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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: 5,161 (11,116) Size: 21.33 MB
Views: 27,525 (50,483) 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 5 of 7)
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 Module.7z (v 0.9)  » posted by Sw4r0g on Jun 16, 2011, 01:38:55 pm
oi. are u by any chance planing to add sth like randomly spawned adventure companies to this mod? :) that would be very cool..well in vanilla it says that calradia is crawling with treasure seeking adventurers but there arent any other adventurers than player... :-| well i hope i gave you an idea..;) btw this baby just keeps getting better :-D
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 Re: Module.7z (v 0.9)  » posted by bOuYAkhlO on Jun 16, 2011, 02:52:22 pm
Sw4r0g wrote:
oi. are u by any chance planing to add sth like randomly spawned adventure companies to this mod? :) that would be very cool..well in vanilla it says that calradia is crawling with treasure seeking adventurers but there arent any other adventurers than player... :-| well i hope i gave you an idea..;) btw this baby just keeps getting better :-D


That's not a bad idea (it's even a good one), but i guess i would have to find a use for them, if they only are roaming around maybe it's not that interesting
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 Re: Module.7z (v 0.9)  » posted by Sw4r0g on Jun 17, 2011, 01:44:03 am
bOuYAkhlO wrote:
Sw4r0g wrote:
oi. are u by any chance planing to add sth like randomly spawned adventure companies to this mod? :) that would be very cool..well in vanilla it says that calradia is crawling with treasure seeking adventurers but there arent any other adventurers than player... :-| well i hope i gave you an idea..;) btw this baby just keeps getting better :-D


That's not a bad idea (it's even a good one), but i guess i would have to find a use for them, if they only are roaming around maybe it's not that interesting


Well maybe these adventure groups could offer their services to bigger groups...even the player in late game, or there could be like two branches of adventurers..good ones and evil ones... that may be of some use...:) but i gues that would take a whole lot of work and time :green:
IP: logged
 Re: Module.7z (v 0.9)  » posted by bOuYAkhlO on Jun 17, 2011, 06:36:41 am
Sw4r0g wrote:
Well maybe these adventure groups could offer their services to bigger groups...even the player in late game, or there could be like two branches of adventurers..good ones and evil ones... that may be of some use...:) but i gues that would take a whole lot of work and time :green:

Sounds good, i'll try to make it (maybe start with something basic and then improve it if it's too hard to do).
It could be nice if i can make it so they can progress in levels too (i guess it's not the hardest part to do)
IP: logged
 Re: Module.7z (v 0.9)  » posted by Sw4r0g on Jun 17, 2011, 07:42:22 am
bOuYAkhlO wrote:
Sw4r0g wrote:
Well maybe these adventure groups could offer their services to bigger groups...even the player in late game, or there could be like two branches of adventurers..good ones and evil ones... that may be of some use...:) but i gues that would take a whole lot of work and time :green:

Sounds good, i'll try to make it (maybe start with something basic and then improve it if it's too hard to do).
It could be nice if i can make it so they can progress in levels too (i guess it's not the hardest part to do)


awsome...cant wait :hammer: you rock... ill stay tuned for this ;-)

IP: logged
 Module.7z (v 0.9)  » posted by silverkonti on Jul 06, 2011, 01:48:25 am
Realy nice mode and good job, ty m8 , i think you need make new mod with bigest map and new factions :)
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 Re: Module.7z (v 0.9)  » posted by bOuYAkhlO on Jul 06, 2011, 08:29:09 am
silverkonti wrote:
Realy nice mode and good job, ty m8 , i think you need make new mod with bigest map and new factions :)

thank you, if i ever think this mod is finished i could make another one with another map, but for this one i will stick with it as it is pretty good already.
About the factions, the small factions are a bit weak, I could improve them in a near future with more castles (and lords) so they can put a fight against another faction (even if they can't win at least they can defend themselves)
IP: logged
 Module.7z (v 1.0)  » posted by moggers1 on Oct 23, 2011, 02:27:39 pm
looks very promising but still a work in progress id say all the diplomacy and other modifications are great and i love the mini factions (even thought their castles may need a little polishing over ;) ) if u could add some more weapons and armour that would be brilliant, great work so far lookin forward to the next version if ther is one :D
IP: logged
 Re: Module.7z (v 1.0)  » posted by bOuYAkhlO on Oct 23, 2011, 05:06:25 pm
moggers1 wrote:
looks very promising but still a work in progress id say all the diplomacy and other modifications are great and i love the mini factions (even thought their castles may need a little polishing over ;) ) if u could add some more weapons and armour that would be brilliant, great work so far lookin forward to the next version if ther is one :D
thank you and yes there will be a next version
IP: logged
 Re: Module.7z (v 1.0)  » posted by moggers1 on Oct 24, 2011, 09:19:11 am
bOuYAkhlO wrote:
moggers1 wrote:
looks very promising but still a work in progress id say all the diplomacy and other modifications are great and i love the mini factions (even thought their castles may need a little polishing over ;) ) if u could add some more weapons and armour that would be brilliant, great work so far lookin forward to the next version if ther is one :D
thank you and yes there will be a next version


awesome while i like the idea i still prefered the lords to have their own banners perhaps you could create some of your own banners?
IP: logged
 Re: Module.7z (v 1.0)  » posted by bOuYAkhlO on Oct 24, 2011, 11:02:10 am
moggers1 wrote:
awesome while i like the idea i still prefered the lords to have their own banners perhaps you could create some of your own banners?

The main problem with that situation is that there is not enough banners for all the lords (there is just enough for 20 lords per faction) so the new lords might have banners problems, as well as new faction's lords. It is true i might be able to add some more banners (i guess that's possible) so there can be no probem with that.
Even though if i do that i'll give the option to chose whatever you want. But as i'm not realy liking making banners (i tried that at first) and am not realy good at it either it is not one of my priorities.
With the amount of lords there can be per faction i guess that around 40 banners at least will be necessary for the job.
IP: logged
 Re: Module.7z (v 1.0)  » posted by moggers1 on Oct 24, 2011, 11:27:26 am
bOuYAkhlO wrote:
moggers1 wrote:
awesome while i like the idea i still prefered the lords to have their own banners perhaps you could create some of your own banners?

The main problem with that situation is that there is not enough banners for all the lords (there is just enough for 20 lords per faction) so the new lords might have banners problems, as well as new faction's lords. It is true i might be able to add some more banners (i guess that's possible) so there can be no probem with that.
Even though if i do that i'll give the option to chose whatever you want. But as i'm not realy liking making banners (i tried that at first) and am not realy good at it either it is not one of my priorities.
With the amount of lords there can be per faction i guess that around 40 banners at least will be necessary for the job.

well something to think about i suppose it doesn't ruin the mod or anything but the individual banners is certainly a nice touch to the game, also if you do hopefully add more items would you perhaps consider adding some crowns and crowned helmets i think it would be cool to see faction leaders wearing them and perhaps your own character with one if you decide to become one yourself, just an idea :)
IP: logged
 Re: Module.7z (v 1.0)  » posted by bOuYAkhlO on Oct 24, 2011, 02:13:47 pm
moggers1 wrote:
well something to think about i suppose it doesn't ruin the mod or anything but the individual banners is certainly a nice touch to the game, also if you do hopefully add more items would you perhaps consider adding some crowns and crowned helmets i think it would be cool to see faction leaders wearing them and perhaps your own character with one if you decide to become one yourself, just an idea :)

well i've just seen that there is 20 banners that are not used in the game, so i will just need to make another 20. That mean I'll probably spend time on it very soon and hopefully in the next version you will be able to have individual banners (i will still need to make something for the distribution of them, so there is no lord with the same banner)

For the items i might think about it, but again i'm not very skilled with that part and i don't realy like taking OSPs into the mod, but the crown ain't a bad idea (more items can bring diversity in the troops)
IP: logged
 Re: Module.7z (v 1.0)  » posted by moggers1 on Oct 24, 2011, 03:15:22 pm
bOuYAkhlO wrote:
moggers1 wrote:
well something to think about i suppose it doesn't ruin the mod or anything but the individual banners is certainly a nice touch to the game, also if you do hopefully add more items would you perhaps consider adding some crowns and crowned helmets i think it would be cool to see faction leaders wearing them and perhaps your own character with one if you decide to become one yourself, just an idea :)

well i've just seen that there is 20 banners that are not used in the game, so i will just need to make another 20. That mean I'll probably spend time on it very soon and hopefully in the next version you will be able to have individual banners (i will still need to make something for the distribution of them, so there is no lord with the same banner)

For the items i might think about it, but again i'm not very skilled with that part and i don't realy like taking OSPs into the mod, but the crown ain't a bad idea (more items can bring diversity in the troops)


ah awesome well yeah just some suggestions but great work so far it can only get better :)
IP: logged
 Module.7z (v 1.0)  » posted by bOuYAkhlO on Dec 15, 2011, 02:32:12 pm
A little bit of news coming here, the mod is not dead, it is just working slower than before, I will bring a new update before the end of the year, featuring diplomacy and PBOD updated, mercenary war parties, more dynamic sieges, with some scene modified for it (spawn positions, archer spawn positions, ...).
I will hopefully include an option to chose one flag per faction or individual flags for lords as requested (it is half done for now).

With that will come more basic fixes and small modifications like fewer troops with armored horses (only nobles and lords, except for the swadian cavalry), a new castle for the freeriders and much more to see.

I hope the long silence hasn't scared too many and that you will all have great holiday.
IP: logged
 Weapon proficiency loss.  » posted by bonzomannen on Jan 15, 2012, 10:22:50 am
Well, I'm only wondering how it works.

Does it go down with time? Or when you are defeated?
IP: logged
 Re: Weapon proficiency loss.  » posted by bOuYAkhlO on Jan 15, 2012, 04:36:35 pm
bonzomannen wrote:
Well, I'm only wondering how it works.

Does it go down with time? Or when you are defeated?

It does get down with time, the more you have the more you lose, but there is a minimum amount you have to get in order for it to decrease, meaning if you have less than 75 in a weapon type, it will never decrease in that type
And by default it is disabled, you have to activate it through the camp menu and can return to the normal if you don't like it.
IP: logged
 Module.7z (v 1.0)  » posted by bonzomannen on Jan 16, 2012, 02:20:54 pm
bOuYAkhlO wrote:
bonzomannen wrote:
Well, I'm only wondering how it works.

Does it go down with time? Or when you are defeated?

It does get down with time, the more you have the more you lose, but there is a minimum amount you have to get in order for it to decrease, meaning if you have less than 75 in a weapon type, it will never decrease in that type
And by default it is disabled, you have to activate it through the camp menu and can return to the normal if you don't like it.

Thanks for the quick reply! Although I love you're mod, I'm very picky with things such as heraldry. Untill the banner's are individual, I sadly cannot play.

Hope you will release a new patch soon, keep up the good work! :)
IP: logged
 Re: Module.7z (v 1.0)  » posted by bOuYAkhlO on Jan 17, 2012, 04:30:11 am
bonzomannen wrote:
Thanks for the quick reply! Although I love you're mod, I'm very picky with things such as heraldry. Untill the banner's are individual, I sadly cannot play.

Hope you will release a new patch soon, keep up the good work! :)

Yes, I've seen that flexibility is an important parameter for mods, so I will try to make my best to improve this way by adding the individuals banner back.
IP: logged
 Re: Module.7z (v 1.0)  » posted by bonzomannen on Jan 17, 2012, 08:58:05 am
bOuYAkhlO wrote:
bonzomannen wrote:
Thanks for the quick reply! Although I love you're mod, I'm very picky with things such as heraldry. Untill the banner's are individual, I sadly cannot play.

Hope you will release a new patch soon, keep up the good work! :)

Yes, I've seen that flexibility is an important parameter for mods, so I will try to make my best to improve this way by adding the individuals banner back.

Thank you soooo much! I have not been able to play M&B Warband since I tested you're mod, as I was so spoiled by it, the other versions are just boring.

I will most certanly recommend this mod to others, thank you for you're ability to listen to you're users!
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