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 Mount&Blade Repository » Mods » Gameplay Mechanics » Bob's Fort Kit v0.5
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View this file on the M&B NexusFile Listing: Bob's Fort Kit v0.5
Last Updated: Oct 24, 2009, 07:10:56 pm
File version: 0.5
For M&B version: 1.010/1.011
Downloads: 2,411 Size: 1.49 MB
Views: 10,604 Type: ZIP
Rating (2 votes): 4.5 / 5.0
Bob's Fort Kit v0.5

This is a copy of the source and scene for building a player fort that I've been adding to my own small homebrew mod. I figured I'd release this so people could go ahead and make use of it. I have also included some pre-compiled .txt files as well for those who just want to play native with the ability to build a fort.

What the kit does:
- Adds ability for player to build a fully functional fort (cdvader's example heavily modified by me)
- Building/destroying fort is accessed under the camp menu -> take an action -> manage fort
- Fort has a custom scene complete with guards/walkers/merchants/etc
- Guards in the fort scene will reflect the actual best ranged/melee troops currently garrisoned
- Some guards will patrol the walkways in the fort scene
- If you have some cavalry garrisoned, a mounted patrol of that type will circle the fort scene
- Use of passages to access the central tower (well you can just jump through the window too but I wanted to play with passages :P)
- Merchants can be accessed via scene or menu

Some Screenshots Of The Fort Scene:

Additional Info:
If you just want to install this mod by itself, go to your /Mount&Blade/Modules/ folder and make a copy of Native. Name the new folder "Bobs Fort". Then copy the contents of the archived "Bobs Fort" folder to your NEW renamed COPY of Native. Select Yes to overwrite files.

I don't recommend overwriting your actual Native mod files unless you've got them backed up and you know what you're doing. Also, since I cut these changes out of my own mod and I'm no veteran to M&B modding, the possibility exists I missed something and you could screw up your Native install if you overwrite them.

Mod authors and people looking to make use of the source code should already know what to do with the .py files. Just remember that you'll also need to copy the scn_fort.sco to your mod's \SceneObj\ folder in addition to copying over all the source code changes. For copying the source code changes, I recommend using a program like WinMerge. Its open source and its great for comparing/merging changes between files.

If you choose to make use of any of this, I don't mind at all. Just a little mention of thanks or credit to bobirov or Rob Hand somewhere would be great.

Thanks to cdvader for his short code example of how to build an outpost that got me started on building this.

Some issues I'm aware of:
- The general merchant doesn't have goods or cash (at least to start, I haven't run a long test at all)
- Even if you only station one infantry/archer, all the guard slots will still be filled in the scene by that type
- Sometimes the inventory (baggage) doesn't get moved to the tower properly and will instead be near your spawn point
- Food stocks aren't set and are off the charts I think

Things I am thinking of adding:
- Your own private quarters with an accessible chest at the base of the central tower
- More cosmetic stuff like slaves chopping wood at the forest, peasants at the pond, archers practicing on the targets, infantry on the dummies
- Little random bandit attacks that can happen while visiting the scene
- Allow companions to join you in the scene and attack the bandit attacks for leveling up purposes early game
- Make the fort siegable
- Make attacks that happen near the fort actually occur in the fort scene
- Make the fort take time to build based on party's engineering skill
- Multiple levels of the fort (probably just 2, with the best upgrade being the current scene)
- Additional scene to be used during fort's construction
- Fix the problems listed above
More From This Author
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by Napolean on Oct 25, 2009, 02:01:50 pm
How do you build forts?
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by bobirov on Oct 25, 2009, 03:10:33 pm
Its in the camp menu, under take an action and then manage fort.
comment last edited by bobirov on Oct 25, 2009, 03:19:04 pm
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by BountyHunter92 on Oct 26, 2009, 06:54:11 pm
hey dude yea i tried your mod one thing bad about it money i need money and i dont feel like doing quests for money so next time try to give u a crap load of money at the start and armor i know its not a large file but its not good that you cant really build a fort cuz i cant find the vassals or lords that or there stuck in group of people and i cant face him to talk to him so anyways gives us some money on the next one

P.S i cant figure out how to get your folder in to my native folder B-)
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by Adorno on Oct 27, 2009, 04:58:09 pm
Very nice, I like it a lot. Good little expansion to native, that makes it much more enjoyable to start off. Tested a few things and everything works fine. Haven't tried a siege though (oh, I see that's not implemented yet)...

I on the other hand think 2000 denars for your own fort is very cheap, considering the huge advantage it is.

Excellent work :-)
comment last edited by Adorno on Oct 27, 2009, 04:59:57 pm
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by wanna on Nov 07, 2009, 06:54:27 am
Fort is siegeable, but when I join the battle I see only terrain. When will be the next release ? :-D
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 Re: Bob's Fort Kit v0.5 (v 0.5)  » posted by bobirov on Nov 07, 2009, 03:38:54 pm
wanna wrote:
Fort is siegeable, but when I join the battle I see only terrain. When will be the next release ? :-D
It's coming, I've been a bit distracted the last 2 days with other work so I haven't had a chance to finish up. I should have it out within the next week. There are considerable code additions, so just be warned that it will take a bit more scrutinizing the code to merge it with another mod.
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by ya209 on Dec 04, 2009, 09:49:16 am
i did what you say but when i want to start native 2{my copy of native, there isyour mod <} i get a erorr -> RGL ERORR

Unable to open:CommonRes\ani_walk_sideways.brf

what is the problem? i realy didnt find this file on Native 1 {the orginal without mod} and its works without the mod......... how i fix it?
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by wanna on Dec 05, 2009, 02:16:29 am
Better reinstall M&B...And play. :pint:
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 Re: Bob's Fort Kit v0.5 (v 0.5)  » posted by Adorno on Dec 05, 2009, 06:39:21 am
No wanna, that's just a foolish remark.

@va209: When you've copied the native folder and called it 'native 2',
then simply drag and drop the files from Bob's Fort Kit into 'native 2'.
Click yes to overwriting.

(Also make sure you're using version 1.011 of course).
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by adrijusxx on Mar 11, 2010, 01:19:34 pm
I mean you need to add a recruiter mod, recruiters go to village and recruit fresh recruit to your fort, i mean it's good :P, and need heroes have privilegie to create raiding party, and in fort if are garrison you can rent patrol to patrol around your fort but not in scene it's all what i want to say if you understand add this. I Support you
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by Aike on Apr 27, 2010, 10:11:02 am
Is this gona be updated for Warband?
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 Bob's Fort Kit v0.5 (v 0.5)  » posted by DeathKnight941 on Jun 06, 2010, 08:33:23 pm
i tried to download this but it didnt work and i have the reqs can someone help me email me at [email protected] plz&thnx

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