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View this file on the M&B NexusFile Listing: InNoVative
Last Updated: Feb 05, 2011, 12:32:21 pm
First Created: Aug 14, 2010, 06:45:07 am
File version: 1.32
For M&B version: Warband 1.1xx
Downloads: 10,821 (19,612) Size: 376.11 MB
Views: 21,765 (40,082) Type: EXE
Home:  English TW thread
Rating (7 votes): 4.3 / 5.0
Native Based Warband Mod with innovative features^^
History of INV:
changes in 1.32:
- hotfix included
- troops balanced
- item pool for troop edited
- lady troops face generator edit
changes in 1.31
- Hotfix version, wasnt downloadable full
changes in 1.3:
- new mercenary troop trees
--> recruitable via freed prisoners/recruited bandits...whatever
- bandit parties have their own special leader
- improved manhunters
- Buckler remove from Rhodok/Nord Infantry
- changed Stranger troop tree
changes in 1.2:
- bug fix to make the mod work
-> new mercenaries are now recruitable via freed bandits or similiar
changes in 1.12:
- new troops for khergit
- new merceary troop tree : Calradian
- changed bet values in tournament
- more mercenaries in taverns recruitabel
- cattle now stalks you
- new max level for skills is partialy changed (e.g: leadership is up to 15)
- find out
changes in 1.1:
- updatet diplomacy to 3.1
Features: (made by me)
- upgraded lords
- reworked troops
- advanced troop trees
- changes in Polished Landscapes
- reworked item stats
- Diplomacy Mod by Waihti
- Polished Landscapes by Gutekfiutek
- Narf's Plate Armor Pack by Narf of Picklestink
- Narf's Transitional Armor Pack by Narf of Picklestink
- unique armory by talak
- more horses by wanderer949
- more warhorses by wanderer949
- Music Pack by Uthred
- Colored Lances by CounterPoint 391

its my first one, hope you enjoy it
More From This Author
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 InNoVative (v 1.0)  » posted by Bondy195 on Aug 14, 2010, 08:32:33 am
hi i dont know if youve noticed but ive recently made a mod called Small Changes Mod which is also my first mod but i still havnt found out how to get downloaded items into the game so could you either reply to this all of the tools you used and maybe a small tutorial for me?

if you want you can inbox me!!!

sorry for any bad english and if you could do this for me as a modder to modder jesture that would be awesome of you. :pint:
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 InNoVative (v 1.1)  » posted by semipr0 on Sep 10, 2010, 07:55:03 pm
I think this is a great compilation mod and its great that Diplomacy is in it cause I can't play Warband without Diplomacy any more.

Couple things of note that I'd report as "bugs" though, they're minor and you can work around them without too much issue but heres what I've noticed so far.
  • Tulga Tavern has trees in it. Not sure why
  • Battlefield commands no longer have an "Everyone" category when doing tactical commands if you send a single group (archers/cavalry/infantry) command, hitting 4 goes to Unnamed 1, not "Everyone", this makes using tactical commands a bit tricky cause you can't reform and give orders to the entire group, I've tried to figure out a work around for this but nothing I've tried has worked yet.
  • Lend Companion to Lord quest stays locked in quest journal after companion returns on their own, this happened I think, specifically, because the lord I lent my companion too was also the father of the noblewoman I was in the process of marrying, so in effect I had two tasks with him, both completed, but the Lend Companion quest never cleared out of the log. Not sure if this is specific to this mod or a side bug.
  • Assisting a patrol that is being attacked by an enemy lord, sometimes (like once so far) at the end of the battle, the patrol gives you the "thanks for helping us dialog" then any captured lords in the fight get stuck under the patrol's dialog tree and not the captured lord dialog tree. I've found just telling them to carry on fixes the situation but you're not given an opportunity to capture them or let them go for the relation increase in this situation. Again not sure if this is specific to this mod, or to the 3.1 version of Diplomacy itself (I didn't play the 3.1 version of Diplomacy much before downloading this).

Thanks for putting this altogether in one package, I've been hacking in mods I wanted to use with Diplomacy manually and at times turning up mixed results, this seems to cover more or less everything I needed to make Warband a better experience (except perhaps smarter NPC Lord AI, which I'm still looking for, Ragnar's such a dummy) so good job and hope to see future compilations and well done on the troop tree expansions. I totally fear Swadian Barons, they really make me up my tactical game on the battlefield cause they're just scary as hell.
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 InNoVative (v 1.1)  » posted by IceNoVa on Sep 11, 2010, 03:57:11 am
for first, thanks a lot for the bur report and of course for playing and enjoying

and now to the bugs itself:
1) isn`t really a bug, see it as a feature of Polished Landscapes..i know..tres i tavern aren't very realistic, but there not a really problem
2) thats a problem i already noticed in Native, but here's my solution:
select the command interface (backspace), click all troop types on the field, and you have your everyone commands back
3) that's something i haven't noticed before...i must think about it, maybe you have to reinstall the mod, not sure, but at least on mpy pc it works as it has to
4) i think that's really a bug in diplomacy 3.1m and so i'm not sure how i can solve it...i willthink about it, maybe waihti knows about it already and the next update is released soon

to troop trees...yes..the swadian abrons are my master piece...there just war machines, little tip: try the crossbow...
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 InNoVative (v 1.1)  » posted by Call4Pizza on Sep 13, 2010, 03:46:10 pm
hey great mod is there anyway you can get the lords and ladies to like you quicker, it's pretty unrealistic only getting +5 to some one who you saved from imprisonment or only +2 for saving them on the battle field and it would be easier to marry, if you do thank you very much, oh and great mod again
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 InNoVative (v 1.1)  » posted by IceNoVa on Sep 14, 2010, 07:08:48 am
thats something you can solve with Tweak MB
but in next update, there will be some changes in those things, oyu`re not the only one who finds some boni unrealstic
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 InNoVative (v 1.1)  » posted by semipr0 on Sep 14, 2010, 01:08:14 pm
Done some interesting things so far with this and wanted to report back on it.

The Lend Companion to Lord bug appears to be a Native issue with 1.131 its happened multiple times, effectively the companion returns within 3 days the quest doesn't end for after 7 days. Has nothing to do with having secondary tasks with the lord you lend the companion to.

Couple things I thought I'd add here.

I've hacked in compatibility for More Metal Sounds v2.2 it works great with the mod.
Also added Blood Mod which had no issues as well. And the Better Water .dds override
Better Banners, as well, added in with no hiccups nor issues in regards to them I modified std_banners_a to add my own custom banner without problem or issue as well.

Polished Landscapes is a really good addition to this but there is a different version of it that reduces the random seed of trees by a small amount that cuts down on the tree density by just a slight amount, I think looking into adding this into the compilation would be a good idea because its just "OMG TREES" on some battlefields and even some castles have some serious tree collision issues with their forward wall and towers Rybilet Castle is a good example there. I mean the visuals are outstanding but I'm running a Quad Core Q6600 OC'd to 3.2ghz, 8GB of RAM and a Geforce GTX 480 and running full graphics with full HDR the start of many battles for me on what I deem to be pretty good hardware for running Warband starts off with about a 3 second resolution freeze as everything resolves into proper detail. This is no big deal theres no lag or frame rate issues after that but the opening resolution frames are really an intense load even on good computers and its largely due to the massive amount of tree and grass density. I suppose I could turn those down in my graphics but largely as stated after that initial hitch everything runs smooth and fine so I don't mind so much but I can imagine that this would probably put lesser hardware into a pretty massive tailspin on full detail. So I'd highly consider either reducing the random seed yourself or finding the Polished Landscapes mod here on MBR that does that already.

Stranger Troop Tree this was initially fun but I found the Samurai so dreadfully out of period that I went in with Morghs Troop Editor and changed that entire tree to the following. Retaining the same level stats but adjusting a few skill stats as needed to round out the needs of the unit I designed. Anyways I'm pretty sure what I added in their stead could be viewed as out of period but I feel its a little more fitting. Also did something interesting that I'll explain at the end of the tree description which I think adds a new layer depth to this additional troop tree expansion.

Stranger = Templar Devotee (Robe, Quarter Staff, Hide Boots, Infantry Troop)
Samurai = Templar Footman (Early Transitional Armor[White], Chain Coif, Studded Leather Gauntlets, Splinted Leather Boots with Spurs, Round Shield, Flanged Mace)
Samurai Warrior = Templar Soldier (Red Corrizina, Guard Helmet, Studded Leather Gauntlets, Splinted Leather Boots with Spurs, Kite Shield, Long Arming Sword, Crossbow, Bolts)
Samurai Archer = Templar Bowman(Gray Corrizina, Guard Helment, Studded Leather Gauntlets, Splinted Leather Boots with Spurs, Kite Shield, Short Arming Sword, Longbow, Barbed Arrows)
Mounted Samurai = Templar Crusader(Heraldic Mail with Tabard, Great Helmet, Hourglass Gauntlets, Cased Greaves, Bastard Sword, Knightly Kite Shield, Strong Bow, Bodkin Arrows, Leather Barded Warhorse)
Yari Samurai = Templar Knight(Heraldic Mail with Tabard, Great Helmet, Hourglass Gauntlets, Cased Greaves, Heavy Bastard Sword, Knightly Kite Shield, Heavy Lance, Maille Warhorse)

Tree Upgrade Tweaks

Now in addition to this I also added Templar Devotee as a second Upgrade path to Watchmen and Caravan Guards(going to add it to Forest/Mountain Bandit/Looters as well I think just for additional expansion) and then at the top tier end of the Factional trees, I added Templar Knight as a second expansion for all factional Knights, and Templar Crusader for all top tier factional archers/crossbowmen. This allows for a constant stream of mercenaries converting over to this non-faction aligned unit base, and also allows you to capture/recruit/train top tier factional units over to a non-faction aligned level 28 unit that no longer is affected by morale issues (the line conversion switching over to Templar from faction troop changes the faction alignment for the troop to "Commoners". This basically allows for putting together a fairly effective, if expensive, force of troops that can work against any faction without morale issues and none of the Templar troops are designed to be any more superior than any other level 28 unit on the field except with a few mild skill upgrades to allow them to be slightly better at what their focus is (Templar Knights have 6 Ironflesh/6 Power Strike and a high 1 handed/polearm focus, Crusaders have 6 Riding/6 Power Draw/6 Horse Archery and a higher Archery focus, the lower tier troops have minor adjustments as well to fit their skill sets but nothing overpowerd.)

Also allowed Mercenary Cavalry a final conversion over to Templar Crusader and Hired Blades a final conversion over to Templar Knights.

Largely I felt this worked better for me than the army of Samurai and the "Strange Armor" (its not strange its bloody awful lol) and more fit the period and the logic of it allows me to easily establish myself against any kingdom than wrongs me. (Ragnar stupid and awarded a city I took to one of his cronies last night, hes gonna pay for that!).

So anyways some further feedback and some suggestions and info on what I've done with Innovative. Not saying you NEED to do it yourself. Just saying this is what I've done with it further, for my own personal use. I may go hunt down that lowered random seed version of Polished Landscapes and see if I can hack it in today.
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 InNoVative (v 1.1)  » posted by IceNoVa on Sep 14, 2010, 02:04:02 pm
1. thanks for the feedback and suggestions
2. tipp for PL trees: you need a txt fle called alternative flora kinds
you exchange that one with the normal flora kinds (do't forgt to change the name)
--> on my own old pc it's a real problem with all those trees, but after that i think in the uploaded INV i will change the flora kinds to the one, with less trees
3. i thought of the stranger troop tree as a little fun act
--> but you brought me on an idea (don't know if this expresion exists in english as well)
but i also wanted to rework the mercenaries, so...templars are on the list...a bit more work...but who cares
4. i'm tweaking the mod (forgot that since last formation the net.framework was lost, but know i`m on it)
i can say, it will take some time, because i'm on another project (LotR mod called "North Wars"), and i can't split (atleast not now...)
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 InNoVative (v 1.12)  » posted by Natureboy on Sep 19, 2010, 10:50:36 am
Hey there.

After beating the first looter in Sargoth a second looter appears instead of the Merchant of Sargoth. I killed him, too, and nothing happend after that.
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 InNoVative (v 1.12)  » posted by Kruminator on Sep 19, 2010, 02:37:12 pm
Hey looks like a great mod, but I'm having some problems starting a game. When going through the pregame setup (character creation and such) a list of errors flies up my screen on the left hand side. they go to fast for me to actually see what they are but just thought I'd put that up. Also, once I enter the starting city and kill the 2 enemies the merchant of "city name" doesn't appear and my character is trapped in the city streets unable to leave. if you have and way to fix this that would be appreciated.
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 InNoVative (v 1.12)  » posted by Bondy195 on Sep 19, 2010, 04:18:40 pm
Hi I am the Creator of Small Changes Mod before I jump to conlclusions i would just like to know if you took the idea of calradian troops from my mod or weather it just popped into your head?

I am just wandering because if so I would like credit to Inspiration!! :P

I f not then dont worry I will not bother because I cant be the only person to think of the Idea.
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 InNoVative (v 1.12)  » posted by IceNoVa on Sep 20, 2010, 10:56:21 am
1) bondy, i didn't even know that you had such troops in your mod, but i always thought about such a tropp tree, so i had to finally include it
but its somehow funny, that you had such an idea too

2)i know about the damn bugs, i tried to fix it with 1.12, but than (after upload actually...geeze) i realised old save games aren't playable (atleast mine) and the new start had that damn thing, i already had in earleir tries...
the problem ist: like this, the mod is unplayable...and i hope you forgive my unappreciated haste to upload...(ha...kinda gothic 3 fail...)
but otherwise some feratures get now, i must search for a solution
if some one probably knows anything, that could help, please send me a pn via taleworlds forum

and i beg you for patience , i'm on it
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 InNoVative (v 1.12)  » posted by Bondy195 on Sep 21, 2010, 01:30:49 pm
bondy, i didn't even know that you had such troops in your mod, but i always thought about such a tropp tree, so i had to finally include it
but its somehow funny, that you had such an idea too.

Just re-read your things, my calradian troops are village recruited!!! NO CONFLICT :D
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 InNoVative (v 1.12)  » posted by Kruminator on Sep 24, 2010, 11:12:46 pm
Hey i found a way to bypass the starting glitch, if you let yourself be knocked unconscious you end up in the merchants home. however all the starting cities belong to "commoners" and the factions are spread out all over the place. just thought this might help in fixing this mod.
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 InNoVative (v 1.2)  » posted by Crossbow_Joe on Sep 26, 2010, 06:18:46 am
2) thats a problem i already noticed in Native, but here's my solution:
select the command interface (backspace), click all troop types on the field, and you have your everyone commands back
sorry but it isn't impossible to pick everyone you just press 0
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 InNoVative (v 1.2)  » posted by IceNoVa on Sep 26, 2010, 09:36:05 am
hm, if you haven't changed your whole controls, than yes
still play with my beta config, that could explain why in my case that doesn't work
anyway, thanks for that hint
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 InNoVative (v 1.2)  » posted by Bondy195 on Sep 27, 2010, 01:29:05 am
Im seriously not joking now!!!

although my calradians are village recruited they are also available to resque from bandits!!

this is getting so wierd :D

I havnt even released my mod yet due to unplayability through string and menu problems
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 InNoVative (v 1.2)  » posted by IceNoVa on Sep 27, 2010, 11:44:51 am
okay, thats really kind a weird...
but also not really surprising, because...this form recrutation is something that really makes sense

so, greetings, for you logical thinking mind bondy
if you have questions, you know my taleworlds name: sure, it's the same...just write a pn if you want to know something
but don't expect too much, i don't use the MS, so questions about that (just example) aren't something i can help you with
anyway, good luck with you mod
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 InNoVative (v 1.32)  » posted by Keefan on Feb 09, 2011, 05:09:35 am
Could it be, that the weapons, that should couch - lances, I mean - won't. I got knocked unconcious yesterday fighting against Sarranid caravan guards after acquiring a heavy lance and noticing all of a sudden, that the bugger just will not couch, whatever I do, however fast I ride and however smooth the landscape is... :cry:
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 InNoVative (v 1.32)  » posted by Guthrey on Jun 09, 2011, 07:09:22 pm

Been playing this mod for a while now and its been a lot of fun.
If I may make a suggestion though it would be to make the Calradian troops editable in game. I have seen this done in only one other mod and it is a really nice feature. It allows the player to change the unit names and equipment of a generic troop tree all from within the camp menu once the player has formed there own faction. I think the creators name was Bismark.

comment last edited by Guthrey on Jun 10, 2011, 07:41:07 am

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