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User Name Group Member Since File Listings Comments
yenis Uploader Jul 16, 2011, 08:53:13 am 3 21
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  The Old Realm patch 1.13 Sep 07, 2011 0.46 1,234 Unrated 8,686 10.57 MB 2
2  Advanced Multiplayer Mod Aug 21, 2011 0.12 336 Unrated 2,588 72.75 MB 1
3  A Mod for Pro Players Jul 21, 2011 1.61 4,364 5.0 / 5.0 24,713 594.35 MB 38
Comments
IP: logged
 Re: A Mod for Pro Players (v 1.1)  » posted under A Mod for Pro Players on Sep 08, 2011, 10:21:32 am
kill wrote:
yenis wrote:
kill wrote:
well it seems that after 'aquiring' some hell magnus' (or as ive renamed them: hell warriors) im starting to have troops last right to last few enemies in the last wave here in wercheg. damn i cant upload my picture >:( http://steamcommunity.com/id/dapwnza/screenshots

And how on Earth did you acquire Hell Magnus so quickly, the only way to get them is to defeat Skaar Deathrune and his army of thousands, by knocking those soldiers unconcius in battle. You didn't use cheats here right?
And Since you got those soldiers, what about death reapers, did you get your hands on those? Reapers are even more deadly than "hell warriors"
well i dont use cheats in battle because the AI might not like it haha, anyway i actually prefer the hell magnus' because they have death rune armour. even though i have em on my side i still rejoyce when i kill one myself :lol:

You should download the new patch... It completely changes the Deathrune armor, and powers up the Hell Magnus a lot... And Death Reapers are now wearing the new Deathrune armor...so, what the patch really did is...made the Dark Knights even more stronger... Sadly it's not save game compatible...
comment last edited by yenis on Sep 09, 2011, 01:09:00 am
IP: logged
 Re: A Mod for Pro Players (v 1.1)  » posted under A Mod for Pro Players on Sep 07, 2011, 01:25:10 pm
Anel Pasic wrote:
Ok so far i'm loving this mod, it's such a pleasant refreshment from Expanded Gameplay III but the only major problem i have with it is that whenever i enter a town and choose the Arms Merchant option the game freezes for a second and the screen turns black, and i can only use the Ctrl+Alt+Del command only to find out it's an RLG Error. I'm not new to installing mods, i've installed countless mods, i have followed your instructions numerous times but to no awail, if there is any way i could fix this please let me know otherwise
excellent mod
It's my fault, I've uploaded the patch without checking it, and I fixed it now and uploaded a new patch, you should download it(the link is the same, above in the description) and apply it, it should fix the problem... If not, try switching to directx7, if that fixes the problem, that means there is a problem with the shaders, so let me know if the problem got fixed by switching to DX7... If not, then leave me your e-mail and I will send you a modified item_kinds.txt file which rewrites the files that are using the new shaders back to the common ones... if anything else goes wrong, please let me know.

So... go through theese steps from 1 to three untill the problem is fixed:
1. Go to http://www.mbrepository.com/file.php?id=3216 and download the new patch(uploaded today) and follow the steps to apply it.
2.Change to DirectX7 (if this fixes the problem, let me know...you don't need to post here, my e-mail is [email protected])
3.I will send you a modified .txt file which overwrites the files I think that might have some problems
comment last edited by yenis on Sep 08, 2011, 10:23:53 am
IP: logged
 The Old Realm patch 1.13 (v 1.13)  » posted under The Old Realm patch 1.13 on Sep 07, 2011, 06:37:14 am
Oh... my bad, the first 14 people who downloaded the patch are lucky... I was testing the new Deathrune armor and forgot to dismount it from the character... In other words, they've just started a new game with the best armor in the game.
You didn't leave the original mod's download link... You know, some people are lazy and don't like searching the mods/large directory...
And about permission, no problem, just keep in touch with me... anything you want to do just ask me, 99% of the time I will reply positively...
And just one note, for a little advertisement, can I?
I'm planing to release the next version of this mod in a couple of days so stay alert...
IP: logged
 Re: A Mod for Pro Players (v 1.1)  » posted under A Mod for Pro Players on Aug 08, 2011, 02:03:06 am
kill wrote:
well it seems that after 'aquiring' some hell magnus' (or as ive renamed them: hell warriors) im starting to have troops last right to last few enemies in the last wave here in wercheg. damn i cant upload my picture >:( http://steamcommunity.com/id/dapwnza/screenshots

And how on Earth did you acquire Hell Magnus so quickly, the only way to get them is to defeat Skaar Deathrune and his army of thousands, by knocking those soldiers unconcius in battle. You didn't use cheats here right?
And Since you got those soldiers, what about death reapers, did you get your hands on those? Reapers are even more deadly than "hell warriors"
comment last edited by yenis on Sep 09, 2011, 01:04:00 am
IP: logged
 Re: A Mod for Pro Players (v 1.1)  » posted under A Mod for Pro Players on Aug 07, 2011, 04:59:18 am
kill wrote:
those dark knights are hard, but since i cheated and used some of them for in my conquest over the rhodoks i underestimated their power because id grown used to them not killing me. also that deathrune guy gives out hardly any xp compared to wut it should be, he gives as much as a standard king and a devourerer yes he is way harder. oh btw why do the death reapers at number 240 of the troop editer have an over sized scythe and the witchkings helmet? i know the witchking is evil n' all but the helmet doesnt belong on a troop type that is this evil! :-D

Well, I don't like the idea of using cheats in any mod, especially in this, because then you can't see why this mod is so difficult, and Dark knights are along with starting the game the strongest points in this mod. Skaar Deathrune, well, I had lots of problems setting this guy on a reasonable level, so that he CAN be beaten but is very difficult, especially the second time, but if I wanted to make him give out more experience, that means increasing his level, which automatically raises his army to an unbeatable force. So, he must stay as it is, I'm ashamed of my low modding experience, because I don't know how to set it otherwise. The thing Skaar has other kings don't is superior equipment, as you have already noticed, I have looked at the pictures at the site you left in your reply.
And the death reapers, well, they had all kinds of scythes since this mod started, at first was the Old Realm Battle Scythe, which you can now buy from the Rare Artificer, then was it the Legend Battle Scythe, which is now buyable from the Old Realm Artificer, but I wanted something massive, something scary for these soldiers, so now they have that insane Reaper Dreadscythe, and the same thing goes for their helmet.
IP: logged
 Re: A Mod for Pro Players (v 1.05)  » posted under A Mod for Pro Players on Aug 04, 2011, 02:38:01 am
Tred wrote:


Crate of food? thats a good idea. ill incorporate a "crate of food" on my mod coming up in a few weeks.
Thanks for the idea. :pint: :pint:

Please, when you do, feel free to post your download link here, so we all can try out your mod.
IP: logged
 Re: A Mod for Pro Players (v 1.05)  » posted under A Mod for Pro Players on Jul 31, 2011, 06:36:34 am
Timohept wrote:
There is no way in hell a level 10 with only 20 troops could afford companions LOL. But yeah, I don't mind the cost of the food - I just think the low quantities of it is more annoying than it is "difficult". It is a waste of storage space. If you allow a companion to make a raiding party, do they train or recruit new troops?
I got lucky getting a castle. The nords went across the map and took one of the Horde's castles, which I reclaimed for myself. It is too far for them to reclaim and they are likely to lose a lot of men getting through the lands to get to me.

What would be really cool is if you could get the elite troops to be captains of raiding parties, and companions would act as lords. I have some Dukes and Earls that would love to lead some men :P

The Companions are faction-sorted, so there are 4 companions that belong to Swadia, 3 to Vaegirs, 3 to Rhodoks, 4 to Zerrikanians and 2 for Nords. Once they start a raiding party, they will receive troops depending on their faction, and in the same way other kingdom's lords do, and upgrade them depending how high their training skill is. After some time, you may even see 2 or 3 elite troops in your Companion's raiding party.

And food, well ,the only thing I'm thinking to change is adding large bags of some food, but this now is made so that you must buy food more frequently and to actually "care" for your army a bit more than before.

And about troops leading parties, like regiments, that feature I saw in one other mod but don't know how to implement it. Sorry.
IP: logged
 Re: A Mod for Pro Players (v 1.05)  » posted under A Mod for Pro Players on Jul 31, 2011, 01:27:24 am
Timohept wrote:
yenis wrote:


Because I made this mod alone, I don't know how to fix the Companion's dialogue problem. Yes, it is there, I know, but sadly I don't know how to fix it, sorry. If you know someone that can tell me how, please notify me.
And about kingdom management. After you get your own castle, when not being tied to any kingdom, you can only organize raiding parties that your companions lead. But Companions won't listen to you every time until you reach a level higher than theirs. Also, Companions won't go to a castle that is already under siege, but will stay in it and defend it, they won't flee from the besieged castle, and will only follow you if you have an army that is bigger than theirs.

Once you get yourself a town, you can start your own kingdom, declare wars to other kingdoms, assign fiefs to other companions, change faction name or color, organize patrols, and a lot more. Also having a town gives you access to the faction's most powerful troops after building a special building. It also raises your renown, and gives you an additional 100 army limit.

And about lords, you can, once you have a town, and buy a spymaster, ask him about unhappy lords, that are not in good relations with their king, and when encountering the said lord, you can ask him to join you if you give him land. Usually they join when you offer them a castle of your own, but if your relation and renown is high enough, they may accept even a single village.


Thanks. I had taken a castle and was confused about the kingdom management. It is a shame you can get no help until your either higher level than the companions and have a bigger army or you manage to take a town by yourself (which I'm sure qualifies for the bigger army, and higher level anyways). I'll try leveling up some more and getting bigger armies. Usually I like to play with a small army of elites, it gives you great mobility and you don't have to worry about food. WHICH REMINDS ME! The food is a huge problem for me. I have to constantly resupply food. Cabbage is only 15? If you have a large army everything runs out before you can ride to the next town. It had gotten to the point where I have to restock food from villages because I had already bought out all the food from my nearest town lol. A great addition to this mod would be new food items, such as a "Crate of food" that holds 500. Give it a small moral bonus, I'm not concerned with the moral, I just want to know my army will be fed. Also it would be cool to give wine and drinks moral bonuses.

As far as the dialogue goes, I don't know anyone who can help. I have no experience with modding. I tried it a few times but gave up because its a hell ton of work for one person. I don't have the patience to work on one thing for years. :hammer:

I have told you that the mod is very difficult. And food is just another aspect of this mod's difficulty.
In this mod food is much more expensive, but holds less food units. And every food is different. No more Cabbage 50/50, Chicken 50/50, Dried Meat 50/50, Smoked fish 50/50, every food item holds a different amount. And the cheaper it is, you get less food from it. For example Cabbage, only 15/15 because it's the cheapest food(or is it bread, I can't remember right now).
Actually, I was planning on making large bags of meat, fish, cabbages and beef, that would cost around 3000-5000 but hold 400-800 units, but looks like i forgot it... When the new version is out, It will be there.

And about companions, it's not necessarily that you are a higher level and have a bigger army for them to listen to you, just the chances are bigger. Even at level 10, if you have a lot of Companions, ask them, some will listen to you, even if you have a small army of 20 troops.
comment last edited by yenis on Jul 31, 2011, 01:32:51 am
IP: logged
 Re: A Mod for Pro Players (v 1.05)  » posted under A Mod for Pro Players on Jul 30, 2011, 12:46:36 pm
Timohept wrote:
Loving the mod so far. There is an issue with the companion's dialogue though. Sometimes they don't make sense or are incomplete. For instance, some will never give you their cost, if you have enough money you just have to hope it's what you're willing to spend. I am confused at how Kingdom management works though. My companions can start raiding parties, but they don't listen to me and I can't give them fiefs. Do I have to recruit lords from other factions, or is there a more practical way?


My favorite way to make easy money in this mod is to hire a bunch of Slave Hunters and attack bandits, then sell them.
The nords are TOUGH without range support. Cavalry alone isn't enough for them lol. I won't get far without any lords...so if anyone knows how to get them, I'd appreciate it if you told me. :pint:

Because I made this mod alone, I don't know how to fix the Companion's dialogue problem. Yes, it is there, I know, but sadly I don't know how to fix it, sorry. If you know someone that can tell me how, please notify me.
And about kingdom management. After you get your own castle, when not being tied to any kingdom, you can only organize raiding parties that your companions lead. But Companions won't listen to you every time until you reach a level higher than theirs. Also, Companions won't go to a castle that is already under siege, but will stay in it and defend it, they won't flee from the besieged castle, and will only follow you if you have an army that is bigger than theirs.

Once you get yourself a town, you can start your own kingdom, declare wars to other kingdoms, assign fiefs to other companions, change faction name or color, organize patrols, and a lot more. Also having a town gives you access to the faction's most powerful troops after building a special building. It also raises your renown, and gives you an additional 100 army limit.

And about lords, you can, once you have a town, and buy a spymaster, ask him about unhappy lords, that are not in good relations with their king, and when encountering the said lord, you can ask him to join you if you give him land. Usually they join when you offer them a castle of your own, but if your relation and renown is high enough, they may accept even a single village.
IP: logged
 Re: A Mod for Pro Players (v 1.0)  » posted under A Mod for Pro Players on Jul 29, 2011, 01:10:16 pm
kill wrote:
yenis wrote:
eMen wrote:
I'm playing your (sub)mod for a couple of days now and I have to say I'm hooked. very enjoyable. You completed the Native Expansion for me, especially with the variety of items.
I hope you make a Warband version of this "Extreme Native Expansion" as well, cause you have done an excellent job man. :hammer:

Well, I was planing to make the warband version but it will take a lot of time because I'm working on this mod alone, and it took me more than a year to make it... And I'm really glad that you like this mod
i would have thought a mod this good should take 2 years but you did it in 1 and probobly made it better than you would have if you did it in 2. i know that id probobly take just over a year to make a fairly simple mod. i have great fun killing those swadian tanks, the templar crusaders!


Than you a lot for your feedback, I will keep upgrading this mod, but only after some time, now it's qualification exam time for university so I must study and can't work on modding, but I surely won't stop.
[/quote]
IP: logged
 Advanced Multiplayer Mod (v 0.61)  » posted under Advanced Multiplayer Mod on Jul 27, 2011, 11:11:54 am
Please if anyone finds any bugs or things to mention, feel free to post. Anything that is connected with this mod.
IP: logged
 Re: A Mod for Pro Players (v 1.0)  » posted under A Mod for Pro Players on Jul 26, 2011, 02:00:06 pm
eMen wrote:
I'm playing your (sub)mod for a couple of days now and I have to say I'm hooked. very enjoyable. You completed the Native Expansion for me, especially with the variety of items.
I hope you make a Warband version of this "Extreme Native Expansion" as well, cause you have done an excellent job man. :hammer:

Well, I was planing to make the warband version but it will take a lot of time because I'm working on this mod alone, and it took me more than a year to make it... And I'm really glad that you like this mod
IP: logged
 Re: A Mod for Pro Players (v 1.0)  » posted under A Mod for Pro Players on Jul 26, 2011, 10:58:51 am
[/quote]
well i did it without your whole game and it works perfectly, i love it. i also see that you like the sword of damocles, id actually like to see more of those types of mods tbh but maybe some on a new map
[/quote]

Then it's all right, but I will keep the original folder, also because there might be a chance the mod doesn't work on some PCs, as this error(something about specular alpha cutouts and, no data found) really depends on the computer performance, as for example, on one of my friend's PC it doesn't work and the same file works on another friend's works without any problem
Hey, I have done something similar, edited the original Native Expansion mod, please if you have time, check my edit here:

http://www.mbrepository.com/file.php?id=3072
IP: logged
 Re: A Mod for Pro Players (v 1.0)  » posted under A Mod for Pro Players on Jul 24, 2011, 10:28:15 am
Tred wrote:
This mod is what i was waiting for!!!
I got tiered of native and Prophesy of Pendor, because in day 60 (in Native) or in 80 (in PoP)
I got invincible (starting my own empire and all that) and the game was really boring.
This mod is for my level so i'm dawnloading now.
Keep working. :pint: :pint:
i vote 5

Thanks a lot... Please tell me more of this mod, if you encounter any bugs or things you're interested to know.
Note in this mod even after you get invincible, which will take a lot more time than in any other mod, you will still have to face the Dark knights in the end, a force stronger than the whole Calaradia united... Skaar Deathrune, The Dark King, and his Lords, Sirius, Atlas, Tantius, And Gracius will bring terror to this land at day 75(you can adjust it earlier or later). Defeating Dark Lords is no easy task at all, even if you bring 300 elite troops in your army, and the Dark King...J ust some info, Skaar is level 300 and has an army of a few thousand... Well, even I have never been able to defeat him... But if someone defeats him, and with high looting skill and some luck, can earn the strongest armor in the game, the Deathrune Hellplate which has no less than 135 body armor.
I would really like to hear your opinion, so please email me at [email protected] about anything.
comment last edited by yenis on Sep 09, 2011, 01:03:36 am
IP: logged
 Re: A Mod for Pro Players (v 1.0)  » posted under A Mod for Pro Players on Jul 23, 2011, 01:37:09 pm
kill wrote:
is there any reason you uploaded the whole game file? shall i just put the module from the modules folder into my modules folder?

Yes, there is, because the mod otherwise won't work if you put it into your modules folder, you have to use mine, so because of that I uploaded the whole M&B Folder.
IP: logged
 A Mod for Pro Players (v 1.0)  » posted under A Mod for Pro Players on Jul 22, 2011, 12:12:19 am
Please Anyone who downloads this mod tell me if it doesn't work or any errors you may encounter
IP: logged
 Re: A Mod for Pro Players (v 1.0)  » posted under A Mod for Pro Players on Jul 22, 2011, 12:11:09 am
stillness wrote:
I cannot play this . The error - "no data found" ( something like this...) appears, crashes my game. It's annoying. I read the readme file and played by instructions.

OK, I will re-upload this mod, and check what's going on... On my computer it works 100% and on any of my friend's computers, so probably there happened an error during compression...
IP: logged
 Re: A Mod for Pro Players (v )  » posted under A Mod for Pro Players on Jul 21, 2011, 02:37:01 pm
adyvag wrote:
VIRUS!!!!!!!!!!!!!!!!

What? How? I Checked it and it's virus free? My antivirus was updated yesterday
IP: logged
 Re: A Mod for Pro Players (v )  » posted under A Mod for Pro Players on Jul 21, 2011, 11:34:03 am
Timohept wrote:
Sounds more like "A Mod for People Who Enjoy Losing". :shock:

If looting bandits don't pay the bills and you have to target invincible faction lords with 500 man armies of massively strong units just to get some gold (which puts you at war with ALL that factions lords and the leader - 10000s of massively strong units and invincible lords) then how could anyone even hold a single castle without cheating? You would have to auto-fight each battle (assuming you somehow had more than 500 men - which you could never afford anyways). From the sounds of this, if anyone is able to actually play it successfully, then "pro" is an understatement, they are M&B:Warband gods. :-|

It is actually quite possible to start playing and win a castle in a matter of 10 days because the recruits you can buy in a village, once they get to their elite level(means you upgrade them to the end) with 50 of those trained troops you can easily defeat a lord with 400 units with 5-10 casualties... The only really problematic thing in this mod is the start and the end, when the dark knights come, but this is not the concern now. So for example, I would go the first 3 days recruit peasants in rhodok villages( I like rhodoks a lot) intill you get around 70. Then attack bandits, and although they don't give any good gear, the offer, like every troop in this mod, a lot of experience (300-1000 per unit) and aren't tough to defeat ( You start with 40 STR and AGI, so you can pawn bandit parties of aronud 30 all by yourself). You may lose some units in the process, but no matter, you can recruit more.
Then Train them, upgrade them, fight stronger bandit parties until they are upgraded to Arbalestiers, the strongest rhodok ranged troops. And with 50 Arbalestiers, and a little strategy, you can easily defeat an army several times greater than your own.
Also joining a faction solves the problem with starting this game.
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