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 Mount&Blade Repository » Mods » Gameplay Mechanics » SnD's Polished Native
      
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View this file on the M&B NexusFile Listing: SnD's Polished Native
Last Updated: Jul 06, 2011, 04:10:00 pm
First Created: Apr 30, 2011, 10:55:54 am
File version: Alpha 0.6
For M&B version: Warband 1.134
Downloads: 5,744 (7,461) Size: 141.89 MB
Views: 18,980 (24,984) Type: EXE
Home:  Taleworlds forum
Rating (5 votes): 4.6 / 5.0
Description
SnD's Polished Native is a small compilation of scripts, small mods and graphical improvements for Warband
mb52y.jpg

I added a poll for suggestion, please leave your comments/suggestions here: SnD's Polished Native

New fix for the freelancer addon so you don't have messy texts and dialogs: http://www.mbrepository.com/file.php?id=3043

Update:

Changelog 0.6:
Changed some textures ( armors, made the night skybox dark instead of blue, etc)
Added Ethik Mantis Better banners V2
Added the Freelancer mod by ithilienranger, Caba'Drin, Sunhawken, Taragoth, RevaShan, Swyter , Duh, Cernunos, monnikle , Idibil, Somebody
Description:
Currently this mod allows the player to enlist in a lord's army with the opportunity to gain experience and money. Follow your Lord where ever they go, fighting many enemies and gaining ranks as you continue as a single member of your Lords army. Each time you gain a rank you will be supplied with new equipment and gain a higher pay. Once you get bored with this career you can either desert or mutiny. While in your Lords service you gain the respect of your fellow soldiers and there's always a chance that some of your acquaintances will become followers and join you in your revolution or desertion! As will prisoners, but will they work with you or against you?....

Features:


• Opportunity to gain ranks
• New equipment & higher pay for each rank
• Ability to desert the army and take followers with
• Ability to revolt against the lord and release prisoners
• Ability to go on personal leave and remain part of commanders army.
• Interact with commander in a meeting scene
• Ask commander personally to retire from service
• No need to hold space bar while commander travels
• Take prisoners and hold some of them for ransom (Lords)
• Quartermaster hands you food when you are low.

Credits:

Graphical Improvements:

Mb Movie mod by Chur

Polished Landscapes by Gutekfiutek

World Map HD by Painbringer

Havocs sky textures Version 2 by Havoc

Havocafied Bows by Havoc

Texture Fiddling by Lucky Lancer

Realistic Colors mod by Lucke189

Expanded Horizons by Openshaw

Flying Missile Pack by James

Improved Buildings by SendMeSmile

Improved Male Faces by Iboltax

Yiyang Chen's Faces 1.2 by Yiyang

Flora mod by killkhergit

Quivers whith real Arrows by Spak

Blood tweak by Neil_v

New loading screens by Seek n Destroy (SnD)
mb62i.jpg





Gameplay Changes:

New Scripts like Manage Garrison in villages, a banking sistem, auto-loot and diplomacy.

Custom Player faction troops wich you can change the equipment by talking to them
Native Mod Compilation - Full 0.9 by Bismarck (it combines Custom Commander by rubik, PBOD by Caba`Drin,
Diplomacy by whaiti, Warband Entrenched by Tempered , Battlefield Tactic Kits by motomataru,
Deployable Pavise by Cartread , Garnier's Bank of Calradia by Garnier, Duel Kit v0.5 by MartinF

El Arte de la Guerre Siege Scenes by Leandrojas

Custom banner (still early, needs some changes.)

Arena Overhaul Mod by Adorno

Combat Animation Enhancement 5.0 by Papa Lazarou

new training fields by Lucky Lancer

Arena Revamp Deluxe by lucky lancer

mb8ci.jpg

mb1r.jpg


Sound Improvements:

More Metal Sound Mod by Checkmaty

Sounds of suffer by _Khanate_


Others:

Thanks Janus for Warband Mod Installer Script v2.3
The taleworlds forum and comunity for the usefull inspiration and tutorials for noobs ;-)
People that plays the mod and helps to improve it.
And of course: The creators of Mount and Blade


Please give your opinion and features that you wish to be implemented

PS: English is not my native Language so i'm sorry if there's some spelling mistakes and errors.

Installing instructions:
The Installer will do the job
Start Mount and Blade: Warband and check the Modules drop-down box for the mod you installed
and select SnD's Polished Native
Enjoy (or not :roll: )
Commands
More From This Author
Comments (Page 1 of 6)
IP: logged
 SnD's Polished Native (v Alpha)  » posted by Abbott on May 05, 2011, 03:27:37 am
It seems that bandit groups spawn much less frequently, is this intended? Usually I can just head to Rivacheg and find some sea raiders when I'm rarin' for a fight but the map seems strangely bare.
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Seek n Destroy on May 07, 2011, 11:22:59 am
Abbott wrote:
It seems that bandit groups spawn much less frequently, is this intended? Usually I can just head to Rivacheg and find some sea raiders when I'm rarin' for a fight but the map seems strangely bare.

The bandits spawn points and frequency are the same as native and sea raiders normaly spawn near Rivacheg or Sargoth try searching there.
IP: logged
 SnD's Polished Native (v Alpha)  » posted by sifsilver on May 07, 2011, 03:59:00 pm
SnD, is there a way to make your files compatible with tweakmb? for some reason some of the options on tweakmb aren't available with your mod? also, is there a way to add more bandits?
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Seek n Destroy on May 08, 2011, 06:08:41 am
sifsilver wrote:
SnD, is there a way to make your files compatible with tweakmb? for some reason some of the options on tweakmb aren't available with your mod? also, is there a way to add more bandits?

Well, as I added new scripts the positions of old ones may have changed and tweakmb can't find the files.
For the bandits I'm working on It, I will change it in order to spawn every 12h instead of 36 and in larger numbers.
IP: logged
 SnD's Polished Native (v Alpha)  » posted by Uxion on May 08, 2011, 09:02:16 pm
This is very nice.

But how do I get the conquered villages to have recruits of their original nationality.

I'm trying to get Nord Huscals since I ran out of them (they died honorable deaths few by few) and when I tried to go to a Nord village (that was conquered by me) they produced the conquering nation's recruits.

The auto recruit function in the castles and such is nice but often a waste of time since the recruiters often get killed anyways enroute.
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Seek n Destroy on May 09, 2011, 11:24:06 am
Uxion wrote:
This is very nice.

But how do I get the conquered villages to have recruits of their original nationality.

I'm trying to get Nord Huscals since I ran out of them (they died honorable deaths few by few) and when I tried to go to a Nord village (that was conquered by me) they produced the conquering nation's recruits.

The auto recruit function in the castles and such is nice but often a waste of time since the recruiters often get killed anyways enroute.

Thanks, and for the nationality all conquered villages of an enemy faction will automaticly be replaced by your own faction recruits (the custom troops) if you want to have Huscarls you only can if you are neutral or friend of the Nords , otherwise upgrade the custom troop to Sergeant and talk to them, select the option "i'd like to select your equipment" and take all their equipment and give them the Huscarl Equipment.
You will have your own huscarls with no morale penalties.
comment last edited by Seek n Destroy on May 09, 2011, 11:26:15 am
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Uxion on May 09, 2011, 12:46:00 pm
Seek n Destroy wrote:
Uxion wrote:
This is very nice.

But how do I get the conquered villages to have recruits of their original nationality.

I'm trying to get Nord Huscals since I ran out of them (they died honorable deaths few by few) and when I tried to go to a Nord village (that was conquered by me) they produced the conquering nation's recruits.

The auto recruit function in the castles and such is nice but often a waste of time since the recruiters often get killed anyways enroute.

Thanks, and for the nationality all conquered villages of an enemy faction will automaticly be replaced by your own faction recruits (the custom troops) if you want to have Huscarls you only can if you are neutral or friend of the Nords , otherwise upgrade the custom troop to Sergeant and talk to them, select the option "i'd like to select your equipment" and take all their equipment and give them the Huscarl Equipment.
You will have your own huscarls with no morale penalties.

That is a rather inefficient and tedious way of doing that.
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Seek n Destroy on May 09, 2011, 02:26:15 pm
Uxion wrote:
Seek n Destroy wrote:
Uxion wrote:
This is very nice.

But how do I get the conquered villages to have recruits of their original nationality.

I'm trying to get Nord Huscals since I ran out of them (they died honorable deaths few by few) and when I tried to go to a Nord village (that was conquered by me) they produced the conquering nation's recruits.

The auto recruit function in the castles and such is nice but often a waste of time since the recruiters often get killed anyways enroute.

Thanks, and for the nationality all conquered villages of an enemy faction will automaticly be replaced by your own faction recruits (the custom troops) if you want to have Huscarls you only can if you are neutral or friend of the Nords , otherwise upgrade the custom troop to Sergeant and talk to them, select the option "i'd like to select your equipment" and take all their equipment and give them the Huscarl Equipment.
You will have your own huscarls with no morale penalties.

That is a rather inefficient and tedious way of doing that.

The last solution i have is to capture some Nords and ask them to join your party but it really kills your party morale...
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Uxion on May 09, 2011, 05:23:14 pm
Seek n Destroy wrote:
Uxion wrote:
Seek n Destroy wrote:
Uxion wrote:
This is very nice.

But how do I get the conquered villages to have recruits of their original nationality.

I'm trying to get Nord Huscals since I ran out of them (they died honorable deaths few by few) and when I tried to go to a Nord village (that was conquered by me) they produced the conquering nation's recruits.

The auto recruit function in the castles and such is nice but often a waste of time since the recruiters often get killed anyways enroute.

Thanks, and for the nationality all conquered villages of an enemy faction will automaticly be replaced by your own faction recruits (the custom troops) if you want to have Huscarls you only can if you are neutral or friend of the Nords , otherwise upgrade the custom troop to Sergeant and talk to them, select the option "i'd like to select your equipment" and take all their equipment and give them the Huscarl Equipment.
You will have your own huscarls with no morale penalties.

That is a rather inefficient and tedious way of doing that.

The last solution i have is to capture some Nords and ask them to join your party but it really kills your party morale...

Who did that and thought it was a good idea to replace recruits?
IP: logged
 SnD's Polished Native (v Alpha)  » posted by sifsilver on May 11, 2011, 01:29:52 am
Well I think its an awesome way SnD... the conquering culture should dominate!

keep us posted on the bandits... I'll start playing the mod once thats figured out... cuz where i'm at right now, the only way I can level up is to fight in the tourneys over and over again. (quite boring)
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Seek n Destroy on May 11, 2011, 09:51:21 am
sifsilver wrote:
Well I think its an awesome way SnD... the conquering culture should dominate!

keep us posted on the bandits... I'll start playing the mod once thats figured out... cuz where i'm at right now, the only way I can level up is to fight in the tourneys over and over again. (quite boring)

I've fixed the bandit thing ( I may have exagerated but it will keep players busy ) the only thing I'm not sure it's if the game will maintain their numbers high ( didn't find the script)
I will upload it when i finish to implement sea travelling and battles ( you can travel by sea but the fighting are made with scenes so you can't move the boat but at least it's on sea )
IP: logged
 SnD's Polished Native (v Alpha)  » posted by Abbott on May 12, 2011, 07:01:49 pm
Thought I'd add suggestions for mods I'd like to see in the comp, Tournament Lancers use the Right Weapon and the Arena Overhaul mod
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Seek n Destroy on May 13, 2011, 09:15:54 am
Abbott wrote:
Thought I'd add suggestions for mods I'd like to see in the comp, Tournament Lancers use the Right Weapon and the Arena Overhaul mod

I´ve thought to implement those but i think i´ve forgot them, for the lancer use the right weapon , caba`drin script does the thing ( just select cavalry and give the order to use lances ) but i will implement it as doing it automaticly its easier for players.
comment last edited by Seek n Destroy on May 13, 2011, 11:55:24 am
IP: logged
 SnD's Polished Native (v Alpha)  » posted by defcon52 on May 13, 2011, 09:21:08 pm
Hi, In this compilation of mods, one makes 3 companions always following you in the citys, (in taverns and free roam) and getting in your way, which mod is it that controls this? if anyone knows and would tell me it would be greatly appreciated :-D
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Seek n Destroy on May 14, 2011, 03:24:58 am
defcon52 wrote:
Hi, In this compilation of mods, one makes 3 companions always following you in the citys, (in taverns and free roam) and getting in your way, which mod is it that controls this? if anyone knows and would tell me it would be greatly appreciated :-D

If you are interested it is a open source code from Caba`drin and here's the link : http://forums.taleworlds.com/index.php?topic=151908.0
IP: logged
 SnD's Polished Native (v Alpha)  » posted by sifsilver on May 14, 2011, 04:56:38 am
Hey, I've noticed another issue! When I try to attack caravans or patrols by clicking surrender or die! it only gives me the "change commander option" or "leave" and i never get to actually attack them...?
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by defcon52 on May 14, 2011, 11:05:59 am
Seek n Destroy wrote:
defcon52 wrote:
Hi, In this compilation of mods, one makes 3 companions always following you in the citys, (in taverns and free roam) and getting in your way, which mod is it that controls this? if anyone knows and would tell me it would be greatly appreciated :-D

If you are interested it is a open source code from Caba`drin and here's the link : http://forums.taleworlds.com/index.php?topic=151908.0

Thanks for the info, just noticed in game on the mod options menu you can turn it off( or on) but the link helped :-D
IP: logged
 SnD's Polished Native (v Alpha)  » posted by sifsilver on May 15, 2011, 07:50:58 am
Also, is there a way you can make it so that when customizing troop armor for player faction we can use whatever armor we wish rather than the selection they offer?
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted by Seek n Destroy on May 15, 2011, 08:21:59 am
sifsilver wrote:
Also, is there a way you can make it so that when customizing troop armor for player faction we can use whatever armor we wish rather than the selection they offer?

I can add some armors and weapons but there is a limitation of 36 items in the selection if I´m right so it´s not possible unless i manage to increase the selection but i can´t be sure it works.
IP: logged
 SnD's Polished Native (v Alpha 0.2)  » posted by defcon52 on May 17, 2011, 03:51:55 pm
Does any one know what mod in the pack changes or effects party's food consumption and also party moral per point in leadership? having trouble trying to edit those 2 value's for a fun play through with less hassle and TweakMB will not let me edit the value's because of one of the mods effecting them already.
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