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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: 188,955 (621,434) Size: 529.39 MB
Views: 419,546 (1,082,236) Type: ZIP
Home:  Prophesy of Pendor Community Forums
Rating (104 votes): 4.6 / 5.0
Description
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Prophesy of Pendor V3.42 WARBAND
SINGLE PLAYER ONLY

Not save game compatible with earlier versions


Synopsis

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 dialo
Commands
More From This Author
Comments (Page 2 of 14)
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 Re: Prophesy of Pendor  » posted by xedmann on Dec 22, 2008, 04:05:45 am
First I would like to thank you for this mod. You have really done a great job!! It is almost perfect from my point of view. Love the map and the Noldors! :-) :evil:

I have a little request though, just to make this mod totally perfect.
Is it possible for you to implement Janus Arena Expansion and Kingdom Management(by Highlander)into Prophesy of Pendor??
It would really give your great work the last little twist to make it perfect.
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 Re: Prophesy of Pendor  » posted by Stormrider on Dec 23, 2008, 02:57:37 am
Good job, may i ask also a pair of things?
Maybe the slave with different sell value... Much more realistic and it helps (yesterday i got an high level troop, 130 wage with 3 leadership, this is crazy! :hammer: Maybe with high level slaves with more sell value this wouldn't be unbearable).
And a feature that i find very interesting... To free a captured lord in exchange of it's (unique) weaponry like Calradia War Chronicle (or steal all as Armed Rebalance, i prefer present arm feature although).

Another thing: i recruited the Sir (i don't remember the name!) the one friend of Ansen with Alayen script... If i remember well he has the heavy dark lance that is long 190... But if i see the lance ingame it's VERY long, it seems too long, as if it' 290 instead of 190). Sorry if i'm saying somethig wrong but i'm not at home! :hammer:
Anyway hail to the dark items!:D
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 bug?  » posted by b3r3t on Dec 23, 2008, 04:57:41 am
hi :hammer:

just want to report that noldor knights shield textures are missing, when looted game send eror message in windows, they are inisible in equipment and battles, and could someone please put whole noldor, snke cult etc. stuff in markets? or maybe something to get the whole stuff from battles? maybe ability to put some in chest?(in battlefield), and an own kingdom? hmm maybe some more heraldry and weapons

found strange item something like skull with chains but it crashed the game when used like weapon (artifacts would be nice :-D )

music is very nice ;-) as well as items and bandits :-D bloody good work :-D please more!!
IP: logged
 Re: Prophesy of Pendor  » posted by saxondragon on Dec 23, 2008, 12:04:48 pm
Hello all! Glad you are enjoying the Module. Thank you for letting me know about the data issues. Most of them are address in the latest patch version.

There will be a new one up later today, December 23rd Pacific Standard Time around 3:00pm.

Best regards,
Saxondragon
IP: logged
 Re: Prophesy of Pendor  » posted by Ian on Dec 28, 2008, 12:41:03 am
would be good if the cities' names were not in all caps. it is distracting to read.
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 Re: Prophesy of Pendor  » posted by saxondragon on Jan 02, 2009, 08:14:03 am
Hello Everyone~

Come and join our community and discussion of this Modification to Mount&Blade at: The Mount&Blade Forums - Prophesy of Pendor

Where folks like you discuss the various aspects of game play, share stories, screen shots, and learn more about the history of Pendor.

One of the main ideas behind the design of Prophesy of Pendor is to make it difficult to create and maintain high level troops...specifically Knights and those troops that are more powerful than Knights.

These elite troops are expensive and intentionally difficult to find, train and maintain. This is why they are elite and this is why they cost so much to maintain.

This mod introduces many subtle challenges that raise the level of difficulty.
It is tough to play, and not designed for the inexperienced player.

The target audience for this offering are those players who:

-> Have mastered native and perhaps some of the other mods as well.
-> Are use to rolling up the game map with 200 Swadian Knights and the game has lost it's challenge.
-> Are weary of looking the same map of Calradia, and the game has lost it's appeal.
-> Are looking for something new and exciting and something that is not normally found.

Best regards,

Saxondragon
IP: logged
 Re: Prophesy of Pendor  » posted by MasacruTheArcher on Jan 02, 2009, 02:53:54 pm
great mod mate :) Downloading ! :hammer:
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 Re: Prophesy of Pendor  » posted by Somnolent on Jan 03, 2009, 10:33:11 am
Excellent mod. Very enjoyable, I've downloaded and applied every update, they just keep getting better. Thanks for all your hard work and sharing with us freeloaders! :lol:
IP: logged
 Re: Prophesy of Pendor  » posted by Strategyman on Jan 04, 2009, 10:44:06 pm
This mod is excellent you just need to use your imagination the creator did a wonderful mod for such a small team and I like his story which makes you wonder many things, I love this mod and hope others do also
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 Re: Prophesy of Pendor  » posted by b3r3t on Jan 06, 2009, 01:52:10 pm
nice job ;-) keep it that way ;-)
IP: logged
 Re: Prophesy of Pendor  » posted by dark apostle on Jan 06, 2009, 10:15:44 pm
really really good mod hope to see further great improvments in the near future.
IP: logged
 Re: Prophesy of Pendor  » posted by Germo on Jan 07, 2009, 07:43:43 am
My favourite mod, great works!
IP: logged
 Re: Prophesy of Pendor  » posted by KommieKat on Jan 22, 2009, 07:50:44 am
I enjoy your MOD very much and appreciate the work and effort you have put into it.:-D

I have downloaded the latest version, and am still noticing problems with your bridges.

I have NPC's still stuck at various bridges and I myself have been stuck a time or two. :-(

I can give you specific locations if you like. :-)
IP: logged
 Re: Prophesy of Pendor  » posted by saxondragon on Jan 22, 2009, 11:44:46 am
Hello KommieKat,

Thank you for the post and your kind words! :)

The newer versions that addressed the problem keep new lords from entering the rivers, but can do nothing for the lords of your saved games that are already in the rivers.

This is an unfortunate issue occurs when lords that are chasing other parties take a quick turn while on the bridge.

I created a hot fix to free those lords. You can find it here : Hot Fix


Just follow the directions and that should solve the problem for you. My apologies for not catching this sooner. This will not be an issue in the next version at all.

Saxondragon
IP: logged
 Re: Prophesy of Pendor  » posted by dscape750 on Apr 09, 2009, 04:04:52 am
(((A REVIEW OF PoP 1.21)))


I rated this mod a 9 (after figuring out how to rate something, im such a noob... :hammer:)

I really really like this mod, even thuogh saxon may think I am a troll. lol :-D
It comes packed with the metal sounds mod which is quite convenient.
The art is nice... I am not sure if you guys did this yourself or installed them from another source, but I think they could use some work, not "Fixing" but blending and shading. They look like they went through MSPaint, which is good, great quality artwork, but lacks some of the finishing touches that add dramatic effect to the art, shields for example have colors a little bit too bright. That's just me being picky though.

The dialogue for the NPC heroes is great. They have character interactions and character development, later on there could be more conversations if the makers wanted to go down that road and add more party interaction.

The mod is difficult and, getting back to the art & graphics side of the mod, I tend to pick the strongest gear I can afford instead of what looks good, so sometimes it looks like a mix & match of various different armor. I just think an artist or graphics person should be able to go through these graphics giving them tone & shading in a way they makes them contrast less to each other.
For example, there is a couple pure white armors to wear that offer good stats but there is no matching helmet close excelt the Surleon Great Helm which is still not as bright as the armor, it's not that the helm isn't bright enough but maybe the armor should contrast less and simply *hint* at being of a different shade ore; it's still ore.

Troops seem to cost a lot of XP to upgrade to higher tier. Not complaining at all, I like it that way and you really have to think sometimes if it is worth it to attack, defend or simply run away. The game is a lot more strategic because of this difficulty.

I would personally like to see a menu displaying events instead of them scrolling on the chat hud. I was thinking that this could be done by visiting a NPC "town crier" sort of person that would share all the news that is known in that region, and maybe it would take time for that news to travel since communication was through written letter back then during the time when knights rode on horseback instead of being actors and musicians. :lol:

Overall I rate this a 9 and it is one of the definitive *must_play* mods currently released.

Download_This
IP: logged
 Re: Prophesy of Pendor  » posted by saxondragon on Apr 09, 2009, 11:06:09 am
Thank you for your kind words dscape750,

I concur with all of your points regarding the 1.21 version of this offering.

This 1.21 version was a proof of concept work. I am a game designer, not an artist, and this first concept effort was done entirely by myself in a fairly short time period. I utilized the open source project for various graphics of armor, weapons, and horses.

Since the release of this mod, I have gathered together a team of talented folks to improve it. The art pieces as you pointed out, needs a standardization of look and feel, which we were able to implement in the 2.0 release. In addition, by working with the Pop community and asking questions and soliciting opinions, along with my own knowledge of game design, we have cobbled together a project roadmap of features and enhancements. We are in the final phases of development of that project on this date.

A list of some of these features:

Expanded NPC's. 20 unique companions with enhanced dialogue. Based upon community feedback, we removed several existing companions, and added more. Some of those added were done by player submissions in a contest.

NPC special abilities: Unique weapons, items, ability to train specialized troops etc.

Player as King option and Enhanced Kingdom Management system. Declare yourself as a Monarch and play at a new level and all that goes with it.

Expanded Economic Model- build dozens of new structures at your village, castles and towns.

Addition of Signature NPC's. Heroes belonging to various minor factions that have unusual troops, dialogues and are hard to defeat.

Enhanced Victory Conditions. it is not just about defeating the five kingdoms, but putting down the four minor factions as well and re-establishing relations with the Noldor.

Expanded Reporting of your villages, castles and towns as well as victory conditions.

Knighthood Orders- The top tier troops can only be created at chapters of knighthood orders that are located at various castles and towns. Some Orders already exist in the game, others are defunct and are up to the player to discover and reestablish.

Legendary Weapons - quests to find the great weapons.

Dynamic Conversation System - (we are developing this now) This system will allow for the interaction with various merchants, travelers, stewards, barkeeps, and Red Brotherhood slavers and yield location specific, relevant and dynamic content that will affect game play.

We have added over 230 new items from the 1.21 version, and modified most of the existing armor.

We have added over 75 new troops from the 1.21 version.

In addition to these major features, there is a very long list of minor features such as:
Autoloot
Accessing inventory while in siege.
Addressing the ADD problem with Allied Lords.
New Banners.
Accessing village leaders from the village menu.
Modified arrow supply.
Enhanced and larger Map.
Auto continuation if your character falls in battle.
Creation of a wiki to help players with the immense storyline and information.
Prisoner ransom reward by level.
Modified prisoner recruitment routines.
Reworked the D'Shar Faction to be more authentic.
Rebalance the factions.
Rework the mercenaries, now over 15 different types.
Enhanced tournement options for betting, and rewards.
New and expanded Troop Trees.
New Music - some donated by professional award winning artists and composers.
Enhanced NPC dialogue and sounds.
Incorporated new face textures.
Reworked the menu system for a fresh look and feel.
Renamed, reworked and brought in line with the relevant culture all lords, ladies, merchants, stewards to give a consistent visual and contextual experience.

There is more.. most of it already long implemented and this is what I can relate off the top of my head. We are in BETA now, with 90% of the features implemented.

Regards,

Saxondragon
IP: logged
 Re: Prophesy of Pendor  » posted by sabeee on May 16, 2009, 10:07:42 am
it looks kind a cool this mod :-D but i cant use it, i have everithing i need to use it ( game version , etc )but it throws and error of a shield when its loading the textures :evil: :evil: what should i do ??? :hammer:
IP: logged
 Re: Prophesy of Pendor  » posted by saxondragon on May 16, 2009, 01:43:00 pm
This is entirely my fault.

Here is the link that explains what happened, and what we have done to solve the issues.

http://forums.taleworlds.net/index.php?topic=64184.msg1669598#msg1669598
IP: logged
 Re: Prophesy of Pendor  » posted by destroyer1z on May 18, 2009, 02:41:24 am
This is a really good mod keep it up mate
IP: logged
 Re: Prophesy of Pendor  » posted by sabeee on May 20, 2009, 09:22:50 am
theres a lil bit of a problem with the king stuff ... you know that u can become a king :hammer: when u try to do Peace with a kingdom the dude says that ur only a guy with lands bla bla bla that they want u dead :hammer: can u fix it ? :hammer: :hammer:
Showing comments 21 to 40 of 269 Showing Page 2 of 14  <  1  2  3  4  >  Last » 
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