The Guild 3

The Guild 3

Live Long & Prosper 2.0
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?
Syrokor 26 Jan @ 7:55am 
damn i i've ended forgeting, another one i wanted to know is abour the "birth trairs, where to edit then and create new ones(like cleaver, ugly, son of zeus, charismatic and bla bla bla), also for skill tree like add new ranks for some skills like the ones not down to marquis create ranks to marquis.
Syrokor 26 Jan @ 7:45am 
wow really thanks for the replays, one last question based on your answer to "create new itens" i must go look into different files based on what type of item i want to create?

because i want not only to add the npcs cloths to the market but create new "variations of it like what you did with some itens, like the fine, superior, exqusite, you created, i want to create like for exemple a "blacksmith cloth then a fine blacksmith, a superior and bla bla bla, the same goes for others itens and create unique itens aswell like new types of neck or trinkets or transport and also edit the horse cart and also create new types.

anyways thanks again for all replays and support it is helping a lot, i just need some few more stuffs to make a good revamp/balance in game on stuffs which i'm feeling in need of some improviments
Sok Z Żuka 26 Jan @ 7:27am 
Thanks dude, i think i try your soultion.
Painite  [author] 24 Jan @ 4:49am 
No worries, Sok Z Żuka. Don't completely write yourself off, though—you might surprise yourself with what you can create.
Painite  [author] 24 Jan @ 4:47am 
Evening Syrokor,

That one was a little tricky. I had to dive through my old mod notes to find the answer. You should be able to edit DrFaustusElixir using the ArtefactActions.INC file. It's found using the following menu path:

...media\base\guild3\Actions

With respect to your second question, unfortunately, a lot of items have different arrays scattered throughout the mod files. Consequently, what file you edit will depend on what item you want to change.

Regarding clothing though, you should be able to make these available in the market by changing the following in the G3ItemsDefault.oc file.:

SoldAtMarket = false; to SoldAtMarket = true;
BoughtByMarket = false; to SoldAtMarket = true;

There's a section called: "Clothing"
Sok Z Żuka 23 Jan @ 12:42am 
Nahhh, i'm not that smart like you, anyway thanks you for answer.
Syrokor 18 Jan @ 1:08pm 
really thanks you helped a lot i'm finally start to tunning the game in the way i want, one more question where i can find the itens "properties" like i want to make some changes to the elixir which give 100% birth and more life span, i want to increase a little more it like instead of one extra turn it give like 3 extra turn in normal and 6 when it's "perfect, where i can change those values? or others itens, also want to place to sell some "cloths" which are npcs only like the "bard" cloth or like you did create new "variations of those cloths like more strong versions and those types, which files and lines i must edit for it?,

Again really thanks for you support really awesome.
Painite  [author] 18 Jan @ 12:44am 
Hi Syrokor,

You should be able to find it in G3CharactersBirthValsDesc.oc under "NonDynastyChar". Let me know how your experiments go!
Painite  [author] 18 Jan @ 12:39am 
Hi Sok Z Żuka,

To combine two mods without issues, you'd need to:

+Compare their .oc files side by side
+Understand the code
+Edit the lines for the features you want to merge

Some features will be mutually exclusive, while others might be complementary by copying and pasting specific groups of lines. However, this task can be made difficult if the other modder isn't comfortable sharing a list of the files they've changed— as you'd have to deduce their changes manually.

For example, the PureSeverance economy mod is excellent. However, some features, like the market restocking section, would be mutually exclusive to the market restocking section of Live Long & Prosper 2.0. Consequently, I'd have to choose between their changes or mine—so instead, I'd be more inclined to use theirs as a springboard for inspiring my own economic tweaks.
Syrokor 17 Jan @ 6:29pm 
thanks Painite i found it, another question do you know where i can edit the npcs and kids "start stats"??? i means, whic i really hate how "low stats can start most of the npcs like a playable character can start with 15 points for all 5 attributes however npcs and birth kids can start with like 8 to 14 for npcs adults start(most of then under 14 and around 10) while kids can start from around 8 to 17 with genes, then i would like to know where i can edit it to make all npcs across the board start like at last between minimum of 13 and max around 18, for both random generated adults and kids, which file and where i need to edit to increase at last the minum stats???

again thanks for the answer.
Sok Z Żuka 17 Jan @ 11:04am 
Hi dude, how to integrating mods without problems ?
Painite  [author] 16 Jan @ 8:31pm 
G’day Syrokor,

Unfortunately, this is a hardwired game limit at the moment. The only way to ensure a bug-free experience with multiple mods is by integrating them directly into a single mod. I do like the idea of increasing the family limit slightly, though. For example, having enough family members to fill every council position plus one or two spares would be ideal! Unfortunately, I don't have much opportunity to mod anymore, but you’re welcome to experiment with this mod yourself. You can increase the family limit in the GameplayDefault.oc file under DifficultySettings = DifficultySettings by changing the numbers next to FamilySizeUpperLimit = # and FamilySizeAdoptionLimit = # to whatever number you like. Just be wary of increasing it too high, as you might unintentionally introduce stability issues.
Syrokor 14 Jan @ 5:27am 
hello i'm having a "conflict issue" betwenn this mod and the others 2 i have installed, the eggmod and the nolimit, because i wanted to have more family members than the 24 cap and i didn't see this mod covering it but it's conflicting with the mod which increase the limit to 100, if not possible to fix the compatibility any chance to also add here the cap increase? don't need to be 100 i feel which it is a little too much maybe something between 40 and 60 or maybe make multiple versions for multiple numbers like 40,50,60, 70, 80, 90, 100, 200, or a option where the user can set the limit for whatever he wants.
Painite  [author] 23 May, 2024 @ 11:26pm 
All the special/exotic items you can get from long distance trading missions, such as incense, opals and war horses are still available in this mod. I never messed with the 'drop chance ' of receiving these items though. As a result, they're still the same as in the vanilla version. So it can take a long time to 'win' the ones you want.
ジャッキー・ザ・トキ 19 May, 2024 @ 2:23am 
Can you please let me know if your mod contains war horse, medal of honor,elegant rapier and all the rare items?
Painite  [author] 19 Jan, 2024 @ 3:41am 
Hi jojobe,

I agree. Unfortunately, I lack the technical know-how to do that. Whole new features are sort of Scandals bag. My own mods tend to rely one editing existing features.
jojobe 16 Jan, 2024 @ 2:15am 
being able to sell your old home or business would be good.
Painite  [author] 29 Dec, 2023 @ 3:25am 
Hi Няшко,

I'll do my best to list them all here. I actually edited quite a few to create the gaming experience I was after...
•content\media\UserInterface\Icons\Items
• locdirect_english
• DefaultStorageRulesConfig
• Tier1Products
• Tier2Products
• Tier3Products
• Tier4Products
• Tier5Products
• Tier6Products
• Tier7Products
• G3CharactersBirthValsDesc
• GeneralCharacterLevelSettings
• Every file in Building Levels
• BuildingAddonsDefault
• G3ItemsDefault
• GameplayDefault
• UnlockBuilds
Painite  [author] 29 Dec, 2023 @ 3:05am 
No worries Chewy,

I hope you're enjoying the mod.
Няшко 10 Dec, 2023 @ 2:50am 
Nice ideas for long play -))
Can you list files which you edit/add ? Wanna add your features for personal mod.
Chewy 28 Oct, 2023 @ 3:10pm 
Hi! Thank you for geting back. Interesting analysis, perhaps i'm looking at this mod experience with wrong eyes!
Painite  [author] 28 Oct, 2023 @ 1:52am 
Hi chewy, after gaining two of the more difficult achievements in the vanilla version on impossible mode, I was interested in a more casual gaming experience. Consequently, "Live Long & Prosper 2.0" was designed to be fun, not challenging. For example, try building a tailor and supplying it’s front store with a minimum of 3 of everything - it's trickier than you might think despite the tiered grindstones.

That said, I was working on a mod called "Ruthless Business" several weeks ago. The goal was to make the business-to-business element way more interesting, and it may’ve better suited the type of challenge experience you're describing. Unfortunately - I got busy - I am looking forward to when I can pick up modding again though.
Painite  [author] 28 Oct, 2023 @ 1:52am 
With regards to your first questions. I'm not sure what might've happened with the barn as I don't often play with that element.

Your characters experience gain has actually been reduced. It takes about as long to reach level 13 as it did to reach level 10 in the vanilla version. As to the extra skill points, that's related to goal of fun. For example, you' might be surprised how often assassinations will fail despite the extra points and tiered rogue equipment.
Painite  [author] 28 Oct, 2023 @ 1:51am 
I usually aim for 20 skills points all round - it keeps things interesting and can create a more versatile play style. For example, let’s say you solve all your problems with charisma until you reach skill level 20, now try swapping to solving your disputes with violence - the outcomes can be pretty amusing. Alternatively, why not do both at once? Another fun challenge can be trying to marry at least one person from every other dynasty prior to them been wiped out and simultaneously proceeding to conquer every office.

All the AI dynasties should be able to increase their skill points at least as quickly as you - NPC's not so much - in part because they will kick the bucket sooner than their dynastic counterparts.

The goal of this mod was never to win a challenge per se. But rather to make the in-game mechanics more accessible to the casual gamer and to assist them in creating their own story arcs.
Chewy 27 Oct, 2023 @ 2:35pm 
Also, this skill points system is absolutely overkill, it takes all the purpose of having family members specializing in a single skill, like trading or combat; insted, my lvl 11 character can do everything, with 30 charisma and 10 strenght.

Going even further, the sistem of special colour items is quite nice, but a lot unbalanced; i believe the items are way overpowerd and theyr price is too low. With 9k-10k you can make a worker 290%-300% more productive, wich is insane!

I like the idea of the mod, but as it is, it just take the fun out of the game.
Let me know what you tihnk!
Chewy 27 Oct, 2023 @ 2:31pm 
Furthermore, it apears that the storage barn is extra buggy too; well its always been kinda buggy but, with your mod, transporters will not automatically move the products from the business (with the sell option checked) to the storage barn, for then the transporters on the storage barn sell those products for the best price. The only way i could make this work was unchecking the sell option on the barn, but then every once in a while i have to check the sell box in the barn for each product so that the guys can sell. I tested in a normal vanilla game and it all works. What am i doing wrong?
Chewy 27 Oct, 2023 @ 11:26am 
So i'm playing a campaing with your mod and noted some things, perhaps you can clarify:

-> with a new game start, npcs have a lot of exp, so when you marry one and this npc receive any exp they level up like 2-3 times, is this suposed to be like that? idk if in vanila npcs can level up, but with this extra exp that apears to be with everyone on the map, will they level up too?
-> for each level up i'm receiving 3 points insted of 1 to distribute, is this suposed to be like that too? All members of my family will get this amount of points? is this feature available for all npcs and other families?

liking the mod so far, great work!
Luke 24 Sep, 2023 @ 10:20am 
Thanks for the update
Painite  [author] 31 Aug, 2023 @ 2:48am 
@Chewy It's a nice idea, and I certainly wouldn't mind playing the two together either... It could be fun to create but it would also a big commitment, as I may have to integrate both from 'the bottom up'. That could create a lot of unexpected bugs that'll need to resolved. Still, If I were to do so - I'd prefer to do so with Scandal's permission - It's their creation after all.
Painite  [author] 18 Aug, 2023 @ 10:13pm 
@Luke G'day Luke, many thanks for pointing that out. It looks like I accidentally overwrote the second transporter when updating the mod. This should now be fixed.
Luke 18 Aug, 2023 @ 12:47pm 
I've noticed that transporters are missing in the second craftsmen tier. There are missing upgrades for transporters too.
I like the mod otherwise so far.