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 Mount&Blade Repository
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User Name Group Member Since File Listings Comments
Wraithcat Uploader Jun 15, 2007, 03:06:49 am 2 20
File listings: newest first
# Title Added/Updated Downloads
Per Day
File Rating Views File Size Comments
1  The Peasants Are Revolting v0.2 Jun 27, 2008 0.62 2,711 Unrated 6,118 17.08 MB 6
2  The Pesants Are Revolting Jun 19, 2008 0.32 1,386 3.0 / 5.0 3,409 167.8 KB 4
IP: logged
 Re: Sword Of Damocles - Gunpowder Invasion  » posted under Sword Of Damocles - Gunpowder Invasion on Mar 06, 2009, 07:37:21 pm
This mod doesn't actually allow the player to use guns. They aren't sold in shops, so the only time you'll see them is when being shot at. In addition, the gunsmoke hangs around ensuring that unless you've got a fast system, your framerate will come to a screeching halt.

Some mention of this on the download page, would have been good. Also the readme, which might have been some help, is not written in standard .txt format and is a pain to read through on wordpad.
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 Re: Star Wars Mercenaries Mod  » posted under Star Wars Mercenaries Mod on Jul 11, 2008, 10:33:18 pm
Damn fine mod!!

Needs a few touchups as mentioned by previous posters, but if you roleplay it as being stranded on a backwards planet, it works well!

The main concern that I have, it that ALL the sword sounds are now lightsaber sounds and can be heard from anywhere on the battlefield.

Also, with sound, I'd like to see some starwars music in there!
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 Re: Burnt Trees Addon  » posted under Burnt Trees Addon on Jun 25, 2008, 09:54:18 pm
A very nice addition to the first file, that gives the trees the look of a bushfire having just gone through!

Very nice.
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 Re: Blood and Steel  » posted under Blood and Steel on Jun 25, 2008, 09:38:31 pm
This "mod" is something of a dog's breakfast, with files everywhere, and much useless stuff thrown in for good measure.

Clearly the modder has just thrown everything he had into the zip without placing anything in appropriate folders, or removing stuff that shouldn't be there. For example the download file also contains a the item and troop editor mods!
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 Re: M&B Item Editor  » posted under M&B Item Editor on May 31, 2008, 02:45:28 am
This, along with the Troops editor, is an outstanding piece of software and a "must have", for anyone wanting to safely and easily tinker with what M&B has to offer.
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 Re: Onin no Ran for M&B v.901  » posted under Onin no Ran for M&B v1.011 on Dec 13, 2007, 02:10:06 am
Clearly alot of work has gone into it, but there are, IMHO a number of issues.

Firstly, like so many other mods, the modders have spent alot of time working on the mod, but precisely none in putting together a basic readme, that would allow people to get a grip on the basics of the game and the changes from native. For example, some kind of hint to explain WTF is going on would help.

The first "quest" sent me to find someone in "Kyoto", which after hunting all over the place (and why exactly are there 4 Kyoto's anyway), it turned out that the person I needed to find was in the room next door, which maybe should have been mentioned by the guy that gave me the quest. The second guy gave me a quest to find yet another person, in another town, but and of course there where no directions, or map to the town in question. Once I had finally found it the guy in the mystery town gave me a quest to go and see the original person, who, who then sent me to find someone else in another town, which again I haven't a clue of how to get to. Also of note, this quest failed to appear in the quest menu, meaning that I was left looking for a town that I didn't know the name of, in a place that I also didn't know.

How all this random travel equals gameplay, I'm not sure. Why the modders couldn't even find their way to including a basic map in the file download is even more incomprehensible.

Which brings me to the next point. The mod has a very large, mostly empty map, but for some reason, the modders have chosen to set the timeflow at .15!! Exactly how much time are we expected to wait while we watch our party crawl around like snails as we try to find places without directions? Clearly alot...

In relation to this, for som reason, I can't even modify the .ini file to make changes, as I normally do (preferring a .35 setting). As soon as I attempt ANY change here, the game won't load and comes back with an RGL error, saying that it is unable to open a file. Why this should be the case, I have no idea, but it is irksome, as it also means that I can't modify other factors, such as the XP awarded.

And adding the extra wasted time, is the fact that the map is dissected by rivers, but there are no bridges. Instead, there appear to be fording places, but as these are graphically no different from the rest of the river, crossing from one side to the other is an excercise in experimental frustration.

With such a big map you'd think that there would be alot going on. Well, there isn't. In fact, with the exception of some River Pirates near Kyoto, I can't say that I've met any other bandits in the over three painfully boring hours that I spent snailing my way across the map. Maybe there are other bandits lurking elsewhere, but if so, I didn't find them.

XP awarded seems to be an issue as well. After killing my first lot of river pirates, I got thousands of XP in reward that boosted my character by about 6 levels. For some reason, this only happened the first time.

The way that towns are handled is also problematic. They are big, empty and boring, and in a foggy scene are even worse. Buildings are all made from the same white, repetative latticework. Some colour and variation would be appreciated. Personally, with the foolishly long load times, I can't see any reason why the mod should force you into the town scene just so you can find the buildings for the first time. The creators of the native M&B listened to feedback and removed this "feature" from the game after .808 but these modders, for whatever reason have decided to ignore the recieved wisdom. Indeed, it seems that the modders have once again confused time wasted in sitting in front of a computer monitor with actual gameplay.

In addition, lances now do cutting damage, not piercing and couched lance damage doesn't seem to exist. This might be because the couching of lances wasn't a part of historical Japanese combat, but it would be nice to know if this was a deliberate decision, or a bug.

As mentioned above there are issues with equipment drops, prices and overal balance.

From what I gather, the mod has some nice, advanced features, such as being able to create outposts and such, but so far this mod is depressingly boring, empty and bland and unlikely to entice anyone to endure long enough to enjoy these features.
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 Re: Onin no Ran for M&B v.901  » posted under Onin no Ran for M&B v1.011 on Dec 12, 2007, 09:13:19 pm
So, is it still password protected?
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 Re: M&B Item Editor  » posted under M&B Item Editor on Nov 25, 2007, 11:46:15 pm
This mod is awsome!! Easily worth the five star rating! It allowed me to modify the flintlock pistol to increase its accuracy and give it a magazine. Through modification of the troops.txt file I gave them to each of my heros and myself and now am running around in any mod I choose with a well balanced gun!!

Its easy to do and doesn't require modding skills at all!!

I've done a test on it, and yes the accuracy of missile weapons is stored in the foot armour field.

Unfortunately, just ticking the merchandise field doesn't automatically put the item in the merchant's stuff for sale, which is a real shame. I'm guessing that there is a field in the merchant's entry of the troops.txt file that specifies which items a merchant will have for sale and that one of these will refer specifically to firearms. If anyone knows which it is, that'd be great. :-)

I'd love it if you could come up with a similar thing for the troops.txt file!!
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 Re: M&B Item Editor  » posted under M&B Item Editor on Nov 20, 2007, 08:51:10 pm
Looks really good, but how do some more detailed instructions would be great. For example, how would I go about adding pistols and muskets to the game and having them sold by merchants?

Also, how do you go about editing the accuracy of ranged weapons? Also, I'm assuming that the game determines range as a function of missile speed and accuracy?
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 Re: Onin no Ran  » posted under Onin no Ran for M&B v1.011 on Nov 15, 2007, 07:15:15 pm
No homepage...

No password...

No point...
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 Re: Ivory Ninja! .002  » posted under Ivory Ninja! .006 (for M&B Version .903 ONLY!) on Oct 25, 2007, 03:51:09 am
All you need to do is to drag the "IvoryNinja" folder from the unzip window (assuming that you have a program like "Winzip" installed), directly into your "modules" folder, which is contained insided the folder that you installed the game in.

If you are uncertain as to which folder it has installed into, then it most likely will be found in your "program files". Otherwise do a search for "mount&blade" and this should turn up the .exe file that the game uses to run. The modules file will be in that folder.

Hope this helps.
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 Re: Calradia at War v.1.1.2 for M&B v.894  » posted under v.894 FINAL - Calradia at War v.1.1.2 on Oct 21, 2007, 07:42:44 pm
OK, I downloaded the new release yesterday, and it seems to have done something quite amazing.

It has totally screwed up my start menu. As in the task bar refused to work after a crash and I had to Ctrl-Alt-Del to get out. Now I have no programs listed in the most used section of the start bar (ie those above the "All Programs" menu).

There is a bug in here that doesn't allow me to sell all of my prisoners. If I do the game crashes. The same thing also happened when I got rid of the first lot of farmers at the start of the game. Also the mod doesn't seem to pay any attention to the ini file. For example I tried to change overland mapspeed and prisoner size (after the above), but nothing happened.

I'm running vista, which may have something to do with it, but I'd suggest that people hold off on this until all problems have been ironed out.

Does anyone have any idea of how I can get my start menu back how it should be?
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 Re: Village Lord Mod Bugfix  » posted under Village Lord Mod Bugfix on Sep 15, 2007, 09:23:16 am
Appart from the farms, its just pure native M&B. There are three on the map, including one up near the Inn and saltmine.

You have to fight to get in, so you'll be playing native M&B for a while, before you are strong enough, but it is a great idea and wonderful concept.
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 Re: Village Lord Mod  » posted under Village Lord Mod on Sep 13, 2007, 07:05:30 am
This mod looks good, but is in desperate need of a readme file to explain what is going on with the farms.

Sadly, while this does add farms to Native M&B, which while no mean feat in itself, the farms are populated with a bunch of real tough enemies, meaning that you are effectively playing native M&B until you can defeat them.

As I got bored of the native M&B ages ago, I cheated with Ctrl-X to get the required strength to get into the farms.

Once there, it is a little bit confusing. The headman, (in a hut to the right about half way down the village) offers to build stuff if you give him gold. Fair enough. The only problem being that he will happily take your money multiple times for the same thing, and there is no way of knowing what you've already built. Can you, for example have 4 horse farms, or do extra ones not have any impact? Does a cow farm replace a horse farm if you buy one later? What effect does a barracks have and how do you get soldiers? How do you make money out of the farms? One farm gave me over 7000 gold, while the other didn't give me a thing, even though both had improvements to them.

All in all, a great mod, but really confusing. Could use some spicing up with some non native additions, such as extra heros, recruitment from prisoners, or other stuff to make it more interesting.

Also, it might be an idea to have several farms of varying profitability and varying troop strengths, so that people can get into the farming earlier on, rather than having to hack through NM&B.

I haven't rated this yet and will do so, once some of these the issues are sorted out...

Can't wait for the readme!! :-D
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 Re: bugfix for Mod Steppe Raiders  » posted under bugfix for Mod Steppe Raiders on Sep 13, 2007, 01:49:41 am
Can you condense some of the towns and villages and put the NPCs in their stalls, if they are selling something?

That port city up north is way to big and random. I like to play the game, not wander all over town looking for people.

I've got real life for that... :-)
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 Re: bugfix for Mod Steppe Raiders  » posted under bugfix for Mod Steppe Raiders on Sep 12, 2007, 03:27:35 am
OK. That looks like most of it.

The only crash so far is when the 2ndnordichelmet is missing, but it happens alot.
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 Re: Steppe Raiders  » posted under Steppe Raiders on Sep 12, 2007, 01:44:06 am

I'm getting lots of bugs here, way more than I have for any other mod I've played. At least one bug crashes the game, but most are OK if you ignore them. I have no idea of what effects this will have on the later stages of the game though.

I'm tallying them up in the patch comments section, so as to not overload this section.

Please keep an eye on it and fix!!
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 Re: bugfix for Mod Steppe Raiders  » posted under bugfix for Mod Steppe Raiders on Sep 12, 2007, 01:18:21 am
I honestly don't think I've played a more buggy mod.

I get the gauntlet thing missing, which is to do with the image not being there when I browse a trader's stock.

**** "Assertion Failed!" for troop.h line 1113 as soon as I try to start the game.

**** "Assertion Failed!" for game.h line 3923 travelling across the world map.

**** Unable to find mesh shield_round_steel
**** Unable to find mesh pavise
**** Unable to find mesh gauntlet_c_L

**** get_object failed for: 2ndnordichelmet $$$$ GAME CRASH!!!$$$$

On a side note. The speed on the worldmap is way too fast! By the time I've taken note of another party, I'm already way past them.

Also, it was a nice idea to try and include the pictures, but it has turned out badly, as they totally obscure the writing they are supposed to be behind. I'd suggest fading them so they are more like watermarks, or removing them entirely as they are currently very hard on the eyes and make it impossible to figure out what is going on at a glance.

There is a firearms skill. I've yet to see any firearms. Are they in there?

I'll keep on playing for a bit and try to note some more of the bugs, but I'm thinking that these could have been picked up by your cat, before release...
IP: logged
 Re: Firearms - Call To Arms  » posted under Firearms - Call To Arms on Jun 29, 2007, 10:05:52 am
An excellent mod, although in terms of player efficiency, firearms do tend to rule the roost, once the multi barreled rifles are obtained. In this game, there is simply no other better way for the player to go, in terms of battlefield control.

Firearms (true to life), do way too much damage, so its just as well that the NPCs don't get access to anything decent and are useless at using those they do have. A couple of random hits can easily kill you and can seem overly powerful at the begining of the game, when all you have are single shot pistols, but thankfully this ceases to become an issue after you get better weaponry.
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 Re: Paleolithic mod (public release)  » posted under Paleolithic mod (public release) on Jun 15, 2007, 03:28:51 am
This mod is a great idea, but poor in execution.

Firstly, it is in desperate need of a full Readme to explain what the player is supposed to do and what changes have been made. Why for example do the two different races have such different starting stats?

Other key aspects of the game are left for the player to randomly find. For example, after starving myself silly, I realised that food can be obtained from groves. Sadly, even once I hade figured this, collecting the food was a frustrating (and often fruitless PTP) exercise as the player has to "attack" the fruit on the tree, in order to pick it and it takes a long time to actually connect.

As there don't seem to be any mounts ingame, everything is infantry based, leading to the frequent stunlock, where you are surrounded and can't do anything about it. Also, early on it seems impossible to recruit anyone, so you are always on your own.

Also, as the game relies heavily on a bartering system, more inventory space is required, simply to be able to carry all the things that one requires in order to barter.

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