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Razkil Regular User Nov 29, 2010, 11:01:01 am 0 14
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IP: logged
 Re: Native 2.0 (v 2.0 Advanced Beta)  » posted under Native 2.0 on Dec 04, 2010, 10:13:53 am
Slayer113 wrote:
Quote:
Great idea, and as far i know, ithilienranger left notes inside the file of his mod, for modders to empliment it easier.

sethaniel, not all modders made new textures, but your right so far, his basing it on TWEAK, most likely couse most of us like it.. Though i'd hate it if this was not continued since i've been waiting for a mod wich just improved the Native instead of changing the entire game like Shogun and those large mods.

Besides, the Enlistment mod is something i'd love to try, such a big change.. Being able to gain rank and status like a soldier would in such a time of war.

Ya he did but i'm just having some issues. I cant find some files and what not. I'm working diligently on this mod and hope to get more done soon. I'm going to look into making the spears longer. Anyway, i'm looking for a weapons editor or something so if you can let me know of anything that can help. I've been testing various new tweaks for the mod as well but have not found anything else to add at this time. I will however work on adding new companions. I will also try to add new villages and what not to unused areas if the map. Hope I can add some new stuff for you guys. In the mean time if you want to try an awesome mod check this out. Played it for a few hours yesterday and it's really good.

http://www.mbrepository.com/file.php?id=2086


Been playing it for a while, i dont like the huge change it made.. Its like a entirely different world.
IP: logged
 Re: Native 2.0 (v 2.0 Advanced Beta)  » posted under Native 2.0 on Dec 03, 2010, 02:11:00 am
Slayer113 wrote:
Razkil wrote:
3d86 wrote:
Slayer113 wrote:
3d86 wrote:
All these can be changed with TWEAK that is also compatible with 99.99% of the other mods out there
oh wait let me guess you used tweak on native and you call that ''moding'' ? :shock:

oh and ''meet with the guildmaster option'' that is alredy in native so im guessing you dint even bother to make a description of your mode,you just copy paste from somewhere ..... wow you really are gooooooooooood ....... :hammer:

Please keep your comments to yourself unless they help make something better. Your right, i used tweak but so what, just cause i didnt go into the files 1 by 1 its not modding? And like everyone else said, im new to modding, im not a pro so back off. If you keep harassing all the other people and myself i will report you. Thank you and have a nice day. :-P :-P :-P

i made 2 coments,and that means im harasing you ? grow up alreddy,you wana report me ? go ahead,you really have no reason to report me,but if you insist on it go right ahead


*Sigh* Can we just get back to the real important things instead of arguing like small kids fighting over a candy bar?

At any rate; Slayer, how goes the modding? Think you can succesfully implement the Enlistment script? And what else are you working on at the moment?

Im working on the enlistment script but i cant seem to find where to place it so i need some help with that. Also, im thinking of adding this http://www.mbrepository.com/file.php?id=1783#c_10333

Let me know if you have any more ideas.

Great idea, and as far i know, ithilienranger left notes inside the file of his mod, for modders to empliment it easier.

sethaniel, not all modders made new textures, but your right so far, his basing it on TWEAK, most likely couse most of us like it.. Though i'd hate it if this was not continued since i've been waiting for a mod wich just improved the Native instead of changing the entire game like Shogun and those large mods.

Besides, the Enlistment mod is something i'd love to try, such a big change.. Being able to gain rank and status like a soldier would in such a time of war.
IP: logged
 Re: Native 2.0 (v 2.0 Advanced Beta)  » posted under Native 2.0 on Dec 02, 2010, 04:20:06 pm
3d86 wrote:
Slayer113 wrote:
3d86 wrote:
All these can be changed with TWEAK that is also compatible with 99.99% of the other mods out there
oh wait let me guess you used tweak on native and you call that ''moding'' ? :shock:

oh and ''meet with the guildmaster option'' that is alredy in native so im guessing you dint even bother to make a description of your mode,you just copy paste from somewhere ..... wow you really are gooooooooooood ....... :hammer:

Please keep your comments to yourself unless they help make something better. Your right, i used tweak but so what, just cause i didnt go into the files 1 by 1 its not modding? And like everyone else said, im new to modding, im not a pro so back off. If you keep harassing all the other people and myself i will report you. Thank you and have a nice day. :-P :-P :-P

i made 2 coments,and that means im harasing you ? grow up alreddy,you wana report me ? go ahead,you really have no reason to report me,but if you insist on it go right ahead


*Sigh* Can we just get back to the real important things instead of arguing like small kids fighting over a candy bar?

At any rate; Slayer, how goes the modding? Think you can succesfully implement the Enlistment script? And what else are you working on at the moment?
IP: logged
 Re: Native 2.0 (v 2.0 Advanced Beta)  » posted under Native 2.0 on Dec 02, 2010, 01:34:35 pm
Razkil wrote:
haksio wrote:
Nice one Razkil!!xD i dont belive he wil lcome back so soon D;

Thanks, well.. Gotta get back to figuring out what and how to add a new feature i've been thinking about: a entirely new Kingdom, not a simple edit of the old ones, but actualy adding one.. Though im bad at coding im fairly good at research, as long i dont get distracted :roll:

Can't figure it out, oh well, can hardly wait to find out if the enlistment system will come in next version! ;-)
IP: logged
 Re: Native 2.0 (v 2.0 Advanced Beta)  » posted under Native 2.0 on Dec 02, 2010, 10:52:39 am
haksio wrote:
Nice one Razkil!!xD i dont belive he wil lcome back so soon D;

Thanks, well.. Gotta get back to figuring out what and how to add a new feature i've been thinking about: a entirely new Kingdom, not a simple edit of the old ones, but actualy adding one.. Though im bad at coding im fairly good at research, as long i dont get distracted :roll:
IP: logged
 Re: Native 2.0 (v 2.0 Advanced Beta)  » posted under Native 2.0 on Dec 02, 2010, 10:44:01 am
3d86 wrote:
Razkil wrote:
3d86 wrote:
All these can be changed with TWEAK that is also compatible with 99.99% of the other mods out there
oh wait let me guess you used tweak on native and you call that ''moding'' ? :shock:

oh and ''meet with the guildmaster option'' that is alredy in native so im guessing you dint even bother to make a description of your mode,you just copy paste from somewhere ..... wow you really are gooooooooooood ....... :hammer:

Yeah, just maul him because his starting up modding, imature children. If you dont have anything productive or nice to say, just shut up and go to another mod, nobody asked you to come here.

Also; its still under developement, so more functions will be added over time, and just because thers some other mod out there with some of the same functions, does not mean slayer should not make his own.

So basicly, Befenismor and 3d86, get out of here, your posts are absolutely unneeded and worthless, and its VERY bad behaviour to try and discouraging a modder.

Your funny dude,but guess what im not going anywhere
this mod sucks and i gave a hones coment not like the rest of the ass kissers here
what he did is not moding,changing the quantity of some arrows and saying he added some featues,that are alredy in the native
is simply retarded, im going to say something nice about a mod when i have a reason,but im not gona say it just so you little brats feel good

PS ... feel free to reply but dont expect a reply back,i dont have time to fight with
people who agree that adding a fake description and changing some arows is moding. bye & have a nice day ... or NOT !!!

Your giving your opinion to people who dont care about it. If modding is not to change/edit and add stuff to the game, then nothing on this site except the biggest ones like "Shogun" and "Eagle and The Radiant Cross" is the only things that could be considered modding.. Wich means your paying no respects to the ones who took the time to make something like "Diplomacy" and such, besides: "mod" is a shortage of "modification", so it you who's wrong.

Hopefully, we wont get a reply, if you want to reply here again, grow something called "kindness", and please try not to say such things in furture, im sure you would not like it if i charged in saying "Your mod is crap and a total waste of space!" try to remember: even the things that may seem very small and simple, is way more complex inside.

Have a nice day.
IP: logged
 Re: Native 2.0 (v 2.0 Advanced Beta)  » posted under Native 2.0 on Dec 02, 2010, 09:08:59 am
3d86 wrote:
All these can be changed with TWEAK that is also compatible with 99.99% of the other mods out there
oh wait let me guess you used tweak on native and you call that ''moding'' ? :shock:

oh and ''meet with the guildmaster option'' that is alredy in native so im guessing you dint even bother to make a description of your mode,you just copy paste from somewhere ..... wow you really are gooooooooooood ....... :hammer:

Yeah, just maul him because his starting up modding, imature children. If you dont have anything productive or nice to say, just shut up and go to another mod, nobody asked you to come here.

Also; its still under developement, so more functions will be added over time, and just because thers some other mod out there with some of the same functions, does not mean slayer should not make his own.

So basicly, Befenismor and 3d86, get out of here, your posts are absolutely unneeded and worthless, and its VERY bad behaviour to try and discouraging a modder.
comment last edited by Razkil on Dec 02, 2010, 09:09:51 am
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted under Native 2.0 on Dec 01, 2010, 10:58:07 am
Slayer113 wrote:
Slayer113 wrote:
Razkil wrote:
ARKHAN wrote:
Slayer113 wrote:
Enjoy it guys.
well i played it little bit i got problem when we fight with any kind of outlaws ,,they did'nt join enemy side,./and outlaws are low in numbers so plz they should 20 to 30 in begening/.,and plz plz plz :cry: u have to creat more npc's because 15 are not enough made them up to 25,./any way ur mod rocks :oops: :oops: ,./,./and last thing is experiance increase XP ammount on kills,./THATS ALL,./

I think that the amount of XP is fine atm, but if he/she make the amount of bandits go from lets say 3 - 80 it would greatly variate the amount of bandits, yet still allow a chance to find small groups.

And i agree if you with NPC's mean the companions, more would be better.

Now then, back to testing for time being - have only reached lvl 23 so far, and only bug i found was a slight problem with a vassal of the Nords starting to follow me without reason :shock:

Anyway: splendid work, already my favorite mod! ;-)

I will change the amount of bandits and maybe add a bit of xp so that everyone can be happy. BTW: Im a he so you dont stay up wondering at night lol.

Where you at war with the nords at the time? Maybe the guy just wanted to kill you. Please check again and make sure its a bug. I dont want to mess with the files if i dont have to.

I wasent at war with him, but i think it may just be a minor error, he only followed me for a min at best
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted under Native 2.0 on Dec 01, 2010, 05:45:59 am
ARKHAN wrote:
Slayer113 wrote:
Enjoy it guys.
well i played it little bit i got problem when we fight with any kind of outlaws ,,they did'nt join enemy side,./and outlaws are low in numbers so plz they should 20 to 30 in begening/.,and plz plz plz :cry: u have to creat more npc's because 15 are not enough made them up to 25,./any way ur mod rocks :oops: :oops: ,./,./and last thing is experiance increase XP ammount on kills,./THATS ALL,./

I think that the amount of XP is fine atm, but if he/she make the amount of bandits go from lets say 3 - 80 it would greatly variate the amount of bandits, yet still allow a chance to find small groups.

And i agree if you with NPC's mean the companions, more would be better.

Now then, back to testing for time being - have only reached lvl 23 so far, and only bug i found was a slight problem with a vassal of the Nords starting to follow me without reason :shock:

Anyway: splendid work, already my favorite mod! ;-)
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted under Native 2.0 on Dec 01, 2010, 01:13:22 am
Found something you may want to change:

When prisoners are sold to a tavern keeper he/she says "I will be staying here for a few days.." basicly the same as a slave trader, if you change it to something in the way of "Thanks for your business, come again if you find any more 'goods' ", that will keep it from just being the exact copy of the slave traders i think. ;-)
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted under Native 2.0 on Dec 01, 2010, 12:13:25 am
Slayer113 wrote:
Razkil wrote:
Slayer113 wrote:
Razkil wrote:
I.. Cant.. Belive somebody finaly changed the native not entirely, but to simply "enchance" it.. Im so happy! :lol:

Is there a way i could convince you to put ithilienranger's enlistment mod into this one as well? So we could literally start as a simple infantry and work our way up if we want to.. I just had a idea! (If you choose to) You could make a "camp follower", like a merchant who sells weapons/armor wich is what you would expect from a simple soldier, and maby even replace a option at start so we could choose to start in the servive of a random vassal from the different kingdoms:

Rhodoks --> List of vassals

Im thinking too mutch, i will just start by testing the mod :roll:
Hey, if you want it i will try to add it. Im new to mod making im not a pro at how to do things but i will try. Let me know if you want anything else.

You will? Nice! Could you try make a bigger variation of spears as well then? The battle spears just seem to be outmatched by everything because of their lack of both speed and damage.. Hm.. If you make a "Battle Spear" have around same stats as the others (except damage) then it would be a decent weapon, problem would be the damage.. Im thinking around this, 26 - 37b and 30 - 39p, it wont be overpowered nor will it be useless, though it would require a little testing (wich i will happily do), also, i like how the changes work, not a single bug so far.

QUICK IDEA!: What if you made use of the large parts of the map currently unoccupied? Like the lower right of the desert and the upper right of the north? You could add some villages and castles and such, though the AI wont be going their unless you change the script for them.. (Im only good at ideas, dont have the brain to mod anything myself :-? ) Maby a somekinda enchancement for the training camps to train troops easier? Like it will require a amount of supplies that will last + it will take 24 hours to train a group of 12 - 22 troops and it will grant them a certain amount of xp depending on player level compared to training skill and unit level.. Would sure be handy ;-)

Hey if you want you can join my mod team. You can be the dedicated idea guy lol. Im not the best with ideas so your help would be great. Let me know what you think.

Would be my honor!
IP: logged
 Re: Native 2.0 (v 1.0 beta)  » posted under Native 2.0 on Nov 30, 2010, 04:56:02 pm
Slayer113 wrote:
Razkil wrote:
I.. Cant.. Belive somebody finaly changed the native not entirely, but to simply "enchance" it.. Im so happy! :lol:

Is there a way i could convince you to put ithilienranger's enlistment mod into this one as well? So we could literally start as a simple infantry and work our way up if we want to.. I just had a idea! (If you choose to) You could make a "camp follower", like a merchant who sells weapons/armor wich is what you would expect from a simple soldier, and maby even replace a option at start so we could choose to start in the servive of a random vassal from the different kingdoms:

Rhodoks --> List of vassals

Im thinking too mutch, i will just start by testing the mod :roll:
Hey, if you want it i will try to add it. Im new to mod making im not a pro at how to do things but i will try. Let me know if you want anything else.

You will? Nice! Could you try make a bigger variation of spears as well then? The battle spears just seem to be outmatched by everything because of their lack of both speed and damage.. Hm.. If you make a "Battle Spear" have around same stats as the others (except damage) then it would be a decent weapon, problem would be the damage.. Im thinking around this, 26 - 37b and 30 - 39p, it wont be overpowered nor will it be useless, though it would require a little testing (wich i will happily do), also, i like how the changes work, not a single bug so far.

QUICK IDEA!: What if you made use of the large parts of the map currently unoccupied? Like the lower right of the desert and the upper right of the north? You could add some villages and castles and such, though the AI wont be going their unless you change the script for them.. (Im only good at ideas, dont have the brain to mod anything myself :-? ) Maby a somekinda enchancement for the training camps to train troops easier? Like it will require a amount of supplies that will last + it will take 24 hours to train a group of 12 - 22 troops and it will grant them a certain amount of xp depending on player level compared to training skill and unit level.. Would sure be handy ;-)
IP: logged
 Native 2.0 (v 1.0 beta)  » posted under Native 2.0 on Nov 30, 2010, 04:12:59 pm
I.. Cant.. Belive somebody finaly changed the native not entirely, but to simply "enchance" it.. Im so happy! :lol:

Is there a way i could convince you to put ithilienranger's enlistment mod into this one as well? So we could literally start as a simple infantry and work our way up if we want to.. I just had a idea! (If you choose to) You could make a "camp follower", like a merchant who sells weapons/armor wich is what you would expect from a simple soldier, and maby even replace a option at start so we could choose to start in the servive of a random vassal from the different kingdoms:

Rhodoks --> List of vassals

Im thinking too mutch, i will just start by testing the mod :roll:
IP: logged
 Warband: Renaissance (v 0.7 beta)  » posted under Warband: Renaissance on Nov 29, 2010, 11:11:27 am
Hey! I love you mod! But i wanna ask: could you empliment the "Enlistment Mod" by ithilienranger? I think it would be a nice addition to it :green:

At any rate, i havent found any bugs at all, and i love the changes you made to the soldiers of each nation (firing squads/armies ftw).

I can't wait to see what you put in next ;-)
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