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 Mount&Blade Repository » Mods » Large » New Elgante, v0.8 Anniversary Edition
      
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View this file on the M&B NexusFile Listing: New Elgante, v0.8 Anniversary Edition
Last Updated: Jan 30, 2012, 07:41:30 pm
First Created: Jan 12, 2011, 09:11:33 am
File version: 0.8
For M&B version: Warband 1.143
Downloads: 23,957 (37,938) Size: 434.67 MB
Views: 45,008 (88,054) Type: 7Z
Home:  Taleworlds Thread
Rating (12 votes): 4.2 / 5.0
Description
New Elgante
This is a singelplayer and multiplayer modification for Mount and Blade:Warband. It covers a central theme of colonists versus tribes, with tribes taking inspiration from anything from aztecs, neolithic tribes and comanches/apaches. It is based in a fictitious land on an Island called New Elgante which is occupied by seven factions. The mod aims to convert the native world to this new setting. More info can be found on the "Taleworlds Thread" link next to this entry
Features:
-A New World Map - I plan to expand this with more islands
-7 new factions:
Elgante Empire
Tribe of Snakes
The Karkans
The Rebels
The Lundmen
The Arlen Barony
The Arlen Tribe
-250+ new items
-New Character Creation Options Complete with background, skills and equipment
-New Scenes - Plenty of new scenes, both singleplayer and multiplayer.
-New Startup Quest - It is just a re-skin for now but I hope to make it lead to a full storyline.
-Eleven new Companions - With background stories!
-Firearms - it seems every mod has these, enjoy.
-New banners - thanks to Mark Quinn
-New Mercenaries - I plan to add more
-Almost completely changed UI
-Lots of new Music:
Thanks to Jon Sayles for his really great renaissance music and rejenorst
-New animations:thanks to papa lazarou
-Ten completely new multiplayer scenes with more to come - check "Maps" further down to see a list
More Metal Sounds Mod:
thanks to checkmaty
-Camp Entrenchment
-Construct-able Outposts
-Textures have been redone: new skyboxes and improved buildings by sendmesmile, real water by cptjoker, new grass originally by painbringer but I have edited it alot and expanded horizons by openshaw
-Factional Merchants/Factionised Items
-Garrison-able Villages
-Ability to create your own vassal titles
-New Skill: Foraging - thanks to jrider
-NPC interactivity - I aim to make tavern and town visits more interesting with new NPC's, currently this is only partially done. But enjoy.
-Completely new scene props - that make up the new scenes, adds to the immiersion
-Troop trees redone from native for all factions
-Ability to kill prisoners and other prisoner options
Planned Features:
Tribal armour for the snake tribe, if anybody knows of something that may suit I would love to know.
Possibly crouching could be implemented
Sea Travel
Change tournament participants - this has been done to an extent but there are some problems with it
Implement Diplomacy - Permission is granted, but I am having trouble implementing. I am not a great scripter :|
Storyline
Artillery (Maybe just for multiplayer)
After Death Cam
Factionise Items

Recruiting
Basically I can use help from any field, I will even teach you something about modding if you don't know anything though I cannot teach you coding.
A Coder would be greatly appreciated though I know that coders don't grow off trees. Just PM me or post here if you would like to help, the more the merrier! :wink:

This is a beta test
Keep in mind that this is a beta test and it is my first mod. You can help out with the mod by providing feedback on current features, ideas for future ones and offering suggestions about the current make up of the mod.
But just because it is a beta test does not mean that it is small, the finished product will be quite large so at the moment it beginning to show that. The mod is roughly 70% done.

The Team:
I have not made this mod without some dedicated help:
Nordous: Scene Editor, he has made many scenes for this mod
Comrade Temuzu: Scene Editor
Red Campbellton: Beta Tester, Scene Editor and for many suggestions
illapa: Researcher, Beta Tester

Credits:
ladanyi - for giving me a lot of help with getting started on modeling and for teachimg me how to texture. As well as being a big inspiration to make my own mod
Lueii - for uploading the original music, and although he doesn't know it convincing me to make my own mod
Havoc - for painstakingly walking me through step by step setting up the module system and adding new models/items
the eagle and the radiant cross team - for some cool hats, which make up almost all of the empire and rebel headgear. Used with permission from D'sparil
James, Luigi, RR_Raptor65, The Pope - for their OSP pack
Papa Lazarou - for his great animations
Checkmaty - for the more metal sound mod
MarkQuinn - for the better banners mod, which I used two of the banners for the Elgante Empire and Rebels. In future releases I plan to include some for player selection
Jezze and the BNL Eighty years war team - for their hat models
Belendor - for researching tribal weaponry
Thick 1988 - for his his brilliant OSP item variants mod
Azn_soul - for his scenes
Thorgrim - for his famous map editor
Silverwolf - for some hats
phoenixguard09 - for making a sub forum on the Exilian Forum
John Sayles - for his wonderful renaissance music
Kolba- for the script for Captain Ardal, who can sail you around the map.
Jinnai - for the customizable sparring matches
Lumos - for outpost script, also these people who helped make it:
Tiarilir - Original topic
cdvader - Watchtower script and help with some things for this one (and being cool too)
foxyman - Helping me for a thing or two and being cool
bobirov - Developing the Fort Kit which adds siegeable outposts, will be added in next version.
Achilles_ - Making the Outpost map icon
L00ter - Making the Fort map icon
Comrade Temuzu - for outpost scenes
rejenorst - for his battle music, which fits perfectly into mount and blade
Utrehd - for his compilation of rejenorst's music, without it I would never have known about it
The Brytenwalda Team - for tribal skins, boar helmet, watchtower scene prop
The Song of Talesin Team - for several tent scene props and pallisade props
Lucke189 - For realistic colour + taller grass
Highelfwarrior - for his building pack
Nameless Warrior - for sharing with me his factional merchants code
Nordous - for scene editing for my mod. He has made many scenes thus far.
Mark├Ârgis Khan - for a companion idea. Also the idea to set up a new companion ideas thread on the Exilian Forums.
painbringer - for his hd map texture pack. I heavily edited his plains texture though, but without it I wouldn't have made any
Openshaw - for expanded horizons
SendMeSmile - for his improved buildings, and new skyboxes
CptJoker - For his real water texture mod
Idibil - he has helped with a couple of things regarding modding, a big thanks to him :)
Red Campbellton - Beta Tester, Advisor and scene editor
Tinerfe - For his garrisonable villages script and....
gaston - for telling me what was wrong with the garrisonable villages script and thanks to him, allowing me to add it.
Pino69 - for his brilliant armour pack
You1 - for helping me with map icons
Goosemaner - for his rock and mountain pack
AlphaDelta - I indirectly used some of his textures for the snake body.
Glabrezu - for his manhunter scripts
jrider - for his foraging skill addition
Treebeard - for helping me update my mod to 1.143
Commands
More From This Author
Comments (Page 3 of 6)
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 New Elgante, Singleplayer ready! :D (v )  » posted by Galiphile on Apr 15, 2011, 07:32:03 pm
I guess it's really I have no idea how to find that specific file in a mod. If you could help me that would be outstanding.

And I have no intention of releasing any mods, I just want that hat for RP purposes. I play a more rogue/bard oriented character, and all the helms are just silly for that purpose.

Regards,

-Gali
IP: logged
 Re: New Elgante, Singleplayer ready! :D (v )  » posted by Crossbow_Joe on Apr 16, 2011, 02:32:36 am
Galiphile wrote:
I guess it's really I have no idea how to find that specific file in a mod. If you could help me that would be outstanding.

And I have no intention of releasing any mods, I just want that hat for RP purposes. I play a more rogue/bard oriented character, and all the helms are just silly for that purpose.

Regards,

-Gali
Well there is two ways, I can either add that hat into a native module and send it to you, or I can show you how to do it?
IP: logged
 New Elgante, Singleplayer ready! :D (v )  » posted by Galiphile on Apr 16, 2011, 10:56:21 am
The former would be fine. Thanks a lot for your help.

-Gali
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 Re: New Elgante, Singleplayer ready! :D (v )  » posted by Crossbow_Joe on Apr 16, 2011, 09:39:12 pm
Galiphile wrote:
The former would be fine. Thanks a lot for your help.

-Gali
Well here it is, rename your native module to "backup" just in case, then extract this in to your modules. It is save game compatible, I replaced two native items with the two hat variants (one with a feather, one without) and just in case you can't find them in stores I gave them to companions Borcha and Marnid, so if you see them you can steal it off them. I set the hats abundance to 10X the normal amount, but that still doesn't mean they will be everywhere.
Post if you have some problems with it.
comment last edited by Crossbow_Joe on Apr 16, 2011, 09:40:41 pm
IP: logged
 New Elgante, Singleplayer ready! :D (v )  » posted by Galiphile on Apr 16, 2011, 11:24:18 pm
You are my hero.
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 New Elgante, Singleplayer ready! :D (v )  » posted by Galiphile on Apr 16, 2011, 11:36:03 pm
Uh oh, had a missing weapon mesh (weapons_meshes_e.brf) and had to revert. If it's easier you can send me the model files and I can figure out how to create the item myself. Sorry for being a pain.

Regards,

Gali.
IP: logged
 Re: New Elgante, Singleplayer ready! :D (v )  » posted by Crossbow_Joe on Apr 17, 2011, 01:42:33 am
Galiphile wrote:
Uh oh, had a missing weapon mesh (weapons_meshes_e.brf) and had to revert. If it's easier you can send me the model files and I can figure out how to create the item myself. Sorry for being a pain.

Regards,

Gali.
What version of warband do you have? If it said that, then it would mean the module.ini I sent you would be referencing some files in commonres that you don't have, something I can only think would happen if you had an older version. I have 1.134

You can get the model files from the module I sent you, if you have openBRF you can open it up (in resources folder) right click on the object you want and "Export Static Mesh" if you wanted to see it in a modelling program.
IP: logged
 New Elgante, Singleplayer ready! :D (v )  » posted by Galiphile on Apr 18, 2011, 12:27:31 am
Ah hah! I updated and it works. Thanks so much; it's amazing.
IP: logged
 Re: New Elgante, Singleplayer ready! :D (v )  » posted by Crossbow_Joe on Apr 18, 2011, 06:24:58 am
Galiphile wrote:
Ah hah! I updated and it works. Thanks so much; it's amazing.
Cool, have fun with it.

Just uploaded the new version and there is a fair few amount of stuff added. Here is the changelog:
New Features
- Added in Jinnai's customizable sparring matches
- Added in Captain Ardal who can transport you to selected coastal towns, his medic can heal you too. Thanks to Kolba for the script
- New Tavern Scene for Port Horizon, this means that Port Horizon is almost entirely converted when it comes to travelling about in it.
- A few new weapons for the Arlen Tribe
- Lumos's Outposts script implemented. This allows you to build outposts and forts on the map as well as enlist patrols to protect them. Working on the scenes currently. Almost all have been done
- Three new companions
- The world map has been changed
- New firearm on the market
- Great new battle music by rejenorst and Utrehd
- Sea travel is in, sea battles not functioning correctly yet
- Tempered's Camp entrenchment script is in. Now you can feel safe when you camp for the night. :D
- Custom Battle
- Some of Brytenwaldas skins have been implemented, with permission of course
- "Realistic colours + taller grass" graphical pack has been added
- Added in Tabuka Island, a rather exclusive and interesting tropical island where some quests will revolve around.
- 50-60 New scene props (Some of them need changing)
- New ui images for the factions when a battle commences
- New Elgante swords, I did not like the old ones so I made new ones :D
- New weapons for the snake tribe
- New Rebel Armour has been added. This adds some much needed variety to the look of the rebels
- Factional Merchants
- Finally added Arlen Tribe to multiplayer
- New HD textures for the world map, also Improved buildings textures, sky-boxes and expanded horizons have all been added.
- Garrison-able Villages
- Several new multiplayer maps
- Ability to create your own vassal titles
- Changed the UI
comment last edited by Crossbow_Joe on Apr 18, 2011, 06:25:39 am
IP: logged
 New Elgante, New Release out now (v )  » posted by Bugginator on May 05, 2011, 07:33:58 am
Love it!! Im no expert on modding, but is it possible to keep the hair, when equiping a hat?
IP: logged
 Re: New Elgante, New Release out now (v )  » posted by Crossbow_Joe on May 05, 2011, 10:20:26 am
Bugginator wrote:
Love it!! Im no expert on modding, but is it possible to keep the hair, when equiping a hat?
Through transparency effects yes, but it isn't easy. Native does not do it.
The only mod I can think of that does it well is 1866, but it still causes some problems here and there. Its never perfect, can you mention in particular which hats show off your lack of hair the most. Or is it all of them?
comment last edited by Crossbow_Joe on May 05, 2011, 10:20:49 am
IP: logged
 Re: New Elgante, New Release out now (v )  » posted by Bugginator on May 07, 2011, 03:08:35 pm
Crossbow_Joe wrote:
Bugginator wrote:
Love it!! Im no expert on modding, but is it possible to keep the hair, when equiping a hat?
Through transparency effects yes, but it isn't easy. Native does not do it.
The only mod I can think of that does it well is 1866, but it still causes some problems here and there. Its never perfect, can you mention in particular which hats show off your lack of hair the most. Or is it all of them?
Well, i think it looks a little stupid with the elegante hats. :)
But overall its a nice mod.
IP: logged
 Re: New Elgante, New Release out now (v )  » posted by Crossbow_Joe on May 07, 2011, 08:27:23 pm
Bugginator wrote:
Crossbow_Joe wrote:
Bugginator wrote:
Love it!! Im no expert on modding, but is it possible to keep the hair, when equiping a hat?
Through transparency effects yes, but it isn't easy. Native does not do it.
The only mod I can think of that does it well is 1866, but it still causes some problems here and there. Its never perfect, can you mention in particular which hats show off your lack of hair the most. Or is it all of them?
Well, i think it looks a little stupid with the elegante hats. :)
But overall its a nice mod.
Well another option is to actually model the hair in with the hat, however this creates the problem that it most likely will not conform to the style of hair you have chosen. Do you think this is a good idea?
IP: logged
 New Elgante, New Release out now (v )  » posted by Vasili on May 22, 2011, 12:14:12 pm
it says buy a ship and then u say (i would not buy this it is a little buggy) does that mean you might fix it in a patch?
IP: logged
 Re: New Elgante, New Release out now (v )  » posted by Crossbow_Joe on May 23, 2011, 02:03:17 am
Vasili wrote:
it says buy a ship and then u say (i would not buy this it is a little buggy) does that mean you might fix it in a patch?
Yes certainly. I aim to have ship travelling and battles in later versions. It is one of my main goals
IP: logged
 Re: New Elgante, New Release out now (v )  » posted by Vasili on May 23, 2011, 04:59:03 pm
Crossbow_Joe wrote:
Vasili wrote:
it says buy a ship and then u say (i would not buy this it is a little buggy) does that mean you might fix it in a patch?
Yes certainly. I aim to have ship travelling and battles in later versions. It is one of my main goals
also whens the next version comeing out when i started playing and i joined rebels as mercenaries and went to heglum i think its called i tried to go into the castle/lords room and then it crashed D:
IP: logged
 Re: New Elgante, New Release out now (v )  » posted by Crossbow_Joe on May 24, 2011, 03:32:09 am
Vasili wrote:
Crossbow_Joe wrote:
Vasili wrote:
it says buy a ship and then u say (i would not buy this it is a little buggy) does that mean you might fix it in a patch?
Yes certainly. I aim to have ship travelling and battles in later versions. It is one of my main goals
also whens the next version comeing out when i started playing and i joined rebels as mercenaries and went to heglum i think its called i tried to go into the castle/lords room and then it crashed D:
My god! I had forgotten all about that bug! (Its from the scene I never removed) I believe that has been there since early feburary. But no one has reported it and I have forgotten all about it. Thanks for reminding me, I will fix it ASAP
IP: logged
 New Elgante, v0.7 (v 0.7)  » posted by yokishimaru on Aug 25, 2011, 12:14:51 pm
This mod is awesome :green: Keep up the good work :hammer:
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 New Elgante, v0.7 (v 0.7)  » posted by rimmervis on Aug 25, 2011, 08:52:15 pm
When ever i try and play it it says unable to open file Modules/New Elgante_0.70/textures/Skybox_sunset_1_sm.dds :cry:
IP: logged
 Re: New Elgante, v0.7 (v 0.7)  » posted by Crossbow_Joe on Aug 26, 2011, 01:01:35 am
yokishimaru wrote:
This mod is awesome :green: Keep up the good work :hammer:
Thanks, that's good to hear.
rimmervis wrote:
When ever i try and play it it says unable to open file Modules/New Elgante_0.70/textures/Skybox_sunset_1_sm.dds :cry:
You know your the second person who has given me this, but that was for the previous version. I think the problem is that it is looking for a "Skybox_sunset_1_sm" when in fact it should be "skybox_sunset_1_sm". Though I have no idea why it only affects some people
go into the textures folder and search "skybox" and locate the skybox sunset texture and rename it so that it starts with a capital S.
If that doesn't work then I can upload a quick fix for you
comment last edited by Crossbow_Joe on Aug 26, 2011, 01:02:10 am
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