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 Mount&Blade Repository » Mods » Native Improved Mod V 1.3 for M&B 1.011 by Cremo
      
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View this file on the M&B NexusFile Listing: Native Improved Mod V 1.3 for M&B 1.011 by Cremo
Last Updated: Dec 25, 2008, 12:21:46 pm
First Created: Oct 01, 2008, 09:36:50 am
File version: 1.3
For M&B version: 1.010/1.011
Downloads: 33,182 Size: 314.6 KB
Views: 44,121 Type: ZIP
Home:  Mod topic on taleworlds (discuss about the mod)
Rating (6 votes): 4.8 / 5.0
Description


Have you ever thought that, too many times, the troops of different factions were too similar to each other, making it impossible to recognize them without the "show-names" option on? that, too many times, they equipped items they shouldn't have equipped (i.e. nord lords in khergit robes) or that they lacked some "uniqueness" (like vaegir troops being equipped with a mix between nord/khergit items)?
Have you ever thought that it was ridiculous that an heavy armored knight could ride a frail courser as fast as a naked woman on it? or that an horse archer could rode with no hands an horse without any penalty to his maneuverability?

Have you ever thought that the game was "won" when you got like 50 swadian knights since they could win in every condition? while there were troops that were totally useless (i.e. swadian seargents in comparisons to knights that were better even on foot).

Have you ever thought that the armor/weight ratio of many armors in native was without any balance so many times in native? or that you would have never been able to use a longbow on horseback? and that throwing weapons were just too weak?

Than, this mod could be for you, and I suggest you read more about this to find out!




NATIVE IMPROVED MOD V. 1.3 for taleworlds' Mount&Blade 1.11

By Cremo, all rights reserved

INTRODUCTION

Have you ever thought that, too many times, the troops of different factions were too similar to each other, making it impossible to recognize them without the "show-names" option on? that, too many times, they equipped items they shouldn't have equipped (i.e. nord lords in khergit robes) or that they lacked some "uniqueness" (like vaegir troops being equipped with a mix between nord/khergit items)?
Have you ever thought that it was ridiculous that an heavy armored knight could ride a frail courser as fast as a naked woman on it? or that an horse archer could rode with no hands an horse without any penalty to his maneuverability?
Have you ever thought that the game was "won" when you got like 50 swadian knights since they could win in every condition? while there were troops that were totally useless (i.e. swadian seargents in comparisons to knights that were better even on foot).
Have you ever thought that the armor/weight ratio of many armors in native was without any balance so many times in native? or that you would have never been able to use a longbow on horseback? and that throwing weapons were just too weak?

Than, this mod could be for you, and I suggest you read more about this to find out!





WHAT DOES THIS MOD DO, EXACTLY?




Note also that troops were modified accordingly to this rules, and now each one of them uses an horse compatible with their armor/equipment type (in particular horse archers now use only highly maneuverable saddle/steppe horse, if they want make to narrow circles around their enemies while shooting: it simply felt inconsistent to me that someone having both hands occupied to aim/shoot a bow could steer an horse as easy as someone with at least one hand free.. note that this also makes the use of throwing weapons from horseback useful, and there are NPCs that effectively use this technique with fast coursers, and are very good especially against those horse-archers).




















But this really keeps us to the next big change of this mod: horses.










*can be used by horse archers


2) Horses that can carry light armored (chest armor weight is 9.0 or less) and medium armored (chest-





*can be used by horse archers




above 20.1)










Shield weights have also been adjusted slightly.

IMPORTANT NOTE



- light armor: from 0.1 up to 9.0 weight
- medium armor: from 9.1 to 20.0 weight
- heavy armor: from 20.1 weight







Khergits archers use saddle horses (steppe for veteran horse archers), while lancers use hunters and their horsemen are similar to the vaegirs ones, carrying spears and throwing weapons (but weaker being them of
lower rank).






Commands
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Comments
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 Re: Native Improved Mod V 1.1 for M&B 1.003 by Cremo  » posted by noonchild on Oct 02, 2008, 01:26:54 pm
The Khergits seem to be a bit nerfed now, I think that's a good thing. Looks great. Thanks for this!
Installed just fine.
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 Re: Native Improved Mod V 1.1 for M&B 1.003 by Cremo  » posted by Chasm on Oct 03, 2008, 10:28:53 am
Ahh, a breath of fresh air. This is not a severe change, but some very nice smaller changes that are all for the better, making native a more enjoyable experience. All of these changes are logical and balanced, in my opinion. It's one of those mods that I hope all the major mods will implement. Oh, and hats of to Cremo for actually telling us what he did in such detail, with grammer and spelling! ;-)
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 Re: Native Improved Mod V 1.1 for M&B 1.003 by Cremo  » posted by Chait on Oct 03, 2008, 03:25:01 pm
Sorry if I bother you, but every change you made seems fine "EXCEPT" the way you redistributed the "atribute points" for each object/horse.

What do I mean?

For example, NOBODY would choose a SUMPTER horse having also the WARHORSE and CHARGER as options for the heavy cavalry.

You said: "... the idea was to make each horse useful."

What do you consider as an "atribute" when rating them? Is their "PRICE" also an atribute?

Why did you increase the "BASIC" amount HP from 100 to 120?

Why would 145 HP be "UBER", if the next one in the line and the next one to that one have 140?

I Can't remember the other questions I had, but these are basically the most important...

NONETHELESS, your ideas are SPLENDID. It was about time someone realized that it wasn't really ok to have "OPTIMUS PRIME" over "Mr. ED"...
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 Re: Native Improved Mod V 1.1 for M&B 1.003 by Cremo  » posted by Confed on Oct 04, 2008, 01:00:11 am
Hey :)

great mod, I've been enjoying playing it so far :)

Bug report for you, I've noticed that the sea raiders drop an enormous amount of shields when I defeat any group of them, even if there are only 6 raiders they drop dozens of shields, thought you should know. I'm playing version 1.003 with no other mods installed
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 Re: Native Improved Mod V 1.1 for M&B 1.003 by Cremo  » posted by Sergeant on Oct 04, 2008, 05:47:42 am
seems like an awsome mod, making all the factions look a bit more unique etc.

but a slightly more compact description would be nice, you have written a damn novel there my friend ;)
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 Re: Native Improved Mod V 1.1 for M&B 1.003 by Cremo  » posted by Grubbi on Oct 04, 2008, 08:12:12 am
I did everything described in the intallation section, finally got it to load then started a new game and it's identical to native. :shock: What've I done wrong?
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 Re: Native Improved Mod V 1.2 for M&B 1.003 by Cremo  » posted by Cremo on Oct 04, 2008, 04:37:22 pm
Hi guys

Thanks for all the comments and feedback you gave me, but from now on, please, use the thread on the forum for any feedback (voting and general comments about the mod are ok here) we can discuss better of those things there: http://forums.taleworlds.net/index.php/topic,46535.0.html (it was my fault before since i forgot to put any link, but from now on i really hope we can use the forum).

About the installation problems: download the newest version. It has new installation instruction that I hope should help you with your problems.

On the saddle horse/sumpter horse debate: it's my fault since i wasn't specific enough when I said "i wanted any horse to be usefull" to not explain further that sumpter/saddle horse are not on par with other horses due to them requiring just 1 riding skill (they are like "peasants horses")

on the excesive loot drop from sea riders, thanks for the segnalation, it's an issue we are discussing in the mod's thread
IP: logged
 Re: Native Improved Mod V 1.2 for M&B 1.003 by Cremo  » posted by Antiga on Oct 05, 2008, 07:58:57 pm
Just as a personal preference I like mod's to add and expand in gameplay, not limit the game's options(Wether making it more realistic or not) which is the major part of your mod. I'm sure there are plenty of people who love it though, so still good job.
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 Re: Native Improved Mod V 1.2 for M&B 1.003 by Cremo  » posted by RobinHood on Oct 13, 2008, 12:41:56 pm
very nice mod. Hope you will continue to improve it.
I wrote a looong post about ideas for economic system, but apparently it never got posted (think my connection was to blame) :-(
Theres a few things I will state out in this.
Although this is not your fault, the battle sizer is awesome, makes fighting between large forces more realistic, and also better balanced, except one little thing. Now the tactics skill seems rather pointless. This is minor problem using it and of course you can avoid using it, but I think it's safe to say that many players with non crappy comp's or better would like bigger battles from time to time. Still the biggest disadvantage using large armies is sieging. No matter how large army you have you still have one place to crawl up in the enemy castle, making the defenders barricade the entrance making it nearly impossible to enter. I hope for bigger or more entrances into a castle. Dunno how siege works at all (only joined an ongoing one), but should be the better and more siege equipment gives better entrances into the castle.
If your siege machines is overwhelming the main gate should be open and we start outside that one instead.
This may be a bit hard, but atleast making the entrance into the castles bigger, as one ladder isn't very much. Maybe make this choice optional but I would certainly like it.

And then very short about economic+more I come up with:
Armors and weapons they carry now looks alot better, although I dunno how you got the black mercenary cav. armor from, and they may be strong but their also double the expense of a Swadian knight. Generally this cost is low anyways, so troops weekly pay should be increased, alot, armors a bit cheaper especially the heavy ones, as a lighter reinforced version might be cheaper and better while still being lighter. Basic gear should generally be cheaper, but there should be some new special gear very expensive but also alot much better, created for lords. No other troops carry these in battle, it is prestige equipment worn only by lords and kings. Just enhance textures of an already existing armor, or a sword. These should be hard to find in stores, having for example only one available at a time (in a city), or not even that, but might be dropped by kings.

Lords and kings should generally have fatter loot. Always A high tier horse, and for example you may find a plate armor, or something else, that's also why they should be cheaper compared to rest, so it's not to unbalanced.

Stores. Cities sell equipment belonging to their faction, some others but basically that. Lamellar armors, khergit bows and sabres with the khergits. That plate armor (the one with 27 weight), iron greaves, charger, warhorse, steel shield with Swadians (many of these are sold elsewhere to of course, but lamellar armor should mostly be sold with Khergits, and always to find there.
Champion versions of horses are on the other hand to rare to see, only seen one so far. Maybe have one type only to be found with one faction, and then again the horse is randomly located in either of the belonging cities.

If possible make encumberance strenght limited, so that you need a specific amount of strenght to wield very heavy armors.

increase prize of wages alot, but decrease basic equipment cost (mail armor, plate non enhanced etc), this works both ways when buying/selling, increase income from fiefs (mill bigger influence), allow higher bettings in tournament (300-500), but decrease the odds factors a little bit, better loot from lords or kings, and quest payments are way to low. Especially quests from kings should be higher, and high renown and good relationship with faction and king should rise you in the ranks as vassal, gradually giving you bigger lands to control.

Well this suddenly became long after all, and I know many of the ideas are dreaming, but atleast some should be accomplishable. Maybe the creators. could think of some of these things if they're gonna release a newer version.
IP: logged
 Re: Native Improved Mod V 1.3 for M&B 1.010 by Cremo  » posted by Magua on Oct 30, 2008, 08:07:04 pm
:-x You castrated my sweet Khirgits....
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 Re: Native Improved Mod V 1.3 for M&B 1.011 by Cremo  » posted by seanflanary on Nov 18, 2008, 04:07:34 pm
I haven't played this yet, though I am going to download it when I get home. I think one other small fix you should make, which won't change the game that much, is to make the armies capable of achieving a much bigger size. This makes the character able to control a larger amount of people, i.e. an actual army.

There are old posts that say you can do this, but none for the new version. Tell me what you think.
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 Re: Native Improved Mod V 1.3 for M&B 1.011 by Cremo  » posted by RobinHood on Nov 29, 2008, 08:03:40 am
I really like this mod and therefore using your mod as a base when making My mod.
It's only a small one, but I intend to add alot more later.
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 Re: Native Improved Mod V 1.3 for M&B 1.011 by Cremo  » posted by Cremo on Dec 25, 2008, 12:20:42 pm
You are welcome!

I've seen your mod and i think i'll try it as soon as i'm able to play m&b again :)
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