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User Name Group Member Since File Listings Comments
Adorno Uploader Jul 21, 2007, 02:33:16 pm 7 42
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  Ambient Soundtrack Warband Nov 19, 2010 0.78 2,063 5.0 / 5.0 5,052 171.8 MB 2
2  Ambient Soundtrack Nov 16, 2010 1.3 4,114 4.7 / 5.0 7,301 127.39 MB 0
3  Historic Castles Project Aug 20, 2010 6.42 18,192 4.4 / 5.0 29,554 2.16 MB 14
4  Arena Overhaul mod [for Warband] Mar 31, 2010 8.66 24,971 5.0 / 5.0 43,228 450 KB 4
5  SAVAGE May 12, 2009 3.24 10,444 5.0 / 5.0 17,179 220.06 MB 1
6  Ambient Anti-Soundtrack Mar 23, 2009 4.96 16,401 4.8 / 5.0 23,289 90.46 MB 15
7  Turmoil In the Province Feb 18, 2009 2.63 8,692 3.5 / 5.0 14,342 65.89 MB 5
Comments
IP: logged
 Re: Historic Castles Project (v 1.1)  » posted under Historic Castles Project on Aug 20, 2010, 03:07:08 am
VOIEVODUL wrote:
THX, AND I WANT MORE!!!
I consider this project finished, sorry.
Version 1.2 is now released that just fixes minor issues. No new castles!
IP: logged
 The North 912 version 3.rar (v version 3)  » posted under The North 912 version 3.rar on Jul 18, 2010, 01:36:03 am
What is the problem exactly? It's not for Warband if you're in doubt,
and it's a rar. file so you must extract it.
If you have no program to extract rar. files try using 7zip (google it).
Once extracted place the mod in the modules folder.
IP: logged
 Re: 1866 Multiplayer v.2 (v 0.2)  » posted under 1866 Multiplayer v.5 on Jun 25, 2010, 06:13:41 am
Flamertor wrote:
how do you get it to work?
Download the latest version (0.3) and unzip it. Open the unzipped folder and inside is a folder also called 1866_mp_v3.
Place that folder in the M&B: Warband modules folder. Launch the game and find a server called 1866 something...
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 Historic Castles Project (v 1.0)  » posted under Historic Castles Project on Jun 14, 2010, 01:33:09 am
Only British castles interest me.
I have made 3 more castles that will be in the next release (1.1), as soon as the patch is officially released.
In the meantime I'm working on scenes for Brytenwalda mod (not released yet). You can see some screenshots here (page 2 & 3):
http://forums.taleworlds.com/index.php/topic,106886.15.html

I probably won't be making more castles for this project but I can't say for sure.
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 Historic Castles Project (v 1.0)  » posted under Historic Castles Project on May 28, 2010, 02:06:09 am
Thank you very much iggy_jpn.

Unfortunately that is a problem with the gatehouse model and not something I can change.
I can however put a plank or something to cover the slot - especially since there's no gate (which the slot is meant for).
Thanks again.
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 Historic Castles Project (v 1.0)  » posted under Historic Castles Project on May 27, 2010, 01:34:08 am
Thank you for the feedback iggy_jpn.
I'm guessing it's a bug when you say "guard units dropped". Where exactly does that happen? A screenshot would be great.
Your English is not so good so I'm not sure I understand.
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 Historic Castles Project (v 1.0)  » posted under Historic Castles Project on May 20, 2010, 01:10:53 pm
Wow, amazing screenshots Galactic :-)
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 MORE WARHORSE (v )  » posted under MORE WARHORSE on Apr 09, 2010, 05:04:36 am
Excellent work!
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 Warband Battle Size Changer (v 1.3)  » posted under Warband Battle Size Changer on Apr 05, 2010, 12:53:24 pm
Just downloaded and installed without problems - using AVG free edition. No warnings at all.
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 Alternate Sarranid Textures (v 1.0)  » posted under Alternate Sarranid Textures on Mar 02, 2010, 01:08:06 pm
Nice, and you gave them blue 'belts' instead of orange/yellow.
My eys no longer burn :-P
Amazing. Let's hope collision issues will be solved and it's good to go :-)
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 The North 912 version 1.rar (v version 2)  » posted under The North 912 version 3.rar on Dec 08, 2009, 09:53:51 am
Der er vist et par danskere her B-)

Why is the mod called 912 - because of a special battle or is the year random?
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 The North 912 version 1.rar (v version 2)  » posted under The North 912 version 3.rar on Dec 07, 2009, 07:41:28 am
@Arcanian: I haven't tried this mod but Roots of Yggdrasil.
You extract the mod - notice it's rar. - and place it in the modules folder in the mount&blade directory, usually located at:
C: program files > mount&blade > modules.

Then launch the game and choose this mod from the drop down menu where it says "current module". And play
IP: logged
 Re: Bob's Fort Kit v0.5 (v 0.5)  » posted under Bob's Fort Kit v0.5 on Dec 05, 2009, 06:39:21 am
No wanna, that's just a foolish remark.

@va209: When you've copied the native folder and called it 'native 2',
then simply drag and drop the files from Bob's Fort Kit into 'native 2'.
Click yes to overwriting.

(Also make sure you're using version 1.011 of course).
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 Bob's Fort Kit v0.5 (v 0.5)  » posted under Bob's Fort Kit v0.5 on Oct 27, 2009, 04:58:09 pm
Very nice, I like it a lot. Good little expansion to native, that makes it much more enjoyable to start off. Tested a few things and everything works fine. Haven't tried a siege though (oh, I see that's not implemented yet)...

I on the other hand think 2000 denars for your own fort is very cheap, considering the huge advantage it is.

Excellent work :-)
comment last edited by Adorno on Oct 27, 2009, 04:59:57 pm
This mod rocks your socks off. Modern gang/street fighting galore. Absolutely fantastic.
Don't listen to retards - Grab your AK47 and try it out!
IP: logged
 Re: Dalls_Mount & Blade_HD  » posted under Dalls_Mount & Blade_HD_PartTwo on May 05, 2009, 02:48:43 am
I tried the rapidshare download link, but part one gives an error: "file could not be found".
And the 'initial' downnload link still gives the 404 error...
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 Re: Dalls_Mount & Blade_HD  » posted under Dalls_Mount & Blade_HD_PartTwo on May 04, 2009, 05:41:36 am
I also get a 404 error, and can't download. :!:
And I think you should take some screenshots since this is about visuals. It would be nice before downloading 200+ MB
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 Re: New Farmer Upgrade Tree V 1.1  » posted under New Farmer Upgrade Tree V 1.1 on Apr 24, 2009, 11:06:17 am
You could have used the 'modify' button instead of this new download.
People might download version 1.0 not knowing there's a 1.1.
You could do that next time.

Cheers
IP: logged
 Re: Great Helm Add-On  » posted under Great Helm Add-On v.1.8 on Apr 13, 2009, 01:24:57 pm
Yes, I noticed the subtle differences but thought it was a trick of the eye. It's working as intended. Sorry about the fuzz.
Now that I've tried them all in-game it's actually very well done :-)
IP: logged
 Re: Great Helm Add-On  » posted under Great Helm Add-On v.1.8 on Apr 12, 2009, 12:57:15 am
I tried this one out, but all I see in-game is the grey version (where the yellow cross is replaced by a grey/silver one).
I followed the instruction on installing - like many times before - but I see only one new model. Am I suposed to wait several days for the new models to show up in stores...?
IP: logged
 Re: OSP Scenes defences  » posted under OSP Scenes defences on Mar 25, 2009, 03:35:28 am
It looks interesting, but where do you copy these scene codes.
I'd like to just copy them to the 'scenes' text file - but where? Overwriting existing text, or at the end?
IP: logged
 Re: Ambient Anti-Soundtrack  » posted under Ambient Anti-Soundtrack on Mar 10, 2009, 04:03:53 pm
Oh, the heartbeat. That's from soundsnap.com
There's also a sound of heavy breathing - that's me :-P
IP: logged
 Re: Ambient Anti-Soundtrack  » posted under Ambient Anti-Soundtrack on Mar 10, 2009, 02:20:23 pm
Sorry to say this, but I haven't even played The Witcher :-)
All soundeffects are royalty free samples from places like: soundsnap.com and atomsplitteraudio.com - and some of my own :-)

(You'll notice I've credited TheWitcher, but he's a person at the Taleworlds forum who gave me ideas for this ;-) )

Nothing is stolen!
IP: logged
 Re: Ambient Anti-Soundtrack  » posted under Ambient Anti-Soundtrack on Mar 10, 2009, 09:23:34 am
Thanks for the comments Leona and SugaryPlumFairy (cutest name ever :-) )

I won't add more melodies, as they are just there to set the mood for each faction - and hopefully don't become too annoying.

I'm limited by the way music is played in the game: Battle music is played regardless of night or day - or steppe or snow.
And I can't make sound of ocean when you're near the shore (as suggested).
There are many different wind and bird sounds depending on the battle, but they have to suit any situation (night, day, snow, turf, village etc.)
So you'll have to live with some odd sounds now and then.
But overall I'm quite pleased and think it's more pleasant to listen to than the original soundtrack :-P
IP: logged
 Re: Ambient Anti-Soundtrack  » posted under Ambient Anti-Soundtrack on Mar 08, 2009, 03:52:01 am
Thanks for the input.
1. Thunder: Perhaps on the overland map, but if it's nice sunny weather on the battlefield it would seem strange. Don't you get enough in the opening theme? :-)
2. Distant chatter: There is actually a little of that, but only on one track (from an Italian marketplace) (town_swadian).
3. Cicadas. That's already there when you travel in Nord area on overland map (town_nord).
4. Wind: there is different wind noises, but perhaps there could be more...
5. distant maniacal laugh: :-D
6. Tree falling: there are a few sounds of that - but very distant (in Khergit area).
7. The ocean: there's so little ocean/water in the game that I decided not to include that. But a little wouldn't hurt I suppose.

Remember to use version 2.0 (if not already) since much has changed.
IP: logged
 Re: Ambient Anti-Soundtrack  » posted under Ambient Anti-Soundtrack on Mar 06, 2009, 04:48:23 pm
More sounds? Are you using version 2.0?
I suppose it's a matter of taste. It's meant to set a mood, without becoming annoying.
What more sounds could be of interest?
IP: logged
 Re: Turmoil In the Province  » posted under Turmoil In the Province on Jan 31, 2009, 01:24:09 am
Everything is kept simple, so that all items resemble workers clothes and tools.
The only horses are the ones used by simple folk - no warhorses/chargers.
The horses are a little faster than usual but also weak, so be careful when charging...
IP: logged
 Re: Land of Eternal Youth 1.1  » posted under Song of Taliesin: Wars of The Old North 1.0 on Oct 12, 2008, 03:17:38 pm
Very enjoyable. Especially the new troop trees and mercenaries are interesting.
A fine piece of work! :-x
IP: logged
 Re: Custom Battle Mod v0.5b  » posted under Custom Battle Mod v0.5b on Aug 19, 2008, 03:57:32 pm
Hey Buggah:
This is a very late reply. But for the future, if the file is RAR. you just need a program to open RAR. files.
Most known is WinRAR but it costs money. ALZip is free (get it at altools.com).
IP: logged
 Re: Female Voice Sounds  » posted under Female Voice Sounds on Aug 11, 2008, 05:29:55 pm
Damned those sounds are making me horny :-D
some of them seem a bit long, like 'bigcut', 'bigslice', 'sliced'.
And 'fainter' is certainly not for a person fainting. It doesn't take 10 seconds to faint :-)

The quality is fine though - except the wave sounds in 8 bit (!) (which are useless because of noise).
IP: logged
 Re: Custom Battle Mod v0.5  » posted under Custom Battle Mod v0.5b on May 12, 2008, 01:58:22 pm
Thanks for the update.
And now that we are close to the final version (of native)
it doesn't seem as if there'll be a custom battle feature in that one.
So I hope you'll keep porting to the newest versions to come.
It's really a lot of fun. :-)
IP: logged
 Re: 867 A.D. - Lords of War  » posted under 867 A.D. - Lords of War on May 05, 2008, 10:10:32 am
A truly magnificant and very thorough piece of work.
Well done Markus and all others who contributed, incl. the beta-testers.
IP: logged
 Re: The Lombard Leagues  » posted under The Lombard Leagues on Apr 25, 2008, 09:48:56 pm
@stuffithoser

By having a few devoted testers, you'll get little but qualified feed-back.
When the mod is open for all to comment on, you would get a huge amount of similar bug reports and other comments of no use to you.
IP: logged
 Re: The Lombard Leagues  » posted under The Lombard Leagues on Apr 14, 2008, 06:48:01 am
With 2469 downloads I think a lot of people don't read the part that says:
"This mod is in closed testing right now".

You might wnat to highlight that even more.
IP: logged
 Re: Custom Battle Mod - Source  » posted under Custom Battle Mod - Source on Apr 06, 2008, 10:51:06 am
If the final version of M&B doesn't have a custom battle option, you better port this mod,
because it'll be as indispensable as the 'battle size changer' and the 'town siege fix' is now.
I'm still running version 0.894 just to play this great mod.

The mod is as good as it's simple. Don't let me down :-D
IP: logged
 Re: M&B Film 'Of The Red Dust'  » posted under M&B Film 'Of The Red Dust' on Mar 10, 2008, 03:14:42 am
Very nice. I have some comments:
1. The scenery is good. Besieging and fighting villagers is fun to watch.
2. The fighting is a little monotonous. There's only attacking, and no parry.
Many games have mindless hack 'n' slash, but M&B has a nice fighting system. You should show that.
3. The beginning - about 1 minute - seemed superfluous.
Instead of just circling the camera around your character,
you could perhaps show the various castles and towns from a birds perspective. Or something...
4. Music. Why a song about broken hearts (or whatever it's about)? Seems strange.
5. Length. The lenght - about 4 minutes - is fine.
6. Newspaper. After 55 sec. there's a newspaper. What's that about? :-?
7. The end - the end (it says the end twice)

But all in all - a nice video. Liked it.
You can watch some of mine if you like:
Mount & Blade Music Video - We'll Hunt You Down!
http://www.youtube.com/watch?v=zCtRmUWsFc4
And:
Mount & Blade - Viking Raiders
http://www.youtube.com/watch?v=rIV54L_FsA4&feature=user
For some inspiration :-)
IP: logged
 Re: Town Siege Fix 1.01  » posted under Town Siege Fix 1.03 on Feb 05, 2008, 03:56:52 am
I've tried this fix out in some cities in native,
and it works like a charm. No bugs.

Excellent work, Sir. :-)
IP: logged
 Re: A medieval adventure Demo  » posted under A medieval adventure Demo on Jan 27, 2008, 01:49:31 pm
Great. Traditional real-time RPG. No world map.
I have a few comments:
1. Graphics. I have the game set to nicest graphics possible :-) And yet I didn't see any shadows (men/surroundings) and where is the 3D grass and all the bushes? Nature could look much nicer. The falling leaves are excellent though.
2. Saving Game: I saved the game and then died (in the cellar with the undead poking me through the stairs ;-) ) When I reload the game I start all over :-( Is that a bug or do you start at the beginning everytime you die?
3. Borders: There isn't much room to move in. Especially when I was fighting the guard outside the gate to the castle. It seems you can only move in very narrow roads.
4. Picked up items: They disappear when you enter a new map.
Spelling: Many spelling mistakes. Try perhaps to find an online translater to get rid of the worst of them. But having said that - the dialog is really great and funny. Keep it up :-)

I really like the idea of a "reward system, good or bad".
All in all really good. Keep it up!
IP: logged
 Re: Gallipoli Mod Demo Version  » posted under Gallipoli Mod Demo Version on Jan 05, 2008, 05:02:58 am
I really liked it. Converting M&B to WW1 works fine. The use of the mortar is well made and fun :-D
The sounds are great. Especially the blues song at the end. Very soulful :-)

I have some bug reports/criticism:
1. Overall very difficult unless you simply let time run out and you automatically win (at least that's what happened to me). I got shot a lot. And it's just the first skirmish.
2. You advance in level while playing and when pressing C the start screen where you apply skill points is opened. But when pressing 'done' I ended up at the world map :shock: and startet over.
3. I was constantly given credit for killing people without doing anything. Mostly when an explosion was heard.
4. The men spawning were often just standing at the spawn point (away from the front line) and it seems you can't give them orders like 'spread out' or 'charge'.
5. All the men have similar faces. Perhaps you could make it random as in native (but that's just a small thing.)
6. Spelling mistakes. Perhaps you could ask some english speaking people on the M&B forum to correct them.

I didn't experience any crashes :-)

I have to say it's great. And I hope you'll keep working hard. I can see on your homepage that you are just getting startet ;-)
IP: logged
 Re: The Dark Age : Viking Raiders  » posted under The Dark Age : Viking Raiders (map fixed) on Dec 27, 2007, 02:39:18 am
Yes, I've been playing for about 1 hour and it works!
Nice to see Danes in a mod but did you have to call some of them Dane Colon :-?

Seriously, I hope you will keep working on it. It has great potential :-)
IP: logged
 Re: Custom Battle Mod v0.4  » posted under Custom Battle Mod v0.5b on Oct 19, 2007, 09:02:36 am
This is great, and exactly why a 'quick battle' function was created for the 0.890 version.
The game is excellent for this feature and i've spent a lot of time with this mod.
And for beginners it's a good way to learn the basics (I would imagine ;-) )since the difficulty can be adjusted.
Keep up the good work!
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