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 Mount&Blade Repository » Mods » Nativepp
      
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View this file on the M&B NexusFile Listing: Nativepp
Last Updated: Jul 24, 2012, 02:43:27 pm
First Created: Oct 05, 2010, 11:59:42 am
File version: 1.2
For M&B version: Warband 1.143
Downloads: 5,214 (11,169) Size: 21.33 MB
Views: 28,119 (51,077) Type: 7Z
Rating (13 votes): 4.1 / 5.0
Description
Installation instructions :
  • Download the mod
  • Extract it
  • Put the folder named Module into your mount and blades' module directory
  • If you don't know what the other folder is for you can erase it
  • Start the game -> :-D

If you wish to have more informations about the mod I suggest you check it on the M&B nexus here : http://mountandblade.nexusmods.com/mods/2296

Download will still be available through the repository, for those that are not willing to sign in the nexus sites.

A mod for m&b warband that enhance the original game without completely changing the way it was before :

You can now use the source code of my mod, you can use parts of it in your mod, start your mod with it, do whatever you want with it and I will not ask for credits (even if it would be nice from you). But you have to mention the authors of Diplomacy and PBOD with a link to the thread 'About Diplomacy' (link is in my credits just below)
If you want to know what something mean, or how I did something please ask by mail, but don't ask me to teach you how to mod, there is a lot of tutorials on the internet for this

Credits :
For Diplomacy : Waihti, Mjöllnir, Akmar Nibelung, Malakay, ultracemre, Dravic, hessuu, fisheye, rubik, jrider
http://forums.taleworlds.com/index.php/topic,116424.0.html

For PBOD : Caba`drin, Janus, motomataru, The Mercenary, rubik, sphere, dunde, MadVader, StinkyMcGirk, BrustwarzenLenny, xenoargh
http://forums.taleworlds.com/index.php/topic,142816.0.html

For the banner pack : chukcha
http://www.mbrepository.com/file.php?id=1959

I'd like to thank everyone who download it and those who help me in fixing bugs ;-)

You can mail me at [email protected]
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Comments (Page 7 of 7)
IP: logged
 Re: Module.7z (v 1.1)  » posted by bOuYAkhlO on Apr 17, 2012, 01:28:48 pm
moggers1 wrote:
not to worry i camped for about 6 days and it gave me the option to change by banner again, randomly, so i just chose the same banner and it was done :) your first language isnt english is it?

No my first language is not English ... but why ? Is there a grammatical abomination somewhere ? :shock:
IP: logged
 Re: Module.7z (v 1.1)  » posted by moggers1 on Apr 17, 2012, 02:07:34 pm
bOuYAkhlO wrote:
moggers1 wrote:
not to worry i camped for about 6 days and it gave me the option to change by banner again, randomly, so i just chose the same banner and it was done :) your first language isnt english is it?

No my first language is not English ... but why ? Is there a grammatical abomination somewhere ? :shock:
well nothing that really stands out its just some of the dialogue from the new compainions u put in , which are awesome by the way :)
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 Re: Module.7z (v 1.1)  » posted by bOuYAkhlO on Apr 17, 2012, 02:51:37 pm
moggers1 wrote:
well nothing that really stands out its just some of the dialogue from the new compainions u put in , which are awesome by the way :)

Oh well ... I better try to find what's bad in it, even if it's minor it's better if there is no mistake
IP: logged
 Module.7z (v 1.1)  » posted by boiboidude77 on Apr 19, 2012, 06:49:37 pm
Can you make it so the men form ranks? Because i always wanted that to happen in a native not so much changed mod :)
IP: logged
 Re: Module.7z (v 1.1)  » posted by bOuYAkhlO on Apr 20, 2012, 12:54:40 am
boiboidude77 wrote:
Can you make it so the men form ranks? Because i always wanted that to happen in a native not so much changed mod :)
The mod includes PBOD, so yes the men can form ranks and shield-walls
IP: logged
 Module.7z (v 1.1)  » posted by moggers1 on Apr 20, 2012, 01:37:41 pm
sorry but, chose culture for kingdom as mercenary, all fine accept my castle guards are mercenary but my city guards are still freeriders, and when i get to choose my culture ther is swadia, kherght, vaeger, nord, rhodok, sarranid, mercenary and freerider, but no mudles? and almost half the lords are wearing the rough leather armour (think thats wat its called) ?
IP: logged
 Re: Module.7z (v 1.1)  » posted by bOuYAkhlO on Apr 20, 2012, 03:58:13 pm
moggers1 wrote:
sorry but, chose culture for kingdom as mercenary, all fine accept my castle guards are mercenary but my city guards are still freeriders, and when i get to choose my culture ther is swadia, kherght, vaeger, nord, rhodok, sarranid, mercenary and freerider, but no mudles? and almost half the lords are wearing the rough leather armour (think thats wat its called) ?

Well Mudles use a different version of the rhodok culture, but yes, I should add them too.
And for the castle guard, I looked at it in the code, well it does seem to be coming from somewhere else than a mistake from me, I'll have to find what's wrong and fix it then.
And about the lords, what rank are they ? (low rank lords can have it, but with higher level they can't, they get better things)
And by the way, not only the name determine the rank of a lord, actually they have more like 2 ranks, one being the current level they have (mostly seen through the name) and the other one is the real rank, which determine their stats and equipments, this one is trying to get closer to the first one each week, with the bigger the difference, the faster it changes (Meaning a lord with a real level of 1 that has a city, level of 5, will increase its level faster than one with a real level of 2 with a castle)

So if you these lords are yours, maybe try to give them land, and wait some time before they can get strong
comment last edited by bOuYAkhlO on Apr 20, 2012, 03:59:24 pm
IP: logged
 Re: Module.7z (v 1.1)  » posted by moggers1 on Apr 21, 2012, 04:24:53 am
bOuYAkhlO wrote:
moggers1 wrote:
sorry but, chose culture for kingdom as mercenary, all fine accept my castle guards are mercenary but my city guards are still freeriders, and when i get to choose my culture ther is swadia, kherght, vaeger, nord, rhodok, sarranid, mercenary and freerider, but no mudles? and almost half the lords are wearing the rough leather armour (think thats wat its called) ?

Well Mudles use a different version of the rhodok culture, but yes, I should add them too.
And for the castle guard, I looked at it in the code, well it does seem to be coming from somewhere else than a mistake from me, I'll have to find what's wrong and fix it then.
And about the lords, what rank are they ? (low rank lords can have it, but with higher level they can't, they get better things)
And by the way, not only the name determine the rank of a lord, actually they have more like 2 ranks, one being the current level they have (mostly seen through the name) and the other one is the real rank, which determine their stats and equipments, this one is trying to get closer to the first one each week, with the bigger the difference, the faster it changes (Meaning a lord with a real level of 1 that has a city, level of 5, will increase its level faster than one with a real level of 2 with a castle)

So if you these lords are yours, maybe try to give them land, and wait some time before they can get strong
ah so as lords get more land they automatically get better equipped?
IP: logged
 Re: Module.7z (v 1.1)  » posted by bOuYAkhlO on Apr 21, 2012, 11:03:11 am
moggers1 wrote:
ah so as lords get more land they automatically get better equipped?

They do yes, and it also changes if a lord is too powerful but doesn't have a fief, he will progressively become less important and less equipped. It makes taking fiefs really important as your lords will be better, and the lords of the other kingdom will become weaker
IP: logged
 Module.7z (v 1.1)  » posted by me_warrior on Jun 22, 2012, 11:00:01 pm
sorry, can you add new companion?!! :-D :-D
IP: logged
 Re: Module.7z (v 1.1)  » posted by bOuYAkhlO on Jun 23, 2012, 01:31:00 pm
me_warrior wrote:
sorry, can you add new companion?!! :-D :-D
Aye that I can do ... already 4 more than native, I planned on adding more, with some more personalized stories and maybe short missions to acquire them. But it's only recently that I can work on it again, just need the stories and maybe the look of them for now.
IP: logged
 Nativepp (v 1.2)  » posted by xo3mitja on Sep 16, 2012, 10:55:15 am
I have a problem,
when I launch the game it chrashes and RGL error pops up saying: unable to open file: CommonRes/wb_mp_objects_a.brf

Got any idea?
IP: logged
 Re: Nativepp (v 1.2)  » posted by bOuYAkhlO on Sep 16, 2012, 01:37:00 pm
xo3mitja wrote:
I have a problem,
when I launch the game it chrashes and RGL error pops up saying: unable to open file: CommonRes/wb_mp_objects_a.brf

Got any idea?

As I said on the nexus, you have to patch your game to the last version of warband for the mod to work correctly, if you don't want there is an optional download of an older version of the mod for 1.143 (on the nexus only), but it doesn't have the new features and will not be updated.
Having two versions of the game, one with the last version and another will the old one is also possible (with 2 different installation path).
IP: logged
 Nativepp (v 1.2)  » posted by Knight Inquisitor on Oct 17, 2012, 03:38:51 pm
Why don't any of you make the mercenaries the way they really are. I spend a lot of money to buy them as I have to lead up to 200 men. And they are still weak.
IP: logged
 Re: Nativepp (v 1.2)  » posted by bOuYAkhlO on Oct 18, 2012, 04:15:47 am
Knight Inquisitor wrote:
Why don't any of you make the mercenaries the way they really are.
What do you mean by that? That mercenaries are too weak? That is a bit something wanted (even if they are not supposed to be 'weak'), because mercenaries are an easy way to get some high tier troops, but they should not replace faction troops, even if they can compete with them.
The mercenary cavalry is a good mounted troop, even with no lance it's still useful, their ranged troops can be bowmen or crossbow, the crossbow being a powerful troops, while still being inferior the the Rhodok one, is probably better in some situations than the Swadian one. The longbow man, yes, it is inaccurate, but deal a lot of damage for a bowman, close to what the Nordic longbow-man is. And finally the infantry troops, the champion is one of the few two handers in the game, with strong armor, and so it's really strong, if you want to keep a shield you can let him at the lower tier (the hired blade).

I still want to know why you think they are weak, as you probably have some good points to show.
IP: logged
 Nativepp (v 1.2)  » posted by bonzomannen on Feb 03, 2013, 09:06:52 am
I really love this mod, it's just...

Why the MASSIVE renown boost? I get like 50, 40 renown from an insignificant battle, and like 48 renown from each tournament... Is it a feature? Or is it a bug?

Did not delete the other folder, perhaps this is causing the problem...
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