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User Name Group Member Since File Listings Comments
Sw4r0g Regular User Mar 09, 2011, 11:09:19 am 0 8
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 Re: Module.7z (v 0.9)  » posted under Nativepp on Jun 17, 2011, 07:42:22 am
bOuYAkhlO wrote:
Sw4r0g wrote:
Well maybe these adventure groups could offer their services to bigger groups...even the player in late game, or there could be like two branches of adventurers..good ones and evil ones... that may be of some use...:) but i gues that would take a whole lot of work and time :green:

Sounds good, i'll try to make it (maybe start with something basic and then improve it if it's too hard to do).
It could be nice if i can make it so they can progress in levels too (i guess it's not the hardest part to do)


awsome...cant wait :hammer: you rock... ill stay tuned for this ;-)

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 Re: Module.7z (v 0.9)  » posted under Nativepp on Jun 17, 2011, 01:44:03 am
bOuYAkhlO wrote:
Sw4r0g wrote:
oi. are u by any chance planing to add sth like randomly spawned adventure companies to this mod? :) that would be very cool..well in vanilla it says that calradia is crawling with treasure seeking adventurers but there arent any other adventurers than player... :-| well i hope i gave you an idea..;) btw this baby just keeps getting better :-D


That's not a bad idea (it's even a good one), but i guess i would have to find a use for them, if they only are roaming around maybe it's not that interesting


Well maybe these adventure groups could offer their services to bigger groups...even the player in late game, or there could be like two branches of adventurers..good ones and evil ones... that may be of some use...:) but i gues that would take a whole lot of work and time :green:
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 Module.7z (v 0.9)  » posted under Nativepp on Jun 16, 2011, 01:38:55 pm
oi. are u by any chance planing to add sth like randomly spawned adventure companies to this mod? :) that would be very cool..well in vanilla it says that calradia is crawling with treasure seeking adventurers but there arent any other adventurers than player... :-| well i hope i gave you an idea..;) btw this baby just keeps getting better :-D
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 Re: Module.7z (v 0.83)  » posted under Nativepp on Mar 10, 2011, 08:38:09 am
bOuYAkhlO wrote:
Sw4r0g wrote:
i wasnt exactly sure about ressources so i copied all of them..uum i think problem is in item_kinds..you have to add number of added itemS to that number in second line (which is originaly about 611 or sth like that)?
yes you have to do it too and in native it is 603, 611 in my mod, each item new item you put means 1 more to this number
thanks man...realy. i think i can get it done now :-D love this mod ;-)
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 Re: Module.7z (v 0.83)  » posted under Nativepp on Mar 10, 2011, 06:49:48 am
bOuYAkhlO wrote:
Sw4r0g wrote:
Today i tried to add some new items from some other warband mod (that 9th century england :idea: ) cause i got tired of same old weaps and armors. well i copied the textures and resources, changed that item_kinds1(added some entries from that mod) it kinda didnt work :oops: :oops: yess i am aye nooob, who needs some(lots?) help.pleez :green:
well if you copied the ressources and item_kinds1 correctly, this is only because in the module.ini you have to add the line load_mod_resource = resourcename (you can put it after the others
i wasnt exactly sure about ressources so i copied all of them..uum i think problem is in item_kinds..you have to add number of added itemS to that number in second line (which is originaly about 611 or sth like that)?
comment last edited by Sw4r0g on Mar 10, 2011, 06:50:29 am
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 Module.7z (v 0.83)  » posted under Nativepp on Mar 10, 2011, 06:17:25 am
Today i tried to add some new items from some other warband mod (that 9th century england :idea: ) cause i got tired of same old weaps and armors. well i copied the textures and resources, changed that item_kinds1(added some entries from that mod) it kinda didnt work :oops: :oops: yess i am aye nooob, who needs some(lots?) help.pleez :green:
IP: logged
 Dawn Of Man (v Alpha V3)  » posted under Dawn Of Man on Mar 09, 2011, 02:18:25 pm
Hi. it sure has potential..great idea :-D thoug needs a lot of work. for beginning a different main menu background, map names are same as in original..well these are some lil things that i found..as i said gread idea, good work so far...this could be even better with enough effort
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 Module.7z (v 0.83)  » posted under Nativepp on Mar 09, 2011, 12:06:47 pm
Great mod...good job. just one question. kinda new here. :roll: umm what are those recruitable nobles for? when (if) can i use them otherwise than for fightng in my unit? :-?
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