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Timohept Regular User Dec 28, 2009, 12:43:12 pm 0 50
Comments
Here is a link directly to their forum, just in case you don't know and don't want to go searching. :pint:

http://mbx.streetofeyes.com/index.php/board,20.0.html
:hammer:
EASY STEP BY STEP INSTRUCTIONS TO INSTALL MOD! :hammer: (Most of it is copy/pasted from the pdf instructions)

1. Download and extract TLD to your desktop.
2. Open the TLD folder and go into the "Data" folder.
3. Open the Mount&Blade folder (separately)
4. Now, go back to the TLD folder and do the following:
Take all *.brf files and copy them to M&B/CommonRes/ folder. Overwrite when asked.
Take all *.txt and *.xml files and copy them to M&B/Data/ folder. Overwrite when asked.
Take all the remaining files and copy them to M&B/ folder. Overwrite when asked.
5. Drag the entire TLD folder to Mount&Blade/Modules/
6. In the TLD folder, which should now be inside of your M&B/Modules/ folder, double click the IronLauncher.exe to play.

NOTE:
:!: Installing this mod will make playing other mods with that Mount&Blade difficult/impossible. So backup your entire Mount&Blade folder if you plan on playing other mods.
:!: The IronLauncher MUST be used to play this game. DO NOT try launching it with the normal Mount&Blade.exe, as it will not work properly.

ENJOY :pint:
AHHHHHHHHHHHHHHHH :hammer: :hammer: :hammer: :hammer:
LIKE OHHH MUHHH GAWWWD

Can't wait :green:

You guys are AWESOME in advance. I loved the .808 version.
I will post bugs if I find any :3
Thanks for this epicly epic mod! :pint:
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 Warsword Conquest Preview mod (v 1.0)  » posted under Warsword Conquest Preview mod on Oct 22, 2011, 11:11:01 pm
I've seen that issue with all of the caravans or whatever that use a ship. I think the issue is caused because they spawn on the water which makes them use a boat? When using a boat you can't get onto land without first choosing to "disembark". That might be why they get stuck on the shores, because they don't know how to choose to disembark.

I made a new game and it seems the outposts work fine (or at least if you only use one). Just never upgrade it to a Fort. I've not gotten the Fort to work at all. I mean you can use it, but you won't ever actually be able to see a Fort. If it gets attacked, I'm sure it will make you fight on the randomly generate hills it makes.

Hey Dell, could you include more companions in the final version? Playing as a Goblin wolfchief, I've only found a single goblin companion; Bug. (Who is bugged lol.) Additional Goblin or Orc companions would be awesome. I don't like the idea of enlisting humans or skeletons into a goblin army.


But yeah, back to playing. I'll keep updating what I find. You said you were a modeler and texturer? Well you are a damn good one. I love it.

[Edit]

I found a bug where sometimes when you are rescuing a prisoner, he becomes hostile against you and everyone else. Not only is he hostile towards everyone, the guards are hostile towards the townspeople. xD It was pretty funny, but impossible to actually kill everyone and keep the prisoner alive as he keeps bashing you in the back of the head.

Does anyone know how to marry a girl? All the faction races are defaulted to "female" and even though some of the Lady(s) are changed to male, I'm not sure how to go about marrying them. I haven't seen the option to dedicate my tournament win to them. They won't really talk to you until you get their relationship up (via tournament dedication).
comment last edited by Timohept on Oct 23, 2011, 03:49:04 am
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 Warsword Conquest Preview mod (v 1.0)  » posted under Warsword Conquest Preview mod on Oct 21, 2011, 10:54:06 am
First of all, great mod! I love the races and variety. I've always wanted to be a Goblin Wolfrider. Thank you guys for making it and keep up the good work. :green:


Here are some comments and bugs I've found:

Is there a way to set the race of your kingdom? I haven't found the option.

Also the companion "Bug" is bugged lol. When I talk to him, it gives me a mesh error. I can continue and use him without problems (besides an "X" being in place of his portrait), but it always gives me that error upon talking to him.

Another bug I noticed was when I made an Outpost (upgraded it to a Fort) and when I went to visit the fort, nothing was there. It just spawned my party and a bunch of people in a randomly generated open field it seemed. I started a new game and tried it again, same results, only this time I couldn't even see the outpost as they were just randomly generated open fields too. The first time I made an Outpost, It actually spawned as an Outpost and allowed me to walk around. On the new game where I tried this, it wouldn't work and when I tried to delete the Outposts my character/party would disappear with it. It wouldn't even allow me to ctrl+left click back onto the map.

The patrols from the Outpost seem to always be human, regardless of what race my character is, and I still have not found an option to change my kingdom's race.

You can demolish an outpost and rebuild as many times as you want, but once you build a Fort, it is permanent

The Fort's management options are buggy. You can't view the marketplace, unless you choose to walk into the randomly generated field and manually speak to the blacksmith, horse seller, etc.

Alike the previous versions, when you capture a castle or town, the guards default to greatswords, despite what race the player is.

Also alike the previous versions, it is impossible to recruit villagers from towns/villages you own, or your lords own. This makes it very difficult to progress as your own kingdom, especially if you chose to go to war with the faction you wish to replace. :-(

I believe when you start the game, by selecting a race and then clicking back and selecting a new race (repeating) you can get all of the races' starter gear when you spawn on the map.
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 Warsword Conquest Preview mod (v 1.0)  » posted under Warsword Conquest Preview mod on Oct 20, 2011, 11:31:14 pm
WAAAAAAAAAGGGG! :hammer: :hammer: :hammer:
lol I clicked download before I even read anything in the description.
I'm so excited for this mod. I'm a huge fan of the work.
Can't wait to play it! :hammer: :hammer: :hammer:

I will be sure to post any bugs or anything I find, as I did with the last release :3
:pint:
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 The Peloponnesian War (v Alpha)  » posted under The Peloponnesian War on Sep 22, 2011, 12:13:58 am
FUCK YEAHHHH! :hammer:
Been waiting to do some shield bashing on Warband!
Downloading now!
Thank you for the mod, if I find any bugs I'll be sure to post.
I'll also be posting the good things I like about it too :p
You guys deserve it!
Did you get permission for this? I see no reason to upload the whole mod just for a saved game and a chest. You could have simply uploaded the files you specifically changed, and nothing more. Then they could have copy and pasted it into the original file. I wouldn't expect good ratings on a mod that is 99.9% someone elses work and just a saved game and a chest of already in-game items. :-?
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 Re: A Mod for Pro Players (v 1.05)  » posted under A Mod for Pro Players on Jul 31, 2011, 02:44:20 am
There is no way in hell a level 10 with only 20 troops could afford companions LOL. But yeah, I don't mind the cost of the food - I just think the low quantities of it is more annoying than it is "difficult". It is a waste of storage space. If you allow a companion to make a raiding party, do they train or recruit new troops?
I got lucky getting a castle. The nords went across the map and took one of the Horde's castles, which I reclaimed for myself. It is too far for them to reclaim and they are likely to lose a lot of men getting through the lands to get to me.

What would be really cool is if you could get the elite troops to be captains of raiding parties, and companions would act as lords. I have some Dukes and Earls that would love to lead some men :P
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 Re: A Mod for Pro Players (v 1.05)  » posted under A Mod for Pro Players on Jul 30, 2011, 02:25:36 pm
yenis wrote:


Because I made this mod alone, I don't know how to fix the Companion's dialogue problem. Yes, it is there, I know, but sadly I don't know how to fix it, sorry. If you know someone that can tell me how, please notify me.
And about kingdom management. After you get your own castle, when not being tied to any kingdom, you can only organize raiding parties that your companions lead. But Companions won't listen to you every time until you reach a level higher than theirs. Also, Companions won't go to a castle that is already under siege, but will stay in it and defend it, they won't flee from the besieged castle, and will only follow you if you have an army that is bigger than theirs.

Once you get yourself a town, you can start your own kingdom, declare wars to other kingdoms, assign fiefs to other companions, change faction name or color, organize patrols, and a lot more. Also having a town gives you access to the faction's most powerful troops after building a special building. It also raises your renown, and gives you an additional 100 army limit.

And about lords, you can, once you have a town, and buy a spymaster, ask him about unhappy lords, that are not in good relations with their king, and when encountering the said lord, you can ask him to join you if you give him land. Usually they join when you offer them a castle of your own, but if your relation and renown is high enough, they may accept even a single village.


Thanks. I had taken a castle and was confused about the kingdom management. It is a shame you can get no help until your either higher level than the companions and have a bigger army or you manage to take a town by yourself (which I'm sure qualifies for the bigger army, and higher level anyways). I'll try leveling up some more and getting bigger armies. Usually I like to play with a small army of elites, it gives you great mobility and you don't have to worry about food. WHICH REMINDS ME! The food is a huge problem for me. I have to constantly resupply food. Cabbage is only 15? If you have a large army everything runs out before you can ride to the next town. It had gotten to the point where I have to restock food from villages because I had already bought out all the food from my nearest town lol. A great addition to this mod would be new food items, such as a "Crate of food" that holds 500. Give it a small moral bonus, I'm not concerned with the moral, I just want to know my army will be fed. Also it would be cool to give wine and drinks moral bonuses.

As far as the dialogue goes, I don't know anyone who can help. I have no experience with modding. I tried it a few times but gave up because its a hell ton of work for one person. I don't have the patience to work on one thing for years. :hammer:
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 A Mod for Pro Players (v 1.05)  » posted under A Mod for Pro Players on Jul 30, 2011, 03:30:00 am
Loving the mod so far. There is an issue with the companion's dialogue though. Sometimes they don't make sense or are incomplete. For instance, some will never give you their cost, if you have enough money you just have to hope it's what you're willing to spend. I am confused at how Kingdom management works though. My companions can start raiding parties, but they don't listen to me and I can't give them fiefs. Do I have to recruit lords from other factions, or is there a more practical way?


My favorite way to make easy money in this mod is to hire a bunch of Slave Hunters and attack bandits, then sell them.
The nords are TOUGH without range support. Cavalry alone isn't enough for them lol. I won't get far without any lords...so if anyone knows how to get them, I'd appreciate it if you told me. :pint:
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 A Mod for Pro Players (v 1.0)  » posted under A Mod for Pro Players on Jul 22, 2011, 12:51:51 am
Btw, thank you for sharing your mod with the community. Although you haven't gotten a lot of positive feedback, we do appreciate your contributions. Keep up the good work! :hammer:
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 A Mod for Pro Players (v )  » posted under A Mod for Pro Players on Jul 21, 2011, 09:53:42 am
Sounds more like "A Mod for People Who Enjoy Losing". :shock:

If looting bandits don't pay the bills and you have to target invincible faction lords with 500 man armies of massively strong units just to get some gold (which puts you at war with ALL that factions lords and the leader - 10000s of massively strong units and invincible lords) then how could anyone even hold a single castle without cheating? You would have to auto-fight each battle (assuming you somehow had more than 500 men - which you could never afford anyways). From the sounds of this, if anyone is able to actually play it successfully, then "pro" is an understatement, they are M&B:Warband gods. :-|
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 Calradia 1480 Zendar Offensive 1.2 (v 1.2)  » posted under Calradia 1480 Zendar Offensive 1.2 on Jul 03, 2011, 10:10:20 am
You should add a link to the thread containing the mod details in the description, if you aren't going to add the details. :-?


Here is the link for you guys:

http://forums.taleworlds.com/index.php/topic,114185.0.html
comment last edited by Timohept on Jul 03, 2011, 10:13:38 am
Wow, I've been waiting for this one. :hammer: Is this multiplayer only or singleplayer too? I'll go and find out...downloading now. Thanks modders!

Just turned it on, and I have to say...AWESOME loading screen. I like it fine the way it is, but shouldn't it say "Advancing to..." instead of just "Advance to"?

Found out no single player mode :( - on to the multiplayer :D :hammer:
comment last edited by Timohept on Jul 01, 2011, 04:59:33 am
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 Re: Warsword Release 2 (v Release 2)  » posted under Warsword Release 2 on Jun 29, 2011, 07:02:02 am
I am just quoting the main post. I also suggest you guys read them when having trouble installing a mod, or to save yourself the trouble, even before you attempt to install the mod. You HAVE to follow the following instructions or the game will NOT run properly.




You will need these bug fix files too
http://www.mbrepository.com/file.php?id=2134



To install new races
This is a mod for the original Mount & Blade "ONLY"

To get the special races working properly you have to do the following

open program files and then Mount&Blade folder.

Move The Original folder called "data" in Program Files\Mount&Blade to somewhere safe DO NOT detele as you will not be able to play other Mods or native.

Move the folder in Mount&Blade\Modules\warsword called "data" to Program Files\Mount&Blade .

PLAY and Enjoy

You will have to change the data folders over again to play other mods or native .


:pint: Good luck gentlemen.
I was going to use software to capture it, but I have two monitors and it was giving me a hard time to get it to work. And ya, for some reason I read something like "download and view the change log" lol...so I didn't bother reading the rest. I just woke up >.< sorry. :pint:
Hey, I haven't played this version but I played the old one. I made a video of my gameplay, figured some of you might like it so here it is: http://www.youtube.com/watch?v=tL57qW45Dh8.

You could call it the UNOFFICIAL TRAILER.

Anyways can't wait to try this version out. :hammer:
It would be nice to be able to read the changelog before downloading it. Not a big deal though. :pint:

Keep up the good work guys!
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 The Teutonic Order (v )  » posted under The Teutonic Order on Feb 12, 2011, 11:35:02 am
I'll check it out :pint:
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 Mount&Gladius Singleplayer (v 1.1)  » posted under magna imperia (mount gladius singleplayer) on Jan 31, 2011, 06:51:29 am
Unfortunately, there are no maturity requirements for registering on these forums...
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 Mount&Gladius Singleplayer (v 1.1)  » posted under magna imperia (mount gladius singleplayer) on Jan 31, 2011, 12:03:54 am
3d86 wrote:
1. When you export character you loose all the items you had on your character ..........
2. Faction Rome was eliminated


These 2 bugs i found in 3 min of play,how many other would i find in 1h of play ?
If you cant make a mod please learn before you release a crap like this
you dont need the community to point out such bugs,if you would have tested your mod yourselfs you would have seen them.

If you do not wish to play free mods that have 0 funds and are made by real people on their own time, then don't. Who the hell are you to complain? There is constructive criticism and then there is your rude, selfish, barking. We prefer constructive criticism here. You should be thankful for any attempts at increasing YOUR entertainment, whether it be successful or not. I apologize on his behalf templarknight. Modding is hard work, I've tried it many times but have always given up. Kudos to you for sharing your work, I'm sure the rest of us appreciate it.
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 Onin no Ran for M&B v1.011 (v 0.6.6)  » posted under Onin no Ran for M&B v1.011 on Jan 29, 2011, 10:19:34 pm
Mercenary wrote:
FUJIWARA SUCKS!!!

Nerd rage? Why waste your time being so hateful and insignificant?
If you really hate someone or something, do something more physical instead of hiding behind your computer being an annoying online pest.
This was the last place I would expect personal drama and break-up fights...
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 Dawn Of Man (v )  » posted under Dawn Of Man on Jan 10, 2011, 08:09:44 am
K, I played it and during character creation, I really like the hair styles and faces lolz. I wish there were some like that in other mods, or even native. The next thing I did was check out the market for armor and weps, they were awesome too! And finally, I went to go test out the combat. I noticed that I can run about 90 miles per hour on the world map, which wasn't a problem until I ran head first into a pack of lions...

I was excited to see them though. I had a group of hill folk with me. I didn't see any lions at the start of the battle and I definitely was not ready for what was next. A swarm of shadows rushed me and killed everyone LOLL. I don't think the textures loaded properly or what the case may be, but fighting a bunch of high speed shadows was more scary than fun lol. I'll give it another shot later though.

So far, I love the mod, good work.
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 Dawn Of Man (v )  » posted under Dawn Of Man on Jan 10, 2011, 07:46:32 am
Thank Gean of Pearson, he is the one who knew how to fix it lolz, I just translated :hammer:

I get a few hours before work, so I'll give the game a try, finally. :pint:
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 Dawn Of Man (v )  » posted under Dawn Of Man on Jan 10, 2011, 07:19:29 am
The gorilla body is the rhino texture. If you press ctrl + Alt + delete and look at the open GL error or whatever its called, it says its cuz its missing the rhino texture. The game calls the rhino texture a gorilla body apparently. Which makes me want to actually see what these things look like. Again I have work though so I don't have time to check...I don't really have time to reply on here but it may save u guys some trouble. 2 hours of sleep...9 hours of work =.=....fml. :-(
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 Dawn Of Man (v )  » posted under Dawn Of Man on Jan 10, 2011, 04:23:44 am
Thanks, I'll give that a shot tomorrow, for anyone else who doesn't want to manually search for the mod he mentioned which contains the rhino texture, here is a link:

http://www.mbrepository.com/file.php?id=1257

That should be good enough for now, at least until this mod is re-uploaded correctly.

I believe these were the instructions:

1. Download the Dawn of Man mod.
2. Install the mod by extracting it to your modules folder in the warband directory.
3. Download the mod I have added a link to above.
4. Extract the mod anywhere, and find the rhino texture, inside of the texture directory.
5. Copy and paste that texture into the Dawn of Man mod.

Then you should be good to play Dawn of Man.

Like I said, I'll give it a shot after work tomorrow (well today since its 4am here) so if anyone can verify that this works before then, feel free.

- I just noticed how unbelievably lazy I am. It would take a second to verify for everyone that this method works...but I'm too lazy.
But hey, at least you got the link and instructions :pint:
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 Dawn Of Man (v )  » posted under Dawn Of Man on Jan 10, 2011, 01:16:11 am
I'm getting that same error. Rhino texture missing, and crashes on startup. :-?
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 Dawn Of Man (v )  » posted under Dawn Of Man on Jan 09, 2011, 10:13:55 pm
Mount & Blade IceAGE lolll :hammer:

I'm anxious to play it
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 The Last Days v2.4 (v 2.4)  » posted under The Last Days v2.4 on Dec 23, 2010, 07:25:07 pm
Maybe you would be interested in their recent works?

http://forums.taleworlds.com/index.php/topic,145480.0.html


Or the trailer?

http://www.youtube.com/watch?v=-n4JZEtpipg

But okay you made your case. I'm not asking you to love it. Keep in mind it was one of the early mods, and one of the best of them. At least give the next release a chance. :pint:
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 The Last Days v2.4 (v 2.4)  » posted under The Last Days v2.4 on Dec 22, 2010, 10:05:37 pm
If you only knew how many people you just annoyed. You see, there are countless people watching this page, eagerly waiting for the next update. A lot of us have been waiting for years...and when there finally is an update...it's nothing but a completely disrespectful comment coming from a human being who would not only say such a thing, but join a forum JUST to say it. It is too close to Christmas for people like you to be entitled to their opinions. So please, keep them to yourself. Thank you, and have happy holidays. :green:
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 Ambient Soundtrack Warband (v 1.0)  » posted under Ambient Soundtrack Warband on Dec 11, 2010, 02:46:48 pm
Shame no one has commented yet. Thanks for putting this together for us :pint:
Downloading now...
I was thinking about putting my own soundtrack together but I wanted to check out what was already done first.
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 Calradia 1480 Zendar Offensive 1.1 (v 1.1)  » posted under Calradia 1480 Zendar Offensive 1.1 on Nov 04, 2010, 12:39:56 pm
Roughly how long do you suppose the "wait for Calradia 1520 Vaegir Revolution" might be >.>? A month or more? :cry:
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 Calradia 1480 Zendar Offensive 1.1 (v 1.1)  » posted under Calradia 1480 Zendar Offensive 1.1 on Oct 28, 2010, 07:55:13 pm
Great mod, I loved it. EXCEPT 1 small little thing >.>

This is just a personal issue, because I always love to lead my own factions. If I don't get to, then the fun drastically decreases for me.
But ya, Kingdom Management would be a major boost. For people like me at least. :pint: Great work though =P.
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 Calradia 1480 Zendar Offensive 1.1 (v 1.1)  » posted under Calradia 1480 Zendar Offensive 1.1 on Oct 27, 2010, 10:59:30 am
Looks like fun :hammer: been waiting for a new mod. Thanks :hammer:
galactic bum wrote:
Thanks, good work :-D
Might want to add some new items, or maybe even few new quest in the future release for more fun. PM me if need help, i don't have much experience but a lot of free time :P
@Ralen you have 1.1 version of the game? Why don't you upgrade it to the latest 1.113? Perhaps thats why you have problems with loading this module.

I would like to take you up on that offer. I was thinking about putting together a team of modders myself. I'm not sure how to PM you though :-?
I'm not very experienced either, but I also have a lot of time on my hands and have always had modding in mind. Pm me if you want to team up.
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 Star Wars: Conquest (v 0.9.0.3)  » posted under Star Wars: Conquest on Aug 19, 2010, 04:04:46 pm
I downloaded this about a week ago on another site >.> ;-)

Anyways it's a great mod, I love the new features.

First off, I respect how the developers of this mod correctly use the mod version. (0.9.0.3) Other moders don't understand that version 1.0 is suppose to be a complete game, and version 2.0 is suppose to be a complete game-improving massive update of the game, not a new hero or a few new items. With this mod, I can be reassured that v1.0 is going to be exactly what it says it is, a COMPLETE GAME. Thanks for all the work you guys put into this.

A few things it could use:

- The ability to choose a droid kingdom culture. (I mean if you can get clones you should be able to get droids >.>)
- Area effected lightning and push force powers.
-Ability to jump higher with force jump and jetpacks (without having to push J - simply pushing the normal jump key, where the longer you hold it the higher you jump)
- Force speed.
- A more complex AI system, where troops tend to stick together in units and prefer range weapons over melee. (It saddens me to watch my army of clone troopers put their guns away and attempt to poke the enemy with their kitchen knives *cough* combat knives. Telling them to all to hold position in one spot isn't much of a solution. Is there a way they could split up into groups and avoid running into melee combat (keeping a distance of like 20+ feet but still pursuing the enemy)?

- If the last one wasn't pushing it, this one will. A completely new gameplay mode where each planet you control generates armies (not as strong as lords but strong enough that in numbers could do some real damage). A new command system which allows you to group these armies and turn them into squadrons or armadas (making it easier to have groups of them attack a planet successfully). I think this would make the game feel more like war. Constant battles, constant campaigns, constant fun and excitement.

- Perhaps implementing Planetary Bonuses. At least for some of the important main planets. (such as increase in your factions rifle damage, speed, regeneration, lowers food consumption, lowers troop cost, generates special jedi/sith armies or top tier troops, etc.)

- The possibility to form alliances (in which you can ask for help or be given help without asking if the AI is nearby, and the AI faction will ask you for help on their campaigns also, and you can lend them lords or armies.)

- Other up-risers, aside from yourself who, just like you, start the game without any planets or very few planets of their own and pursue galactic domination as well. Making it possible to join them or make alliances with them. They would be more willing to ally with you than a larger faction. Of course it won't be likely that any of these up-risers actually defeat any particular faction, but it would really give us more options with starting our own kingdoms. Instead of pissing off the big hats, we could just use wait till these up-risers aren't looking and steal their planets, which gives us a fair start. This will make the game more interesting, watching the little guys give the massive factions a run for their money, introducing more strategies for the players to orchestrate.

I'm sure I have more ideas, but ima take a break for now. :pint:

Keep up the amazing work!

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 Diplomacy v2.8 (for 1.127) (v 2.8)  » posted under Diplomacy v4.3 (for 1.153) on Aug 14, 2010, 04:32:38 am
I scrolled through all of the comments and noticed a few people asked for this to be made for the Original M&B 1.011. I would also like to know the answer to that. Of course it wouldn't have the same stuff, but some of the mods for the original m&b could really use this. I own both Warband and vanilla, but the quality of mods is still best on the original. I bought warband the day of its release, I didn't think it would be this long before any impressive "large" mods came out. Unfortunately I have to wait longer. In the meantime it would be amazing to be able to install some of these features into the origional M&B. I don't think I'm alone here >.>...or at least I hope not. :roll:


Thanks, and great work on the mod!
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 Re: Warsword Release 2 (v Release 2)  » posted under Warsword Release 2 on Aug 07, 2010, 12:44:29 pm
Lord_Phyr wrote:
I don't know if this is just going to sound stupid, but i cant' use the guns. It says i require " " to use them. between the " and the " is where something should go im assuming? can't think of what it would be, but either way i dont have it. help?


When in doubt, read the previous comments. This has been answered. There is a patch in the description (and I believe another patch elsewhere) but the patch in the description fixes the firearms bug, as well as others. :hammer: hope it solves your problem, have fun! :hammer:
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 Warsword release 2 update 2 (v )  » posted under Warsword release 2 update 2 on Aug 01, 2010, 07:50:07 pm
I have been playing this mod for days, my girl friend is worried. >.>...but I have noticed a few things that could use some work. Kingdom management is pretty buggy. You can't name your faction, you cant give villages to lords, you cant recruit anything from your faction's villages, some of your lords have no banners (only the first guy I got did). It would be really nice to be able to make peace with other factions (them treat you like a king, assuming you have enough rep or land or whatever). Recruiting other faction lords would be cool. Promoting certain lords to Lord Marshal would also be awesome. Could you also include alliances?

Also in the battle command system, I could only make 1 regiment. I couldnt make any other battles using other heroes.

Could you guys include mercenary camps, where you could recruit beastmen or goblins, and buy their equipment?

When I took over the orc faction, I got prisoner trains full of orc, and orc warbands (they didnt convert to my faction - undead).

When I take a castle, the units inside are always greatswords, no matter my faction culture.

The "fixed" wars, don't take affect for a while. I'm not entirely sure what they are to begin with.
Could you make the factions start with realistic faction relations? (and include an option to lock factions or not)

That's all I can think of for now, thanks for the game again, keep up the amazing work. :green:

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 Warsword release 2 update 2 (v )  » posted under Warsword release 2 update 2 on Jul 30, 2010, 07:14:49 am
What is in this update? :-? If you get time could you post a link to this in the main warsword 2 mod page, and include details on what is being updated >.>. Thanks, and amazing work on the mod :hammer:
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 Warsword Release 2 (v Release 2)  » posted under Warsword Release 2 on Jul 20, 2010, 08:11:11 am
Amazing game! I love it, thank you for making it :hammer: .

Patching the original warsword folder with the patch corrects the firearms requirement (for those who don't know)

Also some bugs I have found:

Caravans are still lead by caravan masters, despite the faction. When you capture a castle/town without being under any kingdom, you start your own kingdom of course, but there is no way to name it and it is named "Unexisting String!" by default.


I don't think it is just my computer, because I have tried it on two, but I've noticed a lot of lag or traffic when a battle is started and you are facing the opposing team. It runs smooth when I'm looking at anything else, but as soon as I turn towards the enemy it gets choppy and slowish. I believe this wears off after battling for a while.

Whenever I capture a castle, the guards inside of it are always Greatswords. The lords who join me are random factions (which I don't mind - it is probably intentional.)

Another bug I found was that the Revered Old Sarus guy (the faction leader) has floating feet that stick out of his knees.

Lastly, would it be possible to allow alliances? :green:
comment last edited by Timohept on Jul 20, 2010, 03:31:19 pm
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 Warsword Release 2 (v Release 2)  » posted under Warsword Release 2 on Jul 19, 2010, 07:34:54 am
There is a requirement of "10" on the warplock pistol/musket, I made a character with 10 everything and still could not meet whatever requirement it asks for. What do I need 10 of in order to use the guns?
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 Warsword Release 2 (v Release 2)  » posted under Warsword Release 2 on Jul 18, 2010, 04:57:15 pm
:shock: DOWNLOADING NOW :shock:
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 Terra Aeterna (v 0.10 Alpha)  » posted under Terra Aeterna 0.30 BETA on May 04, 2010, 09:27:45 pm
Ok I figured out where the muskets are. Well I'm not sure if this applies to all the companions but my guess is that when you recruit them and look in their inventory, they should all be equipt with a musket and ammo. Wait nvm I recruited 2 and only one had a musket...the girl with the pink dress Ymire or something. Bathestur did not have a musket. Those are the only 2 Heros I checked.
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 Terra Aeterna (v 0.10 Alpha)  » posted under Terra Aeterna 0.30 BETA on May 04, 2010, 04:54:00 pm
Haven't been able to find muskets in any city. Do I have to be a certain level? Are they only sold in certain cities?
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 openBRF - an editor for BRF files (v 0.0.37b)  » posted under openBRF - an editor for BRF files on Apr 02, 2010, 11:06:25 am
I'm new to modding, but where can I find all the tools i need to mod Warband? or have they not yet been made?
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 The Last Days v2.4 (v 2.4)  » posted under The Last Days v2.4 on Dec 30, 2009, 09:00:43 am
NVM...i figured it out. I wasnt expecting to have to equipt the food. I think the mod can do without having to equipt the food...and whats the point of having more than 1 kind of food if they dont do anything? might was well buy the same ol' smoked fish everytime since its the cheapest. Fun mod though. UNLESS YOU DECIDE NOT TO GET A HORSE AND START AT EISENGUARD! 80% of the game was chasing riders of rohan on foot :-| they tend to keep thier distance, even if they are melee units, kinda annoying if you ask me, and to top it off they only charge you when your turned around chasing a different one! I understand the tactics in it, but thats some low blows...All the more rewarding it is to knock them off thier horses with a heavy axe >:) then comence the smashing :hammer:
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 The Last Days v2.4 (v 2.4)  » posted under The Last Days v2.4 on Dec 30, 2009, 01:13:51 am
I started the game as a urukai berserker and in my inventory i get human meat and a 2h axe, but after a while it starts telling me my party has nothing to eat. I sold the human meat and bought some smoked fish, but it still tells me my party has nothing to eat. Any help? :-?
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 Onin no Ran for M&B v1.011 (v 0.6.6)  » posted under Onin no Ran for M&B v1.011 on Dec 29, 2009, 04:36:37 am
:-( ive crashed like 4-5 times trying to access shops and towns, ive yet to even get to kill anyone...is there a way to fix this so i can actually play it?
Looks fun.
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 The Ranger's Apprentice (v 2.00)  » posted under The Ranger's Apprentice on Dec 29, 2009, 04:30:28 am
:-? didnt ever know there was a money cheat...ill go check that out...
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