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View this file on the M&B NexusFile Listing: Native 2.0
Last Updated: Dec 01, 2010, 09:54:51 am
First Created: Nov 30, 2010, 03:25:18 pm
File version: 2.0 Advanced Beta
For M&B version: Warband 1.132
Downloads: 7,965 (8,084) Size: 26.2 MB
Views: 22,639 (23,576) Type: RAR
Home:  Native 2.0 Tavern
Rating (10 votes): 3.2 / 5.0
Description
1015928.jpg


MOD IS CURRENTLY DEAD!!!! WILL NOT WORK ON IT FOR NOW!!! I DON'T HAVE ENOUGH TIME!!!!



I think i might change lots more stuff about this mod, I need some help so if your a pro mod maker let me know. I want to add this to my mod. I dont know how to add this to my mod so if you want, download my mod and add this to it. Then upload it to Rapidshare or something and give me the link. I will upload it here and give you credit. Please let me know if you want to help.
http://www.mbrepository.com/file.php?id=2295

Mod Team
Slayer113-Leader
Razkil-Idea Guy

SCREENSHOTS ARE UP!!!!! AT THE BOTTOM OF THE PAGE!!!!! They will show you some ammo and build time changes.


I"M WORKING HARD ON ALL NEW STUFF!!!! FOUND A MODDING TOOL AND ITS GOING TO MAKE EVERYTHING EASIER!!!!!

TRYING TO ADD THE ENLISTMENT MOD FROM thilienranger!!!!

Hello guys, my mod is a simple redo of the native files. If your like me you like the native module of warband. However, i like how some mods let the cattle follow you or buildings build faster. I decided to edit some game files so there are many new things. Here is a list. Don't forget to vote. Also, please comment on this and let me know about bugs and stuff so i can fix them and make the mod better.

REMEMBER THIS MOD IS A WORK IN PROGRESS: :hammer: :hammer: :hammer: :hammer:

Ammo
Arrows:
Normal Arrows changed from 30 to 50
Khergit Arrows changed from 30 to 50
Barbed Arrows changed from 30 to 50
Bodkin Arrows changed from 28 to 50

Bolts:
Normal Bolts changed from 29 to 50
Steel Bolts changed from 29 to 50

Axes:
Light Throwing Axes changed from 4 to 30
Throwing Axes changed from 4 to 30
Heavy Throwing Axes changed from 3 to 30

Daggers & Darts:
Throwing Daggers changed from 13 to 30
Throwing Knives changed from 14 to 30
Darts changed from 7 to 25
War Darts changed from 7 to 25

Spears:
Javelins changed from 5 to 30
Jarids changed from 4 to 25
Throwing Spears changed from 4 to 25

Bullets:
Cartridges changed from 50 to 100

Cattle Behavior
Cattle changed to follow the player

Food Consumption
How often party eats changed from 14 hours to 24 hours
Number of troops fed by 1 unit of food changed from 3 to 7

Merchants (Money Available)
All Merchants Min. Cash 500 to 5000 Max. Cash 1000 to 5000

Stat Loss
NOTE: The game will tell you that you have lost a stat but you really didnt. This stops games over 757 days old from loosing stats.

Sieges
Time to build ladder changed from 3 to 12
Time to build siege tower changed from 6 to 2 (yes it becomes faster to build)
Siege tower movement speed changed from 1 to 2 (goes twice as fast)

Arena/Tournament
Renown gained for winning changed from 20 to 80
Relation with town gained changed from 1 to 10
XP gained for winning changed from 250 to 2500

Honor
If you choose Noble background at character creation you get 30 honor points

Party Morale
Increase in morale for each point of leader ship changed from 12 to 100

Prisoners
Enemy lord escape rate after battle changed from 50% to 35%
How often a captured lord will try to escape your party changed from 48 hours to 100 hours
Tavern keepers now buy prisoners

Guild Master
Added a "Meet with guild master" option to town menus

Reputation
Buy everyone drinks at tavern changed from 1 to 10
Escort caravan changed from 1 to 5
Return a kidnapped girl changed from 2 to 11
Move cattle herd changed from 3 to 7
Troublesome bandits changed from 2 to 7
Deal with looters changed from 5 to 10
Deal with night bandits changed from 1 to 10
Deliver wine changed from 1 to 7
Bring peace between warring factions:
Success, accept money changed from 5 to 10
Success, decline money changed from 8 to 16

Improvement build times<
UPDATED
Build time changed from 100% speed to 9999% speed
Manor 1 days
Mill 1 days
Watch Tower 0 days
School 1 days
Messenger Post 0 days
(NOTE: Times are without a 10 engineering skill so this is going to be fast for low level guys.)

Bandits<
NEW!!!!!
Looters min party size changed from 3 to 10, max party size changed from 45 to 55
Steppe bandits min party size changed from 4 to 12, max party size changed from 58 to 64
Forest bandits min party size changed from 4 to 12, max party size changed from 52 to 58
Mountain bandits min party size changed from 4 to 12, max party size changed from 60 to 70
Desert bandits min party size changed from 4 to 12, max party size changed from 58 to 64
Tundra Bandits min party size changed from 4 to 12, max party size changed from 58 to 64
Sea raiders min party size changed from 5 to 25, max party size changed from 50 to 75, Max amount of sea raider parties on map changed from 16 to 24 (I try to make it seem that it is easier for them to get new troops since they seem to come by boat like vikings.)

Random Addons<
NEW!!!!
Disabled companion interaction (Have as many heroes as you want)
Added a dialog option to prevent companion from leaving you "We hang deserters in this company)
Village elders will now always offer another quest if you turn down the last one
All quest repeat intervals set to 1 for all quest givers
Can now get up to 20 recruits from a village with a relation below 5





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Commands
More From This Author
Comments (Page 1 of 4)
IP: logged
 Native 2.0 (v 1.0 beta)  » posted by Slayer113 on Nov 30, 2010, 03:28:00 pm
Enjoy it guys.
IP: logged
 Native 2.0 (v 1.0 beta)  » posted by Razkil on Nov 30, 2010, 04:12:59 pm
I.. Cant.. Belive somebody finaly changed the native not entirely, but to simply "enchance" it.. Im so happy! :lol:

Is there a way i could convince you to put ithilienranger's enlistment mod into this one as well? So we could literally start as a simple infantry and work our way up if we want to.. I just had a idea! (If you choose to) You could make a "camp follower", like a merchant who sells weapons/armor wich is what you would expect from a simple soldier, and maby even replace a option at start so we could choose to start in the servive of a random vassal from the different kingdoms:

Rhodoks --> List of vassals

Im thinking too mutch, i will just start by testing the mod :roll:
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Slayer113 on Nov 30, 2010, 04:38:30 pm
Razkil wrote:
I.. Cant.. Belive somebody finaly changed the native not entirely, but to simply "enchance" it.. Im so happy! :lol:

Is there a way i could convince you to put ithilienranger's enlistment mod into this one as well? So we could literally start as a simple infantry and work our way up if we want to.. I just had a idea! (If you choose to) You could make a "camp follower", like a merchant who sells weapons/armor wich is what you would expect from a simple soldier, and maby even replace a option at start so we could choose to start in the servive of a random vassal from the different kingdoms:

Rhodoks --> List of vassals

Im thinking too mutch, i will just start by testing the mod :roll:
Hey, if you want it i will try to add it. Im new to mod making im not a pro at how to do things but i will try. Let me know if you want anything else.
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Razkil on Nov 30, 2010, 04:56:02 pm
Slayer113 wrote:
Razkil wrote:
I.. Cant.. Belive somebody finaly changed the native not entirely, but to simply "enchance" it.. Im so happy! :lol:

Is there a way i could convince you to put ithilienranger's enlistment mod into this one as well? So we could literally start as a simple infantry and work our way up if we want to.. I just had a idea! (If you choose to) You could make a "camp follower", like a merchant who sells weapons/armor wich is what you would expect from a simple soldier, and maby even replace a option at start so we could choose to start in the servive of a random vassal from the different kingdoms:

Rhodoks --> List of vassals

Im thinking too mutch, i will just start by testing the mod :roll:
Hey, if you want it i will try to add it. Im new to mod making im not a pro at how to do things but i will try. Let me know if you want anything else.

You will? Nice! Could you try make a bigger variation of spears as well then? The battle spears just seem to be outmatched by everything because of their lack of both speed and damage.. Hm.. If you make a "Battle Spear" have around same stats as the others (except damage) then it would be a decent weapon, problem would be the damage.. Im thinking around this, 26 - 37b and 30 - 39p, it wont be overpowered nor will it be useless, though it would require a little testing (wich i will happily do), also, i like how the changes work, not a single bug so far.

QUICK IDEA!: What if you made use of the large parts of the map currently unoccupied? Like the lower right of the desert and the upper right of the north? You could add some villages and castles and such, though the AI wont be going their unless you change the script for them.. (Im only good at ideas, dont have the brain to mod anything myself :-? ) Maby a somekinda enchancement for the training camps to train troops easier? Like it will require a amount of supplies that will last + it will take 24 hours to train a group of 12 - 22 troops and it will grant them a certain amount of xp depending on player level compared to training skill and unit level.. Would sure be handy ;-)
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Slayer113 on Nov 30, 2010, 04:58:55 pm
Razkil wrote:
Slayer113 wrote:
Razkil wrote:
I.. Cant.. Belive somebody finaly changed the native not entirely, but to simply "enchance" it.. Im so happy! :lol:

Is there a way i could convince you to put ithilienranger's enlistment mod into this one as well? So we could literally start as a simple infantry and work our way up if we want to.. I just had a idea! (If you choose to) You could make a "camp follower", like a merchant who sells weapons/armor wich is what you would expect from a simple soldier, and maby even replace a option at start so we could choose to start in the servive of a random vassal from the different kingdoms:

Rhodoks --> List of vassals

Im thinking too mutch, i will just start by testing the mod :roll:
Hey, if you want it i will try to add it. Im new to mod making im not a pro at how to do things but i will try. Let me know if you want anything else.

You will? Nice! Could you try make a bigger variation of spears as well then? The battle spears just seem to be outmatched by everything because of their lack of both speed and damage.. Hm.. If you make a "Battle Spear" have around same stats as the others (except damage) then it would be a decent weapon, problem would be the damage.. Im thinking around this, 26 - 37b and 30 - 39p, it wont be overpowered nor will it be useless, though it would require a little testing (wich i will happily do), also, i like how the changes work, not a single bug so far.

QUICK IDEA!: What if you made use of the large parts of the map currently unoccupied? Like the lower right of the desert and the upper right of the north? You could add some villages and castles and such, though the AI wont be going their unless you change the script for them.. (Im only good at ideas, dont have the brain to mod anything myself :-? ) Maby a somekinda enchancement for the training camps to train troops easier? Like it will require a amount of supplies that will last + it will take 24 hours to train a group of 12 - 22 troops and it will grant them a certain amount of xp depending on player level compared to training skill and unit level.. Would sure be handy ;-)

Hey if you want you can join my mod team. You can be the dedicated idea guy lol. Im not the best with ideas so your help would be great. Let me know what you think.
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Razkil on Dec 01, 2010, 12:13:25 am
Slayer113 wrote:
Razkil wrote:
Slayer113 wrote:
Razkil wrote:
I.. Cant.. Belive somebody finaly changed the native not entirely, but to simply "enchance" it.. Im so happy! :lol:

Is there a way i could convince you to put ithilienranger's enlistment mod into this one as well? So we could literally start as a simple infantry and work our way up if we want to.. I just had a idea! (If you choose to) You could make a "camp follower", like a merchant who sells weapons/armor wich is what you would expect from a simple soldier, and maby even replace a option at start so we could choose to start in the servive of a random vassal from the different kingdoms:

Rhodoks --> List of vassals

Im thinking too mutch, i will just start by testing the mod :roll:
Hey, if you want it i will try to add it. Im new to mod making im not a pro at how to do things but i will try. Let me know if you want anything else.

You will? Nice! Could you try make a bigger variation of spears as well then? The battle spears just seem to be outmatched by everything because of their lack of both speed and damage.. Hm.. If you make a "Battle Spear" have around same stats as the others (except damage) then it would be a decent weapon, problem would be the damage.. Im thinking around this, 26 - 37b and 30 - 39p, it wont be overpowered nor will it be useless, though it would require a little testing (wich i will happily do), also, i like how the changes work, not a single bug so far.

QUICK IDEA!: What if you made use of the large parts of the map currently unoccupied? Like the lower right of the desert and the upper right of the north? You could add some villages and castles and such, though the AI wont be going their unless you change the script for them.. (Im only good at ideas, dont have the brain to mod anything myself :-? ) Maby a somekinda enchancement for the training camps to train troops easier? Like it will require a amount of supplies that will last + it will take 24 hours to train a group of 12 - 22 troops and it will grant them a certain amount of xp depending on player level compared to training skill and unit level.. Would sure be handy ;-)

Hey if you want you can join my mod team. You can be the dedicated idea guy lol. Im not the best with ideas so your help would be great. Let me know what you think.

Would be my honor!
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Razkil on Dec 01, 2010, 01:13:22 am
Found something you may want to change:

When prisoners are sold to a tavern keeper he/she says "I will be staying here for a few days.." basicly the same as a slave trader, if you change it to something in the way of "Thanks for your business, come again if you find any more 'goods' ", that will keep it from just being the exact copy of the slave traders i think. ;-)
IP: logged
 Native 2.0 (v 1.4 beta)  » posted by ARKHAN on Dec 01, 2010, 03:34:25 am
OH MAN U R AWESOME I MEAN OUR THOUGHTS ARE REAL SAME BUT U NEED LITTLE CHANGES I TELL U LATER NOW I M GOING TO CHECK AGEIN IT,./ :hammer:
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by ARKHAN on Dec 01, 2010, 04:47:12 am
Slayer113 wrote:
Enjoy it guys.
well i played it little bit i got problem when we fight with any kind of outlaws ,,they did'nt join enemy side,./and outlaws are low in numbers so plz they should 20 to 30 in begening/.,and plz plz plz :cry: u have to creat more npc's because 15 are not enough made them up to 25,./any way ur mod rocks :oops: :oops: ,./,./and last thing is experiance increase XP ammount on kills,./THATS ALL,./
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Razkil on Dec 01, 2010, 05:45:59 am
ARKHAN wrote:
Slayer113 wrote:
Enjoy it guys.
well i played it little bit i got problem when we fight with any kind of outlaws ,,they did'nt join enemy side,./and outlaws are low in numbers so plz they should 20 to 30 in begening/.,and plz plz plz :cry: u have to creat more npc's because 15 are not enough made them up to 25,./any way ur mod rocks :oops: :oops: ,./,./and last thing is experiance increase XP ammount on kills,./THATS ALL,./

I think that the amount of XP is fine atm, but if he/she make the amount of bandits go from lets say 3 - 80 it would greatly variate the amount of bandits, yet still allow a chance to find small groups.

And i agree if you with NPC's mean the companions, more would be better.

Now then, back to testing for time being - have only reached lvl 23 so far, and only bug i found was a slight problem with a vassal of the Nords starting to follow me without reason :shock:

Anyway: splendid work, already my favorite mod! ;-)
IP: logged
 Native 2.0 (v 1.4 beta)  » posted by Slayer113 on Dec 01, 2010, 08:42:08 am
Thanks guys, will try to work out bugs and add some new stuff.
IP: logged
 Native 2.0 (v 1.4 beta)  » posted by Ok Wookie on Dec 01, 2010, 09:07:48 am
Can you make the for Original M&B 1.011.

That would make me very happy!
IP: logged
 Re: Native 2.0 (v 1.4 beta)  » posted by Slayer113 on Dec 01, 2010, 09:19:18 am
Ok Wookie wrote:
Can you make the for Original M&B 1.011.

That would make me very happy!
I think it already works with it. I will check and see.
IP: logged
 Re: Native 2.0 (v 1.4 beta)  » posted by Slayer113 on Dec 01, 2010, 09:20:30 am
Slayer113 wrote:
Ok Wookie wrote:
Can you make the for Original M&B 1.011.

That would make me very happy!
I think it already works with it. I will check and see.
Yes it does. NOTE!!!! I only played it for a few mins so im not sure if its stable. Play at your own risk for now.
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Slayer113 on Dec 01, 2010, 09:23:24 am
Razkil wrote:
ARKHAN wrote:
Slayer113 wrote:
Enjoy it guys.
well i played it little bit i got problem when we fight with any kind of outlaws ,,they did'nt join enemy side,./and outlaws are low in numbers so plz they should 20 to 30 in begening/.,and plz plz plz :cry: u have to creat more npc's because 15 are not enough made them up to 25,./any way ur mod rocks :oops: :oops: ,./,./and last thing is experiance increase XP ammount on kills,./THATS ALL,./

I think that the amount of XP is fine atm, but if he/she make the amount of bandits go from lets say 3 - 80 it would greatly variate the amount of bandits, yet still allow a chance to find small groups.

And i agree if you with NPC's mean the companions, more would be better.

Now then, back to testing for time being - have only reached lvl 23 so far, and only bug i found was a slight problem with a vassal of the Nords starting to follow me without reason :shock:

Anyway: splendid work, already my favorite mod! ;-)

I will change the amount of bandits and maybe add a bit of xp so that everyone can be happy. BTW: Im a he so you dont stay up wondering at night lol.
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Slayer113 on Dec 01, 2010, 09:57:29 am
Razkil wrote:
Found something you may want to change:

When prisoners are sold to a tavern keeper he/she says "I will be staying here for a few days.." basicly the same as a slave trader, if you change it to something in the way of "Thanks for your business, come again if you find any more 'goods' ", that will keep it from just being the exact copy of the slave traders i think. ;-)

I will try to work on that
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Slayer113 on Dec 01, 2010, 09:58:36 am
Slayer113 wrote:
Razkil wrote:
ARKHAN wrote:
Slayer113 wrote:
Enjoy it guys.
well i played it little bit i got problem when we fight with any kind of outlaws ,,they did'nt join enemy side,./and outlaws are low in numbers so plz they should 20 to 30 in begening/.,and plz plz plz :cry: u have to creat more npc's because 15 are not enough made them up to 25,./any way ur mod rocks :oops: :oops: ,./,./and last thing is experiance increase XP ammount on kills,./THATS ALL,./

I think that the amount of XP is fine atm, but if he/she make the amount of bandits go from lets say 3 - 80 it would greatly variate the amount of bandits, yet still allow a chance to find small groups.

And i agree if you with NPC's mean the companions, more would be better.

Now then, back to testing for time being - have only reached lvl 23 so far, and only bug i found was a slight problem with a vassal of the Nords starting to follow me without reason :shock:

Anyway: splendid work, already my favorite mod! ;-)

I will change the amount of bandits and maybe add a bit of xp so that everyone can be happy. BTW: Im a he so you dont stay up wondering at night lol.

Where you at war with the nords at the time? Maybe the guy just wanted to kill you. Please check again and make sure its a bug. I dont want to mess with the files if i dont have to.
IP: logged
 Native 2.0 (v 2.0 Advanced Beta)  » posted by haksio on Dec 01, 2010, 10:22:10 am
Hi,i like to make weapons,btw can i be the weapon maker?be part of your team,i just need to know how you want it and i make (^-^)
IP: logged
 Native 2.0 (v 2.0 Advanced Beta)  » posted by haksio on Dec 01, 2010, 10:23:11 am
btw im not good at making the look of it =P
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted by Razkil on Dec 01, 2010, 10:58:07 am
Slayer113 wrote:
Slayer113 wrote:
Razkil wrote:
ARKHAN wrote:
Slayer113 wrote:
Enjoy it guys.
well i played it little bit i got problem when we fight with any kind of outlaws ,,they did'nt join enemy side,./and outlaws are low in numbers so plz they should 20 to 30 in begening/.,and plz plz plz :cry: u have to creat more npc's because 15 are not enough made them up to 25,./any way ur mod rocks :oops: :oops: ,./,./and last thing is experiance increase XP ammount on kills,./THATS ALL,./

I think that the amount of XP is fine atm, but if he/she make the amount of bandits go from lets say 3 - 80 it would greatly variate the amount of bandits, yet still allow a chance to find small groups.

And i agree if you with NPC's mean the companions, more would be better.

Now then, back to testing for time being - have only reached lvl 23 so far, and only bug i found was a slight problem with a vassal of the Nords starting to follow me without reason :shock:

Anyway: splendid work, already my favorite mod! ;-)

I will change the amount of bandits and maybe add a bit of xp so that everyone can be happy. BTW: Im a he so you dont stay up wondering at night lol.

Where you at war with the nords at the time? Maybe the guy just wanted to kill you. Please check again and make sure its a bug. I dont want to mess with the files if i dont have to.

I wasent at war with him, but i think it may just be a minor error, he only followed me for a min at best
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