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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: 5,153 (11,108) Size: 21.33 MB
Views: 27,499 (50,457) 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 4 of 7)
IP: logged
 Re: Module.7z (v 0.75)  » posted by jupi73 on Mar 05, 2011, 01:56:17 pm
bOuYAkhlO wrote:
data662 :arrow: sorry for the short description, but it's long to write all the little things I changed, I may post something on the forums to explain more, but at the moment it's more of a test to see if people like it (i know with that description it's hard to know if you'll like it)
thank you you dont know how happy you made me :) for the bank and the new nation
IP: logged
 Re: Module.7z (v 0.83)  » posted by bOuYAkhlO on Mar 05, 2011, 06:21:40 pm
HeX.16 wrote:
To be honest it is the only warband mod i enjoy. I hope for some more updates soon.
well thanks, and updates will come, but i first have to make some more work on it
jupi73 wrote:
bOuYAkhlO wrote:
data662 :arrow: sorry for the short description, but it's long to write all the little things I changed, I may post something on the forums to explain more, but at the moment it's more of a test to see if people like it (i know with that description it's hard to know if you'll like it)
thank you you dont know how happy you made me :) for the bank and the new nation
that's my job to please you ^^
i don't understand why you quoted me thought
IP: logged
 Module.7z (v 0.83)  » posted by azmi on Mar 06, 2011, 09:45:00 am
great mod you have here, like the concept of enhancing native

i do have some request (if you think necessary)
may be you can merge your mod with diplomacy from waihti, it will be better i think,
but by the way, keep up the good work, i'll be waiting for more updates
IP: logged
 Re: Module.7z (v 0.83)  » posted by jupi73 on Mar 06, 2011, 12:16:25 pm
bOuYAkhlO wrote:
HeX.16 wrote:
To be honest it is the only warband mod i enjoy. I hope for some more updates soon.
well thanks, and updates will come, but i first have to make some more work on it
jupi73 wrote:
bOuYAkhlO wrote:
data662 :arrow: sorry for the short description, but it's long to write all the little things I changed, I may post something on the forums to explain more, but at the moment it's more of a test to see if people like it (i know with that description it's hard to know if you'll like it)
thank you you dont know how happy you made me :) for the bank and the new nation
that's my job to please you ^^
i don't understand why you quoted me thought
dont know how to commeent other wise :green: :green: :green:
IP: logged
 Re: Module.7z (v 0.83)  » posted by bOuYAkhlO on Mar 06, 2011, 01:33:37 pm
jupi73 :arrow: there is a little button under the description of the mod, it says "comment"

azmi wrote:
great mod you have here, like the concept of enhancing native

i do have some request (if you think necessary)
may be you can merge your mod with diplomacy from waihti, it will be better i think,
but by the way, keep up the good work, i'll be waiting for more updates
i don't really want to do it, mainly for ... well ... no reason, but maybe i should take a look at it (at least test it cause i never did it :roll: )
IP: logged
 Module.7z (v 0.83)  » posted by Sw4r0g on Mar 09, 2011, 12:06:47 pm
Great mod...good job. just one question. kinda new here. :roll: umm what are those recruitable nobles for? when (if) can i use them otherwise than for fightng in my unit? :-?
IP: logged
 Re: Module.7z (v 0.83)  » posted by bOuYAkhlO on Mar 09, 2011, 01:22:52 pm
Sw4r0g wrote:
Great mod...good job. just one question. kinda new here. :roll: umm what are those recruitable nobles for? when (if) can i use them otherwise than for fightng in my unit? :-?
they only are fighting units, but have some small advantages, like they won't ever flee during battles and are high level (means they can be sold much more to ransom brokers)
IP: logged
 Module.7z (v 0.83)  » posted by Sw4r0g on Mar 10, 2011, 06:17:25 am
Today i tried to add some new items from some other warband mod (that 9th century england :idea: ) cause i got tired of same old weaps and armors. well i copied the textures and resources, changed that item_kinds1(added some entries from that mod) it kinda didnt work :oops: :oops: yess i am aye nooob, who needs some(lots?) help.pleez :green:
IP: logged
 Re: Module.7z (v 0.83)  » posted by bOuYAkhlO on Mar 10, 2011, 06:28:50 am
Sw4r0g wrote:
Today i tried to add some new items from some other warband mod (that 9th century england :idea: ) cause i got tired of same old weaps and armors. well i copied the textures and resources, changed that item_kinds1(added some entries from that mod) it kinda didnt work :oops: :oops: yess i am aye nooob, who needs some(lots?) help.pleez :green:
well if you copied the ressources and item_kinds1 correctly, this is only because in the module.ini you have to add the line load_mod_resource = resourcename (you can put it after the others
IP: logged
 Re: Module.7z (v 0.83)  » posted by Sw4r0g on Mar 10, 2011, 06:49:48 am
bOuYAkhlO wrote:
Sw4r0g wrote:
Today i tried to add some new items from some other warband mod (that 9th century england :idea: ) cause i got tired of same old weaps and armors. well i copied the textures and resources, changed that item_kinds1(added some entries from that mod) it kinda didnt work :oops: :oops: yess i am aye nooob, who needs some(lots?) help.pleez :green:
well if you copied the ressources and item_kinds1 correctly, this is only because in the module.ini you have to add the line load_mod_resource = resourcename (you can put it after the others
i wasnt exactly sure about ressources so i copied all of them..uum i think problem is in item_kinds..you have to add number of added itemS to that number in second line (which is originaly about 611 or sth like that)?
comment last edited by Sw4r0g on Mar 10, 2011, 06:50:29 am
IP: logged
 Re: Module.7z (v 0.83)  » posted by bOuYAkhlO on Mar 10, 2011, 08:29:33 am
Sw4r0g wrote:
i wasnt exactly sure about ressources so i copied all of them..uum i think problem is in item_kinds..you have to add number of added itemS to that number in second line (which is originaly about 611 or sth like that)?
yes you have to do it too and in native it is 603, 611 in my mod, each item new item you put means 1 more to this number
IP: logged
 Re: Module.7z (v 0.83)  » posted by Sw4r0g on Mar 10, 2011, 08:38:09 am
bOuYAkhlO wrote:
Sw4r0g wrote:
i wasnt exactly sure about ressources so i copied all of them..uum i think problem is in item_kinds..you have to add number of added itemS to that number in second line (which is originaly about 611 or sth like that)?
yes you have to do it too and in native it is 603, 611 in my mod, each item new item you put means 1 more to this number
thanks man...realy. i think i can get it done now :-D love this mod ;-)
IP: logged
 Module.7z (v 0.85)  » posted by King Edward 2 on Mar 25, 2011, 12:42:49 pm
Mod macht Spaß zu spielen.Az persönlich spiele nur Mods und otsenyavam.Glasuvam maks.Haresva von mir! :hammer: :hammer: :lol: :lol: :-D .I like the mod It`s awsome.I vote to max :pint: :hammer: :-D :lol: :lol: :-D
comment last edited by King Edward 2 on Mar 25, 2011, 12:44:54 pm
IP: logged
 Re: Module.7z (v 0.85)  » posted by bOuYAkhlO on Mar 25, 2011, 02:54:54 pm
King Edward 2 wrote:
Mod macht Spaß zu spielen.Az persönlich spiele nur Mods und otsenyavam.Glasuvam maks.Haresva von mir! :hammer: :hammer: :lol: :lol: :-D .I like the mod It`s awsome.I vote to max :pint: :hammer: :-D :lol: :lol: :-D
well thank you but the first part was like ... another language ... kind of ... xD
IP: logged
 Module.7z (v 0.85)  » posted by molashkre on Apr 04, 2011, 08:07:57 am
how could you make troops,recruitable from towns?
IP: logged
 Re: Module.7z (v 0.85)  » posted by bOuYAkhlO on Apr 04, 2011, 01:32:49 pm
molashkre wrote:
how could you make troops,recruitable from towns?
well it is not the best place to ask for this but i'll answer you :
it is basically only a new menu in the town's menu, similar to the one for villages.

in my next release i'll give my source code for those who might have a use of it so if you can wait until then it would be good, if you don't want to wait you can send me a mail and i'll answer you with the proper instructions
IP: logged
 Re: Module.7z (v 0.85)  » posted by molashkre on Apr 06, 2011, 08:18:00 am
bOuYAkhlO wrote:
molashkre wrote:
how could you make troops,recruitable from towns?
well it is not the best place to ask for this but i'll answer you :
it is basically only a new menu in the town's menu, similar to the one for villages.

in my next release i'll give my source code for those who might have a use of it so if you can wait until then it would be good, if you don't want to wait you can send me a mail and i'll answer you with the proper instructions


ok,thanks :-) waiting patiently
IP: logged
 Module.7z (v 0.87)  » posted by Sayd uthman on Apr 16, 2011, 02:17:11 pm
C'est superbe peut être devrait tu mettre un nom comme je te l'ai suggéré sur le topic fr^^
Amazing, maybe you should find a name now, as i've suggested on the fr topic :D
IP: logged
 Module.7z (v 0.87)  » posted by mounted_warrior on Apr 18, 2011, 10:49:57 am
Sweet mod :)
IP: logged
 Re: Module.7z (v 0.87)  » posted by bOuYAkhlO on Apr 18, 2011, 04:56:35 pm
thanks both of you, and for the name, well i quite like the fact that it has no name, it may not be a good way to be known though :green:
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