been increased.
• New: The Family Sword is slightly more powerful.
• New: Henchmen limits increase twice as fast with rank.
• New: Introduced a Tyranny inspired item tier system for a handful of goods and a new market category to display them in one place. Special thanks to Pruvan for pointing me to the files I could use to make this happen.

The new item quality system is colour coded:
+ Common Quality items (No coloured border)
+ Fine Quality items (Green coloured border)
+ Superior Quality items (Blue coloured border)
+ Exquisite Quality items (Purple coloured border)
+ Masterwork Quality items (Orange/Gold coloured border)

+ Higher quality items will have bigger modifiers and all can be produced in their respective businesses. Please note: this new tiered system has only been set up for the English version of the game.

• Refined: The grindstone's productivity bonus now changes depending on the items tier.
• Refined: Menopause now begins at 60
• Refined: Max fertility is at 50.
• Refined: Smugglers storage now defaults to 0 for all items.

~~~~~

Carry-overs from change note 3:

• Retained: Healthcare treatment is slightly faster.
• Retained: The automated production function in healthcare businesses should now work better.
• Retained: The Tailor career can now be chosen when starting a new game in career mode.
• Retained: The Tailor Shop can now purchase up to 17 front store slots.
• Retained: High-tier businesses can now hire a 6th employee at level 2 and a 7th at level 3.
• Retained: High-tier businesses can now purchase two new productivity add-ons.

~~~~~~~~~~~~

Carry-overs from change note 2:

• Retained: All business add-ons should now be purchasable, irrespective of business tier.
• Retained: Every low-tier business can now hire an extra employee.
• Retained: Both the village warehouse and the city warehouse can now hire an extra transporter.
• Retained: In true RPG fashion your family members level cap has been raised to 20.
• Retained: Base life expectancy of your family members has been increased from 45 to 120.
• Retained: Business limits increase twice as fast with rank.



Feedback and suggestions are welcome.

Please feel free to add your favourite screen shots while playing this mod in the comments section.



To use this mod once subscribed, you will need to enable the mod and launch the game using 'Guild3ModLauncher'. By default, the application 'Guild3ModLauncher' can be found using this pathway: C:\Program Files (x86)\Steam\steamapps\common\The Guild 3\Modding

Note: Once this mod has been launched, you will need to start a new game.
41 Comments
Painite  [author] 21 Feb @ 7:19pm 
Hi Syrokor,

It's great to see you experimenting! It looks like you've accomplished a lot without my help - I knew you could. Containers can be tricky sometimes. It’s been so long since I last modded though, that you might have even surpassed my expertise. Scandal is much better at this than I am; perhaps he could help?
Syrokor 5 Feb @ 5:44am 
going back one more question i've tried to look into many characters files but could not find the right one, do you know where i do set the "start player container slot? i means the player inventory, we start with 2 as default and the "default bag rise it to 3, i want to change it to start with one, it''s possible because i've made a test making the start bag give -1 slot and it make the player have only 1 then i want to find where i can set default value to 1 so i can improve the inventory and all the carry stuffs because it's seens a little unbalanced where the carts are really bad compared with horse due to the slot space, then i want do a little balance here and for that i need to find where to edit the player start inventory to make the carts a little more attractive.

again thanks and srry for all the trouble and requests but it's really helping a lot.
Syrokor 5 Feb @ 5:42am 
hello again first of all srry for too much "asking" it's must be really annoying someone asking too much but it's really helping me a lot and even all the info i got so far helped me a lot even with others things than what i asked like the famous chain where one answer can be used in many others places, however sometimes you get stuck into a really brick wall and a little more help would be awesome, again really srry and thanks for the help.
Syrokor 3 Feb @ 4:57am 
so far the only character outside the regular spawn rules is the hat guard, which aways use the same body and don't spawn in the 3 body types, it's aways the slin type the same for the town crier which is basically a guard too, i wanted to find which files control the npc spawn in world.or the files since the starting stats(strengt, dex, int, per, char) are located in the characterbirt file, but not the one to control the age of which body to use.
Syrokor 3 Feb @ 4:51am 
i've already found how to control the levels for the start npcs now i want to find how to control the start age and body type.

the game use basically 3 type of body for all characters, like each "outfit is a different full character you don't really have a customization like you had in the guild 2(they where more lazy here) in guild 2 you could choose diferent hairs type aside the faces in the third just face and outfit and "body type" which is basically 3 3d versions of the same body instead of a "slide" is literally 3 body models type for each cloth, one slin, one medium and one fat, you can find all the 3 types scattered in many files but i could not find yet which is the file ruling which model to use when spawning a character be by spawning a new one or be by turning a children into adult.
Syrokor 3 Feb @ 4:38am 
the same goes for age, at the start of game i have a lot of "old characters like 40 or 50 like a lv 1 female or male commoner with 50 years at the start which is really bad, i can get a few 15 but in some cases they in the same start turn already become 16 which for me is fine, but have a lv1 character already on it's 40 or 50 is weird, also even for others lv the game spawn more often "old characters( like 40+ than youngs, then i wanted a way to control it better by reducing the max starting age of the characters like making it 30 so the most old character at the begining will be 30 not a 50 o even 60 elder which happens a lot often, later as the game progress having elders characters is normal but at the begining feel a little odd specially when you have so much(the majority again), like the game really loves "old and fat characters" then i wanted to balance it a little.
Syrokor 3 Feb @ 4:37am 
to be clear i was talking about the "spawned npcs",how to control the way of the game to spawn npcs in the world, because at last with me, the game like to spawn or turn childrens more often in fat npcs than the other 2 options, you have basically 3 type of body, ' slin, 1 medium and 1 fat for all type of adults npcs, then at the start of game it pick the 3 body types and spawn all npcs based on those 3 types however with me the "majority of the npcs spawned at the start most often are the "fat type" or in rare cases the medium body, the "skining" type aways is a minority, i wanted to balance if.

i've already looked in many files which are related to the 3 body types but i could not found the file which control how the npcs spawn or the childrens which are turned into adults(follow the same as spawn most of the grow fat for npc), for the played character i can control the childrens by using the "save/load way" but the npcs you don't have any way to control it.
Painite  [author] 3 Feb @ 12:16am 
Creating new items involves editing multiple files and making your own icons with image software like Paint. You'll also need to be mindful of different image extensions to ensure everything works properly—so jump in and break things!
Painite  [author] 3 Feb @ 12:16am 
Hi Syrokor,

I recommend diving in and experimenting; you'll quickly learn what works and what doesn't. Modding is all about trial and error, and that's half the fun!

To increase or decrease the probability of gaining a specific trait, try editing the BirthTraits.ocfile. You may be surprised by how they work though, so experimentation will often yield the best results.

It sounds like you're describing a customization slider similar to what you might find in an RPG like Veilguard. The Guild might not be designed for this, and unfortunately, I haven't really explored this aspect myself. For me, the thrill is in competing with the AI, so the physical appearance of characters has never been a priority. However, if having a more diverse set of characters is important to you, you may be able to create your own templates and save them into the content\media\characters folder.
Syrokor 2 Feb @ 12:24pm 
hello one more question!!!, in what file i can find the "npc random start stats"??? i means to change the npc age range or body type like in my game when starting i'm getting too much fat and old characters at start and i want to make it "less random" like make more skinning and young npcs at start something like min age 15 and max age 30 for starting npcs and for body if have a option like percentage of skinny, percentage of bulk and fat, then i can adjust like lets say 50, 30 and 20, making more like to have skinning and bulk npcs than fatto have more peoples "health" in game.you know where i can set those options?if you can?