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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: 5,797 (7,514) Size: 141.89 MB
Views: 20,689 (26,693) 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 3 of 6)
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted by Seek n Destroy on Jun 11, 2011, 05:54:10 am
Krumpac wrote:
Seek n Destroy wrote:
Krumpac wrote:
Hello,

I got troubles with the dialogs reports in this mod.
* Reports Damage
* Reports Shot Difficulty
* Reports Casualties
* Reports Experience

These reports are unvisible during the whole gameplay for me, I already tested the following steps :
* Graphic driver update
* Lower graphic setups ( low - high - very high )
* Tested Native mod in the Warband version 1.134 ( everything works there )
* Reinstalled the whole game
* I Tried to enable/disable the reports in the option menu, but nothing happens

Can you please help me out ( or somebody )
thanks a lot.

Krump

Really strange i haven't noticed this bug myself, everything works fine
Have you tried the mod option in the camp menu?

Yes I tried it already in the camp to disable/enable them, but at least nothing helps.
* then I tried compactibility mod for XP SP3/SP2
* My OS 64bit Win7 Ultimate

I starting at least to enjoying the mod without the reports, but its even bad without the reports in the game.

Did you know the module.ini comannd for enable the reports directly there or in what file I can check them out in the warband directory.

Thx a lot for the fast answers.

I'm sorry that i can't help you further as i have no knowledge about this kind of problem you should ask here I'm sure people could help you:
http://forums.taleworlds.com/index.php/board,164.0.html
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted by Sarissofoi on Jun 13, 2011, 10:23:58 am
Seek n Destroy wrote:
Sarissofoi wrote:
Great thing. I must say that I enyou this mod more than any other I find so far.
Are you planning adding something to it like more qusts troops or items?

Thank you, and next version will be out in no time with some improvements and bugfixes
And I am currently working in a alternative version of this mod with firearms

Nah. I am no a big fan of firearms. Medevial Caldria is ok. No need for guns.

I try modifing this mod to fit my own tastes but overall it is very good.
IP: logged
 SnD's Polished Native (v Alpha 0.5)  » posted by nomad1414 on Jun 13, 2011, 04:30:05 pm
nice work , but before I download , will these improvements affect the system requirements of the game ?

:green:
comment last edited by nomad1414 on Jun 13, 2011, 04:34:54 pm
IP: logged
 SnD's Polished Native (v Alpha 0.5)  » posted by Call4Pizza on Jun 13, 2011, 05:35:49 pm
This mod looks truly amazing, i have not downloaded it yet but i will and i was wondering if factions have new troops or new armor a weapons? that is usually what i look for in mods the native troop trees are boring and short. So if you have not added in any new troop trees and items it would be a great improvement to what seems like one of the better mods I've seen and it truly looks amazing
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by tobijah on Jun 14, 2011, 05:29:05 am
nomad1414 wrote:
nice work , but before I download , will these improvements affect the system requirements of the game ?

:green:
Nomad I don't know about the other things but mods like "Polished landscapes" and other graphics mods will slow it down a lil if your computer is slow
as for some others i would say it just has more stuff to calculate and think about so it would probably be a lil' slower(don't take my word for it though)
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by Seek n Destroy on Jun 14, 2011, 10:15:21 am
tobijah wrote:
nomad1414 wrote:
nice work , but before I download , will these improvements affect the system requirements of the game ?

:green:
Nomad I don't know about the other things but mods like "Polished landscapes" and other graphics mods will slow it down a lil if your computer is slow
as for some others i would say it just has more stuff to calculate and think about so it would probably be a lil' slower(don't take my word for it though)

Tobijah is right, the main feature of the mod is to improve graphics to make warband a little more realist but at the price of more system requirement but not much more as some textures are the same size as native
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by Seek n Destroy on Jun 14, 2011, 10:19:17 am
Call4Pizza wrote:
This mod looks truly amazing, i have not downloaded it yet but i will and i was wondering if factions have new troops or new armor a weapons? that is usually what i look for in mods the native troop trees are boring and short. So if you have not added in any new troop trees and items it would be a great improvement to what seems like one of the better mods I've seen and it truly looks amazing

At the same time i am improving the mod i'm creating 2 sub-mods to provide a different experience while keeping the same basics
this one is the base mod and the sub-mods will come later
And for modders or anyone else that wishes to imrove it at their own taste the Source code is in the data folder and everything is OSP just give credits to the creators.
IP: logged
 SnD's Polished Native (v Alpha 0.5)  » posted by Sarissofoi on Jun 14, 2011, 04:22:31 pm
Actually I try to mod this. For my own use.
I don't know much about modding but still I will try.
Things to plan to do:
Changing troops. Mostly cosmetic changes - some troops are damn ugly. I use two editors tools and it work well. Dunno how to modify upkeep for units or cost for upgrade but rest is easy.
Rebuilding troop trees(graphical). Dunno how to do that.
More quests. Don't know how to start.
More companions. I found tutorial and it should work.
Few more items. Should be easy.
Sorting items by kingdoms. Should be time consuming but easy.
Adding sheriffs(sort of village elder/guild master) for castles. Hm..
Modifying bandits.
Adding few minifactions(Northern barbarians, Mountian clans, Free Nomads, Desert clans). That means adding new castles/villages npc and other stuff. A lot of work.
Adding new types of places(Thieves den, Hunters Camp, different kind of villages/towns). Wonder if it is possible.

I search on forums and find some usefull stuffs. Hope that I actually do something before I get enough:).

IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by Seek n Destroy on Jun 15, 2011, 07:57:49 am
Sarissofoi wrote:
Actually I try to mod this. For my own use.
I don't know much about modding but still I will try.
Things to plan to do:
Changing troops. Mostly cosmetic changes - some troops are damn ugly. I use two editors tools and it work well. Dunno how to modify upkeep for units or cost for upgrade but rest is easy.
Rebuilding troop trees(graphical). Dunno how to do that.
More quests. Don't know how to start.
More companions. I found tutorial and it should work.
Few more items. Should be easy.
Sorting items by kingdoms. Should be time consuming but easy.
Adding sheriffs(sort of village elder/guild master) for castles. Hm..
Modifying bandits.
Adding few minifactions(Northern barbarians, Mountian clans, Free Nomads, Desert clans). That means adding new castles/villages npc and other stuff. A lot of work.
Adding new types of places(Thieves den, Hunters Camp, different kind of villages/towns). Wonder if it is possible.

I search on forums and find some usefull stuffs. Hope that I actually do something before I get enough:).


I wish you the best of luck and if you can manage to do it i would apreciate to mark it as sub-mod in the taleworld forum
Just remember to give the proper credits .
IP: logged
 SnD's Polished Native (v Alpha 0.5)  » posted by callahan9119 on Jun 15, 2011, 09:37:26 pm
I don't know what the hell is going on, but there are almost no bandits to level on. This is the reason I don't use Floris mod. I thought this was just a polishing...graphics etc. I was looking for a good graphics compilation, but not stuff that effects gameplay. I don't know if it's custom commander or any other mod you included, but something eliminates bandits for the most part, which I need because I suck at this game. I had to cheat and give myself enough money to wrap me in a tin can of armor to deal with all the deserters and spearmen etc that are only around (sparsely) instead of bandits.

Thanks for the installer though, that is rare for this game.

I wish you had a simple alternative with just the graphics, animations, visible arrows etc, without all the custom commander and things... just a presentation "polish". I know you're not here to indulge everyone's preferences, but there is a real lack of a good compilation of JUST the presentation stuff.
comment last edited by callahan9119 on Jun 15, 2011, 09:42:20 pm
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by Seek n Destroy on Jun 16, 2011, 05:22:29 am
callahan9119 wrote:
I don't know what the hell is going on, but there are almost no bandits to level on. This is the reason I don't use Floris mod. I thought this was just a polishing...graphics etc. I was looking for a good graphics compilation, but not stuff that effects gameplay. I don't know if it's custom commander or any other mod you included, but something eliminates bandits for the most part, which I need because I suck at this game. I had to cheat and give myself enough money to wrap me in a tin can of armor to deal with all the deserters and spearmen etc that are only around (sparsely) instead of bandits.

Thanks for the installer though, that is rare for this game.

I wish you had a simple alternative with just the graphics, animations, visible arrows etc, without all the custom commander and things... just a presentation "polish". I know you're not here to indulge everyone's preferences, but there is a real lack of a good compilation of JUST the presentation stuff.

You can do it by yourself rather easily by making a copy of native and renaming it to wath you want and copy paste in the copy the following mod files:
Resource folder
Texture folder
Module.ini
skins.txt
action.txt

~this should work and you will have only graphical enhancement
Best regards:
SnD
IP: logged
 SnD's Polished Native (v Alpha 0.5)  » posted by callahan9119 on Jun 16, 2011, 04:19:13 pm
Thanks, I'll try that...I just wish I knew what takes away all the looters/robbers etc.

How would I import the more metal sounds and the suffer or whatever it is?

also I am confused about the picking your own troop types. I recruited some Swadian Recruits, but when I talked to them I didn't get any option to change them or anything.
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by Seek n Destroy on Jun 16, 2011, 06:02:34 pm
callahan9119 wrote:
Thanks, I'll try that...I just wish I knew what takes away all the looters/robbers etc.

How would I import the more metal sounds and the suffer or whatever it is?

also I am confused about the picking your own troop types. I recruited some Swadian Recruits, but when I talked to them I didn't get any option to change them or anything.

Just copy the folder called "Sound"
The looters were not taken away i just changed the spawn rates of every kind of "bandits"
Your own troops types can only be reached when you start your own kingdom you recognize them because they have different names and aren't part of any faction ( swadian , vaegir , etc...)
IP: logged
 SnD's Polished Native (v Alpha 0.5)  » posted by callahan9119 on Jun 16, 2011, 07:10:35 pm
Ok.

Why would you change it? I literally ran around the world map for 20 minutes and did not see one group of looters etc, only deserters and real units like Rhodok spearmen. I don't see any logic in messing with them at all, I mean they are great to have in the beginning and when you level up a bit they just leave you alone so they aren't a bother to you.

I suspect you personally didn't do anything to the bandits, the first post mentions exactly my problem and you replied you didn't mess with it...I assume it's something from a mod you incorporated into this. It is almost exactly the same as the Floris mod...so maybe it's attributed to an undocumented change in diplomacy, custom commander or another mod that is used in both.

Other than the bandit issue (which is a real bummer), I really like your compilation. The installer is very cool; it's always a relief when someone includes one. Thanks also for your quick replies.
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by Call4Pizza on Jun 16, 2011, 08:35:35 pm
Seek n Destroy wrote:
Call4Pizza wrote:
This mod looks truly amazing, i have not downloaded it yet but i will and i was wondering if factions have new troops or new armor a weapons? that is usually what i look for in mods the native troop trees are boring and short. So if you have not added in any new troop trees and items it would be a great improvement to what seems like one of the better mods I've seen and it truly looks amazing

At the same time i am improving the mod i'm creating 2 sub-mods to provide a different experience while keeping the same basics
this one is the base mod and the sub-mods will come later
And for modders or anyone else that wishes to imrove it at their own taste the Source code is in the data folder and everything is OSP just give credits to the creators.
that sounds great and are you willing to tell what the sub mods are cause you peek my interest
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by Seek n Destroy on Jun 17, 2011, 02:11:45 pm
Call4Pizza wrote:
Seek n Destroy wrote:
Call4Pizza wrote:
This mod looks truly amazing, i have not downloaded it yet but i will and i was wondering if factions have new troops or new armor a weapons? that is usually what i look for in mods the native troop trees are boring and short. So if you have not added in any new troop trees and items it would be a great improvement to what seems like one of the better mods I've seen and it truly looks amazing

At the same time i am improving the mod i'm creating 2 sub-mods to provide a different experience while keeping the same basics
this one is the base mod and the sub-mods will come later
And for modders or anyone else that wishes to imrove it at their own taste the Source code is in the data folder and everything is OSP just give credits to the creators.
that sounds great and are you willing to tell what the sub mods are cause you peek my interest

I was thinking of making a mod with an expanded troop tree while keeping the native feeling of it and make a single player musket mod
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by Call4Pizza on Jun 19, 2011, 11:09:32 pm
Seek n Destroy wrote:
Call4Pizza wrote:
Seek n Destroy wrote:
Call4Pizza wrote:
This mod looks truly amazing, i have not downloaded it yet but i will and i was wondering if factions have new troops or new armor a weapons? that is usually what i look for in mods the native troop trees are boring and short. So if you have not added in any new troop trees and items it would be a great improvement to what seems like one of the better mods I've seen and it truly looks amazing

At the same time i am improving the mod i'm creating 2 sub-mods to provide a different experience while keeping the same basics
this one is the base mod and the sub-mods will come later
And for modders or anyone else that wishes to imrove it at their own taste the Source code is in the data folder and everything is OSP just give credits to the creators.
that sounds great and are you willing to tell what the sub mods are cause you peek my interest

I was thinking of making a mod with an expanded troop tree while keeping the native feeling of it and make a single player musket mod
the expanded troop tree is a great idea and new armors and weapons(not necessarily non-native armor and weapons just expand the troops horizon) but the musket mod tends to unbalance mods unless evenly distributed and equalized between each faction with certain musket armed troops and such but i wish you the best of luck and i hope your happy with your future product which i have no doubt will be a fantastic mod
IP: logged
 SnD's Polished Native (v Alpha 0.5)  » posted by callahan9119 on Jun 25, 2011, 01:27:34 pm
Just wanted to say your mod is great, I reinstalled MB and your mod and bandits are normal again...don't know what caused that.
IP: logged
 SnD's Polished Native (v Alpha 0.5)  » posted by Uxion on Jun 25, 2011, 10:36:45 pm
I have an error that says:

RGL ERROR

get_object failed for body: bo_small_tree_fm
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted by Seek n Destroy on Jun 26, 2011, 04:59:44 am
Uxion wrote:
I have an error that says:

RGL ERROR

get_object failed for body: bo_small_tree_fm

Just some questions:
Wich version of warband you are running?
Where the error occurs (loading screen or scene)?
Did you tried re-install the mod?
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