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User Name Group Member Since File Listings Comments
Seek n Destroy Uploader Mar 13, 2011, 06:15:36 am 2 41
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  SnD's Polished Native Hotfix for V 0.6 Jul 12, 2011 0.44 1,072 Unrated 3,735 2.46 MB 0
2  SnD's Polished Native Jul 06, 2011 3 7,461 4.6 / 5.0 24,974 141.89 MB 102
Comments
IP: logged
 Morghs_MB_WB-WFAS_Editor_v1_40.rar (v 1.40)  » posted under Morghs_MB_WB-WFAS_Editor_v1_40.rar on Aug 12, 2011, 11:15:43 am
Thank you Morgh for the great tool!
The editor for py files is really handy and I hope you develop it further
IP: logged
 Re: SnD's Polished Native (v Alpha 0.6)  » posted under SnD's Polished Native on Jul 25, 2011, 03:29:06 pm
SwedensFine wrote:
Hey I just recently Downloaded ths mod and it said "error,couldn't process small tree#" Any idea on how I can get this fixed??
I have seen such an error happen before and I think that by replacing:
load_mod_resource = grass_meshes
load_mod_resource = grass_meshes_b
in the module.ini by:
load_resource = grass_meshes
load_resource = grass_meshes_b
comment last edited by Seek n Destroy on Jul 25, 2011, 03:29:45 pm
IP: logged
 Re: SnD's Polished Native (v Alpha 0.6)  » posted under SnD's Polished Native on Jul 25, 2011, 03:25:24 pm
callahan9119 wrote:
Seek n Destroy wrote:
callahan9119 wrote:
Cool, I prefer your graphical changes to theirs, but I like everything else about the Floris mod.
I lack the time to do it but when i figure the changes necessary to integrate the graphical changes of this mod to Floris i will send you a Pm in the taleworlds forum with the necessary instructions

Thanks, but don't worry about it, I only play the Brytenwalda mod anymore.
So you don't need it anymore?
IP: logged
 Re: SnD's Polished Native (v Alpha 0.6)  » posted under SnD's Polished Native on Jul 18, 2011, 05:10:50 am
callahan9119 wrote:
Cool, I prefer your graphical changes to theirs, but I like everything else about the Floris mod.
I lack the time to do it but when i figure the changes necessary to integrate the graphical changes of this mod to Floris i will send you a Pm in the taleworlds forum with the necessary instructions
IP: logged
 Re: SnD's Polished Native (v Alpha 0.6)  » posted under SnD's Polished Native on Jul 18, 2011, 05:07:23 am
Vhires wrote:
Is this mod at all compatible with V1.143 at all? Furthermore, will it ever be?

I own MnB:W on Steam and all updates are applied by the platform -- would there be a way to revert version number on Steam?
The mod should be compatible with 1.142/1.143 and later on i will port this mod to 1.143 , I am just waiting for some content to put in the mod that justifies porting it.
IP: logged
 Re: SnD's Polished Native (v Alpha 0.6)  » posted under SnD's Polished Native on Jul 16, 2011, 05:08:40 am
Sportzkid wrote:
Seek n Destroy - The new release of Freelancer works pretty well. Seems much better and error free. anyway you could integrate the new version of freelancer into this mod? mod looks good btw
I released a hotfix instead of uploading the entire file : http://www.mbrepository.com/file.php?id=3043 this include the newest version of Freelancer
IP: logged
 Re: SnD's Polished Native (v Alpha 0.6)  » posted under SnD's Polished Native on Jul 14, 2011, 03:03:30 pm
callahan9119 wrote:
Hey SnD, do you know a way to implement the graphical changes from your mod into the floris expanded pack?
It should be possible, I'll have a look onto it without messing with the game
IP: logged
 Re: SnD's Polished Native (v Alpha 0.6)  » posted under SnD's Polished Native on Jul 08, 2011, 05:09:40 am
MyNameIsNoob wrote:
Hey.. Its me again.. annoying, isnt it..?
They relesed " Freelancer v. 1.0a hotfix " ( http://www.mbrepository.com/file.php?id=3030 ) , a menu text document..
I was wondering, maybe u could give some tips how to integrate in your mod..?
I tryed to copy and replace last 14 lines in that text, ( they are about freelancer mod.. kinda ) but it didnt work for me, only mess up my game for more a bit...:))

This can't be done this way it must be fixed in the module system and not in txt file, i've already seen the hotfix and it get's rid of the "Speak with the commander bug" I am just waiting for a more complete fix then i will integrate the fix in the mod.
IP: logged
 Re: SnD's Polished Native (v Alpha 0.6)  » posted under SnD's Polished Native on Jul 07, 2011, 04:48:07 pm
MyNameIsNoob wrote:
Seek n Destroy wrote:
MyNameIsNoob wrote:
MyNameIsNoob wrote:
Propeshy of Pendor‎ Time to delete u ^^^^^ This mode better be good... :D
oh yea..)))) Danke ( bow )
whaaaaaaaaaaaaah :)))))



Everytime i want to talk to dude which one armys part i`m , game shows lot of bug texts ((

"SCRIPT ERROR ON OPCODE 2031: Invalid mesh ID -1 , LINE NO - 0
And everytime i want to talk to him ( after battle ) He says how valuable i was in battle, and improves relationship with him, and dosnt give any other options... ( even if i try to talk more then 10 times.. )

I am very sorry for this, i added the freelancer mod that as come out some days ago and still have bugs; until they post a fix i prefered to ignore the bugs since they are harmless.
Thank you for your support and comprehension.
Best regards:
SnD


One more interesting bug..
I`m In King Harlus party, i defeat one of our enemy lord, i capture him - i Talk to King Harlus ( i`m in his army ) and guess what option i have...?^^ capturing or leting free King Harlus, if i capture him, i am stuck, i cant get out of party, and King Harlus as well is stuck - he dosnt move, couse he is my prisoner.. I guess i made duplicate lord..

I will report this bug to the Freelancer mod team in order to fix it.
Thanks for the feedback
IP: logged
 Re: SnD's Polished Native (v Alpha 0.6)  » posted under SnD's Polished Native on Jul 07, 2011, 04:22:32 pm
MyNameIsNoob wrote:
MyNameIsNoob wrote:
Propeshy of Pendor‎ Time to delete u ^^^^^ This mode better be good... :D
oh yea..)))) Danke ( bow )
whaaaaaaaaaaaaah :)))))



Everytime i want to talk to dude which one armys part i`m , game shows lot of bug texts ((

"SCRIPT ERROR ON OPCODE 2031: Invalid mesh ID -1 , LINE NO - 0
And everytime i want to talk to him ( after battle ) He says how valuable i was in battle, and improves relationship with him, and dosnt give any other options... ( even if i try to talk more then 10 times.. )

I am very sorry for this, i added the freelancer mod that as come out some days ago and still have bugs; until they post a fix i prefered to ignore the bugs since they are harmless.
Thank you for your support and comprehension.
Best regards:
SnD
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 28, 2011, 01:17:55 pm
Uxion wrote:
Got a new error when I tried to make a new game or go to an old save:
RGL ERROR

get_object failed for mesh: skybox_clear_01


I have a windows xp with Dx10 and a Geforce 8800 if that helps
Have you loaded a save from a previous version of the mod while having the newest?
Because i changed the skyboxes and i think your save is looking for the old ones...
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 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 28, 2011, 01:15:18 pm
AzTec wrote:
hey SnD can you please tell me how to get that archery animation into native or somthing would be very happy if you helped me out ! thanks this mods awsome BTW :-D :pint:
the thing is that the animation comes with the others (sword,polearms,etc...), if this don't bothers you just:
copy the skeletons.brf (in my mod resource folder) and put it in the resource folder of the mod of your choice.
copy the action.txt and put it in your mod , it will ask if you want to replace the file, say "yes"
in module.ini of your mod search for:
load_resource = skeletons
and change it so it looks like:
load_mod_resource = skeletons

Hope i was clear enough.
Best regards:
SnD
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 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 27, 2011, 05:57:53 am
Uxion wrote:
So just delete that single file?
The flora_kinds.txt in the mod data folder (/user/:C/program files/steam/steamapps/common/M&B warband/modules/SnD's Polished Native/data/flora_kinds.txt
if non steam:
user/:C/program Files/M&B warband/modules/SnD's Polished Native/data/flora_kinds.txt
Is the only file that i suspect to cause the error so if it exist you can delete it
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 26, 2011, 02:10:17 pm
Uxion wrote:
The loading screen changed but the same problem persists

the only " bo_small_tree_fm" that I remember is located in the flora_kinds.txt from the Graphical Boost Pack mod
so either you installed the mod yourself and replaced some files from common res and etc from the mount and blade main folder (may cause conflicts with the mod)
or the flora_kinds.txt from the mod data doesn't work as it should ( you can delete it )

IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 26, 2011, 12:53:04 pm
Uxion wrote:
The current version That I have is 1.134 although when I installed and reinstalled the mod a window poped out saying I have an unknown version

The error occured during the loading screen with the two horsemen charging each other. The progress bar was about 75% done.

I reinstalled it 3 times

If the loading screen is the same than regular warband you should download the new version, as i have fixed some conflicts between mods it should work

IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 26, 2011, 04:59:44 am
Uxion wrote:
I have an error that says:

RGL ERROR

get_object failed for body: bo_small_tree_fm

Just some questions:
Wich version of warband you are running?
Where the error occurs (loading screen or scene)?
Did you tried re-install the mod?
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 17, 2011, 02:11:45 pm
Call4Pizza wrote:
Seek n Destroy wrote:
Call4Pizza wrote:
This mod looks truly amazing, i have not downloaded it yet but i will and i was wondering if factions have new troops or new armor a weapons? that is usually what i look for in mods the native troop trees are boring and short. So if you have not added in any new troop trees and items it would be a great improvement to what seems like one of the better mods I've seen and it truly looks amazing

At the same time i am improving the mod i'm creating 2 sub-mods to provide a different experience while keeping the same basics
this one is the base mod and the sub-mods will come later
And for modders or anyone else that wishes to imrove it at their own taste the Source code is in the data folder and everything is OSP just give credits to the creators.
that sounds great and are you willing to tell what the sub mods are cause you peek my interest

I was thinking of making a mod with an expanded troop tree while keeping the native feeling of it and make a single player musket mod
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 16, 2011, 06:02:34 pm
callahan9119 wrote:
Thanks, I'll try that...I just wish I knew what takes away all the looters/robbers etc.

How would I import the more metal sounds and the suffer or whatever it is?

also I am confused about the picking your own troop types. I recruited some Swadian Recruits, but when I talked to them I didn't get any option to change them or anything.

Just copy the folder called "Sound"
The looters were not taken away i just changed the spawn rates of every kind of "bandits"
Your own troops types can only be reached when you start your own kingdom you recognize them because they have different names and aren't part of any faction ( swadian , vaegir , etc...)
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 16, 2011, 05:22:29 am
callahan9119 wrote:
I don't know what the hell is going on, but there are almost no bandits to level on. This is the reason I don't use Floris mod. I thought this was just a polishing...graphics etc. I was looking for a good graphics compilation, but not stuff that effects gameplay. I don't know if it's custom commander or any other mod you included, but something eliminates bandits for the most part, which I need because I suck at this game. I had to cheat and give myself enough money to wrap me in a tin can of armor to deal with all the deserters and spearmen etc that are only around (sparsely) instead of bandits.

Thanks for the installer though, that is rare for this game.

I wish you had a simple alternative with just the graphics, animations, visible arrows etc, without all the custom commander and things... just a presentation "polish". I know you're not here to indulge everyone's preferences, but there is a real lack of a good compilation of JUST the presentation stuff.

You can do it by yourself rather easily by making a copy of native and renaming it to wath you want and copy paste in the copy the following mod files:
Resource folder
Texture folder
Module.ini
skins.txt
action.txt

~this should work and you will have only graphical enhancement
Best regards:
SnD
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 15, 2011, 07:57:49 am
Sarissofoi wrote:
Actually I try to mod this. For my own use.
I don't know much about modding but still I will try.
Things to plan to do:
Changing troops. Mostly cosmetic changes - some troops are damn ugly. I use two editors tools and it work well. Dunno how to modify upkeep for units or cost for upgrade but rest is easy.
Rebuilding troop trees(graphical). Dunno how to do that.
More quests. Don't know how to start.
More companions. I found tutorial and it should work.
Few more items. Should be easy.
Sorting items by kingdoms. Should be time consuming but easy.
Adding sheriffs(sort of village elder/guild master) for castles. Hm..
Modifying bandits.
Adding few minifactions(Northern barbarians, Mountian clans, Free Nomads, Desert clans). That means adding new castles/villages npc and other stuff. A lot of work.
Adding new types of places(Thieves den, Hunters Camp, different kind of villages/towns). Wonder if it is possible.

I search on forums and find some usefull stuffs. Hope that I actually do something before I get enough:).


I wish you the best of luck and if you can manage to do it i would apreciate to mark it as sub-mod in the taleworld forum
Just remember to give the proper credits .
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 14, 2011, 10:19:17 am
Call4Pizza wrote:
This mod looks truly amazing, i have not downloaded it yet but i will and i was wondering if factions have new troops or new armor a weapons? that is usually what i look for in mods the native troop trees are boring and short. So if you have not added in any new troop trees and items it would be a great improvement to what seems like one of the better mods I've seen and it truly looks amazing

At the same time i am improving the mod i'm creating 2 sub-mods to provide a different experience while keeping the same basics
this one is the base mod and the sub-mods will come later
And for modders or anyone else that wishes to imrove it at their own taste the Source code is in the data folder and everything is OSP just give credits to the creators.
IP: logged
 Re: SnD's Polished Native (v Alpha 0.5)  » posted under SnD's Polished Native on Jun 14, 2011, 10:15:21 am
tobijah wrote:
nomad1414 wrote:
nice work , but before I download , will these improvements affect the system requirements of the game ?

:green:
Nomad I don't know about the other things but mods like "Polished landscapes" and other graphics mods will slow it down a lil if your computer is slow
as for some others i would say it just has more stuff to calculate and think about so it would probably be a lil' slower(don't take my word for it though)

Tobijah is right, the main feature of the mod is to improve graphics to make warband a little more realist but at the price of more system requirement but not much more as some textures are the same size as native
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on Jun 11, 2011, 05:54:10 am
Krumpac wrote:
Seek n Destroy wrote:
Krumpac wrote:
Hello,

I got troubles with the dialogs reports in this mod.
* Reports Damage
* Reports Shot Difficulty
* Reports Casualties
* Reports Experience

These reports are unvisible during the whole gameplay for me, I already tested the following steps :
* Graphic driver update
* Lower graphic setups ( low - high - very high )
* Tested Native mod in the Warband version 1.134 ( everything works there )
* Reinstalled the whole game
* I Tried to enable/disable the reports in the option menu, but nothing happens

Can you please help me out ( or somebody )
thanks a lot.

Krump

Really strange i haven't noticed this bug myself, everything works fine
Have you tried the mod option in the camp menu?

Yes I tried it already in the camp to disable/enable them, but at least nothing helps.
* then I tried compactibility mod for XP SP3/SP2
* My OS 64bit Win7 Ultimate

I starting at least to enjoying the mod without the reports, but its even bad without the reports in the game.

Did you know the module.ini comannd for enable the reports directly there or in what file I can check them out in the warband directory.

Thx a lot for the fast answers.

I'm sorry that i can't help you further as i have no knowledge about this kind of problem you should ask here I'm sure people could help you:
http://forums.taleworlds.com/index.php/board,164.0.html
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted under SnD's Polished Native on Jun 11, 2011, 05:38:49 am
Guthrey wrote:
Seek n Destroy wrote:
sifsilver wrote:
Also, is there a way you can make it so that when customizing troop armor for player faction we can use whatever armor we wish rather than the selection they offer?

I can add some armors and weapons but there is a limitation of 36 items in the selection if I´m right so it´s not possible unless i manage to increase the selection but i can´t be sure it works.

I don't know if this would be practical or not but what about having two separate mods both identical except the troop customization screen of mod..A..only has gear with a Rohok, Swadian, and Nord style. While mod..B's..troop customization screen only has gear with a Khergit, Sarranid, and Vaegir style.

The objective of the troop customization is to give the player the opportunity to create troops as he wants them to look and not to copy native ones, and thats why there is a mix of various faction items and armours.
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on Jun 11, 2011, 05:33:24 am
Krumpac wrote:
Hello,

I got troubles with the dialogs reports in this mod.
* Reports Damage
* Reports Shot Difficulty
* Reports Casualties
* Reports Experience

These reports are unvisible during the whole gameplay for me, I already tested the following steps :
* Graphic driver update
* Lower graphic setups ( low - high - very high )
* Tested Native mod in the Warband version 1.134 ( everything works there )
* Reinstalled the whole game
* I Tried to enable/disable the reports in the option menu, but nothing happens

Can you please help me out ( or somebody )
thanks a lot.

Krump

Really strange i haven't noticed this bug myself, everything works fine
Have you tried the mod option in the camp menu?
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on Jun 11, 2011, 05:30:18 am
Sarissofoi wrote:
Great thing. I must say that I enyou this mod more than any other I find so far.
Are you planning adding something to it like more qusts troops or items?

Thank you, and next version will be out in no time with some improvements and bugfixes
And I am currently working in a alternative version of this mod with firearms
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on May 28, 2011, 04:27:10 am
sifsilver wrote:
Its fine, I'll just figure it out. btw, you used El Arte De La Guerra for the siege scenes right? I noticed that troops are getting stuck behind the fence in uxkhal as well. I can't seem to find the fix for it. :(
Exactly and I will catch up the fix because it's true that it looks theres some bugs left.
And as always thank you, your feedback is always usefull ;-)
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on May 27, 2011, 08:20:13 am
sifsilver wrote:
I'm getting a lot of stutter lag that I'm not getting on Native or some other mods :( even with everything on low. I tried reinstalling your mod and its still there. Any Idea?

I don't have this problem myself and everything is at max
With next version i will implement the graphical mods in a different way so that may work better.
If you have many games installed it may cause the other games to lag because you're lacking RAM memory, sorry I can't help you much more my english sucks :-)
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on May 26, 2011, 10:25:55 am
sifsilver wrote:
Hey, I just noticed a huge bug... ibdeles castle is floating in the air... I physically can't take it and its stopping me from defeating the Rhodaks :(

Really strange the ground must be elevated it will be fixed in next version.
Thank you for pointing that out
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on May 21, 2011, 03:44:07 am
Mongol wrote:
You should add the Mercantilism mod

The Mercantilism mod isn't compatible with my mod, but i might add some of the scripts that are OSP.
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on May 21, 2011, 03:33:43 am
sifsilver wrote:
Hey, Can you list out the improvements from the new update? :)

The changes are listed in the installer and in this page changelog:
Changelog:
Alpha 0.2
Created an installer for the mod
Balanced the bandit spawn script
Added the Arena Overhaul Mod by Adorno, Expanded Horizons 1.1 by Openshaw, Some textures of Realistic Colors mod by Lucke189 and an optional texture pack by Lucky Lancer

And as i have posted implement this file wich looks great with the mod but i've thought that some people might not like:
http://www.mbrepository.com/file.php?id=2448
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on May 18, 2011, 08:16:26 am
defcon52 wrote:
Seek n Destroy wrote:
defcon52 wrote:
Does any one know what mod in the pack changes or effects party's food consumption and also party moral per point in leadership? having trouble trying to edit those 2 value's for a fun play through with less hassle and TweakMB will not let me edit the value's because of one of the mods effecting them already.
For what i know the custom commander as an option that causes troops to eat more often in order to gain morale (it's optional and it's in the mods option). The rest is the Native values.
If you are interested i may edit the script in order to get higher morales per point of leadership, it may come more handy for players :idea:

Thanks, but no i was just wondering which mods effected this, problem i has having is when i got around 700 troops moral would be excellent for 1 hour and then would drop to terrible just waiting in a city with every type of food in the game in my pack, lol

Sorry for the misunderstanding no mod controls the morale ratio, it's just the native values and to modified it you must have the source codes (module system) and modify it yourself manually.
I will release the source code in the next release so players can modified the mod to their preferences.
IP: logged
 Re: SnD's Polished Native (v Alpha 0.2)  » posted under SnD's Polished Native on May 17, 2011, 04:49:26 pm
defcon52 wrote:
Does any one know what mod in the pack changes or effects party's food consumption and also party moral per point in leadership? having trouble trying to edit those 2 value's for a fun play through with less hassle and TweakMB will not let me edit the value's because of one of the mods effecting them already.
For what i know the custom commander as an option that causes troops to eat more often in order to gain morale (it's optional and it's in the mods option). The rest is the Native values.
If you are interested i may edit the script in order to get higher morales per point of leadership, it may come more handy for players :idea:
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted under SnD's Polished Native on May 15, 2011, 08:21:59 am
sifsilver wrote:
Also, is there a way you can make it so that when customizing troop armor for player faction we can use whatever armor we wish rather than the selection they offer?

I can add some armors and weapons but there is a limitation of 36 items in the selection if I´m right so it´s not possible unless i manage to increase the selection but i can´t be sure it works.
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted under SnD's Polished Native on May 14, 2011, 03:24:58 am
defcon52 wrote:
Hi, In this compilation of mods, one makes 3 companions always following you in the citys, (in taverns and free roam) and getting in your way, which mod is it that controls this? if anyone knows and would tell me it would be greatly appreciated :-D

If you are interested it is a open source code from Caba`drin and here's the link : http://forums.taleworlds.com/index.php?topic=151908.0
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted under SnD's Polished Native on May 13, 2011, 09:15:54 am
Abbott wrote:
Thought I'd add suggestions for mods I'd like to see in the comp, Tournament Lancers use the Right Weapon and the Arena Overhaul mod

I´ve thought to implement those but i think i´ve forgot them, for the lancer use the right weapon , caba`drin script does the thing ( just select cavalry and give the order to use lances ) but i will implement it as doing it automaticly its easier for players.
comment last edited by Seek n Destroy on May 13, 2011, 11:55:24 am
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted under SnD's Polished Native on May 11, 2011, 09:51:21 am
sifsilver wrote:
Well I think its an awesome way SnD... the conquering culture should dominate!

keep us posted on the bandits... I'll start playing the mod once thats figured out... cuz where i'm at right now, the only way I can level up is to fight in the tourneys over and over again. (quite boring)

I've fixed the bandit thing ( I may have exagerated but it will keep players busy ) the only thing I'm not sure it's if the game will maintain their numbers high ( didn't find the script)
I will upload it when i finish to implement sea travelling and battles ( you can travel by sea but the fighting are made with scenes so you can't move the boat but at least it's on sea )
IP: logged
 Re: SnD's Polished Native (v Alpha)  » posted under SnD's Polished Native on May 09, 2011, 02:26:15 pm
Uxion wrote:
Seek n Destroy wrote:
Uxion wrote:
This is very nice.

But how do I get the conquered villages to have recruits of their original nationality.

I'm trying to get Nord Huscals since I ran out of them (they died honorable deaths few by few) and when I tried to go to a Nord village (that was conquered by me) they produced the conquering nation's recruits.

The auto recruit function in the castles and such is nice but often a waste of time since the recruiters often get killed anyways enroute.

Thanks, and for the nationality all conquered villages of an enemy faction will automaticly be replaced by your own faction recruits (the custom troops) if you want to have Huscarls you only can if you are neutral or friend of the Nords , otherwise upgrade the custom troop to Sergeant and talk to them, select the option "i'd like to select your equipment" and take all their equipment and give them the Huscarl Equipment.
You will have your own huscarls with no morale penalties.

That is a rather inefficient and tedious way of doing that.

The last solution i have is to capture some Nords and ask them to join your party but it really kills your party morale...
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 Re: SnD's Polished Native (v Alpha)  » posted under SnD's Polished Native on May 09, 2011, 11:24:06 am
Uxion wrote:
This is very nice.

But how do I get the conquered villages to have recruits of their original nationality.

I'm trying to get Nord Huscals since I ran out of them (they died honorable deaths few by few) and when I tried to go to a Nord village (that was conquered by me) they produced the conquering nation's recruits.

The auto recruit function in the castles and such is nice but often a waste of time since the recruiters often get killed anyways enroute.

Thanks, and for the nationality all conquered villages of an enemy faction will automaticly be replaced by your own faction recruits (the custom troops) if you want to have Huscarls you only can if you are neutral or friend of the Nords , otherwise upgrade the custom troop to Sergeant and talk to them, select the option "i'd like to select your equipment" and take all their equipment and give them the Huscarl Equipment.
You will have your own huscarls with no morale penalties.
comment last edited by Seek n Destroy on May 09, 2011, 11:26:15 am
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 Re: SnD's Polished Native (v Alpha)  » posted under SnD's Polished Native on May 08, 2011, 06:08:41 am
sifsilver wrote:
SnD, is there a way to make your files compatible with tweakmb? for some reason some of the options on tweakmb aren't available with your mod? also, is there a way to add more bandits?

Well, as I added new scripts the positions of old ones may have changed and tweakmb can't find the files.
For the bandits I'm working on It, I will change it in order to spawn every 12h instead of 36 and in larger numbers.
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 Re: SnD's Polished Native (v Alpha)  » posted under SnD's Polished Native on May 07, 2011, 11:22:59 am
Abbott wrote:
It seems that bandit groups spawn much less frequently, is this intended? Usually I can just head to Rivacheg and find some sea raiders when I'm rarin' for a fight but the map seems strangely bare.

The bandits spawn points and frequency are the same as native and sea raiders normaly spawn near Rivacheg or Sargoth try searching there.
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