preload button hover image:
HomeSearchRankingsStatisticsAboutContact
Current Time: Feb 19, 2018, 09:37:39 pm
 Mount&Blade Repository
      
Registration is not required to download. However, it will allow you to vote, comment, and request upload access. Forgot your password?
User Name Group Member Since File Listings Comments
The Specialist Uploader Feb 10, 2011, 02:48:56 pm 11 36
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  Samurai Weapons OSP - By Bogmir (Mirror) Dec 25, 2011 0.67 1,503 Unrated 4,897 5.35 MB 1
2  7th Century Middle Eastern Helmets by Sayd Ă›thman Nov 15, 2011 0.34 777 Unrated 2,187 2.57 MB 0
3  The Specialist's OSP Models Nov 14, 2011 0.41 958 Unrated 4,021 6.77 MB 1
4  Gothic's Macedonian Sarrissa(OSP) Jul 25, 2011 0.16 395 Unrated 2,613 115.9 KB 0
5  Captain America Minimod Jul 21, 2011 0.39 934 Unrated 4,255 15.18 MB 1
6  WOTG Source (Password Protected) Jul 20, 2011 0.05 119 Unrated 704 1.05 MB 0
7  The Specialist's Ballista (OSP) Jun 08, 2011 0.16 401 Unrated 2,704 251.3 KB 0
8  Warriors of the Gods Password Protected.7z Jun 07, 2011 0.06 145 Unrated 1,438 55.37 MB 1
9  Halo AS Update 0.5 Alpha (PASS PROTECTED!) Apr 20, 2011 0.09 230 Unrated 1,300 24.59 MB 0
10  Warriors of the Gods (Closed Beta) Apr 13, 2011 0.42 1,040 5.0 / 5.0 5,335 34.18 MB 16
11  God Mode for Warband Apr 11, 2011 10.72 27,482 4.8 / 5.0 17,830 24.57 MB 11
Comments
IP: logged
 Mount & Blade v.0.202 (v .202)  » posted under Mount & Blade v.0.202 on Oct 20, 2011, 07:33:17 pm
You know, I wonder...
Back in .202, shields (when broken) actually looked real, not like in Warband how they just magically hit the ground...
And it looked like this had decapitations. :D
IP: logged
 Dazubo (v )  » posted under Dazubo on Oct 19, 2011, 08:31:04 pm
No way! This is literally the very beginning of MB?
IP: logged
 SonKidd's Multiplayer Troop Item Ge (v 0.9b)  » posted under SonKidd's Multiplayer Troop Item Generator on Oct 12, 2011, 03:34:54 pm
Nice work SonKidd. I owe you one.
Btw, it does work with WFAS, but I'm not sure how well (since I only tested with the WFAS demo)
IP: logged
 Re: Native Mod Compilation - Full 0.9 (v 0.9)  » posted under Native Mod Compilation - Full 1.0 BETA 2 on Sep 19, 2011, 10:34:17 am
Crowe1721 wrote:
Would this work with Warband 1.143?

Yes.
Note though, if you use this in 1.143, you can only use the commands from 1.134 or else it may crash.
IP: logged
 wstest (v 1)  » posted under wstest on Aug 19, 2011, 09:16:31 am
I know this is a really old post to ressurect, but why are there 55 downloads on one test, and 155 on another if you only had a dev team of 10-20. :lol:
IP: logged
 Re: wastelander mod (v beta)  » posted under wastelander mod on Aug 19, 2011, 09:14:34 am
Knight Inquisitor wrote:
Well, the first of all, I like it. But ... (There's always "but" thing :lol: )

Found some bugs. I know it's beta but you could use this to improve it into alpha.

1. The car (bike) sound like a horse when someone cut it.
2. The icon on the map is a horse with a flag. Can you use an icon of car of a bike to replace it? Think about it.
3. The food ... It's just same old food. I saw there laser guns but I still eat same old meat and cabbages. You can put there some "space" food or something like that.
4. The map ... It's just a same old map. Change it, add different names of cities, add new lords (names) and rulers too. Change bandit parties too and it will be a different.
5. Moral and party size ... Hmmmm, this appears to be problem with most of good mods for Mount&Blade. You can try to boost it and to give player ability to raise a big armies. I mean, the "kings" can raise over the 300 men and their moral is always strong. Try to use something like in "Blood" mod.

This was just a friendly council. Hope you'll like my ideas.

Regards!


I like your ideas, and I'm not even the dev!

Acutally, from what I last heard, Del was working on his Warsword Conquest mod, and a port of this to Warband with more features.
IP: logged
 Re: Native Mod Compilation - Full 0.9 (v 0.9)  » posted under Native Mod Compilation - Full 1.0 BETA 2 on Aug 16, 2011, 12:28:11 pm
Spike999 wrote:
During the battles the bug appears: Unrecognized opcode 707.; LINE NO: 82: At script: update_agent_hp_bar
help

I get it sometimes too. Don't worry about it, it doesn't affect anything.
franz wrote:
please, how to make old native saves in this new extension?
I'm not a genius, but I'm pretty sure you can't. You have too many new scripts, items, constants, menus, etc. That would affect that.
IP: logged
 Re: God Mode for Warband (v 1.1)  » posted under God Mode for Warband on Aug 10, 2011, 08:45:13 am
Daltz wrote:
Fun mod, but theres one issue i notice; whenever I break someones shield, the game stops working. Reason? Fix?

That's really odd. I never had that issue whether I was punching, throwing, or smashing the shield and it broke.
Reason, I don't know... The fix maybe that the engine can't handle over 63 strength, so export the character and make all stats 63 (but that didn't stop the mod from being run, so I don't really know. :()
comment last edited by The Specialist on Aug 10, 2011, 08:45:41 am
IP: logged
 Re: importing an obj into brf tutorial (v 1)  » posted under importing an obj into brf tutorial on Aug 04, 2011, 10:21:20 am
crumbs wrote:
Assuming you don't need rigging.

Assuming your material is already made.

Assuming you want "simple shader" to be the shader used.

Assuming you don't need an alpha channel.

Assuming your texture is already added to the brf. and in the correct directory.

That's why it is a tutorial.

Thanks for showing the entire world your knowledge of such things. It is really helpful.

I know quite a bit.... I just don't like to type/create huge tutorials about it. You did a good job, but what I mean is that putting an obj into a brf is as easy as importing it.
Everything else is what needs a tut, so nice! I'm sure this will help some people who don't work with BRF's that much. :)

IP: logged
 Cadel_Dress_Pack (v 1.0)  » posted under Cadel_Dress_Pack on Jul 20, 2011, 01:28:09 pm
Can we get some elaboration, screens, etc?

I'd rather not waste the download, although it sounds good.
IP: logged
 The American Cilvil War Mod V.1 (v Demo Version)  » posted under The American Cilvil War Mod V.1 on Jul 19, 2011, 09:21:37 pm
Civil war is nice. My only few complaints are....

No new reload animations. Breech loaders were used partially in this time period.
And no cannons? That was a HUGE part of the civil War!
Maybe it's just me... But I keep getting C++ Crashes....

It's crashed 4 times.
My system is...
Vista (32 bit)
2.5 gb ram
Not sure which graphics card, but I play fallout 3 with no issues...
And I am not sure why the mod keeps crashing. :(
IP: logged
 importing an obj into brf tutorial (v 1)  » posted under importing an obj into brf tutorial on Jul 07, 2011, 11:00:18 am
OpenBRF --> Import --> Static Mesh --> meshname.obj.
Now you're done. Lol :lol:
IP: logged
 Re: GodMode for Warband (v Stable 1.0)  » posted under God Mode for Warband on May 04, 2011, 06:27:03 pm
tehmulletman wrote:
any chance of something like this for MB: with fire and sword in the near future? :-)


Sure!
As soon as I get the WF&S Demo (Or buy the whole thing), and find a good mod tool, I'll make one. :-D
IP: logged
 Battle of Thermopylae (v 1.0)  » posted under Battle of Thermopylae on Apr 27, 2011, 05:26:10 pm
Do you know how I could make this a singleplayer map?
I need a thermopalye map for my WotG mod. :D
IP: logged
 Re: Warriors of the Gods (Closed Beta) (v 0.5 Beta)  » posted under Warriors of the Gods (Closed Beta) on Apr 14, 2011, 09:42:00 am
BlackTeam wrote:
Plz tell me :-(

Are you on the TW forum?

I don't want to just post it on here. :D
IP: logged
 Re: Warriors of the Gods (Closed Beta) (v 0.5 Beta)  » posted under Warriors of the Gods (Closed Beta) on Apr 14, 2011, 08:36:05 am
nomad1414 wrote:
make a new map and new city names

Aye. I'n mot too sure on the new map, but the renaming cities will come after the troop trees are done.

I need to find a Warband Map Editor before I can mess with the map though.

Thanks for the suggestions! :green:
IP: logged
 OSP - Labyrinth-parts and Magnus-Ha (v 1.0)  » posted under OSP - Labyrinth-parts and Magnus-Hammer on Apr 13, 2011, 08:02:20 am
When I put the hammer in the game, my character ended up grabbing the Head of the Hammer and smashing things with the handle :lol:

Any ideas how to fix? I wanted to do this to some peasants.... :hammer:
IP: logged
 Re: GodMode for Warband (v Stable 1.0)  » posted under God Mode for Warband on Apr 11, 2011, 07:25:41 pm
tehmulletman wrote:
nice but i have to ask, is there a way you can combine this with a recruiter mod? :-P


Probably could. If I find a link to the compiled TXT Recruiter mod, I can do that. :D
IP: logged
 Re: GodMode for Warband (v Stable 1.0)  » posted under God Mode for Warband on Apr 11, 2011, 10:28:37 am
tehmulletman wrote:
The Specialist wrote:
I'll update that ASAP. Thanks for the suggestion. :)
I had increased the amount to 10 from 3, but it was still worth it. I'll lower it to 3-6%. Expect the update within the next week.

where can i go to edit this in the meantime? also are you still gonna update this? its been more than a week :-P

by the way great job

*EDIT* nvm i found a nifty tool posted here to edit it....it was set to 76% chance of bandit infestations of towns instead of the normal 3%.

Haha, yeah. I actually lost the saved work when my computer crashed. :(

And I thought it was as low as 10.... apparently not. :P

I'll upload the update tonight. :D
IP: logged
 Native Mod Compilation - Full 0.9 (v 0.9)  » posted under Native Mod Compilation - Full 1.0 BETA 2 on Apr 06, 2011, 07:49:36 am
THANK YOU SOOOO MUCH!
Can I use this to make my own mod? Like, are you ok with me using your stuff? I needed all but one of these merged mods in a mod of mine. :)
IP: logged
 Gladiator mod (including 4.3 bugfix (v 0.43)  » posted under Gladiator mod (including 4.3 bugfix) on Mar 30, 2011, 02:38:09 pm
Is there any way to port this to 1.011? I cant play it in .808. :cry:
IP: logged
 GodMode for Warband (v Stable 1.0)  » posted under God Mode for Warband on Mar 28, 2011, 09:52:13 am
I'll update that ASAP. Thanks for the suggestion. :)
I had increased the amount to 10 from 3, but it was still worth it. I'll lower it to 3-6%. Expect the update within the next week.
teun557 wrote:
hey i got some things you might want to look at in the next version

1. in the begining the world is filled with theows and other bandits wich is good, but after like 30 in game days there just gone in my world so i cant realy fight any battles i can win

2. while on the map there is little to no music wich is somethimes a little, well boring well not realy boring but just kinde weird.

3. at last i got a sugestion i havent done a siege battle yet but i hope that you guys are willing to fix those because, realy 1 ladder for a 500 men army?
i dont know what you guys changed yet but, i just wante to throw this out there, Batering Rams! that would be just swell.

i love this mod its realy great Keep up the good work!

I totally agree with points 1 and 3. I listen to celtic music in the background, so its no big problem for me, musicwise. The one ladder for a huge army could be a problem. :-?

And BATTERING RAMS ARE THE BEST!!!! They so need to incorporate it!
IP: logged
 Hegemony 268 B.C. v1.91 Beta (v 1.96)  » posted under Hegemony 268 B.C. v1.91 Beta on Feb 23, 2011, 11:43:06 pm
If possible, could I port this over to Warband? At least items wise. I need to work on new factions... ;-)
IP: logged
 wastelander mod (v beta)  » posted under wastelander mod on Feb 23, 2011, 10:19:58 pm
How did you make the cars, bikes, and hoverboard so smooth riding? From modder to modder. ;)

Also, any interest to port this to Warband? I LOVE this mod for 1.011, but it would be more popular if it were ported to warband. :)
How exactly is it different? Is it a release of a version prior to 1.011 or a release around the Warband type game? Just curious.
IP: logged
 Re: Surrealarms: barbarian armor [WB] (v )  » posted under Surrealarms: barbarian armor [WB] on Feb 16, 2011, 11:59:56 am
Spak wrote:
OpenBrf 0.0.51?
Use any other version or take this 51-compatible brf:
http://forneus.ru/mnb/barbar.rar

Thanks! It worked. :-D
IP: logged
 OSP-Classical Italian and Roman ite (v .1)  » posted under OSP-Classical Italian and Roman items .3 on Feb 15, 2011, 10:39:08 pm
For some reason I turned the Shield into a rigged mesh. (.SMD) and made it body armor....

That was fun. :)
IP: logged
 Re: OSP-Classical Italian and Roman ite (v .1)  » posted under OSP-Classical Italian and Roman items .3 on Feb 14, 2011, 10:46:57 pm
Augustus Pertinax wrote:
46893918.jpg
Yep, make sure they are in the textures foldier of the module you're importing them in.

Ok. Thanks

The first time I downloaded it only got half the file done. All the textures were missing. :cry:

I redownloaded. Everything's great! Would you mind if I used some of these in a mod of mine?
IP: logged
 Surrealarms: barbarian armor [WB] (v )  » posted under Surrealarms: barbarian armor [WB] on Feb 14, 2011, 08:23:49 pm
I cant open the BRF and neither can Warband or 1.011

It says in OpenBRF and BRFEdit that the file is corrupted. The BRF not the RAR.

Can you fix this?
Lachmann wrote:
Hey,
I have an error message when downloading v 1.332, it says something like setup files corrupted and to obtain a new copy of the program, any where else I can download, any one else have same problem, any help would be good.

Thanks in advance, Lachmann.


If the v1.332 Setup error happens when you go to run the application, just redownload the exe off this link. I have had errors like that with tons of EXE files in the past.

Hope I helped ya!
-Specialist
IP: logged
 Re: OSP-Classical Italian and Roman ite (v .1)  » posted under OSP-Classical Italian and Roman items .3 on Feb 14, 2011, 08:15:36 pm
thanhthuc123 wrote:
I did what you instructions but when I play do not see anything in the shop :cry: :cry: :cry: :cry: :cry: :cry: :cry:

Make sure you checked the "Merchandise" box on the item itself.



I have one question. Did you add textures to it? I cant find the Textures in the downloaded file. I just wanted to make sure. Without textures the weapon turns white....
In about two minutes it turns red for me. If you know what I mean. >:)
TigerGRC wrote:
The Specialist wrote:
I'm pretty sure the companions are supposed to do that... I dont know though. That feature was designed so you would have a bodyguard. :D

I finally got 1.332 to work, so I know what you mean.... But as for the sheildbash... I have only managed to do it once, on accident. :(
It is supposed to be Right Click+Left Click, but it never works for me. The other thing is to make sure that you have the 'Sheildbash Player" option on in your Camp Mod Options menu.

Hope that helped!
-Specialist

Yeah i have the mode on and all but i haven't managed to do it either... at times i kinda do some 0 damage things just by running towards opponents but i doupt it's that... i mean it doesn't make any more like a shield bash... I hope we can solve that, shield+spear combo is really frustrating in tournaments when they start falling on you...

Thanks though
Tiger

I know exactly what you mean.... If I figure it out I'll post the exact way to do it. :)
Hopefully we'll both get it and share it! :green:

-Specialist
TigerGRC wrote:
Are companions supposed to follow you into tavers and occasions like when you go to a village center? I don't know if i somehow buged it or i activated something by accident but suddenly my companion appears in such occasions and runs around. And he starts getting on my nerves...

Plus i still haven't found how to use the shield bash xD Do i need to have a skill on shields or something?

Thanks

I'm pretty sure the companions are supposed to do that... I dont know though. That feature was designed so you would have a bodyguard. :D

I finally got 1.332 to work, so I know what you mean.... But as for the sheildbash... I have only managed to do it once, on accident. :(
It is supposed to be Right Click+Left Click, but it never works for me. The other thing is to make sure that you have the 'Sheildbash Player" option on in your Camp Mod Options menu.

Hope that helped!
-Specialist
Hey, I have two things to say. First, GREAT MOD! I love this mod!
The second is this. I havent been able to play since the release of 1.331. Both 1.331 and 1.332 freeze in the middle of a game. No big battles cause this, but it gives me a random C++ Error that makes it so that I can't play more than three or four minutes without reloading the game. Anybody know how to fix this?
Thanks in advance!
HomeSearchRankingsStatisticsAboutContact

Hosted by Hypernia.
Website © 2018 FenriSoft. The core site script is PHCDownload (© 2005-2018).