preload button hover image:
HomeSearchRankingsStatisticsAboutContact
Current Time: Feb 21, 2018, 02:56:00 am
 Mount&Blade Repository
      
Registration is not required to download. However, it will allow you to vote, comment, and request upload access. Forgot your password?
User Name Group Member Since File Listings Comments
XCram Uploader Jan 30, 2012, 04:31:13 am 1 7
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  Extended Native Mod Apr 11, 2013 2.52 5,538 3.5 / 5.0 27,228 980.5 KB 12
Comments
IP: logged
 Extended Native Mod (v 1.7b)  » posted under Extended Native Mod on Apr 05, 2013, 06:50:22 am
The system of the sea raiders appearance is designed so that they will gradually gather in one place, depending on the number of recruits in the Nord villages. And then, when their number become a crew boat, they sail to a port and landed next to it. Their boat transformed into lair, which is guarded by the half of the crew. The other half of the crew is separated and goes in search of prey, as usual sea raiders in Native.
comment last edited by XCram on Apr 15, 2013, 12:44:20 am
IP: logged
 Extended Native Mod (v 1.7b)  » posted under Extended Native Mod on Apr 04, 2013, 02:44:45 am
The ports can not be accessed by land and sea simultaneously. They are required for ships.
Q:
Where to get the ship?
A: I did not make to buy the ship in the town, because the naval part of the mod still is not quite elaborated. For now I made the only possibility to get the longboat: need to find any sea raider lair near any port, fight them and win.
IP: logged
 Re: Extended Native Mod (v 1.7b)  » posted under Extended Native Mod on Apr 01, 2013, 01:29:11 am
Denzel Von Kurtzdorf wrote:
So I just tried this with warband 1.154. First thing I noticed was that the ports (at least in the Kingdom of the Nords) are unreachable. The player icon will just keep walking at the each of the seacoast. Hope you can look into it.

It's all right, the ports must be unreachable from the land.
IP: logged
 Natural maps (v 2.0 Final)  » posted under Natural maps on Jan 28, 2013, 06:04:53 am
Pleasure to look at this. Wonderful !
IP: logged
 Extended Native Mod (v 1.3b)  » posted under Extended Native Mod on Nov 26, 2012, 02:23:09 am
zeusesparta wrote:
Hi friend ,if I have a game of native expansion i holds for this expansion of native mod expansion ???
sorry for the gramar i´m spanish :-P
If I understand correctly, the problem of compatibility?
I do not know what the Native Expansion is. If this is not a script, it is easy to combine. Otherwise, almost unreal. It's better to name a few ideas from Native Expansion, which you lack here.
And maybe I could convert them. ;-)
IP: logged
 Re: Extended Native Mod (v 1.1)  » posted under Extended Native Mod on Sep 17, 2012, 02:58:35 am
Xrouie wrote:
hi!...
i have a question
how do i install it?
Hello!
Oh, I forgot to correct installation instructions in readme, sorry.
It's very easy to install.
Just copy Native folder in the same directory, rename it and replace all the files (.txt) in it.
IP: logged
 Extended Native Mod (v 0.9)  » posted under Extended Native Mod on Feb 16, 2012, 01:14:48 am
John Silver wrote:
I love the idea of being able to have a companion lead a separate party.

Is this mod only for the older version of Warband?


Actually, I don't know.

If you test it with latest version and report the result, I would be very grateful :-)
HomeSearchRankingsStatisticsAboutContact

Hosted by Hypernia.
Website © 2018 FenriSoft. The core site script is PHCDownload (© 2005-2018).