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Natureboy Regular User Jan 06, 2010, 03:11:03 am 0 41
Comments
el_infante wrote:
Instruction to install the mod:
- Copy and paste "Ogniem I Mieczem".
- Rename it to "WFaS Enhanced"
- Extract the rar file into it overwriting all.

It must work.

I hadn't updated the game to version 1.143. That seems to have been the problem. Now the mod loads fine, but when I go back to the world map after winning my first battle my party doesn't appear and the game seems to assume I lost and got imprisoned.
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 With Fire and Sword Enhancement Mod (v 1.00 alpha)  » posted under With Fire and Sword Enhancement Mod on Feb 26, 2012, 02:50:19 pm
I'm getting an error message stating "Unable to open file: CommonRes\prisonCart.brf" when I'm trying to start the mod.
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 Europe 1200 2.33 (v 2.33)  » posted under Europe 1200 2.33 on Jan 24, 2012, 02:10:28 am
Hey. This is for Warband, right? Just asking, because it says "For M&B version: 1.010/1.011" at the top.
Installed and started fine. Great mod. But some of the missions Saruman is giving me, do not seem to work right. When I get the "Bring me a Troll!" mission I can't attack the Wild Trolls in the Myst Mountains, because they are allies and I can only choose to disengage. When I get the "Investigate Fangorn!" mission and fight the Ent(s) and lose it seems, that I can't return to the game. Apart from that, brilliant job as far as I can see.
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 Re: Teutonic Order: Drang nach Osten (v 0.5 beta)  » posted under Teutonic Order: Drang nach Osten on Sep 10, 2011, 11:58:30 am
Natureboy wrote:
Hello Vankod.

I've tried to download the new version of your mod two times now. Download is very slow and stopped before it was completed on both occasions. Are you sure, that the data has been uploaded correctly?

Three times lucky. The third download worked. Problem solved.
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 Teutonic Order: Drang nach Osten (v 0.5 beta)  » posted under Teutonic Order: Drang nach Osten on Sep 10, 2011, 10:26:49 am
Hello Vankod.

I've tried to download the new version of your mod two times now. Download is very slow and stopped before it was completed on both occasions. Are you sure, that the data has been uploaded correctly?
comment last edited by Natureboy on Sep 10, 2011, 10:29:25 am
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 Re: The American Cilvil War Mod V.1.1 (v )  » posted under The American Cilvil War Mod V.1.1 on Jul 27, 2011, 08:56:01 am
metallicawoo wrote:
PLEASE HELP ME. I am the biggest fan of the American Civil War. I do a reenactment and stuff and I am SO determined to play this mod but when I try and install it, it doesn't appear in the game list. What am I doing wrong? I extract it to the Mount & Blade Warband Modules Folder and I did the hair thing and I still get nothing appearing when I open up Mount & Blade. Anyone got any ideas?

The actual mod is in an sub folder to the one you are extracting. After extracting the packed files you need to visit the folder you have extracted them into and copy and paste this sub folder into your modules folder.
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 Re: The Teutonic Order (v )  » posted under The Teutonic Order on Feb 13, 2011, 05:57:46 am
King Edward 2 wrote:
I like it :-P i vote 5 stars and i download.Sorry for the spel
ling I`m from German :oops:

I'm from Germany, too. That's no excuse. ;-)
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 The Teutonic Order (v )  » posted under The Teutonic Order on Feb 12, 2011, 08:27:47 pm
Very nice. Thank's for sharing. Enjoyable mod. I can see, that you are not really aiming at realism, but are you planning to change the lords' names to more adequate ones? I would appreciate that. I would also like to see more 13th century like banners. And - but that to me is of minor importance - a change of map from Calradia to northeastern Europe. Do you know the "Rus XIII century"-mod by any chance? If you were to change the lords' names and in need of some historical correct ones, you might check it out for inspiration.
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 Blood & Roses Open Multiplayer (v 0.5)  » posted under Blood & Roses Open Multiplayer Beta on Nov 05, 2010, 01:38:17 pm
I started as a Knyghte in York, was very impressed by the looks of the in town battle scene (especially the looks of the bandit), then took the Merchants mission to recruit 5 men, but after that could'nt enter the City of York from the world map without the game crashing. Haven't tried the other towns, castles and villages, yet.
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 Blood & Roses Open Multiplayer (v 0.5)  » posted under Blood & Roses Open Multiplayer Beta on Nov 04, 2010, 01:55:31 pm
You: "Blood & Roses" Me: :-D

You: "Multiplayer" Me: :-(

You: "working single player" Me: :-?

Anyway. I'm downloading now. ;-)
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 Teutonic Order: Drang nach Osten (v 0.1 beta)  » posted under Teutonic Order: Drang nach Osten on Oct 20, 2010, 10:24:27 am
I'm always interested in mods about the Teutonic Order and like the models you're using. There are many things to work on in this mod obviously. I'm really looking forward to playing it with not meeting desert bandits on the plains of Prussia and not being given tax collecting missions from the Landesmeister, that I can not complete or even start, because the village of Burglen (for example) isn't on the map. ;-)
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 InNoVative (v 1.12)  » posted under InNoVative on Sep 19, 2010, 10:50:36 am
Hey there.

After beating the first looter in Sargoth a second looter appears instead of the Merchant of Sargoth. I killed him, too, and nothing happend after that.
Malikfaris wrote:
Natureboy wrote:
Hello.

Warband crashes while launching a new game. Is this mod compatible with the newest version of the game?

with version 1.131 it works fine for me.

you may need to do a full reinstall warband with version 1.131 if you have been applying only the patches for a while.

Hmmm... Strange... I just tried to start a new game for the 4th time - and this time it worked. :-D
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 60 New Companions + Diplomacy v3.0 (v .953)  » posted under Lots of New Companions + Diplomacy v3.3.2 on Aug 28, 2010, 06:46:01 am
Hello.

Warband crashes while launching a new game. Is this mod compatible with the newest version of the game?
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 The Eagle and The Radiant Cross (v 3.14)  » posted under The Eagle and The Radiant Cross on Jul 15, 2010, 07:43:11 am
Hey there.

In battlescenes, when I press the directional buttons to try and move my character, he doesn't really move, but his POV rises and sinks above and beneath the landscape making it impossible for me to involve my character in the action.
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 The Ranger's Apprentice - Warband - (v V3.00)  » posted under The Ranger's Apprentice - Warband - V3.20 on Jul 13, 2010, 12:17:13 pm
First of all: Thank's!

Second: Do you care for bug reports?
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 Border Princes 2522 (v 0.7a alpha)  » posted under Border Princes 2522 on Jun 26, 2010, 09:04:41 am
P.S.: I loooooove Warhammer (especially when the Skaven are included)!
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 Border Princes 2522 (v 0.7a alpha)  » posted under Border Princes 2522 on Jun 26, 2010, 09:01:53 am
What in the blue hell is happening here??? Why is everybody so overexcited? And why are there so many people, who download a mod most likely without reading the description, in which it is clearly mentioned, that this mod is open to testers only. The description even leads you a very simple way to become a tester and get the password. Simple anyway for people, who are members of the Taleworld-forum and not suspended for (I quote) "some gay shit" - a phrase in itself worth a suspension.

All I can say for myself is: I took a look at the screenshots von Krieglitz posted and I love what I see. Keep up the good work and put out an open version of the mod, whenever you feel comfortable with it. There are already to many bugged and basicly unplayable mods on the scene. I very much prefer your approach of testing it until the mod team thinks, it is ready.
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 Re: 1257 AD (improved) (v 0.95pre5)  » posted under Anno Domini 1257 on Jun 18, 2010, 01:07:13 pm
hirohiga wrote:
Natureboy wrote:
Balian d'Ibelin wrote:
I got this message on 1.113
Unnable to open file: CommonRes/fur_armors_a.brf

I tried this mod on 1.124 and the loading phase goes quite well but when i press new game button the game freezes at Launching game phase((((

Can someone please help?

How long did you wait in the "launching game phase"? It takes a while to launch a game. Much longer than in Native or most other mods. Maybe you just need a little patience. ;-)

same thing happens to me
Unnable to open file: CommonRes/fur_armors_a.brf

what should i do?


Is your Warband patched to version 1.124? The mod won't work, if it isn't.
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 Re: 1257 AD (improved) (v 0.95pre5)  » posted under Anno Domini 1257 on Jun 17, 2010, 12:55:03 pm
Balian d'Ibelin wrote:
I got this message on 1.113
Unnable to open file: CommonRes/fur_armors_a.brf

I tried this mod on 1.124 and the loading phase goes quite well but when i press new game button the game freezes at Launching game phase((((

Can someone please help?

How long did you wait in the "launching game phase"? It takes a while to launch a game. Much longer than in Native or most other mods. Maybe you just need a little patience. ;-)
Beautiful! Beautiful! Beautiful! I just played your mod for two hours as "The Church" and I really liked it. Seems to be bug free, which is really something. Oh! Thinking of it: On the 3rd or 4th day I got a message popping up, while riding the plains, that one of my prisoners - a Danish Lord - had escaped but at that point I hadn't made any prisoners. It didn't influence gameplay as far as I can see, so it isn't really a problem to me.
comment last edited by Natureboy on May 07, 2010, 07:50:26 pm
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 Re: Scaedumar (v 0.1 beta)  » posted under Scaedumar on Apr 22, 2010, 06:31:30 pm
Abhuva wrote:
@Natureboy: Its a fresh feature from the RangerCompany Mod. Peasant Relations affect gameplay now much more, it seems like starting out on your own is now much harder. But it makes sense to me, why should peasants trust anyone who didnt done them any favor? I will test it a bit more to see how much work you have to do to get the relations up. Btw its not only relation to that village. There is a new stat you can see in the Reports called Peasant Relations. Helping Farmers out in battle will increase it, also it should be noted that helping caravans also affect the relation with the towns now. My advice would be to start out with a mercenary party, and after building up some relations switch to a faction-troops.

I have just tried it again and have managed to recruit some village people. They started trusting me at a village relation of about 5.

As far as making sense is concerned, I should think, that a really realistic recruiting system would be, if recruitment would get cheaper as the relation to the village/the faction/the peasants etc. grows. Naturally - you're right with that - villagers shouldn't trust one right away. But money can buy some people's trust.

Anyway: The recruiting system this mod is using is alright with me. I just got confused, because the villagers of Jayek didn't want to join my party even so the relation was at 5. But a few days later they did. So it just was bad luck, when I tried it at first.

Oh! Speaking of recruitment: Will I be able to hire troops of my faction in occupied villages? Haven't played long enough, yet, to find out.
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 Scaedumar (v 0.1 beta)  » posted under Scaedumar on Apr 22, 2010, 03:03:17 pm
It seems to be quite hard to recruit from the villages. Is this a mod that only allows recruiting after improving reltions with the villages?
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 Re: 1257 AD (improved) (v 0.4)  » posted under Anno Domini 1257 on Apr 15, 2010, 09:51:57 am
othr wrote:
Shikunisai wrote:
Well, the troop upkeep is way 2 much. 1 Recruit's wage is 40 Denars :shock: . In the regular M&B it's only 2 Denars or something like that. The black fog around the screen is sort of unnecessary and the world is dark ALL the time. Could you please change that? Also you should raise the gore because sometimes I kill 40 people and have hardly any blood on my sword. Squires/Knight-Errants that you hire in taverns cost roughly 20,000 or so Denars. >:( You should lower the price.

It's high because:
a) money is easy to make (plunder villages, capture lords, do city quests)
b) I want to prevent all top tier troop armies , when you can steamroll the AI without effort things get old quite fast (for me anyway)

I do absolutely agree with you on this, othr. You have updated the main post? Does that mean, there's a new version of your mod? Are the invisible man gone by any chance? ;-) Oh! And I was trying to conquer Minsk for the Teutonic Order the other day and the castle was (partly) floating in the air, what made it impossible, to finish the second part of the siege battle. It didn't even work, when I automized it. I tried this about ten times and the results always were no losses on either side.
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 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 29, 2010, 04:55:58 pm
othr wrote:
Sorry friend, I can't duplicate your issue. I assume you're running out of video memory.

Yeah. No one else seems to have that problem. And I myself am getting used to these very special forces. ;-) By the way: The amount of money one gets for not being allowed to keep an occupied castle and for setting free an imprisoned enemy lord is very nice.
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 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 24, 2010, 05:32:11 pm
othr wrote:
Natureboy wrote:
othr wrote:
Natureboy wrote:
Ok. The transparent upper body warriors have returned. Usually quitting the game and restarting it solves the problem (for some time). I've made a screenshot. Now I'm looking for a way to send it ro you. Suggestions?

What video card do you have? It seems to me like you're running out of video card memory. Just use imageshack.com to upload the image and post the URL here, thanks.

You might be right. I'm using a NVIDIA GeForce 9800M GTS. I'll try to tune down my graphical options.

Here the URL of the screenshot:

http://img231.imageshack.us/img231/6400/mb1v.png
If you just could tell me which castle this is, thanks a lot. Have to make sure this isn't the troop type.

That's the Teutonic town of Thorn. But I travelled to a Polish castle nearby to check, if this was only happening to Teutonic troops, and it wasn't. The Polisah troops were transparent in this body region, too.
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 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 24, 2010, 05:25:05 pm
othr wrote:
Natureboy wrote:
Ok. The transparent upper body warriors have returned. Usually quitting the game and restarting it solves the problem (for some time). I've made a screenshot. Now I'm looking for a way to send it ro you. Suggestions?

What video card do you have? It seems to me like you're running out of video card memory. Just use imageshack.com to upload the image and post the URL here, thanks.

You might be right. I'm using a NVIDIA GeForce 9800M GTS. I'll try to tune down my graphical options.

Here the URL of the screenshot:

http://img231.imageshack.us/img231/6400/mb1v.png
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 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 24, 2010, 09:28:20 am
Ok. The transparent upper body warriors have returned. Usually quitting the game and restarting it solves the problem (for some time). I've made a screenshot. Now I'm looking for a way to send it ro you. Suggestions?
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 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 23, 2010, 06:21:01 pm
I just started the game in the windowed mode in order to take a screenshot, and suddenly the upper bodies were there. :shock:

I then quit and started in non-windowed mode again, and the upper bodies were STILL there. :shock:

I don't know how or why, but I guess that it might work fine from now on. If the problem should come back, I will send you a screenshot, but for now... this is weired. Maybe I'm the bugged one here. ;-)
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 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 23, 2010, 04:57:03 pm
I personally am not interested in Warband so far. That means I'm glad for every module, that is in developement right now, and sad about every mod, that gets delayed until Warband comes out, because I most definitely won't be playing those.

As far as my reported bugs are concerned: Yes. I mean their upper bodies are completely transparent and missing. Their heads and helmets are floating above their feet and shoes. Their hands, gloves, weapons are where they should be, too.

Maybe this has to do with another mod I recently installed: Rus XIII 0.62. This mod overwrites some main game files to give the whole mod a very special feeling. Have you tried it? You should. It's quite a nice one. Anyway: Maybe there is some case of incompatibility with your mods armor. I don't know. :-?

P.S.: I just started another game as a vassal to Scotland and witnessed the transparency issue with the guards in the castles' and towns' knight halls, then I checked and the guards in my save game (as Teutonic Order member) have transparent upper bodies, too. The more I think about, the more I get the opionon that this must have to do with what the RusXIII mod did to my game, because such an obvious "bug" would surely have bee recognized before.
comment last edited by Natureboy on Mar 23, 2010, 05:17:39 pm
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 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 22, 2010, 08:22:48 pm
Hey.

True: It is bugged. And true: Since you wrote, that this is a work in progress, you might not need any bug reports. I however very much like that mod. And that's why I will report in some bugs anyway, that I came across playing as a Teutonic Knight for a little while:

1.) Lords are "naked" (they're wearing trousers) within halls. This however is not happening with faction leaders as far as I saw. So maybe this is something you're still working on.

2.) Some units' upper bodies are transparent in battles. I guess this happens with all units that are supposed to wear heraldic armor. I personally encountered it with my own (foot)troops at a higher level and with some footman of the raiding knights in the game (who are quite hard to beat, but this is not a bug but a challenge I suppose ;-)).

3.) Whenever I try to hire young nobles from other lords' castles they are not added to my troops, which is annoying, but the 500 gold are "nicely" taken away from me, which is even more annoying.

Apart from that I really enjoyed trying this mod. In fact so much, that I might as well play another round right now. :lol: I hope you keep on improving it.
IP: logged
 Re: Battle for Hindustan (v 0.7)  » posted under Battle for Hindustan on Feb 15, 2010, 12:20:20 pm
drakharios wrote:
Natureboy wrote:
I really like(d) the first release of the mod and am very excited about this one. Good to see, that you are still working on it and it's not dead, because the models look fantastic, the idea is great and unique and I just love the way that there are very big armies and battles from the very beginning.

One thing however annoyed me with the first draft of the mod: The game crushes to desktop, when I'm in the post-battle hire/take prisoner screen, when I pick a certain number of different units. Maybe this is a bug or maybe it's dew to my game configuration, because I get the same thing with many mods. Any opinion on that?

Never happened to me in any of my mods, or anybody else's mod. Maybe you should ask about this in the M&B forums.

I'm not sure, but it seems to me, that I just had to tune my graphical options down a little (actually a lot). The performance rating was at 39%, what was really strange, because the game was working great. Now it's 90% and I have not had any crashes with this configuration so far.
comment last edited by Natureboy on Feb 15, 2010, 12:20:49 pm
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 Battle for Hindustan (v 0.7)  » posted under Battle for Hindustan on Feb 15, 2010, 06:43:25 am
I really like(d) the first release of the mod and am very excited about this one. Good to see, that you are still working on it and it's not dead, because the models look fantastic, the idea is great and unique and I just love the way that there are very big armies and battles from the very beginning.

One thing however annoyed me with the first draft of the mod: The game crushes to desktop, when I'm in the post-battle hire/take prisoner screen, when I pick a certain number of different units. Maybe this is a bug or maybe it's dew to my game configuration, because I get the same thing with many mods. Any opinion on that?
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 Europe 1200 Mod (v 2.3)  » posted under Europe 1200 Mod on Jan 10, 2010, 07:52:21 pm
I've just downloaded Europe 1200 Mod and tried it out for a few minutes. It's nice. Only one thing irritated me this far: Is Hildegard von Bingen a man in this mod?
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 Re: KILL THE INFIDEL v.1.0 (v 1.0)  » posted under KILL THE INFIDEL v.1.0 on Jan 09, 2010, 01:54:11 pm
stillness wrote:
OMG man !! The patch is in polish. How can I install it? I can;t speak polish :(

But you have already installed the mod? That's in Polish, too, isn't it?

Anyway. I don't understand a word of Polish and found installing quite easy. Just check, if the installer suggests the right path for installation, change it, when necessary, and then click on the button "instaluj", which can be guessed to mean "install". After that the patch asks you, if you want to overwrite the existing mod files. Since there are not so many files to be overwritten, all you have to do is click on the "Tak" button ("Tak" presumeably means "Yes".) a view times and the patch will be installed.
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 Re: KILL THE INFIDEL v.1.0 (v 1.0)  » posted under KILL THE INFIDEL v.1.0 on Jan 09, 2010, 10:37:58 am
Darak wrote:
It is not the patch the whole mod i can not run it dos not apear in the current modules thear is no Kill the infidel what could be the problem?

The things, that suede79 wrote about the patch, are also true for the mod itself, Darak. The installer automatically installs the mod to C:\Program Files\Mount & Blade\modules\Kill the Infidel\ folder. If you have M&B installed into another folder, you have to change the folder path in the installation menu. I had the same "problem" at first, because I have my M&B installed to the "games" folder and not the "program files" folder.
comment last edited by Natureboy on Jan 09, 2010, 10:38:31 am
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 KILL THE INFIDEL Patch 1.1 (v 1)  » posted under KILL THE INFIDEL Patch 1.1 on Jan 09, 2010, 09:42:49 am
Yeah. I get kicked out of the game. The error-message says something about shadowing. I regulated my shadowing options down a little. That seems to have solved the problem. But I'm not 100% sure yet. I'll keep an eye on it. :shock: ;-)
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 KILL THE INFIDEL Patch 1.1 (v 1)  » posted under KILL THE INFIDEL Patch 1.1 on Jan 09, 2010, 08:17:01 am
Hey! I installed the Patch. The big bug is really gone. Great! However: I get quite a few errors when fighting in battles and I can't really figure out, what causes them. But that's just a little annoying since I'm always using the autosave.

Other than that I enjoy playing the mod. Seems you've made my weekend. :-D
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 KILL THE INFIDEL v.1.0 (v 1.0)  » posted under KILL THE INFIDEL v.1.0 on Jan 08, 2010, 02:43:01 am
I met the Crusaders every time I played the game. They are patroling right where you said they were: South of Jerusalem (sometimes very South sometimes not so much ;-) ).

As I said before: I really like this mod and I'm looking forward to playing it without that bug. (I will continue calling it a bug, because it bugs me - big time. :-D )
comment last edited by Natureboy on Jan 08, 2010, 02:43:53 am
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 KILL THE INFIDEL v.1.0 (v 1.0)  » posted under KILL THE INFIDEL v.1.0 on Jan 06, 2010, 03:17:21 am
I really like your work. It's the best Crusader mod for M&B I have played so far. The only annoying thing is the wages bug, that has been mentioned by a few other users. Really hope you can fix this for us. (Oh! The length of the lances tends to make me shake my head. But that's alright. ;-) ) Otherwise: Great mod.
comment last edited by Natureboy on Jan 06, 2010, 03:20:04 am
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