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User Name Group Member Since File Listings Comments
mat2rivs Uploader Sep 28, 2010, 04:26:53 pm 11 52
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  The Gathering Storm v0.2.7c Hotfix Jan 31, 2012 1.75 4,187 5.0 / 5.0 18,575 10.51 MB 1
2  The Gathering Storm 0.2.7a Alternate Download Jan 18, 2012 0.9 2,162 Unrated 7,162 247.1 MB 0
3  The Gathering Storm - A Wheel of Time Mod V0.2.7a Jan 18, 2012 1.49 3,572 5.0 / 5.0 11,583 148.33 MB 1
4  The Gathering Storm - A Wheel of Time Mod V0.2.6 Nov 07, 2011 3.08 8,021 2.4 / 5.0 28,362 205.92 MB 33
5  The Gathering Storm - A Wheel of Time Mod V0.2.6a Sep 21, 2011 0.44 1,115 4.0 / 5.0 7,751 4.42 MB 0
6  The Gathering Storm - A Wheel of Time Mod V0.2.5 Mar 25, 2011 0.91 2,443 5.0 / 5.0 30,745 4.91 MB 9
7  The Gathering Storm - A Wheel of Time Mod V0.2.4 Jan 19, 2011 0.76 2,113 2.3 / 5.0 11,766 4.88 MB 15
8  The Gathering Storm V0.2.3 Beta Patch Jan 04, 2011 0.3 838 2.5 / 5.0 5,168 4.79 MB 1
9  The Gathering Storm V0.2.3 Beta Full Jan 04, 2011 2.41 6,697 3.9 / 5.0 15,658 190.23 MB 13
10  The Gathering Storm - A Wheel of Time Mod V0.2.2 Dec 12, 2010 0.32 895 Unrated 6,722 4.69 MB 2
11  The Gathering Storm - A Wheel of Time Mod Dec 04, 2010 1.21 3,413 3.8 / 5.0 20,075 197.48 MB 49
Comments
Xrouie wrote:
would this workd for warband 1.143?
I believe it should, but you should visit this site to get the latest version of the mod: http://mountandblade.nexusmods.com/mods/3487

Let me know if you have any installation issues.
mat
Aybara wrote:
This is just so awesome! I've been dreaming of a WoT mod for this game since its release. Good job!

btw, is it possible to create a Mat-like character in the game?
Thanks, hopefully you'll enjoy setting up your kingdom. For the Light, or the Dark One...

You should be able to make a Mat-like character. Mat is one of the few characters with specialized items. (hat and ashandarei) I'm not sure, but if you defeat his party in battle, you might be able to loot those items. I'm actually not totally sure of the feasibility of that because I've never tried it.

Also, be sure to download the V0.2.6a patch. It will fix some rather large issues that make the mod less fun.

And keep an eye on the forum thread so you'll know when things get updated.
http://forums.taleworlds.com/index.php?topic=147665.0

Enjoy,
mat
a.pelagos wrote:
Thanks a lot, I'll try again in a bit and say if it works.
I uploaded the file again. Also, don't forget to also download the 0.2.6b patch. Go to the forum site to find that link: http://forums.taleworlds.com/index.php/topic,147665.msg3555865.html#msg3555865
a.pelagos wrote:
The file when downloaded to my desktop tells me it "\Downloads\Gathering_Storm_V026_Full.zip: Unexpected end of archive"

Any suggestions on how to fix this?
Try re-downloading. I'll re-upload the file later today.
mat
Bydon wrote:
How to get ammo for One Power? i keep doing 0 damage. Also how do i learn different wave?
Due to how the magic item is coded, it will report '0 damage'. However, the code in the background is dealing much more damage. You will learn new weaves by using the ones you know and raising your channeling proficiency. Also, when you level up, you can assign points to your 'Channeling' attribute. As that attribute raises, you will learn new weaves.
Lyun wrote:
I was just wondering if there is anyway to make your own character giant like the companion in the game? :-?
Not at this point.
hth0001 wrote:
When I use magic i just hear the sound but i can not see anything??? Please help me! :(
You need to turn on particle effects in graphics options.
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
male wrote:
PLEASE GUYS CAN YOU TELL ME FROM WHERE TO START TO MAKE A MOD OR TO TELL ME A PERSON WHO CAN TELL ME ...... THANK YOU !!!!!!!!!!!!!!!!! :-)
I would start by visiting the official forums. http://forums.taleworlds.com/index.php/board,64.0.html

The Module System documentation is a must if you are wanting to make major changes. There are also a ton of good tutorials you can find from here:
http://forums.taleworlds.com/index.php/topic,48405.0.html

Good luck! It's a long but rewarding journey.
mat
warren wrote:
i enter waygates and can do nothing. there is a bridge and a pillar that dont do anything. sometimes army gets attacked but i cant see anything.
Are you familiar with the Wheel of Time series? The Ways are just for traveling. You should walk in them until you reach another gate. That gate will take you to another place on the main world map. Be careful though, because the Ways are dangerous at times.
Swadia4Ever wrote:
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
Thanks! Hopefully I (and the other team members) will keep finding time to keep the improvements coming.
warren wrote:
how use waygate?
Just click on it, the same as a town or village, once your party gets there, a menu will show up.
fvp wrote:
How do I use magic? lol I was playing a custom battle and I started seeing lighting bolts being thrown and stuff. What character do I use and also, what type of magic spells are there? and how to unlock?
For custom battle, play as Rand or Nynaeve. There will be an item with a targeting reticule like a crossbow. Use 'Caps Lock' to change your active weave. (You should see stuff changing near the hud (by your horse and player health bar).

If you want to be a magic user in single player, choose Wilder or Novice (female only) as your childhood 'occupation'. Then, you will have a One Power item in your inventory.
Veagoure wrote:
Cheers!,

I really like this mod, great premise, characters, dialog, etc.. However I am lazy when it comes to the weapons, armor, and horses for my companions. Any thought of including "Custom Commander" or some other version of the like? With or without I will be playing this Mod. Great job!


‎"The dumber people think you are, the more surprised they're going to be when you kill them" - William Clayton
I'm not sure about Custom Commander, but I know Auto-Loot is part of the Diplomacy package. You just need to have you Inventory Management skill to 3 or more.
warren wrote:
how use magic. also in white tower bandit quest. bandit lair doessnt show
Not every type of character can use magic. You will have to make the following character creation choices in order to be a channeler.

Male: Childhood = Wilder
Female: Childhood = Wilder/Novice

If you do that, you should receive the One Power Item. When that is equipped, use it similar to a crossbow. Use 'Caps Lock' to change the weave you are using. (assuming you know more than one.)
tupums wrote:
Hi!

I moved the folder The gatherin storm to ..../modules and when i want to launch it it says : "unable to find module into the file". What to do, if i use iron launcher?
The folder you moved to /modules... When you open it does it contain 2 folders? One called "module_system..." and another called "The Gathering Storm"? If so, then the folder you really want to have in /modules... is the one you just found called "The Gathering Storm".

If you have more questions, try checking the official mod forum: http://forums.taleworlds.com/index.php/topic,147665.735.html

There are quite a few very experienced users there who may be able to help you before I have a chance to respond. I'm 99% sure the files I uploaded work because I haven't had any complaints on the official forum.

Good luck, and let me know if you are still having problems.
mat
lauri takala wrote:
and would it be possible to have sa'angreals? (hope i spelled it right)
We are hoping to add some sa'angreal in a later update. Also, you should check out the official forum located here: http://forums.taleworlds.com/index.php?topic=147665.0

I think there will be more activity in the late game period once we get you the version that uses the mod Diplomacy to help keep things interesting.
mat
tupums wrote:
mat2rivs wrote:
scottylog wrote:
i have it all copied to the right spot, and the game will start, but about halfway through the load bar, the game fails and i get a error code

cant load commonres\weapon_meshes_e.brf

how do i fix it?
That error shouldn't be occuring. Commonres is where Warband holds the meshes that are used by all modules. I didn't edit any of that stuff. My changes are all contained in "The Gathering Storm" folder that you should have pasted into the Modules folder.

Try to open Mount and Blade using Native. If that doesn't work, then you might have pasted the mod files into the wrong area. If that's the case, then you might have to re-install the game. If Native does work, then you probably need to delete the mod files, re-download them, and then follow the install instructions again.

You should be able to make the mod work if you follow the install instructions I posted. If it fails, then your best bet is to try redownloading and adding the mod again. I know that the files I uploaded work. If they didn't then some of the regulars in the Taleworlds forums would have let me know if none of them were able to get it to work.

If you still have problems, then I'd suggest navigating to the modules folder, and take a look at the files in "Native". Get familiar with what files and folders should be present. Then, when you add the new folder that contains my mod, make sure that at a glance, it's contents look almost the same.

Hi. I have read all comments I got the same problem- error with module not found. Only I have version 1.134 and Native is working. Are you sure this game works on 1.134?
Yep, the mod works for 1.134 of Mount&Blade:Warband. Again, I can only suggest you delete 'The Gathering Storm' folder from you Modules folder, and then redownload the mod. (And only insert 'The Gathering Storm' folder (not the module system stuff) into your Modules folder.) Also, be sure to patch the mod to v0.2.5. If the mod didn't work for everyone, then the folks on the forum would be letting me know. Good luck!
mat
nomad1414 wrote:
thanks for your mod and the patch
:-D
:-D
:-D
:-D
:-D
:-D
:-D
- can you as a modder or any other modder make a mod including the ancient Egyptian civilization (the Pharaohs), Romans , Nubians (Kingdom of Kush) and
Persians (Achaemenid Empire) . :shock:

I'm sure it would be possible. But for me, one mod is enough for now. :)
hakamashakallama wrote:
Yahoooo! Sorry I haven't been able to help out much. I've been busy lately, but I will get to writing and testing more seriously in the coming weeks.
No problem. (Though I'm not sure who I'm respondin to here.)
Mgore44 wrote:
Why do i have to speak with the village elder to recruit any troops :?:
Did i install the game wrong or is that just part of it :?:
You will have to talke to village elder/guild master to recruit. I took it out of the basic village menu. But since you can choose to talk to both of those individuals from the town/village menus, it shouldn't be much harder than in native. (Basically, I didn't want to write up both the dialogs and game menu options that would allow the same things to happen. So I put it all within the conversation with the village elder/guild master.)
HobbitsKickArse wrote:
Hey guys! :hammer: I believe I would say 'Awesome Mod!' if it worked, 2 things are wrong - It says 'WARNING - can't find Terrain_snow' or whatever, but then it has an RGL error saying 'get_object failed for body: bo_small_tree_fm' which closes the game. Also - The Font your using, Papyrus, has quite a few glitches. :-?
Hi,
I just wanted to let you know that this mod doesn't change the Terrain or things like trees. I also didn't make any changes to the Font. By chance are you getting those errors from some other mod you installed that affects the common resources? If not, you might need to try downloading the mod again and see if the errors go away.
Thanks,
mat

PS- Are you sure you added the mod files to the Modules folder? I'm sure you could get a bunch of errors if you added the files at the wrong level.
flycaster wrote:
Great game! You've given the major game developers a high bar to strive for! :pint:
Some questions and comments:
I notice that channelers have skill points in power draw. Does this increase the effectiveness of some weaves? Do points in horse archery increase effectiveness while mounted?

When I bind enemies or set them on fire, then switch to a regular weapon, the enemies flinch like they're being hit. After a few flinches they die. I have yet to determine whether this is effected by weapon damage or speed. You can really wreak havoc this way. Bind a few enemies up front, a few fireballs into the mass, then switch to your sword for a few seconds and watch the bodies drop.

Is there a one handed/two handed heron mark blade or a power-forged heron mark blade?

My only gripe: Where's the Tairen horses? Maybe like a courser or hunter only faster.

Congratulations a crafting a fine game!
Fly
I gave channelers high points in power draw in hopes that it would improve their accuracy and range. But, I can't say for sure that it actually does anything.

People flinch when bound or on fire because they are getting hurt.

There are one handed and two handed heron marked blades. No power-forged for now. I guess that would just have more attack power since weapons don't really get broken in this game.

I didn't make a special Tairen horse but just gave their armies strong cavalry.

Glad you are enjoying things so far.

mat
comment last edited by mat2rivs on Feb 06, 2011, 03:12:34 pm
Elan§Morin§Tedornai wrote:
I've detected two bugs so far:
1. The "Speak with the guld master" option doesn't appear in the cities Bandar Eban and Shol Arbela (I think it's just with these two)
2. When I go into battle my Aes Sedai Yellow Veteran don't arrive on the battlefield. Instead some Aes Sedai Red Veteran arrive, but as allied troops, not as my troops and I can't give orders only to them but if I give an order to another group, the Reds will also follow it. If I loose Reds in the battle I don't loose Yellow Aies Sedai, which kinda makes my army unstoppable. :-D And on tournaments the guys which are dressed in yellow change the color of their clothes to light red at some moment, but if I go closer to them or farther away from them they change back into yellow.(this made me kill a few teammates on a tournament until I realized it :lol: )

P.S. The weavers are very ineffective at long range beause they can't aim properly with their One Power items.
1. The guild master option won't appear if there is a siege, or if there are bandits waiting in the town. (and I think for some other reason that I haven't figured out yet.)
2. By chance are the Yellow Sisters located at the bottom of the list in the party screen? If so, and you are fighting in a large enough battle, then they might just not spawn because of number limitations. Try putting them right under you on the list and see if they still don't spawn. The Red sisters that are spawning are probably because you have Ashaman in your army. They can spawn Red sisters. (Ie. from the large group of Reds who went to the Black Tower to destroy it but got captured instead.)

I don't think I've ever seen that tournament error while playing. In fact, I haven't messed with the tournament code at all. But it's still possible that I messed something up accidently.

Yeah, the computer players are pretty worthless at long range. That's because they are expecting their bullet/weave/arrow to fall as if it had actual mass for gravity to work on. So, they aim a little high at targets that are really far away. This did give me an idea. I need to see if the One Power ammo has mass. Maybe I can set that to zero.

Thanks for reporting those things. You can also check out my Taleworlds forum thread. That's where a few other users have been reporting issues they find and also just listing suggestions. Hope you are enjoying some stuff too!

mat
koetoezow wrote:
This is probably just me, but I can't see the animation when I weave? All I see is my character taking a position like firing a crossbow (but without the bow). I can hear the sound and all and it does have effect, just no fireball or whatever. It does fire some kind of spear-like things, but they aren't always visible. I tried it with several weaves. I have the 2.0 version with the 2.4 patch.

Otherwise, great mod! :-P

PS, I a bit of a noob with computers
Try playing a custom/quick battle with Rand or Nynaeve. Use Caps Lock to change your weave. You should see more of an effect than what you are describing. You can read the first post on my Taleworlds forum if you want to see what each weave should do. Also, if you have graphics turned down, there's a chance that could somewhat change the visual effect of the weaves. (Note, seeing the character holding an invisible crossbow is what you should be seeing.)
http://forums.taleworlds.com/index.php/topic,147665.msg3555865.html#msg3555865
Elan§Morin§Tedornai wrote:
mat2rivs wrote:
Elan§Morin§Tedornai wrote:
I tried to play Custom Battle with this mod with Rand and almost got my ass kicked because all the weaves deliver 0 damage and no matter how much I use them, I can't kill anyone. But at least the effect of the last two weaves didn't depend on damage :-)
You are right, the weaves deliver 0 normal weapon damage, but if you keep shooting fire at people, they will die. It might be better to test the weaves in single player mode to get a better feeling for what the do. Their full capabilites are unlocked there.

Four or so shots with fireball on one person will most likely kill them.
Yeah, kinda sadistic. :D You just need a fast horse and it takes you 15 minutes to fry 40 bandits all by yourself. >:)
With just the intial weave, it will be painful to take out 40 bandits, but it shouldn't be a problem with fireball.
Elan§Morin§Tedornai wrote:
I tried to play Custom Battle with this mod with Rand and almost got my ass kicked because all the weaves deliver 0 damage and no matter how much I use them, I can't kill anyone. But at least the effect of the last two weaves didn't depend on damage :-)
You are right, the weaves deliver 0 normal weapon damage, but if you keep shooting fire at people, they will die. It might be better to test the weaves in single player mode to get a better feeling for what the do. Their full capabilites are unlocked there.

Four or so shots with fireball on one person will most likely kill them.
abraxaz wrote:
how I can change the powers? I can only use to push my enemies: S

There is some guide??
Once you learn more than one weave, press Caps Lock to change your active weave. You can test this functionality by playing a Quick/Custom battle using Rand al'Thor. Also, you can press 'H' while in the world map view to see a help screen.
scottylog wrote:
i have it all copied to the right spot, and the game will start, but about halfway through the load bar, the game fails and i get a error code

cant load commonres\weapon_meshes_e.brf

how do i fix it?
That error shouldn't be occuring. Commonres is where Warband holds the meshes that are used by all modules. I didn't edit any of that stuff. My changes are all contained in "The Gathering Storm" folder that you should have pasted into the Modules folder.

Try to open Mount and Blade using Native. If that doesn't work, then you might have pasted the mod files into the wrong area. If that's the case, then you might have to re-install the game. If Native does work, then you probably need to delete the mod files, re-download them, and then follow the install instructions again.

You should be able to make the mod work if you follow the install instructions I posted. If it fails, then your best bet is to try redownloading and adding the mod again. I know that the files I uploaded work. If they didn't then some of the regulars in the Taleworlds forums would have let me know if none of them were able to get it to work.

If you still have problems, then I'd suggest navigating to the modules folder, and take a look at the files in "Native". Get familiar with what files and folders should be present. Then, when you add the new folder that contains my mod, make sure that at a glance, it's contents look almost the same.
Have you tried downloading the files again? Sometimes they get corrupted during the download.
Just to be sure, your modules folder contains a Native and The Gathering Storm folder like this?
help1x.png
And when you open The Gathering Storm folder, it looks like this?
help2u.png
If so, then the mod should be showing up for you to play.
comment last edited by mat2rivs on Jan 09, 2011, 09:02:39 pm
fvp wrote:
mat2rivs wrote:
fvp wrote:
Hi,

I installed the mod and extracted it like I do for all the other mods but this mod isnt in the list? I go into warband and i dont see The gathering storm on the list? ive tried deleting it and reinstalling it? I have the steam version if that makes any difference.

help please,

Thank you,
fvp
The file you downloaded will have two folders in it. One is called "The Gathering Storm". The other is 1.126 Module System files that I've modified to make the mod. You will want to copy the folder named "The Gathering Storm" and put it in the Modules Folder for Mount and Blade.

You may want to unzip to someplace like your desktop to be able to navigate and find the correct folder to copy into Mount and Blade / Modules.

um im sort of computer dumb lol.... so i delete all the old stuff then extract the gathering storm part into the mods folder? when i downloaded the mod it created its own desktop icon, im going to go try the new way.

thank you,
fvp


EDIT: i extracted the gathering storm part and left the other part alone, then i went to warband looked in the mod list but it still is not there :-( am i doing something wrong?
Download the file.
Unzip it to your desktop.
Go to the folder you just unzipped and drill down (open more and more folders) until you find one called just "The Gathering Storm".
Copy this entire folder into M&B Warband's 'Modules' folder. The path to this folder will depend on where you installed the game.

Usually here: C:\Program Files (x86)\Mount&Blade Warband\Modules
or here: C:\Program Files (x86)\Steam\SteamApps\common\mountblade warband\Modules

Then when you start Mount and Blade, just make sure you pick "The Gathering Storm" module.

If you still have problems after that, you might need to give me a more step-by-step procedure of what you are doing. Also, after you copy The Gathering Storm folder into the Modules folder, you could double check that it's contents look similar to those of the folder 'Native' which should also be in the Modules folder.
fvp wrote:
Hi,

I installed the mod and extracted it like I do for all the other mods but this mod isnt in the list? I go into warband and i dont see The gathering storm on the list? ive tried deleting it and reinstalling it? I have the steam version if that makes any difference.

help please,

Thank you,
fvp
The file you downloaded will have two folders in it. One is called "The Gathering Storm". The other is 1.126 Module System files that I've modified to make the mod. You will want to copy the folder named "The Gathering Storm" and put it in the Modules Folder for Mount and Blade.

You may want to unzip to someplace like your desktop to be able to navigate and find the correct folder to copy into Mount and Blade / Modules.
Kairyu wrote:
Hey, me again :P Anyways, I just fought some bandits on foot because you said that link had something about battling on horse that might be my problem, and the same thing happened. It froze. I still heard the music, but it was frozen. Anyways might it have something to do with the settings I have for M&B? I have it to load textures on demand so I was wondering if that was it, or if the forces vert sync was it...Idk, Ima try to see what happens when I take that off.
Yeah, I think you might have to check you game-play or graphics settings for that. I don't think that I'm having that problem. I don't have the force V-sync box checked, but it could be a whole lot of other things. I'm not sure about the 'on demand textures' thing.

As far as next patch... Well, I have the multiplayer stuff almost done, but I haven't really done that much to the single player stuff since the last patch. I might try to work on it some more over the holidays and how it looks in a week or so.
Oh... I guess you have to have an account in order to report or view the bug-list. Sorry about that. It wasn't that exciting anyway.

So far, the mod you are playing uses the v1.126 module system. And it works for 1.126, 1.132, 1.134 as far as I know. I don't plan on trying to port the mod to another version of the module system python files unless I am forced to. Because I've added thousands of lines of code to many of the indivual files and I don't even want to know how many I've added over all. The thought of porting it scares me.

Yeah, as of now, you only get 'channeling proficiency' when you actually do something useful with the power. Maybe I should change it so you get a little bit of 'xp' no matter what. Sort of like the Ashaman soldiers and the Aes Sedai novices fumbling around for a while trying to learn new weaves.

Your suggestions are good. Thanks for taking the time.
comment last edited by mat2rivs on Dec 23, 2010, 01:02:37 pm
I don't think you should have problems because of your system. (except maybe the graphics card) 45 to 46 isn't anything to worry about for temps. I'm wondering if you are seeing this issue. http://bugs.taleworlds.com/edit_bug.aspx?id=1958

It says that battles with horses sometimes cause problems. (still there in 1.132)

Those weaves are the second dust cloud and then the one right after it.

I'll have to test faster attack speed. I haven't used that yet.
And 1.134 should work with the mod. So far, no one is reporting errors at least.
Your game freezes are caused by the 'push back' feature on the Air Weave. It also might happen with Defensive Blast and Ranged Earth Blast. I removed the sliding feature from the computer channeler's weapons, and also removed the effect from the player's weapon for every type of battle except the open field battles. I think it totally depends on the capability of your computer as to whether or not that weave will cause crashing. I might look into making a 'light' One Power weapon that can be used by people who aren't using the most advanced computers. I used to crash out in battles with a lot of channelers when I still allowed the computer magic items to make people slide. If you are having problems when just you are causing the sliding effect, then I'll try to make a 'lighter' (less cpu intensive) One Power weapon. For now, you might just have to not use those weaves. Especially if they cause problems almost every time you use them. Do you also have 'stutters' when you shoot a fireball or another ranged weave into the air or at a target that is really far away? If so, then I definitely think that some of the problem is that you are stressing your cpu.

Again, those are good ideas for new weaves, assuming I can figure out how to implement them. I could make Air Blast do more damage. I'll maybe tweak it a little, but it needs to be pretty weak since it's the first weave that the player learns.

I don't have any ideas about the blocking thing. The only thing I can think of is if you are on fire and don't realize it. I think that might make your character stagger when it delivers the damage every second. I'm not totally sure about that though. I know the computer agents will stagger when they are on fire.

I don't think rocks should be doing that much damage. I didn't make any changes to the damage that rocks do. My only guess is that some of the magic code is stressing your computer so the game engine might be making some errors. For example, the bandits you saw shooting fire. I can't reproduce that error. Maybe let me know what your computer setup is. I know that my mod has higher system requirements than the base game. And I don't know all the errors that could take place as you push the limits of your system more and more. But if the game is crashing, then there's a good chance that it is acting up in other ways too.
For some reason, no matter how I code it, enemies will run when routed. The Bind weave can't hold them at that point. I don't think bandits should be channeling. Unless I forgot and left a weapon in their inventory from testing. I think sometimes strange things happen the longer you play a saved game. Maybe it loses track of some of the global variables.
comment last edited by mat2rivs on Dec 20, 2010, 10:33:55 pm
Kairyu wrote:
Cool =D That makes me happy. There is another thing. Is the weave to hold your enemies in place supposed to wear off after a certain time? Or no? Just curious.
At this point, the bind weave hold people in place until the weave is unraveled. I might try to change it to a 10 second interval or something like that. For multiplayer, I made it so I gives 2 damage per second for 10 seconds, unless it is unraveled. It was a little too much when fighting Tar Valon because all the enemy troops would just stand around. Also, I need to look into how to make the troops move again after it is unraveled. They still seem to like to stand around.
That's a pretty good idea for the fire ball. It might even work pretty well as a new weave.

It's pretty easy to make seekers faster. I'll see what I can do about making them a little bit faster.
Kairyu wrote:
Cool, I tried that editing thing before and it slows my game down for some reason...Idk why but it does. Anyways, Ill give it another shot.
Yeah, just leave it on when you actually want to use it. It can slow the game down a bit.
If you downloaded both files, then you are up to date.

So far, the 'multiplayer' I'm talking about is basically single player, but with more options. If you host your own game but it's not visible on the servers, then no other human players will join it. (they have to have the same game version and mod running also if they would want to join.) You just set up computer bots, and then play some of the modes. Deathmatch, Team Deathmatch, or Battle are the only modes that really make sense to play by yourself. The computer bots aren't smart enough to do well in Siege or capture the flag, or some of the other ones. But, if you like being able to have large battles, respawn when killed, and not have to re-hire/train troops that die, then Hosting a multiplayer Bot-war can be a fun way to burn some time. It's at least a good way to get better with using some of the weapons. (I still stink at playing the actual game since I've spent 95% of the time that I've owned the game modding it.)

I'll add the 'fix who is married to who' error to my idea list. No promises. (I did fix the One Power dagger. In the next release, you will have a One Power symbol item. It shows up in the inventory screen, but will not be seen when you are actually in the battlefield.)

As far as the Aiel. One can't take on 10 simply because of how the game engine is set up. When you get hit, it interrupts you for a little while. So, 10 on 1 means the 1 will rairly get a chance to hit. I'd suggest trying a few custom battles playing as the Aiel. Put the archer slider bar to zero if you don't want any wise ones. Aiel are strong, they have a really powerful short spear and knife. It lets them kill most enemies fairly quicky. It's downside is the short length. Also, they have high athletics and powerstrike/draw. Play a couple custom battles in the Oasis level, they should destroy enemy armies. (assuming they aren't outnumbered 10 to 1.)

Also, if you have done level editing with the Unreal engine, then I'm sure you can master the scene editor very easily. If you want to try, put the game in Edit Mode and then press control+E when you are in any scene. (I'd recommend making a copy of the Native module folder, and then playing the game under the new 'module'.) Because any scene you change and then save will be changed from then on in the module.

There's a ton of good information about scene editing in the Taleworlds Forums.
Kairyu wrote:
Yeah, I get it. It is your mod after all :) I have heard how hard coding is and I dont want you to go out of your way or anything.

The family trees ARE messed up. Birgitte was married to a chick, and Mazrim taim was I think Matt or Perrins newphew or something and He was I think some main characters son....The family trees are a bit...wierd. Also, the only reason why I was saying that it would be nice to have the different countries is because Ive seen Tear have troops for all the different southlander factions with rivalry troops in the same army, and it just seemed a bit unrealistic, though i guess during the twelfth book it did become somewhat real to have it mixed. Idk, I love the mod alot, and look forward to any other things added or improved upon.

As for the version Im not to sure. I only downloaded this about two or so days ago. So whatever version was up then.
You probably have V0.2.0 then. If you want to add the patch, just click on the box that says "More from this Author" right under the original post. Then you'll see a link for the V0.2.2 patch. It is a really small file and is pretty easy to install.

And while I made the mod, I only have a limited amount of creativity. :-) So, suggestions from people who have downloaded and played the mod are great. Right, now, families are figured out by the native code. So, it's a little more random, and there are marriages between faction lords and ladies, but it won't make sense at all as far as the series goes. I would probably have to 'hard code' all the relationships if I wanted them to be logical. I can always add it to my idea list.

I agree, the southlanders factions aren't split up perfectly, but I tried to make the dividing line somewhat logical. Again, this is beta, so any suggestions are good. I have no idea how far this will go, but I'm having fun so far. I really want so try to scene some of the important locations. So far, I have Emonds Field. And you can run quick battles at a Shienaran Border Tower if you want. I'll have to see how much free time I have over the holidays. I'm also doing some work with multiplayer. So you can host your own bot-war. I have no idea if my re-coding of the power item will actually work in true multiplayer. I gave it a set amount of stamina, and a base recharge rate. And, the more gold the player has, the faster the stamina recharges. There's a lot of differences in multiplayer though. But I know that's the part of the game my brother likes best, so I'm giving it a try. :-)
Kairyu wrote:
I found out something else...I dont know if you have another site where you frequently check on this mod or if this is the only place your mod is posted, but anyways, when you kill someone with the one power you gain no experience. Idk if you intended to do that or if that is possibly a bug. A sole channeler may not gain levels as a melee character would, and in my opinion that is a bit unfair. Anyways, still a great job :D

I have a thread in the Taleworlds Forum here: http://forums.taleworlds.com/index.php/topic,147665.msg3555865.html#msg3555865

Experience gain for channeling is coded into the magic. But, I think it has some sort of bug. Try using a fireball a bunch on some enemies, then switch to a sword or something and hit some enemies, sometimes I'll all the sudden get a ton of xp-gain messages. It's like it gets hung up until your character gains some xp through conventional methods. They you get a ton all at once. Also, you channeling skill should raise when you use weaves successfully. I have a global variable that will become larger and larger with each worthwhile use of the power. (worthwhile meaning you hit someone with a fireball, etc.) Then once you get to the main map screen, a trigger will raise your channeling level if you used it enough. And if you spend attribute points on channeling, that global variable will catch up to where it should be with the new level you bought. So you don't have to play catch up on your channeling to advance without spending points.
Kairyu wrote:
Yeah, the name of the empress, may she live forever, was not however Tuon...it was something different. Ill have to check what she was called in game, but I know it wasnt tuon. Also, Im not just meaning firing into a mob of people who are fighting, but I had my wise ones in a line in front of me, I am on horse back. Then, I aim over their heads and for some odd reason my fire hit them even though it went over there heads, and when it hits it doesnt do any damage at all. I just keep getting the message: Hit 0 damage. Over and over again, and yet they still died. Then, of course was the wise ones killing the wise ones XD that was interesting. Another wierd thing that happened is that I got killed without even being hit, and it was by a wise one...I wasnt in their way or anything.

For the troop thing I did get far enough into to see it branches to Illian, tear, far madding, mayene, etc etc, but the Central, east, west, and all that is a bit confusing. If perhaps for each nation you actually got rid of the whole southlander faction and put their actual names and then it wouldnt be to confusing. The southlander faction is a bit troop confusing to me. Id just separate them. Put the faction names in their. Andor, Cairhien, Tear, Illian, Murandy, Amadicia, Mayene, Arad Doman, Tarabon. I know its alot of faction names and stuff, and is easier to compress in one, but then the troops get all wierd. Idk, It is just my opinion to make it a bit more diverse. And to actually be able to join each different country and not just one big conglomeration would be cool, cause then Elayne would be the one controlling the entire faction of the southlanders, for Caemlyn is in the southlander faction....Idk, Its wierd XD I love this mod though and I cant wait to see more improvement :D

Umm, as for the dagger thing. Perhaps you could create kinda what previous mods did. Make an item (circle, icon, or something of the sort) to be the one power and then just use something different for the projecttile. Something that doesnt hit anything. Like and invisible bolt, one that doesnt hit anything but is there...is that even possible :shock: Idk, but it sounds cool :green:

Edit: Almost forgot to say. If you didnt see my comment above the one you posted and below the first I did: When you kill someone with the one power you gain no xp. Is that intentional or no? Just curious.

Just wondering on the whole getting yourself killed by your teammates issue... Are you using V0.2.2 of the mod? I made some improvements to the channeling system in that one, and if you want to keep testing in the new version, feel free. Also, I don't think the damage report messages will work right with the channeling items. That gets too complicated since you can hit 10 or more enemies with a single fireball. Just think how crazy the messages could be with 20 or more channelers fighting.

At this point I think I'll leave the factions as is. I have about one thousand lines of code controlling the current diplomacy between the eight existing factions. Altering that to take into account the twenty or so factions that would be needed to have every country as it's own faction sounds dreadful. And troops would need to be changed,and their upgrade paths, and banners, and towns, castles, villages, and lords and ladies, and which lord gets which town, templates for faction recruitment, quick battle troops, multiplayer, ... ... ... Yeah, that is a ton of work. It can be done, but that is no simple task, and will require a lot of testing to make sure a ton of new errors weren't created. I think if you know Wheel of Time geography and take a second to see how the Southland countries are laid out, you can find your way through the southland_2_recruit -> southland_2_recruit_west -> tarabon_recruit, stuff and be able to train the type of troops you want in your army. It's a little bit of a headache, but a whole lot less so than if I tried to rework the factions to include every single country.

I"ll look into the one power dagger item. I might just need to make a new simple mesh for the item. As long as it will keep shooting straight. Might need to see if it's possible to make the one power 'not lootable'. That's sort of like looting someone's physical or mental abilities. (like that guy in Heroes)
Kairyu wrote:
My bad, I totally forgot Tuon's full first name. :oops: I always went by Tuon since that was how everyone called her (Besides when she was in court and all that) Again, my bad :oops: So she is the empress in it. Fortuona...I forgot that :oops:

Edit: By the way, I thought of this. It would be funny as hell if you were to do the actual relations. Like, Rand, Elayne, Min, and Aviendha in one. Matt and Tuon. Nynaeve and Lan. Egwene and Gawyn. Perrin and Faile. I think it would be especially funny for Matt and Tuon. Given the circumstances XD If they were all married in the game imagine the complications XD
Yeah, I generally think of her as Tuon also. All the intermarriages would be funny, but that's one area I stayed far away from. So, I'm sure the family trees in Randland are looking a little scary right now.
Thanks for the feedback Kairyu!

Agreed, the original Empress, may she live forever, was never in Randland. But, in the interest of keeping the lord/lady's names the same, I made Tuon as the Empress. The male leader at Falme was Turak, but I tried for the most part to make sure that all the lords and ladies I made were alive as of book 12. (that was the state of the series when I made the lords and ladies) (except I added Ingtar, cause he's cool)

Southlanders: There are two factions of these guys.
Coalition: Mayene, Cairhien, Murandy, Illian, Arad Doman, Altara
Alliance: Andor, Tear, Far Madding, Amadicia, Ghealdan, Tanchico

I was trying to keep some of the good old southland rivalries alive. (Cairhien vs Andor, Tear vs Illian, Andor vs Murandy, Amadicia vs Illian, Tear vs Mayene, Arad Doman vs Tarabon, etc.)

You should be able to advance either of the two southlander recruits into the respective elite troops from any of the 12 countries represented by the two factions. Play a custom battle between the two factions to see some of the troops you should see. (also, try out the V0.2.2 patch to see more troop types in custom battles) I don't think there should be any troop advancement issues. If you are seeing them, you might need to download the files again.

Currently, my one power weapon can do 1 damge with that little arrow blur you see. I'll try to change that number to zero. I'm not sure if that's possible. However, if you are shooting fireballs into your own troops (and the enemies I hope), then yes you will kill your own guys. Fire and many other weaves do not see friend or foe. That's up to the user. (heal of course only looks for allies)

One power dagger: The dagger was the first small weapon I found that worked with the firearm weapon type and the crossbow animation that allowed the computer channelers to shoot (and hit their targets) with the ranged weaves (fireball, freeze, chainlightning, balefire). I left it like that because I was tired of looking at options (at the time) but I may be able to change it.

Out of ammo. You'll notice that you don't actually have any ammo for the one power weapon. For whatever reason, the code will run for about 135 ammo-less uses of the item. Then it will start giving the 'you are out of ammo' message and the magic code quits working. The workaround I found was to go to the inventory and then back to the battle. Somehow, that fixes it.

I agree, there are a ton of ideas and locations (scenes) to add to this mod. I'll have to see if time and energy allows. So far, I've put 5 pretty strong months into it's production. I'll keep working on it as long as it's enjoyable and time allows.

Thanks for your feedback.

Also, I notice M&B Warband V1.134 is out. I haven't tested that yet to see if the mod still works with it. (Fingers crossed)
KushCapo wrote:
Hey the mod is fun so far I recall playing this on the original m&b I might be mistaken but isn't there a orc horde or some evil army that invades? :-?
This mod is similar to the mod Shadow Rising made by Feral for the original M&B. However, I created the mod using none of Feral's code or models, but did borrow some of this ideas for how the user interface should be set up. Ie, channeling stamina, troop ratio bar, etc. And you are correct, later on, the Shadowspawn from the North will invade. In fact they will do some of that right from the start.
comment last edited by mat2rivs on Dec 14, 2010, 02:36:29 pm
Hbrown wrote:
How do i use magic?? Is it with the one power??
Yes, 'magic' is called the One Power in Wheel of Time. To fully test how it works, try a quick/custom battle using Rand or Nynaeve as your character. In single player mode, make sure you have the One Power item equipped. And it will have to be active to use it in battle, just like any other weapon.
slashandtrash wrote:
Anybody else getting the odd pathing maps? For example, the bandit lair mission my men don't really move and fight, more like follow and run. Same goes for the bandits.
Could you let me know who you have in your army? Some troops do have extra code that affects their pathfinding. (mostly the extra spawned troops, warders, damane, etc.)
Also, I haven't tested nearly every scenario or scene of the mod. (and the mod uses V1.126 Module System files and I don't know what all's been fixed by the other versions.)

So far the "lair" battles have worked ok for me. Except the one with the long gully that ends with a lake and caves, my men always seem to run along the wall and get caught on the rock on the right side because they are targeting the bandits on the hill above them. Is that what you mean?

Also if you accidently damage your men with magic, they will chose you as their new target, but they can't actually fight you, so it just seems like they follow you around.
comment last edited by mat2rivs on Dec 05, 2010, 10:02:48 pm
Swadia4Ever wrote:
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

I'm glad you have enjoyed most things so far, and thanks for the feedback!

As far as the magic effects error, I don't think that I've ever gotten that. When you get to the world map for the first time, you should see the normal "This is the world map ... " message, then two more messages. One is the first few sentences of "The Eye of the World". The second will be concerning the channeling weave you just learned. (It depends on how many attribute points you spent on your channeling proficiency.) I do remember that sometimes I would only get one of the second messages. I think it depended on how quickly I tried to click through the display boxes that show up. I don't think I've ever had "no magic" until the second day though.

Towns on the edge. Ergh... The map was one of the first things I made. I noticed that and decided that it was still playable, if a little annoying. I'm not sure if you can make an existing map larger using Thorgrim's Map Editor. I remember choosing the size when I made a new map. I can add it to the list of things to look into. I'll see if the tool allows for that.

Scenes: Yep, they are all native at this point. And also sort of randomly placed. (Meaning what the actual scene looks like compared to it's location on the map.) I'm probably going to do an update where that will place villiages, (and maybe towns and castles) in the 'right' areas. Ie. snow on the map means snow on the ground and buildings in the scene. (that will also be painful)

Also, I hope to do some more scenes like Emonds Field and Shienaran Border Tower, that will be available in single player, custom battle, and multiplayer. (multiplayer uses native troops at this point. And I don't plan on hosting a server or anything.) More like a host your own game and set up bots as you like.

About Emonds Field being a desert... Don't you remember the Sand Hills that Rand, Mat, and Perrin explored when they were boys. ;-)

So far no campaign. Sorry, me being a nerd and not an author stuck with the coding and visual stuff like killing Trollocs in Emonds Field with a heron mark blade. Maybe in the future.

Thanks for the feedback!
Call4Pizza wrote:
unbelievable good for a beta. All it needs now is a bit of polishing up, a few more villages and towns, tweak up the mercenary tree and you have an unstoppable mod. truly genius :-D



also nerf the magic by 5x its capacity now beacuase the power of it just kills ur brain

The large open areas on the map are there by design. Google "Wheel of Time map" and you'll see. They are the lands of the countries that have died out. I suppose it could have an adverse effect on the wars though.

And I agree, if you are riding around torching non-channelers with fireballs, you might think the magic is over-powered. But, go try your skills against the Aes Sedai in Tar Valon, you will find out that it isn't so easy. You may find yourself shielded and fighting it out with the tower guards while the warders come in for the kill. Also, killing the bandit groups is easy. Try taking on a Borderlander army, even using magic, and see if that evens things up. Or the Shadowspawn. (Of course you might have to get close so they don't just stand in their long line and wait for you to pick them off one by one.)

You can also get a pretty good preview of the troops types by playing quick battles.

Hopefully by deciding who you fight and who you ally with, you should be able to find challenging foes even with a powerful magic system.

Thanks for your encouraging comments, and the feedback in general.
Demon666 wrote:
I use it the magic but there is not a pictorial effect only sound :shock:
PLS Help me!!!!!

What weave are you using? Not all weaves will have a visual effect like the 'fireball' weave. Try playing a custom battle using Rand or Nynaeve. Then you should have all 14 weaves and be able to see which ones have a visual effect.

14 weaves:
Air blast - (Visual - Dust Cloud) does a little damage and pushes enemies (push effect only for single player open field battles)
Freeze - (Visual - ice trail) slows enemies who are hit
Heal - (Visual - blue mist on the agent you healed) heals nearest allied agent with less that 70% health (can heal your horse)
Fireball - (Visual - fire trail) does initial damage and them burn over time damage on all agents in target zone
Unravel - (Visual - yellow mist on effect that was unraveled) Dispels seekers, compulsion, bind, and allies who are burning
Defensive blast - (Visual - Dust Cloud) does large damage to agents who are near channeler (and pushes them away if you are in single player open field battles)
Ranged blast - (Visual - dust trail and cloud on impact) ranged version of previous weave
Bind - (Visual - white mist on bound agent) bound agent can't move
Chain Lightening - (Visual - lightening trail) Will pass lightening charge through up to 8 agents near the blast point
Fire Curtain - (Visual - wall of fire) Will do initial damage and damage over time to all agents near the fire wall
Shield - (Visual - purple mist on agent who is shielded) shielded agent can't use channeling unless they break free. If you are shielded keep channeling and you have a chance of breaking free. Harder to do if a strong enemy shielded you.
Seeker - (Visual - ball of green energy that tracks and kills target) You get hit, you die
Compulsion - (Visual - black mist on compelled agent) This will turn the compelled enemy agent to your team.
Balefire - (Visual - light trail and purple image if agent is hit) Agents will be ripped from the Pattern. (killed instantly and removed from your sight) Also if hit agent has been killing your teammates, then some of them may come back to life.

Those are the weaves and what you should expect when you use them. If you are using heal, you may hear the sound, but you might have healed someone behind you, therefore you wouldn't see any visual affect. Also if you are shielded, then when you break free, you will hear a whip-crack, but will not see a visual effect. (especially if you are on a horse and therefore not noticing the purple mist trail that is following you around signaling that you are shielded.

You should see an obvious effect every time for Air blast, Freeze, Fireball, Defensive Blast, Ranged Earth Blast, Chain Lightning, Fire Curtain, Seeker, and Balefire.

I'm sorry if this doesn't help.
comment last edited by mat2rivs on Dec 05, 2010, 10:00:27 pm
Demon666 wrote:
can I be playing until 120 days in the game?

You can play long after 120 days. Just from day 0 to day 120, I have forced diplomacy between factions to act how I want it too. Also during that 120 day time period, certain cities will fall to the Legion of the Dragon, Seanchan Empire, and Shadowspawn. So, just bear in mind that if you manage to take over Tear before 30 days have passed, the Legion of the Dragon will take it back from you on day 30. A bunch of things like that will happen that won't be too much of a surprise to you if you are familiar with the Wheel of Time series.

After day 120, the only diplomacy that is forced is that all non-player factions will be at war with the Shadowspawn. I haven't tested enough to know whether or not the Shadowspawn will put up a good fight or not.

Enjoy!
marko616 wrote:
how to instal this mode? :shock:

Download the file.
Unzip it to your desktop.
Go to the folder you just unzipped and drill down (open more and more folders) until you find one called just "The Gathering Storm".
Copy this entire folder into M&B Warband's 'Modules' folder. The path to this folder will depend on where you installed the game.

Usually here: C:\Program Files (x86)\Mount&Blade Warband\Modules
or here: C:\Program Files (x86)\Steam\SteamApps\common\mountblade warband\Modules

Then when you start Mount and Blade, just make sure you pick "The Gathering Storm" module.
thomaser wrote:
Hey i Downloaded this mod but I can not find the mod :-(
I put de mod in Steam/steamApps/common/M&B W/Moduls
but when I start M & BW then the mod is not in the liste

The folder you download should have two folders in it. One is called "The Gathering Storm" and the other has the Module System source files. Place the folder called "The Gathering Storm" in Steam/steamApps/common/M&B/Modules. Just to be sure, open up the folder that you are putting in .../Modules and verify that its contents look similar to those of Steam/steamApps/common/M&B/Modules/Native. I tried the download link and it worked for me, so hopefully you should be able to get it to work.
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