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 Mount&Blade Repository » Mods » Large » Prophesy of Pendor V3.42 for Warband
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View this file on the M&B NexusFile Listing: Prophesy of Pendor V3.42 for Warband
Last Updated: Sep 19, 2011, 01:47:10 pm
First Created: Dec 17, 2008, 12:34:20 pm
File version: 3.42
For M&B version: Warband 1.143
Downloads: 190,745 (623,224) Size: 529.39 MB
Views: 440,911 (1,103,601) Type: ZIP
Home:  Prophesy of Pendor Community Forums
Rating (104 votes): 4.6 / 5.0
Prophesy of Pendor V3.42 WARBAND

Not save game compatible with earlier versions


From the Founding of Pendor - the year is 354
A King has not ruled the shattered land of Pendor for many generations. What was once a proud accomplishment of man now is steeped in the myths of folklore and told as children’s bedtime stories. Yet, the legends live on of a prophesy of hope. A tale of a champion who comes from a distant shore and unites the lords of Pendor under a single Ruler and brings peace and prosperity once again to this ravaged war-torn land.

All is not as it seems as there are many powers who have their own ends in mind and an epic struggle is about to unfold.

Strap on your sword, and buckle your imagination. Prepare to enter the world of Pendor and accept the challenge of the Prophesy - if you dare.

For Mount&Blade users who want the latest Prophesy of Pendor download
Prophesy of Pendor 3.011 for MOUNT&BLADE

Prophesy of Pendor introduction thread and module details..
Click here for Introduction Thread

It is recommended that you read either the introduction thread or the read-me that is downloaded with the module.

Credits: Click Here for Credits and Acknowledgments
Where you can get a quick list of the many people who put their skills to use so that you can enjoy this entertainment offering.

Wiki:Click Here for Prophesy of Pendor WIKI
This is where you can gain additional information regarding the game world, how to do things, specials and lots of information. You are encouraged to not only read this, but to create an account and contribute.

Issue Reporting: Click here to get Support and Help

NOTE: We do not offer technical support on the M&B Repository, ONLY in the community forum listed in the many threads HERE

Prophesy of Pendor is a total conversion modification to Warband

[*] Well thought out cultures, armies, and conflicts
[*] Unique Backstory - The World of Pendor
[*] New battle AI System
[*] Enhanced Goals -
[*] Detailed Economy -
[*] Deep Immersion -
[*] Knighthood Orders -
[*] Minor Factions -
[*] More Events - and quests
[*] Dymanic Conversation System
[*] All new and unique items
[*] Expanded victory conditions.
[*] Special Items
[*] Speciality Enemy Heroes
[*] Designed to be a Challenge to Play - ONLY recommended for experienced players.

NEW 3.42 Changes
  • Item Graphics enhancements and minor issues fixed.

3.411 Changes

Note 3.411 Not Savegame compatible with 3.41
  • Fixed Red Brotherhood chest.
  • Reverted Kill counter to not being continuous (to reduce potential lag). Use minimap on/off to get the kill counter to display if it does not.
  • Changed the economy to PoP3.4 (and fixed missing items that would occur in WB 1.143). This causes save game incompatibility with PoP3.41.
  • Changed Pendor Cavalry from level 30 to level 20 (to fix upgrade issue).
  • Removed defeating Noldor lords from victory conditions (- now you can win while the Noldor Lords are on the map).
  • Increased bulk item purchases penalties a little (and the same for selling bulk of the same kind).
  • Rebalanced how merchants stock their inventories, especially goods merchants.
  • Fixed Red Brotherhood to sometimes offer Bearclaw Berserkers.
  • Fixed the requirements of a certain bow.
  • Adjusted the cost of the mill and brewery enterprises.
  • Removed player supporter faction restriction on certain new items like Ebony weapons, Ranger armor, etc.
  • Cavalry in other groups than the default cavalry group are now also affected by the initial mount order (to counter game engine's dismount order).
  • Rebalanced noble recruits’ generation .
  • Relationship needed for lords to join is revised:

3.41 Features and Changes

Note: Prophesy of Pendor v3.4 and above works currently only with Mount and Blade: Warband version 1.134 and 1.142
  • Ported to Warband version 1.143 and included all fixes and new achievements that it includes (adapted to PoP).
  • Fixed Maiden Ranger having lower skill in archery than crossbows.
  • Fixed an issue that existed when a lord joins your faction but fails to bring over his holdings.
  • Fixed Melitine Lancers not using their lances.
  • Fixed units not switching from lances to melee correctly (when there are 3 nearby enemies).
  • Fixed Bearclaw shield being too abundant in loot after battling Mystmountain warriors and shamans.
  • Fixed issue where it was impossible to gain the two unique items in the game.
  • Fixed issue where companions promoted to lords/ladies would not wear their player assigned equipment.
  • Siege scene in Valonbray is fixed (by Abhuva)
  • Fixed the character menu report to report the correct prestige cost for honor troops.
  • Changed starting renown for companion promoted Lords/Ladies (lvl*28, capped at 1000).
  • Fixed the low cost of the Empire Old Shield (- this may need a new game to take effect).
  • Fixed an issue where a player could recruit troops higher than level 40 after a battle.
  • Talking to a lord at a feast when there is no host has been fixed.
  • Lords have had their faces updated to unique and appropriate faces. (- this will need a new game to take effect)
  • Heretic Magnus have had his bow and quiver replaced with throwing spears (due to issue where he would have a bow but no quiver equipped). (-This may need a new game to take effect)
  • Warhammers now have the same swing/thrust functions as Polehammers. (This may need a new game to take effect)
  • If the player is betrothed he will not get any orders to join the army (if he's a vassal) until he's married or ends the engagement.
  • Added a PoP game menu option where you can make it so lords can never bring over their holdings to your faction if you turn this option on.
  • Fixed a duplicate banner issue (Caliph Hamid and Sidonius Legatus). (-this needs a new game to take effect)
  • For players who like to have the original horse theme: There is an optional folder with original horses. It is in the folder named “Original Horse Textures v1.01”. In that folder are instructions on how to install the resource and textures to bring back some familiar old horse looks.

NEW 3.41 Features and Changes
  • VI updates.
  • Raised training skills for lords and kings where needed. Raised AI Tactics skills in general.
  • Nuanced troops and companions (they used to have the same proficiency in all weapons, now they don't). For example ranged troops are often less skilled in melee.
  • Increased morale modifiers for leadership (20%/25%) and food (100%).
  • Reworked routing to scale better and to take longer to occur.
  • Included option to turn off routing completely.
  • Starting troop slots lowered by 20.
  • Attacker siege retreats penalized by 20 renown, 2 honor and 10 party morale.
  • Jatu raider and lancer have had horse upgrades to respectable horses.
  • A few horses that had no hitpoint declaration have been fixed. (thanks Hoellenbewohner)
  • A party template bug for Shalavan has been fixed. (thanks Hoellenbewohner)
  • No horses for anyone in village lord raids (before only the enemy AI had no horses).
  • Lord parties who are accompanying another party are a bit more courageous than before (they don't flee as easily).
  • Added Caba'Drin's Dynamic Groups code (thanks Caba'Drin!)
  • Jatu armies reduced in numeric strength slightly (because their raiders and lancers are harder to beat now).
  • Two additional Sarleon Barons have received household troops.
  • Jatu Hunter resurrected from the dead.
  • Small fixes for typos and minor changes.
  • Fixed an issue with the Archer Defender Siege AI.
  • New Weapons, shields and armors have been introduced (and a few weapons gave been re-introduced).
  • Patrol radius for small knight groups and patrols have been tightened so they patrol their area better.
  • The steward now recruits from all bound villages (not only the player owned bound villages). This is a bug fix.
  • The faction kings’ hired Mercenary parties have higher initiative values.
  • Lords no longer automatically bring over their holdings to the player faction when they change allegiance to the player faction. Instead it is based on several factors (where campaign difficulty, player persuasion, relation with lord and lord rank are deciding factors).
  • Honor gain and relation boost reduced when freeing captured lords.
  • Honor gained by winning tournaments.
  • Increased relation requirement for lords to be willing to join player faction when talked to from capture dialogue (from 7 to 20).
  • Increased size of Knighood Spawns (on map).
  • Honor troop training is now based on (250-Honor)/10 Prestige points per troop.Minimum prestige cost is still 2 and maximum is still 25.
  • Player loot share reduced (to its original setting).
  • Certain companions have certain troop affinities.
  • Valonbray has had scene upgrades made by Abhuva!
  • Reworked mercenary payment a bit (not as profitable as before).
  • A new tribe has joined the Mystmountains: The Bearclaw Berserkers! These highly agile berserkers in full Bearclaw Armor are rightfully feared in the North. While perhaps not as skilled as the Fierdsvein berserkers they are more agile and more armored and they wield big axes :) If you are lucky you may come across a few who might join your army.
  • Kings will not accept vasselage of players who have a relatively high right to rule.
  • A new mercenary unit known as the Melitine Mercenary Lancer has been seen in taverns ... they are said to hail from Amala!

NEW 3.302 Updates

Note: Prophesy of Pendor 3.3x works only with Mount and Blade: Warband version 1.134 (the latest patch)

Version 3.302 is a Stability release with minor modifications to VI. It is not save game compatible with earlier versions.

  • All sounds in the Sounds folder have been converted to wav format to improve performance and remove crashes
  • VI updated so that enemy leader will charge player when player is "close and scouting"
  • VI has been updated to send an automatic Mount order to cavalry at start to discourage dismounts.

Version 3.301 is SAVE GAME COMPATIBLE WITH 3.3

NEW 3.301 Features
    Changes 3.301 (save game compatible with 3.3):

  • Fixed companion as prisoner dialog missing (now ex-companions behave as normal kingdom lords when captured … was only partly fixed in 3.205).
  • Fixed weapon graphics and weapon lengths (no discrepancies between graphics and in-game lengths any longer – plus re-introduced some weapons from version 3.205).
  • Fixed the lods for white caparisoned horse.
  • Fixed Eventide Helm with Cape (was floating before).
  • Fixed Ithilrandir being killed to also affect Noldor relations negatively.
  • Reworked tax inefficiency a bit (larger base before penalty but a bit steeper penalty curve after that).
  • Updated a section of the Cavalry VI to fix a passivity issue.

NEW 3.3 Features

  • Horse graphics updates (by wanderer949)
  • Armors graphics updates (by smokindog and Archangel2K -- mainly for PoP4)
  • Weapons graphics updates (by anonymous)
  • Restructuring of brf:s and textures.
  • Fixed OP Code error when companion is ransomed
  • Fixed dialog so it no longer offers a feast if in non-player owned centers (and the spouse is not the owner either).
  • Sound notification for nearby enemies only triggered by larger groups now (and only if they are close to player's holdings).
  • Fixed ghost lady to only select non-player husband lords.
  • Changed rav battle axe to be able to thrust and swing.
  • Removed village raid sound.
  • Fixed notification message bug (for other faction relations that are affected by certain events)
  • Fixed village banner issue
  • Fixed a blank dialog issue with Town mayors
  • Increased player_loot_share (doubled it)
  • Lowered maximum Looting skill at character generation (compensated with increases in other skills to match the loss)
  • Inserted Rubik's improved looting system (for higher quality loot)
  • Added Weaponmaster for: Ediz - 4, Kaverra - 3, Sigismund - 5
  • Fierdsvein nobility who rode red warhorses now ride green warhorses and all Jarls are upgraded to these.
  • Fierdsvein Nobility that rode a hunter now ride a caparisoned green hunter
  • Noble Valkyries now ride Yellow Warhorses (instead of white warhorses)
  • Marleons Cavalry also ride Red Caparisoned hunter
  • Sarleon Knight can no longer ride Well Bred Hunters. Instead they can ride Caparisoned Red Hunters
  • Sarleon Lords that rode hunters now ride red caparisoned hunters
  • Ravenstern Lords that rode hunters now ride blue caparisoned hunters (count stephan rides a blue draped warhorse instead of a steppe horse)
  • A certain item's abundance changed from 80 to 0.
  • Reduced number of honor troops generated by reputation (and added a random element to it).
  • Reworked how quitting a rebellion functions (now all holdings will revert to original faction and all prisoners are released and player loses 5 honor instead of 20 honor).
  • Added sound notification for finished construction of buildings (in addition to the current text log notification).
  • Increased armor factor from 29 to 35 for all Caparisoned hunters (because other hunters cost less but have better stats).
  • VI: If there is Cav, then a mounted team leader will stay with them instead of infantry.
  • Field battle: When the player falls the troops are ordered to use any weapon and fire at will (in addition to charge).
  • Fixed descriptions of very prosperous villages and towns.
  • Added Feature: Building repairs (for AI and player) + AI building improvements.

NEW 3.204 Features
  • Fixed typo in dialog.
  • New sally forth feature.
  • Fixed stuck lords bug
  • Fix for Marshal OP error
  • Fixed Slot OP error spam (if player has assigned troops to slot 7 and has no troops assigned to slot 8)
  • Fixed loot division by 0 OP script error.
  • Changed Dread Legion Infantry from archer to infantry
  • Intelligent tactical AI and battle formations (see forum FAQ for details and keys)
  • A hidden outpost of a minor faction (no spoilers here!)
  • New intro quests
  • Treasure maps leading to hidden lairs
  • Gender equality: females get fiefs when invited to join a faction and don't have a hard time trying to get hired as mercs
  • Added reference pages under Notes->Game Concepts for buildings and knighthood orders
  • Cheater achievement rewritten (cheating three times will trigger it, and it doesn't disable other achievements, only their rewards)
  • Factionalized items (there are many faction-specific items that are available only in faction's town stores)
  • Auto-recruiting from bound villages (seneschal d
More From This Author
Comments (Page 1 of 14)
IP: logged
 Re: Prophesy of Pendor  » posted by pasterz861 on Dec 17, 2008, 02:58:20 pm
Sorry, I must say this. Mod is very huge and very poor. Many textures are just terible. Waste my time but good luck with this mod. Many, many works to do.
IP: logged
 Re: Prophesy of Pendor  » posted by SweRaider on Dec 17, 2008, 03:02:43 pm
overflood with mods! still cant wait to play this one. once I have the time Iam gonna start modding myself.
IP: logged
 Re: Prophesy of Pendor  » posted by masaaki on Dec 17, 2008, 03:44:51 pm
this is actualy litel texhure iv downloded a mod on 1GB and it sucked :hammer: :hammer: :hammer: :hammer: ;-) :evil: :evil: :evil: :evil: :evil: :lol: 8-) 8-) :-( :-(
IP: logged
 Re: Prophesy of Pendor  » posted by saxondragon on Dec 17, 2008, 04:19:08 pm
Interesting problems you are experiencing. I run an older system and have no issues under DX7.0 setting and have checked them out for consistency using DX9.0. The latter mostly to verify facial aging on key NPC's.

All textures and items are from the Open Source Project. I modified only a few textures to change brightness.

I have played this extensively and have no texture issues at all.
IP: logged
 Re: Prophesy of Pendor  » posted by Mightywolve on Dec 18, 2008, 08:27:48 am
Good Work!

But still need alot to do ;-)
IP: logged
 Re: Prophesy of Pendor  » posted by Soth on Dec 18, 2008, 10:35:45 am
This is my first post, and please forgive my bad enlish, it's not my first leguage.
I would like to say that this mod is great, i played tons of mod and this is one of the best (after the fixed map and the troop tree). Just make better texture for mountain and seaside.
Thanks for this mod
IP: logged
 Re: Prophesy of Pendor  » posted by Slate on Dec 18, 2008, 07:05:02 pm
I dont know what these guys are talking about, most of them cant even speak english, but I think you did a great job on this...looks good, has a really in depth story..people just dont appreciate how much work goes into mods these days...they are spoiled brats. If I can suggest something...kingdom managment would be great. Good Job.
IP: logged
 Re: Prophesy of Pendor  » posted by tbone on Dec 19, 2008, 12:42:50 am
not bad and textures arent as horrible as everyone makes them out to be they could use alittle work but nothing that ruins the game and if your suppose to unite the lords and kingdoms how do you go about it if you cant manage your own kingdom to do it with? cause if you help another faction then your not ruling and its the faction that is put in charge
IP: logged
 Re: Prophesy of Pendor  » posted by Stormrider on Dec 19, 2008, 01:00:43 am
Very nice mod, i found also some dialogs funny!
Very good that there's a lot of new and though enemies!
I've played a bit yesterday, i found 3 bugs:
1) Recuits: they cost 20 even it's displayed 10. And for example if you have 70 it' displayed that you can buy 5 recruit but you pay 60 and get 3.
2)I found an item called cracked covered round shield and it was unusable and not worth selling.
3) Raiders axe. Its kept in the chest and it's strange. It's not texturized during battle and you see it again in the chest. It dish out an incredible amount of damage... I speak of 120 with a starting character in an horse charge against well armoured guys... For compare: i was lucky to find also a balanced great axe (the one of 54 dmg), with that it was a lot if i inflict 30 dmg to these fellows. Like as if wihout texture it ignores armor (that would not be a bad idea for a ghost weapon! :-D ).
Anyway great mod!
PS: first post, sorry for my writing but english isn't my first language!
IP: logged
 Re: Prophesy of Pendor  » posted by saxondragon on Dec 19, 2008, 01:21:52 am
I am glad you like the mod and the game..and thank you for the heads up on the textures. Your complete description of the raiders axe allowed me to find the problem and correct it in the data. Apparently there were several axe's that were inadvertently doing piercing damage..:)

The texture issue will be solved in the next patch in a day or two. I want to go through all the items and make sure that none have the same anomaly and fold any changes into that patch.

Again, thanks and I am glad you are having fun!

IP: logged
 Re: Prophesy of Pendor  » posted by TNT on Dec 20, 2008, 01:32:02 pm
I have downloaded it and as soon as i can see its pretty good. But i dont get the storyline

is there some kind of quest that i should follow and fulfill the prophesy or i can just join some faction and fight for it???
IP: logged
 Re: Prophesy of Pendor  » posted by jacob25 on Dec 20, 2008, 01:35:59 pm
mmk, this sounds fun, but u should put it in a non rar format, that would be much more appealing
IP: logged
 Re: Prophesy of Pendor  » posted by TNT on Dec 20, 2008, 01:42:12 pm
There is some error that blocks the game. Its about some helm that cant be found in armor shop
IP: logged
 Re: Prophesy of Pendor  » posted by saxondragon on Dec 20, 2008, 03:02:41 pm
Yes, I inadvertently introduced an error with the 1.04 version and just now corrected it with the 1.045 patch. My sincere apologies for that oversight.

There is no scripted storyline.. other than to choose a faction to fight for and eliminate the other factions. That concept completes the story.

Note taken on the .rar file. I will switch to winzip for future updates and releases.

Best regards,

IP: logged
 Re: Prophesy of Pendor  » posted by TNT on Dec 20, 2008, 03:10:45 pm
But then this makes it like every other mod. I thought there's some story like in Guardians party.
IP: logged
 Re: Prophesy of Pendor  » posted by jacob25 on Dec 20, 2008, 04:30:10 pm
IP: logged
 Re: Prophesy of Pendor  » posted by saxondragon on Dec 20, 2008, 11:00:37 pm
I modified the uploads and patches to a winzip format. :)


IP: logged
 Re: Prophesy of Pendor  » posted by cgid3 on Dec 21, 2008, 06:27:08 pm

I have installed 1.03 ran into an error, removed it and then tried 1.05, same error:

Loading bar stops quarter way on 'Processing .ini' and error message on desktop says problem with CommonRes/ani_walk_sideways.brf

Native still runs perfectly.

IP: logged
 Re: Prophesy of Pendor  » posted by saxondragon on Dec 21, 2008, 07:14:57 pm
Hello there.

That is a strange error and if it is in the common res, then are you sure that you are running Mount&Blade 1.010 or 1.011?


IP: logged
 Re: Prophesy of Pendor  » posted by Lady on Dec 21, 2008, 10:52:15 pm
Well, you would probably make better, eh? I found mod interesting, though challenging, much harder than any other mods (probably more realistic). This time enemies arent just dummies which get beaten easily. I enjoyed PoP, except that unbelievable high maintain prices of units, it quite fits that hard style. Thumbs up anyway
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