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 Mount&Blade Repository » Mods » Large » Native Expansion for Warband
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View this file on the M&B NexusFile Listing: Native Expansion for Warband
Last Updated: Mar 28, 2012, 11:40:38 pm
First Created: Jan 19, 2012, 12:57:46 pm
File version: 0.605 beta
For M&B version: Warband 1.143
Downloads: 65,465 (70,766) Size: 155.2 MB
Views: 145,177 (156,133) Type: ZIP
Home:  NE Official Forum
Rating (9 votes): 4.8 / 5.0
=== Native Expansion ===
Native Expansion in a nutshell is just that - an extension of the original game, Mount & Blade (and now Warband). Whereas many mods strive to differentiate themselves by radically changing the game or its mechanics, NE is an attempt to take the same awesome gameplay experience which makes M&B so fun and put it on steroids, by adding missing features, fixing native bugs and extending gameplay further. You can liken it to us trying to follow directly in the M&B developer's footsteps. We improve factions troops and relations. Manage your kingdom like never before, send companions out on diplomatic missions, hire or defend yourself from assassins, wage war against the dreaded Dark Knights or subvert the nations of the world. New soldiers, new items, new quests and extensions of just about every gameplay mechanic await you.

First and foremost, our goal is for us and others to have fun. After that, our goal is to provide a rich gameplay experience that doesn't change what you'd expect from M&B, only makes it better. It's as simple as that. We're Native, but better. We're Warband, but better. We stand on the shoulders of giants and reach just a little bit higher.

Native Expansion: More better stuff.

=== Features ===
This feature list is quite long, and thus has been broken down into many different categories. Note, some of the content only applies to the latest beta series (called the 600 series). Also note, we often attempt, whenever possible, to provide the player with the ability to turn a feature on or off in the camp menu, in the event they want to revert to the Native style play. The full feature list would be hard to even document, so here are some of the highlights. At the bottom of the highlights is a large list of many features, large or small.

=== Rebalanced Kingdoms, Troops and Items ===
Every soldier and item in the game has been overhauled, with careful attention paid to game balance. We tried to add a lot of flavor into the mix, but balance was the goal at the end of the day. Each Kingdom has an entirely reworked troop tree (expanded below), built from the ground up with a standard formula to ensure that no "super soldiers" sneak in and every faction has its own strengths and weaknesses. Here are some faction by faction details below:

=== The Six Kingdoms of Swadia and their Soldiers ===
* All factions now adhere to 1 of 2 standard troop trees, with a maximum of 5 upgrades needed to reach the end of the tree
* All factions are now either a generalist or a specialist in a particular field of Infantry, Archers and Cavalry
* All faction soldiers adhere to the strict leveling guideline, which ensures all soldiers could be realistically built by the player
* Specialist factions see higher level caps in their specialty and higher level elites
* Generalist factions have lower level caps, but have a more diverse troop tree and no weaknesses

The three specialist factions: Swadia, Vaegirs and Nord
* Swadia reigns supreme with their Heavy Cavalry, being the only faction with access to premium Warhorses and full-body armored Elites
* Swadia's focus on Cavalary leaves their ranged prowess weakened, leaving them as the faction with the poorest crossbow users and no archers
* They have the best access to heavy armors and heavy warhorses, including unique Swadian platemails and horses
* Crush your enemies with the stalwart Paladin and convert them to your cause with the Priest Heavy Cav, the latter of which uses exclusively blunt weapons

* Vaegir bow might is unmatched, being the only faction which maxes out the Power Draw skills and with access to elite bows
* Vaegir dedication to the bow leaves their Infantry much weakened, requiring them to rely on ranged support more
* They have exclusive access to the powerful Ivory Bows and Arrows
* Their lethality at range makes them an amazing siege force. Reign death from above with the Ivory Sentinel, guarded by the fierce Knyaz

* Nord fury in melee is frightening in the least, with equally-competent branches of One-handed and Two-handed Heavy Infantry
* Nord melee prowess, though unmatched, leaves little room for equestrian training - Nord Cavalry is severely weakened
* Even the lowliest Nord soldiers are ready for melee combat, and all are eager for blood
* Overrun the toughest defenses with the aggressive Einherjar and defend your castles from anything with the Valkyrie's shields.

The three generalist factions: Sarranid, Khergit, Rhodok

* Desert-tempered Sarranids strike a balance between prowess in skirmish combat and Cavalry, having the 2nd-best Heavy Cav
* The Sarranid's heavier reliance on skirmish weapons like Jarids leave their bow skills somewhat weakened
* Sarranid's wide variety of both Cav and Infantry leave them many options for conquering their enemies
* The well-equipped Zhayedan is the only Heavy cav which can stand up to Swadian Paladins, and the Spahbod Serden will hold his own against Nordic Einherjar

* Lightning-fast Khergits maintain superiority in ranged mounted combat, relying on speed and weapon variety
* Their focus on mounted combat leaves their soldiers at a disadvantage when on foot, though they compensate somewhat with their new Light Infantry, the Kharash
* Khergit Horses are the fastest in the game, making them great for fast-moving, fast-attacking skirmish forces
* Kite your slow-moving enemies with the supremely accurate Keshik or lightning-fast Guanren

* Rhodok soldiers stem from rebellious peasant roots, maintaining a diverse profile of infantry, cavalry and maintaining mastery of the Crossbow
* Rhodok soldiers suffer very few weaknesses, but their Crossbow users lack the mobility of archers and their Cavalry are only mid-range
* Rhodok are the only faction with access to mounted crossbow wielders, and their heavy infantry are skilled
* Penetrate the thickest armor with the elite Arbalestier and screen the enemy with the brutal Spear Knight

=== Mercenary War Bands and Bandits ===
* Mercenary War Bands wander the countryside, ambushing those they can or making themselves for hire for the cunning Lord
* Bandits are no more just an annoyance; be prepared for a stand up fight
* Many quests for bandits are planned for future releases[/spoiler]

=== The Dark Knight invasion ===
* An optional (default on) invasion of epic proportions await you to spice up the mid and end game.
* Prepare to face off against elite soldiers bent on conquering Calradia
* Will the Dark Knights prevail, or will the six kingdoms unite to fight off the threat they face?

=== Many new quests ===
* Dozens of new quests await you in NE, given out by a wide assortment of NPCs
* Help the Guildmaster track down cheese thieves
* Crash a wedding and be a hero to some, a villain to others

(NOTE: Some of these feature descriptions might be slightly inaccurate due to changes in newer versions)


* Massive number of new and rebalanced troops - every tree has been redesigned from scratch
* Troops are now organised into three tiers. As a landless player, you will only have access to the Peasant Line of troops which you can recruit as normal from villages.
* When you eventually become a landowner, Noble troops are available to recruit in towns. All factions have their own Noble Troop lines. You can only recruit nobles from a faction you are member of
* If you choose to become a king or queen, you will have access to special Elite troops which can be obtained by sacking an enemy capital, or building your own recruitment centre in a captured city. Elite troops echo the strengths of their originating faction. You can also find these soldiers to rescue or capture and convert.
* New parties patrol the map. Fear the new Kingdom Patrols, led by elite troops, and the holy Crusaders, rugged Ivory Guards, massive Hordes, vicious Berserkers, noble Councilmen, and Sarranid Dervishes.
* Mercenary bands now roam the countryside. They're quite tough, but excellent source of loot and money for the experienced commander.
* Bandit troop numbers have been supplemented (parties are bigger).
* Lords have been boosted, and Kings made far stronger. They are extremely deadly on the field of battle.
* Faction monarchs are now often accompanied by contingents of elite guard. Even an experienced army may have a hard time with them.

Weapons and Armour

* Large number of new weapons and armour.
* Unique items can be gained from loyalty to your king, if you become a vassal.
* Special quest items can be gained from doing quests for other faction leaders.
* Kings have unique weapons.
* If you are a monarch of your own kingdom and you own a town with a blacksmith forge, there is a good chance the blacksmiths will decide to forge a crown for you.
* Lords can be looted after a battle. This means, in theory, it is possible to get the unique weapons off the kings if you manage to defeat them. A higher looting skill will improve your chances of this.
* Lots of new horses. Each faction has a specialty horse or two, generally allocated to Elite troops. All horses can be bought at the horse merchant.
* A new food type has been added called hardtack. It gives 0 morale boost, but it lasts a VERY long time. Wine and ale are now consumables.
* A new item - Whiskey – has been added which gives a +30 morale boost when in inventory, but reduces your pathfinding and spotting skills. This item can only be gained through a quest.
* If you are a vassal of an existing kingdom and you get a 50 or higher relation with them the monarch will reward you with a special item.

Dark Knight Invasion
* After a random time in game, a mysterious faction with incredibly powerful troops will invade Calradia from a random direction. At first, only the kingdoms closest to them will bother to fight, but after a while, as their foothold grows, all kingdoms will come to realize this threat for what it is. You can change when they will begin their invasion (including never) in the game settings menu (accessed by camping.)

On the Battlefield
* Death Cam - Many battles will now continue even after the player is knocked out. Hit the jump key to start moving the camera around the map to get a better look at what's happening. Use tab to leave the mission when you want to end it. Attack and defend change the height of the camera, and the forward, back, left, right keys control it's position and look angle. Hold shift to move faster. To order your troops in this mode, use Nackspace to call up the console.
* Troop Formation system has been implemented. See below for instructions.
* Troop Morale system has been tweaked. When a reinforcement wave arrives a fleeing army will rally and a commander's tactics and leadership skills will reduce the chances of their army fleeing in terror. This works for both the player and the AI, so be careful of monarch led armies, chances are they will never flee in terror. You can turn off the morale system from the camp menu and troops will never flee.
* Long term wounding has been added. If the player or a companion is knocked out in combat they will suffer a wound (-2) to one of their physical stats. The wound will heal, but it will take time. The player's wounds are listed in the player report, and the companion wounds are listed in the party morale report screen. The wounding system can be turned off from the game settings menu (accessed by camping.)
* Modified Shield Bash code has been implemented (Hold defend and click attack while a shield is in hand.)
* Spear Wall ability has been added. When on foot and with a spear type weapon equipped hit b to brace the weapon on the ground. Any cavalry charge against a braced spear will suffer horrible damage usually resulting in the death of the horse. While braced you cannot move, attack, or defend, doing so will release the brace. Troops that are also on foot and armed with a similar weapon will also periodically move into a spear wall stance if they have been given the Hold Position or Stand Your Ground orders. Damage from the spearwall is based on the speed of the horse. If the horse is going slow enough it will take no damage at all.
* On the battle map a white dot will mark the location of your inventory chest
* Similar factions can now group up in combat on the map screen. But only units that makes sense to fight. Passing villagers and caravans will not join most battles unless they are forced to.
* In field battles you can whistle for your horse. If you dismount and run around killing people hitting the 'm' key will cause your horse to come to you. Of course, if your horse is dead or you never had one to begin with then nothing will happen.
* There is a possibility (based on the lord's personality) that the player will be allowed to go after being defeated, rather than taken prisoner.
* When defeated, the player will be given a chance to make an escape based on their pathfinding skill

New Quests

* 20+ new quests. Talk to the guild master, lords, ladies and village elders to receive these quests. Also, there is a quest given by each faction leader which is rewarded with a unique new weapon. Talk to a king/queen when you reach level 10 to receive these quests. Be warned that these quests provide fairly stiff challenges.


* The Looting system has been completely rewritten from scratch. The looting skill is worth something now and you will notice this immediately. If you have 0 looting you will have a hard time getting enough loot to upkeep a decent sized army. If you have 10 looting then money will never be a problem for you again so long as you keep killing things. The party looting skill is still used for looting village, etc. However, only the player's skill is used to determine what loot is available to a player after a battle. The companions with looting skill have sold all the loot they found for more money for themselves. They are mercenaries, are they not? You can turn this off in the Camp menu and go back to the classic Native looting system if you want.


* Towns and castles owned by the player will now periodically gain and train troops into their garrison exactly the same as with NPC owned towns.
* Player owned kingdoms have the possibility of making peace with kingdoms they haven't angered too badly. But it'll cost them.
* If you have defeated an enemy kingdom and have lots of captured enemy lords on your hands you can either wait for their ransom or try to convince them to join your faction. To try to convince them you need to have them rotting in a town or castle's prison. Go visit them in the dungeon and give them your ultimatum. The higher your persuasion and the more they like you the better the chance of them joining you. However, if you're very persuasive and they really don't like you it may be difficult to actually get them to follow your orders once they've changed sides.
* You can ask for lands back from the lord. Be careful, he will either agree or he will take his land and leave for a different faction similar to when the player refuses to give up captured land. To ask for it back you must visit the lord in person. Such matters are best discussed in person, after all.
* Taking a castle or town in battle now causes a negative relation with the previous owner. This is to help balance how easy it is to recruit defeated faction lords.
* A travelling minstrel is appearing at a tavern near you. He'll sing a song commemorating your achievements, if you ask him nicely.


* As well as bandits, you now have to deal with Assassins as you climb the ranks. If you hold no fiefs, you will be beneath notice, but as you rise in rank and power, other lords will take notice, and hire assassins to hunt you down. A successful assassin attack will leave you debilitated and bedridden for a period of time, which may have serious repercussions if it happens at a critical point in the game.
* You too can order Assassin attacks, if you are ruler of a Kingdom. Speak to your Spymaster, who will give you options to either 'assassinate' a lord, or at
More From This Author
Comments (Page 1 of 2)
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 Native Expansion for Warband .603b (v 0.603 beta)  » posted by juangallo on Jan 22, 2012, 10:44:56 pm
it seems to be a good mod
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 Native Expansion for Warband .603b (v 0.603 beta)  » posted by MyNameIsNoob on Jan 23, 2012, 12:35:19 pm
Dark Knight Invasion
Dozens of new troops in three tiers - Peasant, Noble and Elite
Most units have gotten stronger.
All nobles have gotten stronger.
Many new kingdom management options, including ability to hire four new advisors.
Lots of new items, including many unique items only available through quests or defeating enemies.
20 new quests.
Lots more politics and intrigue, including being able to order assassination attempts.
Lots of new buildings, providing bonuses to your kingdom.


These options sounds really cool ^^
Specially last 4..
Why so poor description?
Dang.. :S I would love them in My Sword of Damocles or Prophesy of pendor mods..
Actually - One thing that i have always wanted to know, from the first time i played Mount & Blade - Who trys to assassinate me -_-

Sorry if i`m offending you right now, but is it possible to integrate them in these mods? ( Yes, i dont know nothing about modding =/ only that how to add some items to some mod :( )
I hate this.. there's so many mods with so great features, visions about game, But alone, it still feels that they r missing something =(
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 Native Expansion for Warband .603b (v 0.603 beta)  » posted by John Silver on Jan 27, 2012, 10:06:36 am
Been playing this mod for a few days now.

I like the expansion. The increased intrigue is a welcome addition. I hope it continues as I get more powerful (become a vassal, become a king, etc)

I don't have any modding experience, but I'd be happy to write dialogue. Maybe that's not much of an offer, but contact me if you want some help.


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 Native Expansion for Warband .603b (v 0.603 beta)  » posted by Pallanza on Feb 07, 2012, 01:19:53 am
At first, I thought this was a pretty good mod. I played with Swadia, and troops seemed to be balanced pretty well, with no real overpowered side...

Then I fought the Vaegirs, and it quickly became apparent the creator had a pet faction.

1437 Swadian troops versus 437 Vaegirs. Both sides had their toughest mounted units facing against each other in the first battle, in equal amounts. Both sides moved up the battlefield in stages, at the same pace, neither side having a clear speed advantage over the other. And yet, as soon as the two met, the screen was flooded with a swath of purple messages informing me of the Swadian Paladins and Crusaders and Knights being completely crushed by the Vaegirs, with only one or two blue messages interrupting them.

Next time, before releasing a mod, could you make sure to not play favorites with factions? I understand you might want to see your favorite side completely dominating the others and being an unstoppable force (Hell, I myself am a Rhodok fan, and there's nothing I love more then burying my opponents under a sea of crossbow bolts and lock-stepping spearmen), but keep in mind some people like to play other sides and have a fair chance of winning.
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 Native Expansion for Warband .603b (v 0.603 beta)  » posted by Native Expansion on Feb 07, 2012, 01:40:02 am
Before jumping to such rash conclusions, please consider the following:

1) This mod was recently taken over by new developers
2) They are currently in the middle of a huge troop and item re-balancing from the ground up
3) The active forum for NE shows exactly what balance issues are being worked out,211474.0.html

No 'favorites' were played with factions; it was simply a matter of the previous developers concentrating far more on feature-adding rather than balance.
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 Native Expansion for Warband .603b (v 0.603 beta)  » posted by flipsy5 on Feb 13, 2012, 12:16:13 am
Hi there! i m a bit new to the modding scheme of things.... have several questions though, hope you can help me...

--> with regard to the version, do mods for textures like banners or armors or horses have to be copied to the main native module or what? i don t really know the process... in my splash screen for warband it says version 1.1... when i try using the tweak for it and i load the native module, the default is version 1.143.. so what version do i actually have?
--> can you guys instruct me on how to actually load skins or textures because i have seen some of the images in here and they are awesome! Do i need to also do some tweaking with some of the text files within the main program of warband for these added textures to properly work?
--> with this expansion pack, i copied the native expansion [beta] folder to my modules folder and on the splash screen i selected it as a module but when i tried to load the ini files it said "unable to open commonres\weapon_meshes_e.brf" i m a bit confused here... i do hope you guys can help me since you have more experience about this than me...


Flipsy D. Flipster -=(-_-)=-
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 Native Expansion for Warband .603b (v 0.603 beta)  » posted by Murti on Feb 19, 2012, 09:28:39 am
if you could implement knighthood orders like in Prophesy of Pendor it would be great:D
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 Native Expansion for Warband .603b (v 0.603 beta)  » posted by MAGNETIUS on Mar 03, 2012, 05:58:31 pm

I CAN ONLY SAY WOW... :hammer: :hammer: THIS MOD IS SO GREAT... :hammer: :-o

excellent with unique ITEM such as EVERYTHING(Throwing weapons,swords,armors,foods...everything) :hammer:

ITs beta and its so great...

Im GLAD ITS STILL BETA...because in full version will be more options...MORE quest...MORE mount...MORE camp menu...MORE surprise...and of course MORE UNIQUE ITEMS :-D

i havent see any bug yet so far :idea:


I GET THESE IDEAS FROM THE OTHER MODS...HEY ONE MORE THING... :arrow: when we fallen in battle we can become the ghost or something dead(NOT ZOMBIE OR UNDEAD) see if this can be done...I GET THIS IDEA FROM THE OTHER MOD TOO!





comment last edited by MAGNETIUS on Mar 04, 2012, 09:18:16 am
IP: logged
 Native Expansion for Warband .603b (v 0.604 beta)  » posted by Gmgsmrcl on Mar 10, 2012, 01:40:14 am
hey how do you join a king
because in the nord side
theres no option in king ragnars dialogue
to join him any help and i think its the
reputation i got high reputation like 200+
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 Native Expansion for Warband (v 0.605 beta)  » posted by vyron on Apr 01, 2012, 01:55:37 am
Excellent work :green: ! This is one of the best mods I have ever played.

I just start to play the game & I found that:

i) the Mercenary trained crossbowman & Merc. veteran crossbowman are using bow :shock: ??(not crossbow in their item pool)
ii) the Nord charger & some "Nord" prefix horses has no difficulty (I'm not sure whether the modders plan to be or mistake)
iii) the arbalest is shoot like musket, gunshot sound & smoke came out
iv) the bolt is not at the exact place when you load it onto arbalest

I know these are minor error, but just wanna to share what I have found.
IP: logged
 Native Expansion for Warband (v 0.605 beta)  » posted by VoodooSamurai on Apr 17, 2012, 08:19:25 pm
ok not trying to be a pain in the butt . but how the heck do you get the mod to run im not super savy on what file goes here blah blah blah but i so want to play this. i downloaded it extracted it but dont see any exe file or auto setup. never mind answered my own question.
comment last edited by VoodooSamurai on Apr 17, 2012, 08:42:47 pm
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 Native Expansion for Warband (v 0.605 beta)  » posted by Hreon on Apr 23, 2012, 09:23:54 am
Great mod!
Is it possible to recruit units from the dark knights faction?
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 Native Expansion for Warband (v 0.605 beta)  » posted by glasgoo on Apr 23, 2012, 11:42:31 am
mod seems good so far..

only one real issue so far, has anyone else noticed that vaegir bowmen have high crossbow stats and low bow stats despite using bows?
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 Native Expansion for Warband (v 0.605 beta)  » posted by Hack'nSlash on Apr 25, 2012, 09:23:54 am
When I try to open the zip folder, I get the following error: Windows cannot open the folder. The Compressed (ziped)Folder 'C:\username\Downloads\' is invalid.

Does anyone know what I'm doing wrong?

IP: logged
 Native Expansion for Warband (v 0.605 beta)  » posted by Tropby on Apr 26, 2012, 05:33:48 am
Hi! I have a problem recruiting any peasants from villages, cause they're all "terrified of retribution at the hands of their master". I have pretty good equipment for start, but how am I supposed to fight anyone without any troops? More so when all bandit groups have now 20+ men?
IP: logged
 Native Expansion for Warband (v 0.605 beta)  » posted by Fabio on Apr 26, 2012, 02:20:53 pm
I am not recieving reinforcments on my castles and towns...
IP: logged
 Re: Native Expansion for Warband (v 0.605 beta)  » posted by FifikKess on May 06, 2012, 08:24:48 am
Sweet! I've just received my free minecraft giftcode!

>> <<
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 Native Expansion for Warband (v 0.605 beta)  » posted by smallville on May 24, 2012, 09:18:41 am
Hey all,
This is my first time commenting here lol so i hope i have the right place.
First off i love Native Expansion for warband.

However ive had some problems.
1) Just recently when the looting system is set to expansion mode i cant loot anything. I mean that the looting screen doesnt come up it just goes straight back to the map????
when its set to normal looting however it works.

2) With the rents i get from my fiefs i dont get them on the weekly bases buit when i go to a town, the thing is though 3 or 4 times i have gotten the rents from the weekly pop up budget report and when i visited the town.

Number 2 doesnt matter too much but number 1 is a major hassle i really wanted to be able to loot the nord,swadian,black night leaders when i defeated them but i couldnt.

Thanks in advance
IP: logged
 Native Expansion for Warband (v 0.605 beta)  » posted by Winddancer on Jun 26, 2012, 06:02:47 am
Thanks for the great mod. I played this mod on Mount&Blade and just loved it.
When I tried out MOunt&Blade Warbands I was looking for this mod and downloaded it yesterday night.
So, here my first problems I encountered.

Amusing the most recent version, v 0.605 beta.

I have the same problem as Trophy. I cannot get peasants to join my party. This really bothers if you are doing the starting quest where you have to recruit 5 people.

Another point I noticed is that for some reason I could not raise my Trainer skill. The points were gone, the Level remained 0, but that 0 was no shown in red.

Will test some more tonight.
IP: logged
 Re: Native Expansion for Warband (v 0.605 beta)  » posted by Winddancer on Jun 26, 2012, 06:04:24 am
Hack'nSlash wrote:
When I try to open the zip folder, I get the following error: Windows cannot open the folder. The Compressed (ziped)Folder 'C:\username\Downloads\' is invalid.

Does anyone know what I'm doing wrong?

Might be that the download stopped prematurely. Had the same problem. Is your zip File of the correct size? If not, try to download it again and watch the size.
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