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User Name Group Member Since File Listings Comments
kaeldragor Regular User Apr 29, 2007, 07:58:36 pm 0 12
Comments
IP: logged
 OSP Spak_Items (v )  » posted under OSP Spak_Items on Aug 19, 2010, 08:50:22 pm
Thank you so much for the update and the link to those additional helms - they rock.
lordglyth wrote:
does this work with version v1.113)

That's what I'm using it with, haven't noticed any problems.
I'd like to recommend a minor change that I ALWAYS have to make manually for new modules / installs:

amount of merchant gold. There are three values for each type of merchant (12 total) and I'm not 100% on what each individual one does, but I know the epic MageLord thread covers them. I always tend to boost those into the 10000 range so that merchants won't run out of cash when I take down a sea raider group, etc.


Also: I love this utility - this, with the troop editor, the new TXT multi-tool (overlaps somewhat, but has the much needed item editor) and the battlesize changer, makes it so that home-grown modders such as myself can actually put together something we really prefer from the vanilla experience. Thank you very much for putting the time an effort into this. You're awesome for doing so.
comment last edited by kaeldragor on Apr 26, 2010, 09:15:36 pm
IP: logged
 New Animations Mod (v 0.3)  » posted under New Animations Mod on Feb 17, 2010, 06:58:00 pm
I like the variation, but a couple of the slashes (the "twirl" moves from left and right) have an unusual hit collision area it would seem, making it hard to hit the enemy reliably. Perhaps if the weapon was held at an angle for those, so you could see which kind of attack it would be beforehand?
IP: logged
 Re: New weapons and armor textures  » posted under New weapons and armor textures on Aug 29, 2009, 06:42:00 am
Really nice work. Thank you for sharing this.
IP: logged
 Re: Command Cursor minimod  » posted under Command Cursor minimod on May 06, 2009, 08:11:14 am
I'd like to try this with modules other than native. But you mini-mod contains a full scene object folder and the full run of .txt files, which would over-write many other mods' features, breaking them in some cases.

I assume I can just use your resource brf file and make a reference to it in the module.ini, but I'm sure I'm missing some other steps so that "h" will activate the cursor, etc.

Can we get instructions on how to integrate your features using the bare-minimum of files / changes?

(A mod-maker wouldn't have these troubles, since you included the source, but who knows when or if they'll start integrating it. At it sounds cool, so I wanted to try it in something other than native.)
IP: logged
 Re: Esensar's Mount&Blade Tweaks  » posted under Esensar's Mount&Blade Tweaks on Feb 02, 2009, 01:40:31 am
Any sort of details on this?
Lovely.
IP: logged
 Re: Calradia War Chronicle  » posted under Calradia War Chronicle on Jul 22, 2008, 09:30:20 pm
Don't misrepresent the changes in the game. If you added 100 items, you must have removed 56. It's a nice mod, but please be accurate in the description.
IP: logged
 Re: M&B Item Editor  » posted under M&B Item Editor on Apr 28, 2008, 08:22:10 am
Had a couple issues with using it on .950... does it need to be changed, or should it be just as compatible?
IP: logged
 Re: M&B - Unofficial Troop Editor  » posted under M&B - Unofficial Troop Editor on Apr 05, 2008, 11:52:49 am
Also, it should be pointed out to anyone having trouble seeing their changes - certain mods overwrite the skill levels of your character when they give you a background. (EGII and BoW for example.)
IP: logged
 Re: Customizable Troops  » posted under Customizable Troops on Oct 30, 2007, 10:20:58 pm
I'm missing something here... after my first batch, I cannot HIRE any more. also, all the upgraders seem to be upgrading the same batch of guys... (they all say they will upgrade THEIR type, but only show the options that I haven't done yet for the first batch I hired.
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