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View this file on the M&B NexusFile Listing: The Gathering Storm - A Wheel of Time Mod
Last Updated: Dec 04, 2010, 06:16:17 am
File version: V0.2.0 Beta
For M&B version: Warband 1.132
Downloads: 3,416 Size: 197.48 MB
Views: 20,805 Type: ZIP
Home:  Taleworlds Forum Pag
Rating (4 votes): 3.8 / 5.0
Description
The Gathering Storm
A Wheel of Time Mod
V0.2.0 Beta Release

“The Wheel of Time turns...”
The Gathering Storm is a mod based on Robert Jordan's Wheel of Time series. It strives to capture the essence of the epic fantasy tale, while also retaining the open-ended feel of Mount and Blade.

This is a Beta version, meaning there are still hundreds of areas that can be improved upon. Please try it out and share any feedback.

Feature List:
Wheel of Time Map
The One Power- currently 14 weaves.
Eight Factions: Legion of the Dragon, Southlander Coalition, Southlander Alliance, Borderlands, White Tower, Aiel Nation, Seanchan Empire, and Shadowspawn.
An extensive troop tree including almost all political regions that appear in the series.
120 days of forced diplomacy that follows the general events in the series. After 120 days, diplomacy reverts to generic Mount and Blade.
Aes Sedai will spawn warders. Sul'dam spawn Damane. Asha'man spawn captured Aes Sedai.
Several kits from the forum community. (troop ratio bar, and Auto-loot)
Press 'H' when in the world map view for a help screen.
Two new custom battle stages based on the Wheel of Time world.

Channeling System Basics:
All weaves take stamina to channel. A HUD bar will show how much stamina is remaining. Stamina regenerates based on Strength, and has a maximum amount based on Intelligence. You can switch between weaves by pressing “Caps-Lock”. There are also several weave-toggle options that are explained in the help menu. When your channeling item is equipped, press “Num-Pad” keys 5 through 9 to change your toggle mode, from all weaves, to advanced weaves, to short range weaves, to long range weaves, to advanced weaves. If this sounds confusing try a Custom/Quick Battle using Rand or Nynaeve as your character.

Notes:
Just a warning... Battles with a lot of channelers can sometimes cause high CPU burden. If that is the case, try reducing the max troop limit. Or kill the enemy channelers off quickly.

I created this mod using the v1.126 Module System. However, I think it should still work with v1.132. There may be some errors that I don't know about though.

This mod will play similarly to Feral's mod “Shadow Rising”. However, I did not use any of his models or files per his request.

To Install:
Unzip the folder to your desktop. If you just want to play, then copy the “Gathering Storm” folder into your Mount and Blade-Warband 'Modules' folder.

If you want to look at the source, then feel free to do so. Please ask me for permission if you want to use any of my code. Thanks.

The Wheel of Time is © Copyright Robert Jordan.
The phrases The Wheel of Time™ and The Dragon Reborn™ are trademarks of Robert Jordan.

Future Plans:Update companions.
Add recruiter mod if I can get permission.
More scenes.
Make LODs of some of the modes that only have a high-poly model.
Others things that I think of.

Credits:
Extensive help from other modders through reading through the forums.

Troop Ratio Bar - rubik - http://forums.taleworlds.net/index.php/topic,53062.msg1368604.html#msg1368604
Autoloot - rubik & fisheye - http://forums.taleworlds.net/index.php/topic,60097.0.html

Original Magic ideas Curtain of Fire - Mirathei - http://forums.taleworlds.net/index.php/topic,30512.msg784362.html#msg784362

Samurai Weapons & Armor Pack - walzou - http://forums.taleworlds.net/index.php/topic,58290.0.html

Open Source Project – (Some models I used as is, some I retextured)
http://forums.taleworlds.com/index.php/topic,50086.0.html

OSP Narf's Transitional Armour Pack - by Narf
OSP Faradons Weaponry - by Faradon
OSP Eastern Armor - by Njunja
OSP Narf's Plate Armour Pack - by Narf
OSP Unique Armory - by Talak
OSP Viking Model Pack - by dejawolf
OSP Medieval Helmet Pack - by dejawolf

Taleworlds: I retextured a ton of their models.

Robert Jordan and his amazing series:

The World of Robert Jordan's Wheel of Time: for many of the identifier graphics for different countries.

The Wheel of Time is © Copyright Robert Jordan.
The phrases The Wheel of Time™ and The Dragon Reborn™ are trademarks of Robert Jordan.
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Comments (Page 1 of 3)
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by thomaser on Dec 04, 2010, 08:42:28 am
Hey i Downloaded this mod but I can not find the mod :-(
I put de mod in Steam/steamApps/common/M&B W/Moduls
but when I start M & BW then the mod is not in the liste
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 Re: The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by mat2rivs on Dec 04, 2010, 11:07:41 am
thomaser wrote:
Hey i Downloaded this mod but I can not find the mod :-(
I put de mod in Steam/steamApps/common/M&B W/Moduls
but when I start M & BW then the mod is not in the liste

The folder you download should have two folders in it. One is called "The Gathering Storm" and the other has the Module System source files. Place the folder called "The Gathering Storm" in Steam/steamApps/common/M&B/Modules. Just to be sure, open up the folder that you are putting in .../Modules and verify that its contents look similar to those of Steam/steamApps/common/M&B/Modules/Native. I tried the download link and it worked for me, so hopefully you should be able to get it to work.
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by slashandtrash on Dec 04, 2010, 01:25:02 pm
Well first congratulations on a great mod. I say you do the series justice. Anyways, adding the recruiter mod is almost always permissible by its creator and is relatively easy to add to the code (I have added it to all 3 of my personal mods). Oh and by the way I like your name.
comment last edited by slashandtrash on Dec 05, 2010, 10:31:54 am
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by marko616 on Dec 04, 2010, 01:39:27 pm
how to instal this mode? :shock:
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by Demon666 on Dec 04, 2010, 02:04:44 pm
can I be playing until 120 days in the game?
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 Re: The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by mat2rivs on Dec 04, 2010, 03:10:43 pm
marko616 wrote:
how to instal this mode? :shock:

Download the file.
Unzip it to your desktop.
Go to the folder you just unzipped and drill down (open more and more folders) until you find one called just "The Gathering Storm".
Copy this entire folder into M&B Warband's 'Modules' folder. The path to this folder will depend on where you installed the game.

Usually here: C:\Program Files (x86)\Mount&Blade Warband\Modules
or here: C:\Program Files (x86)\Steam\SteamApps\common\mountblade warband\Modules

Then when you start Mount and Blade, just make sure you pick "The Gathering Storm" module.
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 Re: The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by mat2rivs on Dec 04, 2010, 03:17:06 pm
Demon666 wrote:
can I be playing until 120 days in the game?

You can play long after 120 days. Just from day 0 to day 120, I have forced diplomacy between factions to act how I want it too. Also during that 120 day time period, certain cities will fall to the Legion of the Dragon, Seanchan Empire, and Shadowspawn. So, just bear in mind that if you manage to take over Tear before 30 days have passed, the Legion of the Dragon will take it back from you on day 30. A bunch of things like that will happen that won't be too much of a surprise to you if you are familiar with the Wheel of Time series.

After day 120, the only diplomacy that is forced is that all non-player factions will be at war with the Shadowspawn. I haven't tested enough to know whether or not the Shadowspawn will put up a good fight or not.

Enjoy!
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by Demon666 on Dec 04, 2010, 03:40:17 pm
I use it the magic but there is not a pictorial effect only sound :shock:
PLS Help me!!!!!
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 Re: The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by mat2rivs on Dec 04, 2010, 04:07:47 pm
Demon666 wrote:
I use it the magic but there is not a pictorial effect only sound :shock:
PLS Help me!!!!!

What weave are you using? Not all weaves will have a visual effect like the 'fireball' weave. Try playing a custom battle using Rand or Nynaeve. Then you should have all 14 weaves and be able to see which ones have a visual effect.

14 weaves:
Air blast - (Visual - Dust Cloud) does a little damage and pushes enemies (push effect only for single player open field battles)
Freeze - (Visual - ice trail) slows enemies who are hit
Heal - (Visual - blue mist on the agent you healed) heals nearest allied agent with less that 70% health (can heal your horse)
Fireball - (Visual - fire trail) does initial damage and them burn over time damage on all agents in target zone
Unravel - (Visual - yellow mist on effect that was unraveled) Dispels seekers, compulsion, bind, and allies who are burning
Defensive blast - (Visual - Dust Cloud) does large damage to agents who are near channeler (and pushes them away if you are in single player open field battles)
Ranged blast - (Visual - dust trail and cloud on impact) ranged version of previous weave
Bind - (Visual - white mist on bound agent) bound agent can't move
Chain Lightening - (Visual - lightening trail) Will pass lightening charge through up to 8 agents near the blast point
Fire Curtain - (Visual - wall of fire) Will do initial damage and damage over time to all agents near the fire wall
Shield - (Visual - purple mist on agent who is shielded) shielded agent can't use channeling unless they break free. If you are shielded keep channeling and you have a chance of breaking free. Harder to do if a strong enemy shielded you.
Seeker - (Visual - ball of green energy that tracks and kills target) You get hit, you die
Compulsion - (Visual - black mist on compelled agent) This will turn the compelled enemy agent to your team.
Balefire - (Visual - light trail and purple image if agent is hit) Agents will be ripped from the Pattern. (killed instantly and removed from your sight) Also if hit agent has been killing your teammates, then some of them may come back to life.

Those are the weaves and what you should expect when you use them. If you are using heal, you may hear the sound, but you might have healed someone behind you, therefore you wouldn't see any visual affect. Also if you are shielded, then when you break free, you will hear a whip-crack, but will not see a visual effect. (especially if you are on a horse and therefore not noticing the purple mist trail that is following you around signaling that you are shielded.

You should see an obvious effect every time for Air blast, Freeze, Fireball, Defensive Blast, Ranged Earth Blast, Chain Lightning, Fire Curtain, Seeker, and Balefire.

I'm sorry if this doesn't help.
comment last edited by mat2rivs on Dec 05, 2010, 10:00:27 pm
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by Call4Pizza on Dec 04, 2010, 06:24:01 pm
unbelievable good for a beta. All it needs now is a bit of polishing up, a few more villages and towns, tweak up the mercenary tree and you have an unstoppable mod. truly genius :-D



also nerf the magic by 5x its capacity now beacuase the power of it just kills ur brain
comment last edited by Call4Pizza on Dec 04, 2010, 06:25:50 pm
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 Re: The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by mat2rivs on Dec 04, 2010, 06:43:39 pm
Call4Pizza wrote:
unbelievable good for a beta. All it needs now is a bit of polishing up, a few more villages and towns, tweak up the mercenary tree and you have an unstoppable mod. truly genius :-D



also nerf the magic by 5x its capacity now beacuase the power of it just kills ur brain

The large open areas on the map are there by design. Google "Wheel of Time map" and you'll see. They are the lands of the countries that have died out. I suppose it could have an adverse effect on the wars though.

And I agree, if you are riding around torching non-channelers with fireballs, you might think the magic is over-powered. But, go try your skills against the Aes Sedai in Tar Valon, you will find out that it isn't so easy. You may find yourself shielded and fighting it out with the tower guards while the warders come in for the kill. Also, killing the bandit groups is easy. Try taking on a Borderlander army, even using magic, and see if that evens things up. Or the Shadowspawn. (Of course you might have to get close so they don't just stand in their long line and wait for you to pick them off one by one.)

You can also get a pretty good preview of the troops types by playing quick battles.

Hopefully by deciding who you fight and who you ally with, you should be able to find challenging foes even with a powerful magic system.

Thanks for your encouraging comments, and the feedback in general.
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by Swadia4Ever on Dec 05, 2010, 06:11:29 am
first of all GREAT work i've been waiting for a warband mod like this for a long time
now to business ;-)
here are a few of the thing i've noticed so far

- magic effects only start after you get the message about the one power (dont know if you ment it) which for me only apeared on the second day for some reason
- the towns at the edge of the map cannot be zoomed at (its like their out of the maps edges) specifcly ILLIAN's and the shadow's town
- obviously scences should be worked at ( i really would love to see the white tower and magic bridge in Tar Valon ) but what really bugged me was that Edmund's field is a desert
town :shock: oh well ...

i havn't had time to get a true feel for mod but it looks great hope you made some kind of a campaign to it
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by slashandtrash on Dec 05, 2010, 10:30:46 am
Anybody else getting the odd pathing maps? For example, the bandit lair mission my men don't really move and fight, more like follow and run. Same goes for the bandits.
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 Re: The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by mat2rivs on Dec 05, 2010, 03:40:16 pm
Swadia4Ever wrote:
first of all GREAT work i've been waiting for a warband mod like this for a long time
now to business ;-)
here are a few of the thing i've noticed so far

- magic effects only start after you get the message about the one power (dont know if you ment it) which for me only apeared on the second day for some reason
- the towns at the edge of the map cannot be zoomed at (its like their out of the maps edges) specifcly ILLIAN's and the shadow's town
- obviously scences should be worked at ( i really would love to see the white tower and magic bridge in Tar Valon ) but what really bugged me was that Edmund's field is a desert
town :shock: oh well ...

i havn't had time to get a true feel for mod but it looks great hope you made some kind of a campaign to it

I'm glad you have enjoyed most things so far, and thanks for the feedback!

As far as the magic effects error, I don't think that I've ever gotten that. When you get to the world map for the first time, you should see the normal "This is the world map ... " message, then two more messages. One is the first few sentences of "The Eye of the World". The second will be concerning the channeling weave you just learned. (It depends on how many attribute points you spent on your channeling proficiency.) I do remember that sometimes I would only get one of the second messages. I think it depended on how quickly I tried to click through the display boxes that show up. I don't think I've ever had "no magic" until the second day though.

Towns on the edge. Ergh... The map was one of the first things I made. I noticed that and decided that it was still playable, if a little annoying. I'm not sure if you can make an existing map larger using Thorgrim's Map Editor. I remember choosing the size when I made a new map. I can add it to the list of things to look into. I'll see if the tool allows for that.

Scenes: Yep, they are all native at this point. And also sort of randomly placed. (Meaning what the actual scene looks like compared to it's location on the map.) I'm probably going to do an update where that will place villiages, (and maybe towns and castles) in the 'right' areas. Ie. snow on the map means snow on the ground and buildings in the scene. (that will also be painful)

Also, I hope to do some more scenes like Emonds Field and Shienaran Border Tower, that will be available in single player, custom battle, and multiplayer. (multiplayer uses native troops at this point. And I don't plan on hosting a server or anything.) More like a host your own game and set up bots as you like.

About Emonds Field being a desert... Don't you remember the Sand Hills that Rand, Mat, and Perrin explored when they were boys. ;-)

So far no campaign. Sorry, me being a nerd and not an author stuck with the coding and visual stuff like killing Trollocs in Emonds Field with a heron mark blade. Maybe in the future.

Thanks for the feedback!
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 Re: The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by mat2rivs on Dec 05, 2010, 03:53:08 pm
slashandtrash wrote:
Anybody else getting the odd pathing maps? For example, the bandit lair mission my men don't really move and fight, more like follow and run. Same goes for the bandits.
Could you let me know who you have in your army? Some troops do have extra code that affects their pathfinding. (mostly the extra spawned troops, warders, damane, etc.)
Also, I haven't tested nearly every scenario or scene of the mod. (and the mod uses V1.126 Module System files and I don't know what all's been fixed by the other versions.)

So far the "lair" battles have worked ok for me. Except the one with the long gully that ends with a lake and caves, my men always seem to run along the wall and get caught on the rock on the right side because they are targeting the bandits on the hill above them. Is that what you mean?

Also if you accidently damage your men with magic, they will chose you as their new target, but they can't actually fight you, so it just seems like they follow you around.
comment last edited by mat2rivs on Dec 05, 2010, 10:02:48 pm
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by Hbrown on Dec 10, 2010, 10:33:04 am
How do i use magic?? Is it with the one power??
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 Re: The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by mat2rivs on Dec 10, 2010, 12:05:24 pm
Hbrown wrote:
How do i use magic?? Is it with the one power??
Yes, 'magic' is called the One Power in Wheel of Time. To fully test how it works, try a quick/custom battle using Rand or Nynaeve as your character. In single player mode, make sure you have the One Power item equipped. And it will have to be active to use it in battle, just like any other weapon.
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by Ok Wookie on Dec 10, 2010, 02:30:41 pm
I will download the mod when i take a piss, brb, ok downloading, wow awesome nice.
comment last edited by Ok Wookie on Dec 10, 2010, 02:30:49 pm
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 The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by KushCapo on Dec 13, 2010, 09:14:41 pm
Hey the mod is fun so far I recall playing this on the original m&b I might be mistaken but isn't there a orc horde or some evil army that invades? :-?
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 Re: The Gathering Storm - A Wheel of Ti (v V0.2.0 Beta)  » posted by mat2rivs on Dec 14, 2010, 01:46:41 pm
KushCapo wrote:
Hey the mod is fun so far I recall playing this on the original m&b I might be mistaken but isn't there a orc horde or some evil army that invades? :-?
This mod is similar to the mod Shadow Rising made by Feral for the original M&B. However, I created the mod using none of Feral's code or models, but did borrow some of this ideas for how the user interface should be set up. Ie, channeling stamina, troop ratio bar, etc. And you are correct, later on, the Shadowspawn from the North will invade. In fact they will do some of that right from the start.
comment last edited by mat2rivs on Dec 14, 2010, 02:36:29 pm
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