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bOuYAkhlO Uploader Aug 12, 2010, 06:18:49 am 1 58
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1  Nativepp Jul 24, 2012 4.09 11,016 4.1 / 5.0 48,828 21.33 MB 136
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IP: logged
 Re: Nativepp (v 1.2)  » posted under Nativepp on Oct 18, 2012, 04:15:47 am
Knight Inquisitor wrote:
Why don't any of you make the mercenaries the way they really are.
What do you mean by that? That mercenaries are too weak? That is a bit something wanted (even if they are not supposed to be 'weak'), because mercenaries are an easy way to get some high tier troops, but they should not replace faction troops, even if they can compete with them.
The mercenary cavalry is a good mounted troop, even with no lance it's still useful, their ranged troops can be bowmen or crossbow, the crossbow being a powerful troops, while still being inferior the the Rhodok one, is probably better in some situations than the Swadian one. The longbow man, yes, it is inaccurate, but deal a lot of damage for a bowman, close to what the Nordic longbow-man is. And finally the infantry troops, the champion is one of the few two handers in the game, with strong armor, and so it's really strong, if you want to keep a shield you can let him at the lower tier (the hired blade).

I still want to know why you think they are weak, as you probably have some good points to show.
IP: logged
 Re: Nativepp (v 1.2)  » posted under Nativepp on Sep 16, 2012, 01:37:00 pm
xo3mitja wrote:
I have a problem,
when I launch the game it chrashes and RGL error pops up saying: unable to open file: CommonRes/wb_mp_objects_a.brf

Got any idea?

As I said on the nexus, you have to patch your game to the last version of warband for the mod to work correctly, if you don't want there is an optional download of an older version of the mod for 1.143 (on the nexus only), but it doesn't have the new features and will not be updated.
Having two versions of the game, one with the last version and another will the old one is also possible (with 2 different installation path).
IP: logged
 Re: Module.7z (v 1.1)  » posted under Nativepp on Jun 23, 2012, 01:31:00 pm
me_warrior wrote:
sorry, can you add new companion?!! :-D :-D
Aye that I can do ... already 4 more than native, I planned on adding more, with some more personalized stories and maybe short missions to acquire them. But it's only recently that I can work on it again, just need the stories and maybe the look of them for now.
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 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 21, 2012, 11:03:11 am
moggers1 wrote:
ah so as lords get more land they automatically get better equipped?

They do yes, and it also changes if a lord is too powerful but doesn't have a fief, he will progressively become less important and less equipped. It makes taking fiefs really important as your lords will be better, and the lords of the other kingdom will become weaker
IP: logged
 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 20, 2012, 03:58:13 pm
moggers1 wrote:
sorry but, chose culture for kingdom as mercenary, all fine accept my castle guards are mercenary but my city guards are still freeriders, and when i get to choose my culture ther is swadia, kherght, vaeger, nord, rhodok, sarranid, mercenary and freerider, but no mudles? and almost half the lords are wearing the rough leather armour (think thats wat its called) ?

Well Mudles use a different version of the rhodok culture, but yes, I should add them too.
And for the castle guard, I looked at it in the code, well it does seem to be coming from somewhere else than a mistake from me, I'll have to find what's wrong and fix it then.
And about the lords, what rank are they ? (low rank lords can have it, but with higher level they can't, they get better things)
And by the way, not only the name determine the rank of a lord, actually they have more like 2 ranks, one being the current level they have (mostly seen through the name) and the other one is the real rank, which determine their stats and equipments, this one is trying to get closer to the first one each week, with the bigger the difference, the faster it changes (Meaning a lord with a real level of 1 that has a city, level of 5, will increase its level faster than one with a real level of 2 with a castle)

So if you these lords are yours, maybe try to give them land, and wait some time before they can get strong
comment last edited by bOuYAkhlO on Apr 20, 2012, 03:59:24 pm
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 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 20, 2012, 12:54:40 am
boiboidude77 wrote:
Can you make it so the men form ranks? Because i always wanted that to happen in a native not so much changed mod :)
The mod includes PBOD, so yes the men can form ranks and shield-walls
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 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 17, 2012, 02:51:37 pm
moggers1 wrote:
well nothing that really stands out its just some of the dialogue from the new compainions u put in , which are awesome by the way :)

Oh well ... I better try to find what's bad in it, even if it's minor it's better if there is no mistake
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 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 17, 2012, 01:28:48 pm
moggers1 wrote:
not to worry i camped for about 6 days and it gave me the option to change by banner again, randomly, so i just chose the same banner and it was done :) your first language isnt english is it?

No my first language is not English ... but why ? Is there a grammatical abomination somewhere ? :shock:
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 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 17, 2012, 11:00:19 am
moggers1 wrote:
turns out i had the older version, so i downloaded agin but still had the older version after that installation so tried one more time and horah it worked now i have the latest version, which is much improved i take my hat off to you! looking forward to palying, just one thing dont no if this is a bug or purposful, there are to leader falesvors?- may have spelt name wrong, and if i decided to rule my own kingdom will the lords i recruit have their names changed from say viscount plais to lord plais, how do i chose what type of titles i want them to have, becoz i dont wan to have a kingdom in the swadia area of calradia but all my lords have kerght titles? if that makes sense thanks sorry to be a pain and put so many comments, but i do rate ur mod in my top 10 :D
There should be no lord twice ... I guess it is a bug ... have you started a new game after upgrading version ?
The lords in your faction use the titles from the culture you have chosen, so if you chose a swadian culture, your lords will use swadians ranking.
To change your culture you have to go in the camp menu, or you can talk to your chamberlain if you have one (you need a town for that).
I'm happy you like it :-D
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 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 16, 2012, 04:37:16 pm
moggers1 wrote:
id defo think about it ther is already a mod out for own faction troop customization anyway, or u could make a standard faction culture with the lower level troops just wearing leather and gambesons and then the higher level troops wearing heraldic stuff, coz thats wat id like is for the troops to wear my banner colours

and so ur saying if the trainer says 0,3,9,15,21,27,33,39,45,51,57 it means i have the latest version the right one, but if it says {0,4,10,16,23,30,38,46,55,65,80 it means i have the one of the old versions yes? just wanna double check

Well there is already troops with heraldic armors, the first ones being the swadian nobles (to show their heraldry), then you get the mercenaries (because they can be hired anywhere they need to be distinguishable). But well I guess you wanting to have more heraldic troops is not so isolated. If I can find an easy way to transform the current armors into heraldic ones I could use these on some troops.

And yes, 0,3,9,15,21,27,33,39,45,51,57 means last version.
IP: logged
 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 16, 2012, 03:11:09 pm
moggers1 wrote:
ah no you misunderstand, my apologies when i say customize i dont mean in stas becoz then people would just make super solider armies, i simply mean that we get to choose what they look like, all you have to do is give each troop a limited choice for us to choose from , this stops peasants from being equipped with full plate armour and vice versa for trained soldiers, it just means that when i have my own faction i want to choose how my soldiers look, rather than just copying another factions troops

il have a look for the banner settings, but i cant seem to find these new banners all i get is the original ones, and yes my city guards are defo freeriders, sounds like ur commited which is great keep up the good work :D

Are you sure you are having the last version ?
A good way to tell is (apart from the individual banners which is the problem currently) to see the description for the trainer skill, if it tell the amount of experience earned is {0,3,9,15,21,27,33,39,45,51,57} you have the last version, if it says {0,4,10,16,23,30,38,46,55,65,80} you don't :-)
I'm saying this because ... I have downloaded my own mod to see if I accidentally forgot to build it ... or anything else ... but no, the option is visible and you can switch between the two.

About troops customizations, I'd have thought stats would be actually easier to manage to avoid problems, by putting a sort of 'weight' for each stat depending on the class of the troop, for the armors it is more of a price dependent requirement (thinking about it ... it wouldn't be so hard I guess ... I'll just have to work on the presentations to make it look nice)
IP: logged
 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 16, 2012, 11:58:23 am
moggers1 wrote:
will there be another version, if so cant wait have u considered putting in that mod that lets you custmoze your own faction troops? oh and i cant seem to find that option in the camp menu to let me change banner settings? soz

There will be another version, it will fix bugs that I've seen and those reported to me as well as adding a few minor features.

Customizing your faction's troops is not really the best thing that could happen ... probably because it is hard to 'limit' the power we can give to the troops. I might give it a shot though, just for the sake of trying it. If I achieve in putting something ... reasonably interesting I could put it in the mod and even release it separately ... so other mods can use it.

And to change the banner settings it is inside the diplomacy settings (I put a few things in here to have less different menus for settings, already have this one ... and the one for PBOD)

And well ... if you're wondering what I am doing instead of working hard on the mod (it is true I have not done much after that last patch), well ... I have launched myself into some more demanding work, mostly dealing with the AI issues. I have come to something interesting in term of difficulty (fighting bots is now a challenge), but sometimes they act weird ... and I have done nothing yet for group fighting (in 1v1 they now fight nearly all the time until their shield is broken), and I have implemented a 'difficulty' setting that will allow some troops to be better in melee than others, as well as using difficulty settings mount and blade already has.
Maybe this will too only be a dream of it being implemented in the game (and so in my mod) but I still am confident I can do some interesting experiments.
Sadly now ... I nearly only have some hard-to-implement ideas or some that takes long to make, and adding the one of customizing troops doesn't help.

Well I guess that should be enough about my life (talking too much I guess). I hope you still have fun with the mod.
IP: logged
 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 15, 2012, 03:19:33 pm
moggers1 wrote:
exactly, im just so bored with the native equipment ther just simply isnt enough, oh an also just a query, i made my own faction and chose mercanary as my culture but my tho my castle guards are hired blades the city guards are freerider soldiers? and also my constable and my prison gurard aren't wearing any clothes? lol

Your city guards are freerider soldiers ? I should look at this ... probably a mistake/oversight.
And about the naked constable ... it should not happen ... it was a diplomacy bug ... but was fixed with the last version.
IP: logged
 Re: Module.7z (v 1.1)  » posted under Nativepp on Apr 14, 2012, 11:13:08 am
moggers1 wrote:
this mod is great love the mini factions, but do you think it would be possible to add some osp stuff in ther or something liek that coz im so bored of the regular native stuff, and is it possible to have the option to have lords have their own banners i prefer it that way makes everyone a little unique, apart from that tho nice work :D

Thanks for your comment, concerning the banners, you have the option under the camp menu to switch between faction banner or individual ones.
And for the osp, well ... I've been wondering ever since I started it ... it is true that more items brings more diversity.
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 Module.7z (v 1.0)  » posted under Nativepp on Feb 05, 2012, 02:28:03 pm
I just got the authorizations to use the banners of chukcha for the mod (a big thanks to him), I will implement them during the week, hoping I have some free days to do it, I will then make some testing on the mercenaries (they should be finished right now but some more testing is not a bad thing).

That means a new version will be released very soon, next weekend at worst (that will make only a month and a half late :roll: ).
IP: logged
 Re: Module.7z (v 1.0)  » posted under Nativepp on Jan 26, 2012, 02:49:12 pm
bonzomannen wrote:
Any update on how it's going, not to stress? :)
I've managed to make the switch for the banner mode, there is still a small problem, there is not enough banners for all the lords and the player, so I can either release the patch in a few days and add more banners later or wait for the banners to come first (I can't seem to be able to make good looking banners fast enough, and the best would be to have around 30 banners more than I have right now)

I tried to look on the forums for any banner pack I could add to the game, sadly the only one I found that would fit is from someone not active since march 2011, meaning I will probably have no answer from him.

So if I get no banner some lords may have the same (not a lot of them, but it can go quite high in a long game with a lot of lords)
IP: logged
 Re: Module.7z (v 1.0)  » posted under Nativepp on Jan 17, 2012, 04:30:11 am
bonzomannen wrote:
Thanks for the quick reply! Although I love you're mod, I'm very picky with things such as heraldry. Untill the banner's are individual, I sadly cannot play.

Hope you will release a new patch soon, keep up the good work! :)

Yes, I've seen that flexibility is an important parameter for mods, so I will try to make my best to improve this way by adding the individuals banner back.
IP: logged
 Re: Weapon proficiency loss.  » posted under Nativepp on Jan 15, 2012, 04:36:35 pm
bonzomannen wrote:
Well, I'm only wondering how it works.

Does it go down with time? Or when you are defeated?

It does get down with time, the more you have the more you lose, but there is a minimum amount you have to get in order for it to decrease, meaning if you have less than 75 in a weapon type, it will never decrease in that type
And by default it is disabled, you have to activate it through the camp menu and can return to the normal if you don't like it.
IP: logged
 Module.7z (v 1.0)  » posted under Nativepp on Dec 15, 2011, 02:32:12 pm
A little bit of news coming here, the mod is not dead, it is just working slower than before, I will bring a new update before the end of the year, featuring diplomacy and PBOD updated, mercenary war parties, more dynamic sieges, with some scene modified for it (spawn positions, archer spawn positions, ...).
I will hopefully include an option to chose one flag per faction or individual flags for lords as requested (it is half done for now).

With that will come more basic fixes and small modifications like fewer troops with armored horses (only nobles and lords, except for the swadian cavalry), a new castle for the freeriders and much more to see.

I hope the long silence hasn't scared too many and that you will all have great holiday.
IP: logged
 Re: Module.7z (v 1.0)  » posted under Nativepp on Oct 24, 2011, 02:13:47 pm
moggers1 wrote:
well something to think about i suppose it doesn't ruin the mod or anything but the individual banners is certainly a nice touch to the game, also if you do hopefully add more items would you perhaps consider adding some crowns and crowned helmets i think it would be cool to see faction leaders wearing them and perhaps your own character with one if you decide to become one yourself, just an idea :)

well i've just seen that there is 20 banners that are not used in the game, so i will just need to make another 20. That mean I'll probably spend time on it very soon and hopefully in the next version you will be able to have individual banners (i will still need to make something for the distribution of them, so there is no lord with the same banner)

For the items i might think about it, but again i'm not very skilled with that part and i don't realy like taking OSPs into the mod, but the crown ain't a bad idea (more items can bring diversity in the troops)
IP: logged
 Re: Module.7z (v 1.0)  » posted under Nativepp on Oct 24, 2011, 11:02:10 am
moggers1 wrote:
awesome while i like the idea i still prefered the lords to have their own banners perhaps you could create some of your own banners?

The main problem with that situation is that there is not enough banners for all the lords (there is just enough for 20 lords per faction) so the new lords might have banners problems, as well as new faction's lords. It is true i might be able to add some more banners (i guess that's possible) so there can be no probem with that.
Even though if i do that i'll give the option to chose whatever you want. But as i'm not realy liking making banners (i tried that at first) and am not realy good at it either it is not one of my priorities.
With the amount of lords there can be per faction i guess that around 40 banners at least will be necessary for the job.
IP: logged
 Re: Module.7z (v 1.0)  » posted under Nativepp on Oct 23, 2011, 05:06:25 pm
moggers1 wrote:
looks very promising but still a work in progress id say all the diplomacy and other modifications are great and i love the mini factions (even thought their castles may need a little polishing over ;) ) if u could add some more weapons and armour that would be brilliant, great work so far lookin forward to the next version if ther is one :D
thank you and yes there will be a next version
IP: logged
 Re: Module.7z (v 0.9)  » posted under Nativepp on Jul 06, 2011, 08:29:09 am
silverkonti wrote:
Realy nice mode and good job, ty m8 , i think you need make new mod with bigest map and new factions :)

thank you, if i ever think this mod is finished i could make another one with another map, but for this one i will stick with it as it is pretty good already.
About the factions, the small factions are a bit weak, I could improve them in a near future with more castles (and lords) so they can put a fight against another faction (even if they can't win at least they can defend themselves)
IP: logged
 Re: Module.7z (v 0.9)  » posted under Nativepp on Jun 17, 2011, 06:36:41 am
Sw4r0g wrote:
Well maybe these adventure groups could offer their services to bigger groups...even the player in late game, or there could be like two branches of adventurers..good ones and evil ones... that may be of some use...:) but i gues that would take a whole lot of work and time :green:

Sounds good, i'll try to make it (maybe start with something basic and then improve it if it's too hard to do).
It could be nice if i can make it so they can progress in levels too (i guess it's not the hardest part to do)
IP: logged
 Re: Module.7z (v 0.9)  » posted under Nativepp on Jun 16, 2011, 02:52:22 pm
Sw4r0g wrote:
oi. are u by any chance planing to add sth like randomly spawned adventure companies to this mod? :) that would be very cool..well in vanilla it says that calradia is crawling with treasure seeking adventurers but there arent any other adventurers than player... :-| well i hope i gave you an idea..;) btw this baby just keeps getting better :-D


That's not a bad idea (it's even a good one), but i guess i would have to find a use for them, if they only are roaming around maybe it's not that interesting
IP: logged
 Re: Module.7z (v 0.87)  » posted under Nativepp on Apr 18, 2011, 04:56:35 pm
thanks both of you, and for the name, well i quite like the fact that it has no name, it may not be a good way to be known though :green:
IP: logged
 Re: Module.7z (v 0.85)  » posted under Nativepp on Apr 04, 2011, 01:32:49 pm
molashkre wrote:
how could you make troops,recruitable from towns?
well it is not the best place to ask for this but i'll answer you :
it is basically only a new menu in the town's menu, similar to the one for villages.

in my next release i'll give my source code for those who might have a use of it so if you can wait until then it would be good, if you don't want to wait you can send me a mail and i'll answer you with the proper instructions
IP: logged
 Re: Module.7z (v 0.85)  » posted under Nativepp on Mar 25, 2011, 02:54:54 pm
King Edward 2 wrote:
Mod macht Spaß zu spielen.Az persönlich spiele nur Mods und otsenyavam.Glasuvam maks.Haresva von mir! :hammer: :hammer: :lol: :lol: :-D .I like the mod It`s awsome.I vote to max :pint: :hammer: :-D :lol: :lol: :-D
well thank you but the first part was like ... another language ... kind of ... xD
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 Re: Module.7z (v 0.83)  » posted under Nativepp on Mar 10, 2011, 08:29:33 am
Sw4r0g wrote:
i wasnt exactly sure about ressources so i copied all of them..uum i think problem is in item_kinds..you have to add number of added itemS to that number in second line (which is originaly about 611 or sth like that)?
yes you have to do it too and in native it is 603, 611 in my mod, each item new item you put means 1 more to this number
IP: logged
 Re: Module.7z (v 0.83)  » posted under Nativepp on Mar 10, 2011, 06:28:50 am
Sw4r0g wrote:
Today i tried to add some new items from some other warband mod (that 9th century england :idea: ) cause i got tired of same old weaps and armors. well i copied the textures and resources, changed that item_kinds1(added some entries from that mod) it kinda didnt work :oops: :oops: yess i am aye nooob, who needs some(lots?) help.pleez :green:
well if you copied the ressources and item_kinds1 correctly, this is only because in the module.ini you have to add the line load_mod_resource = resourcename (you can put it after the others
IP: logged
 Re: Module.7z (v 0.83)  » posted under Nativepp on Mar 09, 2011, 01:22:52 pm
Sw4r0g wrote:
Great mod...good job. just one question. kinda new here. :roll: umm what are those recruitable nobles for? when (if) can i use them otherwise than for fightng in my unit? :-?
they only are fighting units, but have some small advantages, like they won't ever flee during battles and are high level (means they can be sold much more to ransom brokers)
IP: logged
 Re: Module.7z (v 0.83)  » posted under Nativepp on Mar 06, 2011, 01:33:37 pm
jupi73 :arrow: there is a little button under the description of the mod, it says "comment"

azmi wrote:
great mod you have here, like the concept of enhancing native

i do have some request (if you think necessary)
may be you can merge your mod with diplomacy from waihti, it will be better i think,
but by the way, keep up the good work, i'll be waiting for more updates
i don't really want to do it, mainly for ... well ... no reason, but maybe i should take a look at it (at least test it cause i never did it :roll: )
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 Re: Module.7z (v 0.83)  » posted under Nativepp on Mar 05, 2011, 06:21:40 pm
HeX.16 wrote:
To be honest it is the only warband mod i enjoy. I hope for some more updates soon.
well thanks, and updates will come, but i first have to make some more work on it
jupi73 wrote:
bOuYAkhlO wrote:
data662 :arrow: sorry for the short description, but it's long to write all the little things I changed, I may post something on the forums to explain more, but at the moment it's more of a test to see if people like it (i know with that description it's hard to know if you'll like it)
thank you you dont know how happy you made me :) for the bank and the new nation
that's my job to please you ^^
i don't understand why you quoted me thought
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 Re: Module.7z (v 0.83)  » posted under Nativepp on Mar 02, 2011, 12:32:02 pm
malimihec wrote:
cool mod keep going like that :green: :arrow:
hehe thank you :-)
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 Re: Module.7z (v 0.82)  » posted under Nativepp on Feb 26, 2011, 12:38:03 am
Renon19 wrote:
http://img808.imageshack.us/i/2011022500001.jpg/
So I thought I'd give some feedback to this mod, and I was originally going to say I've found nothing really wrong with it, but as I was playing I kept getting this error. It kept popping up so I assume that it was because one of the lords wanted me to follow them, but the message wouldn't go through. I could be wrong though, but I thought that info would help. It disappeared sometime later and didn't appear again. If there are any more errors I'll be happy to inform you of them.
thanks a lot for this i'll try to fix it :-)
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 Re: Module.7z (v 0.8)  » posted under Nativepp on Feb 06, 2011, 04:01:16 am
GamesBond wrote:
I have put the downloaded module, next to the Native, and when i run it, at loadin ,gives me an error: "RGL ERROR unable to open file : CommonRes\weapon_meshes_e.brf IDK what to do. The native runs good. PLS help
I didn't do anything to weapon_meshes_e (and it even says it's not on the folder of my mod : CommonRes). But if native runs fine there may be a problem so look on your CommonRes folder to see if it is there
IP: logged
 Re: Module.7z (v 0.8)  » posted under Nativepp on Jan 29, 2011, 11:06:03 am
jupi73 wrote:
jupi73 wrote:
bOuYAkhlO wrote:
Belmor wrote:
No problem. I just recruited a lord from the Khanate but hes not taking my banner? Ive also noticed that the lords that show up at my castle dont take any banner.
have you waited one day ? There is a trigger that check on every lord if he has the right banner once per day

have the same problem all of your faction the freeridesrs knight are nakred and i have the only choice to kill them not to talk to them or negotiate(to make them join me) :/
well not just them but also the khegerite knate :/
so it's not only the sarranids, i don't know why but it works for me, if it's only two factions it may be because of an error i made i'll check this
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 Re: Module.7z (v 0.8)  » posted under Nativepp on Jan 28, 2011, 03:34:51 am
Belmor wrote:
No problem. I just recruited a lord from the Khanate but hes not taking my banner? Ive also noticed that the lords that show up at my castle dont take any banner.
have you waited one day ? There is a trigger that check on every lord if he has the right banner once per day
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 Re: Module.7z (v 0.8)  » posted under Nativepp on Jan 27, 2011, 04:58:11 pm
Belmor wrote:
Malik Biliya of the sarranids, Naib Ghullasen Sarranid, Padisha Atis Sarranid, Padisha Hamizan Sarranid those are the only ones I found (Vegir is gone and i cant find there guys) but that seems to be all.
ok then those are only sarranids, and so they are naked because of the error i found and not another one, thanks.
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 Re: Module.7z (v 0.8)  » posted under Nativepp on Jan 27, 2011, 04:00:34 pm
Belmor wrote:
Yes Ive met two that have no gear, One was sarranid and i cant remember what the other one was. But yes they defiantly had no gear.
then this is realy bad, i knew about some sarranids that could become naked (i made a mistake in the script) but not about the others i will need to check this if you could give me his faction and rank (the first part of his name) it would be easy to find and realy nice :-D .
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 Re: Module.7z (v 0.8)  » posted under Nativepp on Jan 27, 2011, 03:44:12 pm
Belmor wrote:
All the new lords have no gear (although the ones that join me have some gear?)
this is strange, they should all have gear, except those that do not lead any party so if you look at the notes tab it will show you everyone, even if they are not in the game right now, so when you say they have no gear you mean when you meet them ?
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 Re: Module.7z (v 0.8)  » posted under Nativepp on Jan 27, 2011, 03:01:07 pm
Belmor wrote:
Ive done as you said for the lords and there still in my party? Also i noticed that the lords you added are all naked with no gear? And no it does not do the missing defenders thing on my native. Thanks for the help.
ok so maybe the killing thing is not working as it should be (i tested it and it killed another lord, but sometimes it works so this is the weird part), and for the naked lords is it only the ones that come on your kingdom or all the new ones ?
IP: logged
 Re: Module.7z (v 0.8)  » posted under Nativepp on Jan 27, 2011, 02:24:04 am
Belmor wrote:
Wow I love this Mod! A few problems though: I found that the game is making my party loose moral when they should be gaining it and vise verse, also when I'm taking a city it says there are 400+ troops garrisoned and Only about 300 get brought in before the city falls, my game it bugging and I'm not able to release or kill lords but i get the honor points (or lack there of) when I get this. Also castles refuse to surrender when they've run out of food? Are these recurring problems or just me screwing it up somehow?

for the moral it is done on purpose, when you fight your men loose it.
I don't know for the city, it works well for me, is it doing the same thing in native ? (if not it may be because of my mod)
to kill the lords you have to leave the party screen after finishing the dialog to kill him, but it should work if you release them
and the last one, i think it is already a problem with native, they start to get wounded after a while i think.
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 Re: Module.7z (v 0.75)  » posted under Nativepp on Jan 26, 2011, 01:58:00 pm
jupi73 wrote:
bOuYAkhlO wrote:
jupi73 wrote:
YEA SORRY DIDNT SEE that and i dont know how to make diplomacy in the mod :( and killed both of your races lol could you add more races and addd more building to build like banks so you get more money and stuff like that :)
yea i plan on adding more factions and buildings, the problem for the factions is that i need scenes for the villages and castles
jupi73 wrote:
ooo yea where do you get bullets for the gun???
you can get them either on the cities you own (if you have one) or by looting them
jupi73 wrote:
ooo dont be sad because of that idiot Befenismor he is jealous he cant make such a great mod :)
of course i'm not sad, how could i be, life is beautiful :-D

nices to hear that and i seruesly like your mod to tell the truth made this account because of your mod and pls make building that give more cash am very low lol
waow i didn't expect this :shock:

and for the building i think something like this will come soon (maybe a sort of bank, from which you can deposit and earn some money)
IP: logged
 Re: Module.7z (v 0.75)  » posted under Nativepp on Jan 25, 2011, 03:05:18 pm
jupi73 wrote:
YEA SORRY DIDNT SEE that and i dont know how to make diplomacy in the mod :( and killed both of your races lol could you add more races and addd more building to build like banks so you get more money and stuff like that :)
yea i plan on adding more factions and buildings, the problem for the factions is that i need scenes for the villages and castles
jupi73 wrote:
ooo yea where do you get bullets for the gun???
you can get them either on the cities you own (if you have one) or by looting them
jupi73 wrote:
ooo dont be sad because of that idiot Befenismor he is jealous he cant make such a great mod :)
of course i'm not sad, how could i be, life is beautiful :-D
IP: logged
 Re: Module.7z (v 0.75)  » posted under Nativepp on Jan 25, 2011, 10:31:42 am
jupi73 wrote:
k thanks and make that lords come quicker have alredy 500 renown no lords come :(
it was meant to be like this, because you can still recruit other lords and make your companions as lords, but maybe with right to rule it will be better
it took me some time to find what you wrote :-P
IP: logged
 Re: Module.7z (v 0.75)  » posted under Nativepp on Jan 24, 2011, 03:02:16 pm
jupi73 wrote:
bOuYAkhlO wrote:
jupi73 wrote:
data662 wrote:
A mod that adds new units and changes several things in the game that enhance pleasure without completely changing the original style of the game

Guess I will have to dl and see for my self. :hammer:


hey i played your mod for 2 days or somthing like that where do the lord appeare i need more lords that i can recuit :)

they appear depending on you renown, the more you have, the more chances are that a lord will try to join you, and when he joins you, you can recruit him in you court
so do they stay or leave in time????? and woulndt it be more logocialy that they join because of the right to rule??? and plsssss add diplomacy than you will have the best mod i have played yet :P

i think they stay a long time (don't realy know about forever) and yeah it would be more logical with right to rule, i'll change this.

and about diplomacy, i don't realy want to add it, if you ask there is no real reason, but i can include the source code so you can do it yourself
IP: logged
 Re: Module.7z (v 0.75)  » posted under Nativepp on Jan 23, 2011, 03:33:44 pm
jupi73 wrote:
data662 wrote:
A mod that adds new units and changes several things in the game that enhance pleasure without completely changing the original style of the game

Guess I will have to dl and see for my self. :hammer:


hey i played your mod for 2 days or somthing like that where do the lord appeare i need more lords that i can recuit :)

they appear depending on you renown, the more you have, the more chances are that a lord will try to join you, and when he joins you, you can recruit him in you court
IP: logged
 Re: Module.7z (v 0.78)  » posted under Nativepp on Jan 02, 2011, 04:19:35 am
Lothbrokson wrote:
Fairly New to Mount & Blade, how do I install the mod?
you just have to extract the content of what you've downloaded into your mount and blade warband directory under modules directory
IP: logged
 Re: Module.7z (v 0.78)  » posted under Nativepp on Dec 15, 2010, 02:53:59 pm
molashkre wrote:
Befenismor wrote:
bOuYAkhlO wrote:
Befenismor wrote:
it is crap
may i know why ?
you are an amateur and this mod is a waste of bandwidth so do us all a favour and delete it please. have a nice day.


this man needs to cure,please,help him :green: :green: :green: mod is great B-)
thanks for the comment, i hoped he would have posted something really interesting and serious, that there was a real problem or something missing, but no...
HolyWarrior wrote:
bOuYAkhlO wrote:
HolyWarrior, is it the same for other downloads ?
like, try to download something else on the repository to see if it works
yeah on other mods it works
i have no idea why it isn't working, i could send it too you by mail, next time i see you on steam
IP: logged
 Re: Module.7z (v 0.78)  » posted under Nativepp on Dec 12, 2010, 10:03:24 am
Befenismor wrote:
it is crap
may i know why ?
IP: logged
 Module.7z (v 0.763)  » posted under Nativepp on Nov 20, 2010, 02:43:53 am
i thought this one was gone, when i tested i didn't appear but it seem to be when one of small faction is destroyed, it doesn't affect anything (except maybe that these lords will not change faction). I am trying to resolve this
IP: logged
 Module.7z (v 0.763)  » posted under Nativepp on Nov 16, 2010, 11:24:18 am
hum... you have the last version of m&b warband ??
and when does this appear ?? at the very beginning or when you click on new game ?
IP: logged
 Module.7z (v 0.76)  » posted under Nativepp on Nov 07, 2010, 04:25:41 pm
thanks :-D
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 Module.7z (v 0.76)  » posted under Nativepp on Nov 07, 2010, 11:39:42 am
and it's working, you no longer have the error ??
IP: logged
 Module.7z (v 0.76)  » posted under Nativepp on Nov 05, 2010, 03:53:25 pm
you just have to put the extracted file onto your "modules" folder that's all

and for the error it shouldn't happen as i didn't do anything on this texture but if after you installed it it says so it's really strange
IP: logged
 Module.7z (v 0.755)  » posted under Nativepp on Oct 29, 2010, 02:49:44 pm
HolyWarrior, is it the same for other downloads ?
like, try to download something else on the repository to see if it works
IP: logged
 Module.7z (v 0.75)  » posted under Nativepp on Oct 05, 2010, 01:42:02 pm
data662 :arrow: sorry for the short description, but it's long to write all the little things I changed, I may post something on the forums to explain more, but at the moment it's more of a test to see if people like it (i know with that description it's hard to know if you'll like it)
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