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User Name Group Member Since File Listings Comments
Swadia4Ever Uploader Jul 04, 2010, 07:47:12 am 5 70
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  Explosive arrow and Explosive BULLETS Oct 16, 2011 0.29 777 5.0 / 5.0 4,483 146.7 KB 7
2  Warband Cheats - available for Prophecy of pendor Aug 13, 2011 0.12 320 4.8 / 5.0 2,489 2.6 KB 10
3  OldSourceNewFeelMod Sep 30, 2010 0.04 115 Unrated 961 1.35 MB 0
4  New Feel Mod 0.53 (used to be new look mod) Aug 25, 2010 1.4 4,198 3.5 / 5.0 13,099 92.1 MB 14
5  SUPER CHEAT MOD Aug 03, 2010 3.43 10,240 5.0 / 5.0 41,152 81.17 MB 24
Comments
IP: logged
 TweakMB (With Fire & Sword supp (v 5.09)  » posted under TweakMB (With Fire & Sword support!) [v5.09] on Jun 17, 2017, 04:01:48 pm
Any chance you are going to update it ?
Maybe add support for ACOK 4.0 ?
If not , is there any chance you are going to release your source code ?
IP: logged
 TweakMB (With Fire & Sword supp (v 5.09)  » posted under TweakMB (With Fire & Sword support!) [v5.09] on Jun 17, 2017, 04:00:55 pm
Any chance you are going to update it ?
Maybe add support for ACOK 4.0 ?
If not , is there any chance you are going to release your source code ?
IP: logged
 Morghs_MB_WB-WFAS_Editor_v1_40.rar (v 1.40)  » posted under Morghs_MB_WB-WFAS_Editor_v1_40.rar on Aug 23, 2015, 02:54:10 am
probably wont help
but worth a try
the editor seems to be having trouble opening the "Last days of the third age mod"
probably due to the amount of data it needs to open

just FYI
IP: logged
 TweakMB (With Fire & Sword supp (v 5.09)  » posted under TweakMB (With Fire & Sword support!) [v5.09] on Sep 26, 2014, 09:14:50 pm
any chance you add support for ACOK 1.4?

http://www.moddb.com/mods/a-clash-of-kings
Swadia4Ever wrote:
Fantastic wrote:
Swadia4Ever wrote:
Fantastic wrote:

0h kk.. I didn't understand completely but I manage t0 get an idea! B-)
Ok.. correct me if im wrong, this code u created its like edited in the trigger txt document, which contains values column-wise without labels, right? and I seem to have found the place where the value of experience (we get on pressing h) is written, which means if I change that 10000 value to xxx then i'll get xxx experience points, right? same goes with 25 farmers..!
so in the last two lines, which you have created, must contain a column(section) of item/troop id no. (just like the value part/section/column), which could be replaced by whatever troop's id you write, right?
s0 irrespective of which faction i m in, I can have whatever troops I want.. right?

sorry, Like I said, I dont know much abt codes.. :-?


it does look like that but to be honest when i create the scripts i use python and the actual module system i dont edit the compiled scripts directly- however it is possible to change the scripts by finding out where the troop id is located and replacing it with a diffrent troop id , sure , you could also break the script completely since i dont know if anything is added to the compiled code by the python compiler
so if it doens't work please dont blame me :D




Nah man, I wont.. because i wont try it.. cuz like I told u I know very less about scripting and I m not good at it..! so I wont try or blame.. :-D
but i'll learn to use python! if it can do me good then its worth a try!
And thnx man.. And in the mean while If u come up with the solution then do remember to message me.. in case I would still be trying! :-)
Thnx!
best regards!!



you got it :-D

Well 3 years later and I remembered I promised a solution (Well I forgot to come back and post it :roll: :oops: )
the solution is very simple
to get a different Soldier to spawn
this is my script

0.000000 0.000000 0.000000 0 5 4 0 71 1 21 1106 1 1585267068834415133 1610 3 648518346341351424 360287970189639731 25 3 0
the number just before the 25 is the soldier id
to get a different soldier id simply add or subtract the diff from this number
i'll explain

if for instance Farmer is 360287970189639731 (its not but just in case)
and in troops.txt you see :

trp_farmer_from_bandit_village Farmer Farmers 0 2097152 0 0 1 0 0
251 0 252 0 343 0 696 0 343 0 342 0 342 0 153 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
7 5 4 4 4
60 60 60 60 60 60 0
274 131072 0 1 0 0
44024231057 3308329716968668020 2037444 0 68703515971 3299854699663086826 1907590 0

trp_trainer_1 Trainer Trainer 0 16 393262 0 1 0 0
316 0 239 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
7 5 4 4 40
20 20 20 20 20 20 0
274 131072 0 1 0 0
56053739525 3068066978820924397 2017010 0 0 0 0 0

trp_trainer_2 Trainer Trainer 0 16 393263 0 1 0 0
342 0 239 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
7 5 4 4 40
20 20 20 20 20 20 0
274 131072 0 1 0 0
59878446404 6145560114968694257 1893632 0 0 0 0 0


lets suppose you want trainer_2 to spawn instead

all you have to do is add 2 to the ID of farmer
so if farmer is 360287970189639731
then trainer_2 is 360287970189639733

that's it
you can use morghs tool to open the troops.txt so you can see them one after another it makes it easier to understand the diff between them

why did I give you this option instead of a script ?

well this way all you have to do is copy this line

0.000000 0.000000 0.000000 0 5 4 0 71 1 21 1106 1 1585267068834415133 1610 3 648518346341351424 360287970189639731 25 3 0

to triggers.txt
add +1 to the number at the top
start the game
try clicking on Y
see what spawns
exit the game and change the id at the end to whatever you want to spawn

this will work for EVERY mod


IP: logged
 Re: 1776 American Revolution v. 1.0 (v 1.0)  » posted under 1776 American Revolution v. 1.0 on Mar 23, 2012, 05:44:34 am
GABRILDURO wrote:
meat_hunter wrote:
it Crashed for me any uhm help ? or can you rather tell me what i could do to not let it crash ( english is bad ikr :shock: )
But love it anyway the mod :-P
THX! :green:
But...PLEASE, folks....DO NOT post here your problems!!! :roll:
I put there a link to the main Forum, please first read things there....and if still doesn t work for you, ask for help there. OK? ;-)

http://forums.taleworlds.com/index.php/board,245.0.html

Thank you....and feedback when you will make it work :pint:

Gabrilduro

Hey there 2 things i have to say:
1. your work is great ,i can't wait to see more i can tell you alot of people out there appreciate your mod and hard work.
2.no BUT here just a little remark on the location of the taleworld link maybe you should change it so the link appears right above the mod picture just under the headline so more people would see it right away

here's to you:
:pint:
may we have more modders like you willing to give a little (or a lot) from their time to the community (thank god we do have some like that ;-) )
IP: logged
 tEatRC: Struggle for Bermia (v )  » posted under tEatRC: Struggle for Bermia on Feb 07, 2012, 08:21:02 am
any chance you upload this file to another location like maybe www.moddb.com or other sites ?? i've been trying to download this file for a week and i keep getting REALLY slow downloads

(i have a 10 MBP's connection and i dont have this problem anywhere else so it must be the repository's location or routing)

thanks :D
IP: logged
 Re: Explosive arrow and Explosive BULLE (v ONLY)  » posted under Explosive arrow and Explosive BULLETS on Oct 16, 2011, 10:36:56 am
swordpalme wrote:
Swadia4Ever wrote:
swordpalme wrote:
swordpalme wrote:
Swadia4Ever wrote:
swordpalme wrote:
Please make a new Version to 1.143


made a new one just for you ;-)
tell me if it works or not (it works for me though the new explosion code is strange)

Thank you i was a little late to reply i was too busy with the Multiplayer
Ill try it and i hope it works.
Looks epic BTW
It seems like it didnt work please help me out
I've uploaded this link to Mediafire and i havent Changed anything in ItemKinds1 only this Explosive Adding mod
http://www.mediafire.com/?b7e9912n1eu1b5z

So please change it to correct and then send it back to me ok?

1.ok first of all you seem to have 2 items_end in your file you need only one :D
2.when you say it didnt work do you mean you see the arrows but they are not exploding or you dont see the arrows at all ?


Now i fixed the 2 items_end.

itm_boom_Bullet boom_Bullet boom_Bullets 3 bullet_patron 0 bullet_normal 2305843009213693952 porohovnitsa_2 1152921504606846976 16777222 0 1370 4398046511112 1.000000 200 0 0 0 0 0 0 0 7 250 276 0
0
1
-52.000000 4 2071 1 1224979098644774912 701 1 51 719 2 51 1 1 4 936748722493063882 1224979098644774912 150 5

itm_boom_Bullet2 boom_Bullet2 boom_Bullets2 3 bullet_patron 0 bullet_normal 2305843009213693952 porohovnitsa_2 1152921504606846976 16777222 0 1370 4398046511112 1.000000 220 0 0 0 0 0 0 0 7 250 281 0
0
1
-52.000000 4 2071 1 1224979098644774912 701 1 51 719 2 51 1 1 4 936748722493063882 1224979098644774912 210 7

itm_elitePistol elitePistol elitePistols 2 pistol_rich_b 0 pistol_rich_b_I 1152921504606846976 557907977 483721150464 3100 131082 1.000000 200 0 0 70 6 0 90 150 0 10 323 0
0
0

itm_elitePistol {!}do_not_translate {!}do_not_translate 1 pistol_rich_b 0 3483252841250818 9223388532238712846 0 131082 6.250000 100 0 0 0 6 7168 95 0 40 10 520 520
0
0

itm_items_end End_of_list End_of_list 1 shield_round_a 0 0 0 1 0 0.000000 100 0 0 0 0 0 0 0 0 0 0 0
0
0

The item list is 924, normally its 922.

Now the issue is
I see the arrow but it dosent explode

you are using it on mount and blade WFAS 1.43 right ?
i cant seem to find the problem with your file , i have uploaded my own file try it out
see if it works , i gave this file to 3 of my friends and it works for them so this should work
if not let me know and i'll see what i can do
maybe i'll create the script from scratch (depends on how much time i have)
comment last edited by Swadia4Ever on Oct 16, 2011, 10:56:35 am
IP: logged
 Re: Explosive arrow and Explosive BULLE (v ONLY)  » posted under Explosive arrow and Explosive BULLETS on Oct 16, 2011, 02:32:19 am
swordpalme wrote:
swordpalme wrote:
Swadia4Ever wrote:
swordpalme wrote:
Please make a new Version to 1.143


made a new one just for you ;-)
tell me if it works or not (it works for me though the new explosion code is strange)

Thank you i was a little late to reply i was too busy with the Multiplayer
Ill try it and i hope it works.
Looks epic BTW
It seems like it didnt work please help me out
I've uploaded this link to Mediafire and i havent Changed anything in ItemKinds1 only this Explosive Adding mod
http://www.mediafire.com/?b7e9912n1eu1b5z

So please change it to correct and then send it back to me ok?

1.ok first of all you seem to have 2 items_end in your file you need only one :D
2.when you say it didnt work do you mean you see the arrows but they are not exploding or you dont see the arrows at all ?
comment last edited by Swadia4Ever on Oct 16, 2011, 02:33:00 am
IP: logged
 Re: Explosive arrow and Explosive BULLE (v ONLY)  » posted under Explosive arrow and Explosive BULLETS on Oct 12, 2011, 06:36:01 pm
swordpalme wrote:
Please make a new Version to 1.143


made a new one just for you ;-)
tell me if it works or not (it works for me though the new explosion code is strange)
IP: logged
 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Sep 29, 2011, 01:55:31 pm
Tred wrote:
Tear Of Asha wrote:
Hey! Does anyone here know where i can ask for SWADIA4EVER's help?

Im trying to combine his mod whit NATIVE COMPILATIONS - full 0.9 mod - it would be awosome but i need the Module SOURCE for that WHERE THE HECK ARE YOU SWADIA4EVER???

Do you like Heroes 5 of Might and Magic?


to be totally honest its ok but if i play strategy games i prefer RTS's
Fantastic wrote:
Swadia4Ever wrote:
Fantastic wrote:

0h kk.. I didn't understand completely but I manage t0 get an idea! B-)
Ok.. correct me if im wrong, this code u created its like edited in the trigger txt document, which contains values column-wise without labels, right? and I seem to have found the place where the value of experience (we get on pressing h) is written, which means if I change that 10000 value to xxx then i'll get xxx experience points, right? same goes with 25 farmers..!
so in the last two lines, which you have created, must contain a column(section) of item/troop id no. (just like the value part/section/column), which could be replaced by whatever troop's id you write, right?
s0 irrespective of which faction i m in, I can have whatever troops I want.. right?

sorry, Like I said, I dont know much abt codes.. :-?


it does look like that but to be honest when i create the scripts i use python and the actual module system i dont edit the compiled scripts directly- however it is possible to change the scripts by finding out where the troop id is located and replacing it with a diffrent troop id , sure , you could also break the script completely since i dont know if anything is added to the compiled code by the python compiler
so if it doens't work please dont blame me :D




Nah man, I wont.. because i wont try it.. cuz like I told u I know very less about scripting and I m not good at it..! so I wont try or blame.. :-D
but i'll learn to use python! if it can do me good then its worth a try!
And thnx man.. And in the mean while If u come up with the solution then do remember to message me.. in case I would still be trying! :-)
Thnx!
best regards!!



you got it :-D
Fantastic wrote:

0h kk.. I didn't understand completely but I manage t0 get an idea! B-)
Ok.. correct me if im wrong, this code u created its like edited in the trigger txt document, which contains values column-wise without labels, right? and I seem to have found the place where the value of experience (we get on pressing h) is written, which means if I change that 10000 value to xxx then i'll get xxx experience points, right? same goes with 25 farmers..!
so in the last two lines, which you have created, must contain a column(section) of item/troop id no. (just like the value part/section/column), which could be replaced by whatever troop's id you write, right?
s0 irrespective of which faction i m in, I can have whatever troops I want.. right?

sorry, Like I said, I dont know much abt codes.. :-?


it does look like that but to be honest when i create the scripts i use python and the actual module system i dont edit the compiled scripts directly- however it is possible to change the scripts by finding out where the troop id is located and replacing it with a diffrent troop id , sure , you could also break the script completely since i dont know if anything is added to the compiled code by the python compiler
so if it doens't work please dont blame me :D



comment last edited by Swadia4Ever on Sep 10, 2011, 08:29:23 am
IP: logged
 Kengeki Gaiden 2.0 With Fire and Sw (v 2.0)  » posted under Kengeki Gaiden 2.0 With Fire and Sword on Sep 08, 2011, 12:12:39 pm
very slow download
Fantastic wrote:
Hi.. =)
fantastic w0rk.. =D I mean its always hard t0 defend y0ur castle when y0u d0nt have many defenders.. =)
Thanks!

Well, I am n0t go0d at all with the c0des.. :-( so0..
Can these c0des s0meh0w be adjusted that in place 0f farmers y0u get n0bles 0f the facti0ns(of y0ur ch0ice).. :lol:
0r any required unit! :-)

Please f0rgive me my enc0uragement f0r cheats.. :-P

Thanks! TC..!



i the problem is i dont have the source code so what i did is build it on the original module system
now if i had the source code i could porbably use a much better script where i would check what faction you have then give you units form that faction
but until then ... this will have to do
IP: logged
 Re: Prophesy of Pendor V3.41 for Warban (v 3.41)  » posted under Prophesy of Pendor V3.42 for Warband on Sep 07, 2011, 10:09:09 am
Tred wrote:
Swadia4Ever wrote:
Tred wrote:
This is for people that enjoy cheating.
You download a troop editor and then you modify the troops upgrade path
(Ex: From "farmer" to "Shadow Legion Centurion")
Its pretty Effective if you DON'T like the difficulty of PoP bu you do like
the way of playing.
I do not enjoy cheating in PoP because its to prove yourself.
Anyway, some of you may consider this and use it.


i actually wrote a couple of little scripts that would make cheating fun
while on the main map you press the following
Y- add 25 farmers to your group (so you can upgrade them and have better troops at a faster rate)
H - add 10000 xp to the group (so you can upgrade everyone :D)

if you want i'll send you the code and an explanation oh how to add it to the game

infact i did a makeover on the propchecy of pendor made things look cooler added armor and textures i remade - all for my kid brother - looks awesome in my opinion but i cant release it since its not my mod :\

I'll be pleased if you could pass me the code and
explanation. Just E-mail me at [email protected]


email is on its way but the file has already been uploaded to this site
IP: logged
 Sword of Damocles: Warlords 3.8 Mus (v 3.8)  » posted under Sword of Damocles: Warlords 3.92 Patch #3 on Sep 01, 2011, 03:33:50 pm
hi just wanted to let you know when ever i try to upgrade a woman peseant woman the game crashes with a c++ ERROR
Tred wrote:
Really Good.
trying to incorporate them now.
Want to see how it goes.


no problem have fun it should work no matter what
i wasn't able to get any kind of response from pop3 people so i'll release it - i dont recommend using it since its cheating - im no responsible for anything that happens to your game its all on you guys - the password is simply my name swadia4ever
IP: logged
 Re: Prophesy of Pendor V3.411 for Warba (v 3.411)  » posted under Prophesy of Pendor V3.42 for Warband on Aug 20, 2011, 09:30:39 pm
sereii wrote:
I'm sorry, but let's just say I'm not computer compatible. I tried to download the latest version of PoP for Warband (V. 3.411), but whenever my download is completed it doesn't actually install the latest version of PoP on my computer. It just keeps itself in a compressed (zipped) folder in my computer and I don't know how to apply that. I did download version 1.143 for Warband so...that isn't an issue. I don't know what it is. I use Windows 7. Um...that's all I know. Any help would be much appreciated.



its not an installer you use winrar or wizip etc' to unzip the folder then place the folder in you're warband\module directory
run the warband exe and choose the folder name

for instance if you unziped a folder called "pop4.1"
then you need to copy it so there will be a warband\module\pop4.1 directory
now run warband and at the menu that loads up just before you load the game choose the pop4.1 module from the drop down menu
then start playing


So how do you run the warband exe? Ok, here's what I did: 1. Of course I downloaded it from this site and the info went to my computer as a zipped folder.
2. Then I went to "Mount&Blade:Warband" and created a "Modules" folder to direct the PoP file to.
3. I have winrar so I right clicked the zipped PoP folder and clicked "Extract Files".
4. I then directed it to the "Modules" folder and let it do its thang.
5. Done. So I went to the M&B:Warband game, went to the drop box, and it only had my old PoP version.
Any advice?


first thats alot of work - dont create a new folder just unzip it to the module system - that would create a folder for you there should already be a warband\Modules folder you shouldn't create one

second make sure it doesn't create a double folder for instance
if the file is called pop4 and i unzip it to modules/pop4
the result would be modules/pop4/pop4 - this would not be read by the game
so make sure you have a folder called pop4 inside the modules folder and in it are the txt files and the resource folder etc' (and the module.ini of course)
comment last edited by Swadia4Ever on Aug 20, 2011, 09:33:31 pm
IP: logged
 Re: Prophesy of Pendor V3.41 for Warban (v 3.41)  » posted under Prophesy of Pendor V3.42 for Warband on Aug 19, 2011, 12:38:43 am
Tred wrote:
This is for people that enjoy cheating.
You download a troop editor and then you modify the troops upgrade path
(Ex: From "farmer" to "Shadow Legion Centurion")
Its pretty Effective if you DON'T like the difficulty of PoP bu you do like
the way of playing.
I do not enjoy cheating in PoP because its to prove yourself.
Anyway, some of you may consider this and use it.


i actually wrote a couple of little scripts that would make cheating fun
while on the main map you press the following
Y- add 25 farmers to your group (so you can upgrade them and have better troops at a faster rate)
H - add 10000 xp to the group (so you can upgrade everyone :D)

if you want i'll send you the code and an explanation oh how to add it to the game

infact i did a makeover on the propchecy of pendor made things look cooler added armor and textures i remade - all for my kid brother - looks awesome in my opinion but i cant release it since its not my mod :\
comment last edited by Swadia4Ever on Aug 19, 2011, 12:41:25 am
IP: logged
 Re: Prophesy of Pendor V3.411 for Warba (v 3.411)  » posted under Prophesy of Pendor V3.42 for Warband on Aug 19, 2011, 12:30:56 am
sereii wrote:
I'm sorry, but let's just say I'm not computer compatible. I tried to download the latest version of PoP for Warband (V. 3.411), but whenever my download is completed it doesn't actually install the latest version of PoP on my computer. It just keeps itself in a compressed (zipped) folder in my computer and I don't know how to apply that. I did download version 1.143 for Warband so...that isn't an issue. I don't know what it is. I use Windows 7. Um...that's all I know. Any help would be much appreciated.


its not an installer you use winrar or wizip etc' to unzip the folder then place the folder in you're warband\module directory
run the warband exe and choose the folder name

for instance if you unziped a folder called "pop4.1"
then you need to copy it so there will be a warband\module\pop4.1 directory
now run warband and at the menu that loads up just before you load the game choose the pop4.1 module from the drop down menu
then start playing
comment last edited by Swadia4Ever on Aug 19, 2011, 12:33:36 am
IP: logged
 Re: Shogun - Sengoku Jidai 0.70 beta (v 0.7 beta)  » posted under Shogun - Sengoku Jidai 0.70 beta on Aug 12, 2011, 05:29:39 am
golden knight wrote:
WESTLEY95 wrote:
golden knight wrote:
golden knight wrote:
I downloadede the mod but i launch the game normaly then when i get to the main menu i click to start new game after that i get runtime error "the application has requested runtime to terminate it in an unusual way" what should i do plzzzzzzzzzz :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :?: :-| :-| :-| :-| :-| :-| :-| :-| :-| :-| :-| :-| :-| :-| :-| :-|
i fixed the problem
but could someone plz how to end father's kiling scene
Use the WSE launcher.
i used it and still have the same problem and actually the wse at first couple tries told me that it can't find mount and blade warband 1.143 and i have it installed on my computer

it happend to me too - i have a genuine copy of warband
tried it a couple of times then it worked

i know alot of those who use cracks - for whatever reason get this error alot because the 1.43 crack isn't working correctly
but if you're not using a crack (didnt say you where)
i dont know why it does that :\
just wanted to let you know it happend to me too could be a coding issue with the wse :\ - i guess we should wait for a response from the maker :D
comment last edited by Swadia4Ever on Aug 12, 2011, 05:31:17 am
IP: logged
 Shogun - Sengoku Jidai 0.70 beta (v 0.7 beta)  » posted under Shogun - Sengoku Jidai 0.70 beta on Aug 09, 2011, 05:09:41 pm
dannux49 wrote:
man, i tested this little shot of ur next release and i have some wishes :!:

-more music of samurai age!
-AND THIS is something that every modder need to understand! I know that large and historically sharp maps are cool but too BIG! Everyone start the mod and watch cooool, a big map and when they have played it about 2days they watch the map and they have maybe 5 own castles and they see that there is too much to gonquer and say "fuck this...." and stop playing the mod.ITS TRUE!(so i wish a tinyer map plz :oops: )
-add religion mod and diploamacy mod on this and this will be one of the best mods.

THANK YOU! and reply..

What`s the problem, then? Change the mod. I`m not making this mod for YOU but for MYSELF! Try to understand that. It`s only my good will that I want to share with you. I really don`t care what you wish or something. I don`t care that most people says "fuck this..." I like new map, for me sometimes is too small, but I put a lot of time to make it, so forget about new one.
dannux49 wrote:
-AND THIS is something that every modder need to understand!
Are you trying teach me how I should making my mod? You think you know better?
YOU must understand something! Never, absolutely NEVER don`t even try teach modder how he should make his mod, because you don`t like it.
dannux49 wrote:
-add religion mod and diploamacy mod on this and this will be one of the best mods.
Or what? You will not play my mod? So?


Some time ago one of the guys from TW forum says without his wishes my mod will die... No comments...
This mod will never die until I say that. So I don`t care how many people download this or not. I don`t care what people think about this mod. I`m doing this for myself, because I like it.
You don`t like my mod? Don`t play it!
[/quote]


dude you are very angry i dont think you understand this is a GOOD review of you're work they are merley suggesting what THEY think could aid you're mod not TELLING you what to do its a community and people do whatever they can to help
some like you and me make mods (i make way smaller ones though :D) and some try to help by pointing out flaws or giving idea's that all dont take it so hard
i know it doesn't look that way but people are just trying to contribute with whatever tools they have - go easy on the guys :-D



and also
when you're saying its for warband 1.43 you mean with fire and sword right ???
because if you do it crashs and i have nooooooo idea what the problem is :\ any idea ? - read this again, i ment this as a joke if it wasn't obvious
comment last edited by Swadia4Ever on Aug 10, 2011, 09:55:19 am
kefka95 wrote:
Swadia4Ever wrote:
hi there
first of all i would like to thank you for your wonderfull tools

i have two questions :

1. is there a chance you would add prophecy of pendor 3.4 support
2. do you share you're source code and if you do where can i find it

thanks in advance

Glad you're enjoying the program! To answer your questions:

1. Yes, PoP 3.4 support will be added after the WF&S 1.143 tweaks have been updated
2. TweakMB is currently not open source


thanks for the quick response man :D one more thing what language did you use to write tweakMB with - no worries not trying to steal anything i have a few ideas of my own to write something im just trying to lern from the experienced :pint:
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 TweakMB (With Fire & Sword supp (v 4.04)  » posted under TweakMB (With Fire & Sword support!) [v5.09] on Aug 06, 2011, 05:46:15 am
hi there
first of all i would like to thank you for your wonderfull tools

i have two questions :

1. is there a chance you would add prophecy of pendor 3.4 support
2. do you share you're source code and if you do where can i find it

thanks in advance
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 Prophesy of Pendor V3.4 for Warband (v 3.4)  » posted under Prophesy of Pendor V3.42 for Warband on Jul 29, 2011, 09:55:56 pm
this is by far the best mod out there great job here is to you ::pint:
i have to say i keep downloading every new version (though i change alot of content for my own personal use and for my little brother)
one thing i'd love to see is some sort of wolfskin hats on the northen clans
i used a model and texture from a mount and blade module (if i could just remember which one) and it lookd great on the northren tribes

oh and maybe more battle animations you can take the KENGEKI 1.8 mod as an example :D
also if you could add a Mettenheim island (could be an edge of continent island doesn't have to be a whole nation) with another faction (Mettenheim obviously) or barcly for that matter
and have accessible by ship like in the EUROPE 1200 mod HUGE - gameplay advancement


just a thought keep up the GREAT work
comment last edited by Swadia4Ever on Jul 29, 2011, 10:03:49 pm
mat2rivs wrote:
Swadia4Ever wrote:
hi there a small question where do you define the size of a character for instance the ogier you made is huge where did you define this ?

(in the module system of course :oops: )

thanks in advance
Sure. It's in module_skins.py. In the base file, there will be a man, woman, and I believe undead setup. To make a new one, copy the man_face_keys, and make a new one named as you like. I would put the new one after the last set of face keys.

Then repeat that for the next section. After 'skins = [' copy the whole set of code for 'man'. Paste it in below the stuff for 'woman' and then rename it to whatever you named your previous new set of face codes. Now, in your new set of data, there is a line that says "skel_human", 1.0". That is the ratio of how large their skeleton will be scaled. I believe I set the ogier to 1.5.

There are two other things to do.
1. In header_troops.py you will need to add 'tf_new_race = 2' (The name should match what you called the new skins, at least this makes it easier. It might be more order based.) directly below tf_male = 0 and tf_female = 1.

2. Now, in module_troops.py, you can use the tf_new_race flag to make any new troops you create that type of 'race'.

I think that should work. It gets a lot more tricky if you want to make editable faces for character creation, and I'm not sure that I understand all of that.

Hopefully that will get you started. Let me know if you have any questions. Also, you can use the module system files that I included in the TGS download for reference.
mat



thanks this was VERY helpful :green:
hi there a small question where do you define the size of a character for instance the ogier you made is huge where did you define this ?

(in the module system of course :oops: )

thanks in advance
YOU SIR ARE A GENIUS

i mean sure there is alot of scene editing to be done but my god the channeling ? and the waygates - brilliant and you actually get to walk through the ways - all dark and creepy
beutiful work
can't wait for whats next B-) :-D

p.s two things that would make it perfect for me are
- the actual scenes - maybe contacting someone from another mod willing to help (wish I could)
- making it into some sort of campaign like they did in fire and sword where you're choices effect the story a bit - just whishfull thinking but hey one can always dream :-D
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 Re: openBRF - an editor for BRF files (v 0.0.60)  » posted under openBRF - an editor for BRF files on Jun 11, 2011, 02:13:24 am
Swadia4Ever wrote:
mtarini wrote:
@Swadia4Ever: I didn't know... I'll have a look asap.

edit: I had a look. OpenBRF seems to be fully compatible with "Mount and Blade with Sword and Fire". At least, here it opens all the files normally, performs the searches, etc.


Wierd all i get is a blank Brf Screen with an error i'll try downloading a new copy see if thats the problem
i'll let you know if it worked

and thanks for the reply

EDIT:
Downloded the jun 9 version and now i dont get any errors at all :D B-) must have been a problem with my downloaded copy - its usually the first thing i check .... :oops:

Thanks man

love this tool
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 Re: openBRF - an editor for BRF files (v 0.0.60)  » posted under openBRF - an editor for BRF files on Jun 11, 2011, 02:04:53 am
mtarini wrote:
@Swadia4Ever: I didn't know... I'll have a look asap.

edit: I had a look. OpenBRF seems to be fully compatible with "Mount and Blade with Sword and Fire". At least, here it opens all the files normally, performs the searches, etc.


Wierd all i get is a blank Brf Screen with an error i'll try downloading a new copy see if thats the problem
i'll let you know if it worked

and thanks for the reply

EDIT:
Downloded the jun 9 version and now i dont get any errors at all :D B-)

Thanks man

love this tool
comment last edited by Swadia4Ever on Jun 11, 2011, 02:12:01 am
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 Warhammer fantasy v1.140 (v 1.140)  » posted under Warhammer fantasy v1.140 on May 20, 2011, 03:16:18 pm
nice effort man but you really need to add some new sets of armor or maybe borrow some from other mods
needs alot of work before it would even remind me of WARHAMMER in my mods i usually just contact other modders and ask permission to use their stuff
theres plenty of free armor etc out there usually with just a little bit of work on them you can change them to fit your mode
plenty of tutorials too, just a suggestion (im an amature myself)

HOWEVER

A+ for effort :D :-P
comment last edited by Swadia4Ever on May 20, 2011, 03:19:51 pm
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 openBRF - an editor for BRF files (v 0.0.60)  » posted under openBRF - an editor for BRF files on May 15, 2011, 04:55:44 am
hi there
i tried using the latest openBRF on the mount and blade with Sword and Fire resources but it seems these are incompatible with this version is there a chance you are working on a newer version ?
comment last edited by Swadia4Ever on May 15, 2011, 04:56:58 am
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 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Apr 15, 2011, 09:58:33 pm
Tear Of Asha wrote:
Hey! Does anyone here know where i can ask for SWADIA4EVER's help?

Im trying to combine his mod whit NATIVE COMPILATIONS - full 0.9 mod - it would be awosome but i need the Module SOURCE for that WHERE THE HECK ARE YOU SWADIA4EVER???


hey there im sorry i really dont have time to visit the site lately im really busy with my college degree right now however if you really need my source files i'll try to find them
although you should remember the source is of an older version of warband
and the whole source was on a computer that crashed i need to check my backups to see if its there
if it is i'll upload it and let you know im not promising anything but i'll try)
comment last edited by Swadia4Ever on Apr 15, 2011, 10:08:41 pm
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 Knights the Last Battle version 2 (v 2)  » posted under Knights the Last Battle version 2 on Mar 02, 2011, 11:25:03 am
hi first let me say WOW great mod
one question i do have is how do you rearm mercenaries?
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 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Jan 18, 2011, 06:06:55 am
Zippy wrote:
Can u extract this to any module for it to work?


no im afraid it a mod on its own
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 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Dec 23, 2010, 07:13:16 pm
Maksim125 wrote:
Its a great mod but when I try to upgrade assasins to wizards it crashes, anything im missing?


yes im aware its a problem that hasn't been fixed yet
will hopefully have time to do it soon
:D
sorry for now just dont use them
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 Prophesy of Pendor V3.2 for Warband (v 3.2)  » posted under Prophesy of Pendor V3.42 for Warband on Dec 12, 2010, 03:51:27 pm
i have a bug to report
i cant stop playing your mod
its too addictive
do something :hammer: :pint:
first of all GREAT work i've been waiting for a warband mod like this for a long time
now to business ;-)
here are a few of the thing i've noticed so far

- magic effects only start after you get the message about the one power (dont know if you ment it) which for me only apeared on the second day for some reason
- the towns at the edge of the map cannot be zoomed at (its like their out of the maps edges) specifcly ILLIAN's and the shadow's town
- obviously scences should be worked at ( i really would love to see the white tower and magic bridge in Tar Valon ) but what really bugged me was that Edmund's field is a desert
town :shock: oh well ...

i havn't had time to get a true feel for mod but it looks great hope you made some kind of a campaign to it
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 Re: Prophesy of Pendor V3.01 (v 3.01)  » posted under Prophesy of Pendor V3.42 for Warband on Dec 03, 2010, 08:23:46 pm
Befenismor wrote:
How can it possibly take MONTHS to port it to warband? I mean come on, there isn't that much of a difference between original and warband. You guys are tripping.

first of all their probably doing other things like working and paying bills
second its not as similar as you might think (i worked on both mount and blade AND warband mods)

so give them a little break
we ALL want this mod ported to warband
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 Re: The Eagle and The Radiant Cross (v 3.14)  » posted under The Eagle and The Radiant Cross on Dec 03, 2010, 07:58:54 pm
kapiszon10 wrote:
It crashes after few minutes of battle :-( .


same for me 2-3 minutes into the battle it crashes :cry:
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 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Oct 12, 2010, 11:07:17 am
teeheeismyword wrote:
it wont work wat version do i need? i have 1.011 :pint: mm thats a good pint

you need Warband 1.25
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 Return of the Shadow (v 0.085)  » posted under Return of the Shadow on Oct 05, 2010, 09:21:11 pm
getting an error something about warhorse
my current version is 1.25 (because of my mod)
is this NOT compatible with 1.25 ?
CounterPoint391 wrote:
Nice hood for the Assassin.......

You know I made that right?......... :-D You do mention the pack, which is good.


actually no i didn't i did look but couldn't find a name :oops: i will correct it
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 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Aug 30, 2010, 06:03:35 pm
theloner33 wrote:
i know its 1.25 but would this work with 1.127?

honestly i dont know but if your willing i would be very happy if you try and use it and let me know
also if there are any Error's let me know i may not have 1.27 installed yet (since all of my work is in 1.25 and i really dont want to do ALL of my work again)
but i might still be able to help if there are errors (though i think 1.27 should be a little backwards compatible)
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 Re: New Look Mod (v 0.5)  » posted under New Feel Mod 0.53 (used to be new look mod) on Aug 29, 2010, 02:26:17 pm
DRAGONslayer wrote:
Swadia4Ever wrote:
i think that this is one of the graites modes i have ever playd but u still need a lot of wark on it
sorry for bad english ;-)


i know :-D but thanks i'll keep working on it as much as i can
Rydmer wrote:
Hey, great mod but I dont exactly like the way you have thrown most of us Veagris players into a somewhat unknow territory since their skirmish/ archer line was preety handy with the bow and I dont like how that has been changed. Just a little thing to think about.

well i haven't REALLY removed them, just removed them for the player but this is easily fixed if you want
comment last edited by Swadia4Ever on Aug 28, 2010, 11:34:01 am
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 Diplomacy - With OSP Items V2 (v 2.0)  » posted under Diplomacy - With OSP Items V2 on Aug 25, 2010, 03:09:19 am
will this work with 1.25? :?:
( i stayed with 1.25 because im sure the mod im working on will work)
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 Native Epic Remix v1 (v v2)  » posted under Native Epic Remix v1.2 on Aug 25, 2010, 03:06:35 am
on one hand i like it but on the other this is exactly the opposite of what i was trying to do to bring some order to make each nation look diffrent but at the same time each nation uses the same armor and weapons for its troops to give it a feel of a real army instead of a ragtag band :roll:

i still like it though nice idea
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 For Kohrabi (v 0)  » posted under For Kohrabi on Aug 25, 2010, 03:02:29 am
what is it ??? :green:
need a hand :lol:
honestly now i WANT to download it and the only reason im not is out of respect to your wish, what is it about (general description)
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 FantasyPW MS (v Beta)  » posted under FantasyPW MS on Aug 25, 2010, 01:54:45 am
hi there wil this be for warband??? if so if i can be of any assisstance (i have a little coding knowledge - not the best but i manage)
comment last edited by Swadia4Ever on Aug 25, 2010, 01:55:03 am
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 ATAT (v 1.0)  » posted under ATAT on Aug 24, 2010, 08:28:19 pm
sounds intresting though im not sure how to get in the game is this a texture for a "horse" type of item ???
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 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Aug 21, 2010, 01:20:38 am
DanielDJD wrote:
Swadia4Ever wrote:




hmmm thanks for the report i'll fix FireBall i cant seem to encounter the crash you reported on the wizards - i'll keep an eye out for it
also what magic items Dont work?


Wall of Water registers the kill unlike Shock Wave but does not say I killed them, just says "Solder has been killed"
... Not sure what the Marat does but its just like throwing a stone, but instead of a stone its a tomato. (Shock Wave does not register the kill)

shock wave doesnt kill (unless it a horse) it just pushes the enemy away for those tight situations
marat is a spawnner it should spawn a few Knights in battle i'll see what i can do about registering the kills
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 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Aug 19, 2010, 06:23:06 am
DanielDJD wrote:
Wizards crash my game, when selecting them in party menu or going into battle with them my game is closed, I will try to report more bugs or glitches I encounter, great so far, Thanks!

Update: When killing an enemy with magic it does not kill them (does not appear on the side), if you retreat or die the casualty report will show killing the enemy but on the battlefield they respawn and the battle does not end. Edit : FireBall works, but you only have 200 shots where shockwave is infinite.



hmmm thanks for the report i'll fix FireBall i cant seem to encounter the crash you reported on the wizards - i'll keep an eye out for it
also what magic items Dont work?
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 Re: Knights the Last Battle (v )  » posted under Knights the Last Battle on Aug 05, 2010, 10:00:37 am
Dima Chornobay wrote:
Swadia4Ever wrote:
LOOKS GREAT i'll be downloading it in a sec - good work on the vids :pint:

hmmmm crushed something about a warhorse_new Model

what version do u have ? if its not v1.127 then i suggest that u download the update in order to play this mod and many others


i kinda guessed that ,the problem is im working on my own mod and last time when i switched to 1.25 i had to redo half of it for some unknown reason, so im not so sure about switching yet

but thanks as soon as i update i'll give it a try

p.s say what modules do you work on to change the map , thats the only part i havn't grasped yet
comment last edited by Swadia4Ever on Aug 05, 2010, 10:13:28 am
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 Knights the Last Battle (v )  » posted under Knights the Last Battle on Aug 04, 2010, 08:09:48 pm
LOOKS GREAT i'll be downloading it in a sec - good work on the vids :pint:

hmmmm crushed something about a warhorse_new Model
comment last edited by Swadia4Ever on Aug 04, 2010, 09:24:17 pm
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 SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Aug 04, 2010, 08:08:14 pm
hey guys im using this mod to test out Magic mod items before putting them in my new Mod
i know that
Magic Arrow (looks like a rock) - fireball
ShockWave (wodden staff) -knocks soldiers away from you and kill horses
WORK FOR SURE since i worked on them myself
the rest i just put in as is to check it out
so if they dont work let me know i just dont have time to test it right now and my usual testers are buisy as well

im at the end of my assossiate degree and so i have less time right now (hopefully next year i'll have even less since i'll be starting my Bachlor in computer science - hopefully)
so im doing this mod for fun, i hope you like it
since someone asked me - feel free to use morgs editor and change things in it
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 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Aug 02, 2010, 11:10:31 am
upiskicu wrote:
How do you install this? >:( :cry:


download and unpack the rar
then move the module to you mountANDblade warband \modules directory

start the game and choose the new module instead of Native

the default module name is SuperCheatMod
comment last edited by Swadia4Ever on Aug 02, 2010, 11:11:42 am
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 Re: SUPER CHEAT MOD (v 1.0 (permanent))  » posted under SUPER CHEAT MOD on Aug 02, 2010, 11:08:56 am
jerbeargorilla wrote:
mine is wierd wen i downloadsomtomes it comes up with a white page no preeview


what version of the game are you playing ?
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 Diplomacy v2.6 (for 1.126) (v 2.6)  » posted under Diplomacy v4.3 (for 1.153) on Jul 22, 2010, 12:06:42 pm
Sounds REALLY cool how long have you been working on it?

will this work in 1.25 ?
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 Re: New Look Mod 0.51 (v 0.51)  » posted under New Feel Mod 0.53 (used to be new look mod) on Jul 21, 2010, 09:01:32 am
spoogs wrote:
Anyone tried making a mod for your troops to carry your banner/flag?.


do you mean like the armor except on banners in the middle of a war
well you can make white banners then take the script from the heraldic_mail
make them as weapons and have some banner unit
OR
have one of the armor makers build the banner straight into the armor
either way you need someone to build a white banner especially for this

im afraid i have no Texturing knowledge so i cant help you there just a scripter (not much of a scripter at that :D)
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 New Look Mod 0.51 (v 0.51)  » posted under New Feel Mod 0.53 (used to be new look mod) on Jul 17, 2010, 08:51:06 pm
added the beginning of my work on the helper menu (for now its just a "cheat mod")
in the future you could (for a larger sum) recruit troops and even find items for yourselfs it will cost you but it would be easier then waiting for a village to reanable you to recruit from it ;-)

MODDERS :
hi guys \ girls
i was wondering i set the menu scripts for each of the Caravan choices and added

(assign, ":player_faction_culture", "fac_culture_1"),
(faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, ":player_faction_culture"),
(faction_set_slot, "fac_player_faction", slot_faction_culture, ":player_faction_culture"),

for each caravan a diffrent culture but it seems to revert back to culture_1 (swadian)
what am i missing??? :?:
comment last edited by Swadia4Ever on Jul 18, 2010, 11:14:42 am
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 Diplomacy v2.5.1 (for 1.126) (v 2.5.1)  » posted under Diplomacy v4.3 (for 1.153) on Jul 16, 2010, 11:53:11 am
any chance for you to release the source ??? will probably lern alot from it
but i will understand if you decline
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 Re: New Look Mod (v 0.5)  » posted under New Feel Mod 0.53 (used to be new look mod) on Jul 16, 2010, 11:48:05 am
SuperKXT wrote:
Its not called look you have changed troop trees

i only changed troop trees for the Player and a bit of names
the NPC Lords still get all the troops thats why i went with LOOK
but i'll accept your argument :D sorry next time i'll change the name
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 New Look Mod (v 0.5)  » posted under New Feel Mod 0.53 (used to be new look mod) on Jul 14, 2010, 08:23:23 am
hope you like it its the frist time i ever used python for codding

oh and i forgot to thank Morgh for his tools (at first i added items and troops through code but then i found this wonderful tool and it felt like christmas)

this is by no means a mod to the great standard that has been set just a FUN mode
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 Zelig's Version of Wheel of Time Mo (v 0.4)  » posted under Zelig's Version of Wheel of Time Mod on Jul 04, 2010, 09:27:48 am
hey if you need any help i can provide just let me know i love this mod in M&B i would love it even more in warband
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 OSP Warband Item Variants (v 1.5)  » posted under OSP Warband Item Variants on Jul 04, 2010, 08:52:10 am
simply speechless im a low lever coder (i guess you could call it that) and i've been making some little mods here and there just wanted to let you know im going to use your staff
(no worries if i publish anything here you will get full credit)
cheers mate :hammer: :hammer:
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