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User Name Group Member Since File Listings Comments
Keedo Uploader Dec 13, 2008, 10:06:55 pm 4 54
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  The Horde Lands patch for Alpha v1.20 Mar 17, 2009 2.67 9,259 5.0 / 5.0 15,756 5.22 MB 17
2  The Horde Lands Alpha Version 1.18 Mar 15, 2009 15.88 56,618 4.5 / 5.0 77,187 206.7 MB 113
3  The Horde Lands Music Pack v2 Feb 06, 2009 0.5 1,751 4.2 / 5.0 3,720 49.54 MB 0
4  Resource Pack for adding undead troops Jan 20, 2009 0.76 2,688 5.0 / 5.0 11,382 396.3 KB 0
Comments
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 The Horde Lands Alpha Version 1.18 (v )  » posted under The Horde Lands Alpha Version 1.18 on Apr 15, 2011, 02:21:11 pm
Yes. I do apologize, but I am no longer capable of working on this mod. My current computer can't even play the game and I no longer have the files for version 2.0 of the mod. :cry: Someday I may return to this mod when I have a new computer, but no promises. ;-)
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 Re: The Horde Lands patch for Alpha v1.20  » posted under The Horde Lands patch for Alpha v1.20 on Mar 27, 2009, 09:11:37 pm
TLD = The Last Days. It is a mod based on Lord Of The Rings. Getting the orcs from that would definitely be awesome, but there are no female examples of those orcs. :(

As for the castle recruiting, you must be a member of the castle's faction to recruit from it.
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 Re: The Horde Lands patch for Alpha v1.20  » posted under The Horde Lands patch for Alpha v1.20 on Mar 24, 2009, 08:35:34 am
You guys really need to stop undressing the male dark elves. It's somewhat disturbing. :-P Seriously though, that is a problem that won't be solved anytime soon. Just leave their clothes on. :hammer:
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 Re: The Horde Lands patch for Alpha v1.20  » posted under The Horde Lands patch for Alpha v1.20 on Mar 22, 2009, 12:18:31 pm
Well, I have not made any of the armors myself. They've all been included in open source packs (meaning anyone can use them), so unless someone releases more samurai armors as open source, then it is unlikely I will be able to add more. I would definitely like to have a wider variety of samurai armors, especially helmets. We'll just have to keep our fingers crossed that someone makes more available to the public (or offers to make some for me :-P ).
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 Re: The Horde Lands patch for Alpha v1.20  » posted under The Horde Lands patch for Alpha v1.20 on Mar 22, 2009, 12:07:45 am
And yes, I will make a README/FAQ for the mod soon. Once the next version is released, players will definitely NEED one. :hammer:
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 Re: The Horde Lands patch for Alpha v1.20  » posted under The Horde Lands patch for Alpha v1.20 on Mar 21, 2009, 08:23:03 pm
Of course I can make it better! :-P There is always room for improvement. As for the hidden treasure chest:
http://img22.imageshack.us/img22/903/mb43aw2.jpg
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 Re: The Horde Lands patch for Alpha v1.20  » posted under The Horde Lands patch for Alpha v1.20 on Mar 21, 2009, 01:14:06 pm
Currently there is only one firearm and it is hidden in a chest in Dragon's Death (the village, not the dungeon). Firearms have not been fully implemented yet.
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 17, 2009, 04:38:39 pm
OK, I updated the patch so it should now work with version 1.18.
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 Re: The Horde Lands patch for Alpha v1.20  » posted under The Horde Lands patch for Alpha v1.20 on Mar 17, 2009, 04:38:11 pm
OK, the patch has been updated and should now work for version 1.18. To answer your question, version 1.19 is on FileFront because for some reason this site keeps interrupting all of my uploads that are over 8mb. :-(
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 17, 2009, 08:53:48 am
Aah. OK. Then it would seem the patch is not compatible with 1.18 after all. You will need to d/l version 1.20 and apply the patch: http://files.filefront.com/HordeLandsAlpha120rar/;13468871;/fileinfo.html
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 16, 2009, 04:08:25 pm
Well you should be happy to know that I am working on some treasure hunting quests for the next version. Some of these will require you to search deserted islands....e267244.gif
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 16, 2009, 02:58:34 pm
Bruce, which version did you have before you used the patch?
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 15, 2009, 09:52:25 pm
Well, I uploaded a patch that disables the banks for now. The d/l link is in the description above.
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 15, 2009, 03:18:49 pm
:hammer: Before you say anything, there is a bug with the banking system that steals all of your money after a week because you start the game with an enormous debt to the banks. I am working on a fix.
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 13, 2009, 04:48:14 pm
In a perfect world. :lol: Honestly though, as a hobby it's great because I am doing what I want. I don't think I would enjoy programming as a career though, because I would mostly be doing what other people wanted and would have to work within deadlines and such. I do not work well under pressure.
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 13, 2009, 03:43:55 pm
The NPCs in the Red Dragon Inn named Galstaff, Picard, and Night Blade are characters from this classic skit about Dungeons & Dragons: http://www.youtube.com/watch?v=XHdXG2gV01k
Seriously, watch the whole thing if you've never seen/heard it before. :) Anyway, those NPCs currently have no function but will eventually be tied to quests and will probably be turned into recruitable companions.
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 12, 2009, 11:38:33 pm
That is very hard to say. I am hesitant to give an ETA on a final version since there is no telling what the future will hold. Chances are the new version of M&B will be out before I "finish" this mod, which means I will probably have to port the mod to the new version. And of course, when Champions Online is released I will probably stop working on the mod for a while until the "new game euphoria" wears off. Admittedly, my work on the mod has slowed down quite a bit recently for various reasons but do not give up hope. :green: Currently I am working on adding my first new quest. Nothing major, just testing the waters so to speak. In version 1.20, players will be able to be bounty hunters by talking to tavernkeepers and seeing if they have any bounty quests. These quests are nearly identical to the "Hunt Down Fugitive" quest that lords give out, but have a greater range of potential targets and have a much shorter time limit (1 week instead of a month).
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 08, 2009, 06:18:19 pm
Herman, the animating undead that Necronus "teaches" you does not currently work. I really should remove that dialogue, but I keep forgetting. :-P

DevilCrow, I am not certain I understand what your problem with the Kingdom System is, but I am using Highlander's Kingdom Management script unmodified except for the inclusion of the new culture types (Morte, Dark Elves, etc). If you would like to discuss it further, visit my mod's development forum where you can report bugs, ask for help, or make suggestions:
The Horde Lands Development Forum
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 06, 2009, 02:47:38 pm
No, pirates will be in the ocean not rivers. Eventually I will add another island or two and players will be able to go to a town that is on/near the shore and buy a boat. Then you'll be able to travel on the ocean and fight pirates in ship battles or sail to the other island(s).
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 02, 2009, 10:38:23 pm
I don't think my girlfriend would appreciate that, but I'm glad you enjoy the mod! 8-)
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 02, 2009, 02:28:16 pm
I enabled the Firearms skill in 1.19, though firearms will be rare. There is one firearm in 1.19, but it is hidden. It is an early form of Arquebus called a Hook Gun, though in my mod it is called a Boomstick. Shop smart. Shop S-Mart.
:-P Seriously though, firearms will be considered magic items by the people, though any mage you talk to in the game will deny there is anything magical about them. I am getting ahead of myself however, since there are no mages or magic system in the mod YET. Firearms will however be used by pirates (also not yet in the mod).
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Mar 02, 2009, 10:34:26 am
I believe the RGL error you are getting is related to one of the elven armors, and that error has been fixed. Version 1.19 is already out, but I have been unable to upload to this site lately, so I uploaded 1.19 to FileFront. Check this link for a list of changes in 1.19 and the d/l link:
http://forums.taleworlds.net/index.php/topic,52170.msg1509322.html#msg1509322
There are a lot of new changes, so you will probably have to start a new game if you d/l it. Also, there was a small texture related error in 1.19, so if you d/l it, you will have to open the mod's module.ini file and change the order of the last four lines to look like this:

load_mod_resource = texture_samurai_tex
load_mod_resource = material_samurai_mat
load_mod_resource = arme_samurai_arm
load_mod_resource = armure_samurai_arm
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 Re: 27 Horses for 1.003  » posted under 28 Horses for 1.010-11 on Feb 19, 2009, 11:48:17 pm
I am getting a 404 error when trying to download this. :-(
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Feb 19, 2009, 11:44:57 pm
There is a limit to how many items can be added before it crashes the game. I have less than 200 items to go before I reach that limit. I definitely want to add some more armors for the Dark Elves, and I will be adding in some more fantasy-style weapons, but I also want to add in some more magic items before I hit the limit. Chances are I won't hit the limit any time soon, but now that I am getting closer to the limit I want to take the adding of new items slowly so I can be sure to get the items in that need to be in before adding the items in that are mainly for style or variety.
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 Re: The Horde Lands Alpha Version 1.18  » posted under The Horde Lands Alpha Version 1.18 on Feb 14, 2009, 07:51:42 pm
Each kingdom has its own black market merchant located in one of their three starting towns. You have to actually walk around the towns to find them. But don't be afraid to jump over fences or look inside the shops. Check every nook and cranny. They won't be standing in plain sight like the weapon and armor merchants.
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 Re: The Horde Lands Alpha Version 1.17  » posted under The Horde Lands Alpha Version 1.18 on Feb 07, 2009, 04:29:29 pm
Well, I have not had any trouble yet getting my lords to do what I ask, but here is a quote from another mod's FAQ:


Why do my lords and companion raiding parties refuse to follow me or do what I say?
This is a problem you run into even when you're marshal of another faction. They all have their own agendas to take care of. If they think what they need to do is more important they'll refuse to do what you ask. Typically if they have a lot of troops and have been resting in a castle or town for a few days they'll be more inclined to follow you, but it's not guaranteed. Just wait and try again later.
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 Re: The Horde Lands Alpha Version 1.17  » posted under The Horde Lands Alpha Version 1.18 on Feb 06, 2009, 09:46:24 pm
Well, I started a kingdom earlier and that map icon error seems to be fixed now. I only recruited 1 lord, assigned him to the castle I had captured, and then gave him the task of patrolling around the village we owned. He did not refuse and his party spawned on the map with no problems. What tasks were refused by your lord(s)?
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 Re: The Horde Lands Alpha Version 1.17  » posted under The Horde Lands Alpha Version 1.18 on Feb 06, 2009, 07:56:02 pm
Aaah. OK, I think I know what the problem is with that. I'll see if I can fix it before the next version.
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 Re: The Horde Lands Alpha Version 1.17  » posted under The Horde Lands Alpha Version 1.18 on Feb 06, 2009, 02:05:16 pm
Could you be more specific? It would help if you actually told me what was wrong instead of just saying something is wrong. :-P
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 Re: The Horde Lands Alpha Version 1.17  » posted under The Horde Lands Alpha Version 1.18 on Feb 04, 2009, 03:05:53 am
You can recruit up to 20 lords for your kingdom, but you can't recruit more lords than you have fiefs.
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 Re: The Horde Lands Alpha Version 1.16  » posted under The Horde Lands Alpha Version 1.18 on Feb 01, 2009, 08:12:15 am
Dragons are currently not possible in M&B. :-( And while ships are possible, they are terribly complicated and there is only one mod I know of that is even attempting ship battles (and they still haven't gotten all of the bugs worked out).
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 Re: The Horde Lands Alpha Version 1.16  » posted under The Horde Lands Alpha Version 1.18 on Feb 01, 2009, 12:04:45 am
New features and content are being added frequently. Most new versions of the mod will add something new as well as fixing a bug or two. MOST of the equipment intended for the kingdoms has been added already, but I still have new armors to add. And you can be certain that I will be hiding things throughout the mod. Many items will not be available on the merchants, but might instead be found somewhere in the dungeon or on a black market merchant (they will be added in the next version). There will also be items hidden in locations that only the most curious of explorers will think to look. :-P And when I finally get around to working on quests, there will be items only available through those. Believe me when I say this mod is VERY FAR from complete.
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 Re: The Horde Lands Alpha Version 1.16  » posted under The Horde Lands Alpha Version 1.18 on Jan 31, 2009, 08:39:52 pm
The Troop Editor only recognizes the first two troop flags (male and female). In my mod there are 13 troop flags (tf_male=0, tf_female=1, tf_undead=2, tf_elf=3, tf_elfmale=4, tf_goblin=5, tf_goblinmale=6, tf_orc=7, tf_orcmale=8, tf_darkelf=9, tf_darkelfmale=10, tf_skeleton=11, tf_ghost=12). So using the troop editor to change the troops in my mod is bound to cause problems. Unfortunately I don't think there is anything I can do to fix that. I will eventually release the source code for people who want to alter it with the module system, but for now I would advise against using the troop editor on it.
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 Re: The Horde Lands Alpha Version 1.15  » posted under The Horde Lands Alpha Version 1.18 on Jan 30, 2009, 10:34:22 pm
Using the zip format makes the file noticeably larger (about 30mb larger), which is why I prefer the rar format. It would be much easier for both of us if you just downloaded WinRAR. That way I only have to upload one file (which takes about an hour to upload), and your download time will be slightly shorter.
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 Re: The Horde Lands Alpha Version 1.14  » posted under The Horde Lands Alpha Version 1.18 on Jan 26, 2009, 02:47:47 pm
Yeah those skins were borrowed from Nema's Guardians Party. I'm trying to find a modeller to make some new skins for my mod, but haven't had any luck yet.
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 Re: The Horde Lands Alpha Version 1.11  » posted under The Horde Lands Alpha Version 1.18 on Jan 13, 2009, 02:07:33 pm
Yeah, the skeleton horse's animation has been an issue from day one. I am told the current version of BRFedit is to blame. Since I did not make the skeleton horse, I am unsure of how to fix it without completely remaking it. I have just recently gotten my first taste of modelling with Wings3D by taking the mesh for the throwing daggers and changing it into a short sword similar in appearance to a Gladius. So, I may eventually try to remake the skeletal horse, but that's gonna be a little more complicated that a sword. :-(
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 Re: The Horde Lands Alpha Version 1.10  » posted under The Horde Lands Alpha Version 1.18 on Jan 10, 2009, 04:10:30 pm
Did you install it to the modules folder?
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 Re: The Horde Lands Alpha Version 1.09  » posted under The Horde Lands Alpha Version 1.18 on Jan 08, 2009, 01:58:46 pm
What happens when you click "Download Now"? Also, have you tried the alternate download link? It's right next to Download Now. It looks like this: (alt)
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 Re: The Horde Lands Alpha Version 1.08  » posted under The Horde Lands Alpha Version 1.18 on Jan 04, 2009, 09:09:33 am
Unfortunately, I do not know how to fix the skeletal horses' animation at this time. I did not make it. I will try to fix it eventually, but since it does not affect gameplay, I am putting off that fix until the mod is closer to completion.
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 Re: The Horde Lands Alpha Version 1.08  » posted under The Horde Lands Alpha Version 1.18 on Jan 02, 2009, 03:11:48 pm
Well, I tried putting it all into a zip file, but it ended up being about 20-30 mb larger than the rar file. :-( A question though, what program do you normally use to open archive files? You might try downloading WinRAR. That's the program I use. It's free to use. I think it has some extra features if you register it, but if you don't all you have to worry about is a little "Please register" notice that pops up each time you run it. I've never had any problems with it.
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 Re: The Horde Lands Alpha Version 1.07  » posted under The Horde Lands Alpha Version 1.18 on Dec 30, 2008, 10:43:41 pm
BTW, I looked into it, and the elfhead I am using does not work with man faces. The face is all out of proportion and the beards don't sit right on the face, but the female faces work fine which is why they are being used. Just throw a beard on and in most cases you'll just look like a young male elf who just passed through puberty. :lol: An considering how long elves traditionally live, they can be expected to look young for a long time.
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 Re: The Horde Lands Alpha Version 1.07  » posted under The Horde Lands Alpha Version 1.18 on Dec 30, 2008, 09:03:46 pm
"if u pick a male elf, ur character is female"

By this are you referring to the dialogue, or the way they look. I mean, does your male elf have breasts? When you get hit in battle do you scream like a woman? The face is the same for male and female elves (also goblins and dark elves). I am looking into getting new skins for all of the races, but this may take some time. If it is just the dialogue issue, I am still working on a fix for that, but no eta on when it will be fixed.
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 Re: The Horde Lands Alpha Version 1.06  » posted under The Horde Lands Alpha Version 1.18 on Dec 27, 2008, 02:32:20 pm
I've never had any problems with .rar files before. I will consider making a .zip version of the archive next time, or perhaps I will make both. I dunno, but either way good luck.
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 Re: The Horde Lands Alpha Version 1.06  » posted under The Horde Lands Alpha Version 1.18 on Dec 27, 2008, 12:59:14 am
Well, since no one else has reported any problem downloading it, I'm going to have to agree that the problem is on your end. I wish I could be more help in resolving the problem. :-(
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 Re: The Horde Lands Alpha Version 1.06  » posted under The Horde Lands Alpha Version 1.18 on Dec 25, 2008, 09:49:57 am
NP. Only other thing I can think of as for why you can't find it on your computer, is perhaps you are selecting "Open with..." instead of "Save as...".
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 Re: The Horde Lands Alpha Version 1.06  » posted under The Horde Lands Alpha Version 1.18 on Dec 25, 2008, 01:08:52 am
I'm not sure I have an answer for you, but it is sounding like you have .rar files associated with your dvd player instead of winzip or whatever you use to open archives.
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 Re: The Horde Lands Alpha Version 1.06  » posted under The Horde Lands Alpha Version 1.18 on Dec 24, 2008, 04:45:51 pm
Well it's closer, but I really don't want to copy names from other games. What I will probably do for the dark elves is do some more research on japanese names and titles rename them appropriately. For the Dark Elf lords, I used a japanese name generator, but I might change their title to something more appropriate. :-P
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 Re: The Horde Lands Alpha Version 1.06  » posted under The Horde Lands Alpha Version 1.18 on Dec 24, 2008, 03:00:22 pm
The Dark Brotherhood sounds more like a thieve's guild or secret society than the name of an empire.
But in my gaming days, dark elves always seemed to be a mixture of proud honorable warriors that served their queen with undying loyalty, and vicious, sadistic killers. Which is partly why I chose japanese culture for them. The dark elves' society (and troop tree) will be based on the yin/yang concept of balance. That good and evil cannot exist without each other. And also because I needed an excuse to use samurai weapons and armor. :-P
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 Re: The Horde Lands Alpha Version 1.06  » posted under The Horde Lands Alpha Version 1.18 on Dec 24, 2008, 11:43:55 am
Also Nerevar...what "damned bugs"? :hammer: I can't fix them if I don't know about them. :-P Please report any bugs you find in the Bug Report thread of my mod's development forum.
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 Re: The Horde Lands Alpha Version 1.06  » posted under The Horde Lands Alpha Version 1.18 on Dec 24, 2008, 11:41:18 am
@dark apostle: I am trying to make the download a little smaller with each update by eliminating unneeded textures, but in the end it will still be over 100k since I will be adding a lot of new items and the new textures are what makes the download so large. Also, I don't really have a plan for how much time I will spend on this mod. I try to do a little each day, but I don't plan to stop developing it until I run out of ideas.

@nerevar: It probably reminds you of Guardian's Party, because I am using the race skins (except the skeleton/ghost) from that mod. I have used little else from that mod though (a couple weapons and two suits of armor). As for Morte, I like that name because Morte means death. I don't really like the name Hlaalu for the dark elves, because that sounds Hawaiian and the dark elves of my mod have a japanese-like culture. Which is why I chose the name Megumi for their leader (Megumi means goddess). The Kingdoms of Velor and Levar will not change as they are a major part of my story, but feel free to give me suggestions for the elves, orcs, and goblins in the mod's Development Thread. It's much easier discussing things there than here.
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 Re: The Horde Lands Alpha Version 1.05  » posted under The Horde Lands Alpha Version 1.18 on Dec 24, 2008, 01:27:02 am
Well, I am uploading the new version right now. If you're going to re-download, just wait until 1.06 is ready for download. It fixes some bugs and adds some new stuff.
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 Re: The Horde Lands Alpha Version 1.05  » posted under The Horde Lands Alpha Version 1.18 on Dec 23, 2008, 03:48:32 pm
Did you maybe download it to your desktop by accident? I do that sometimes and give myself headaches trying to find out where it went. :oops:
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 Re: The Horde Lands Alpha Version 1.05  » posted under The Horde Lands Alpha Version 1.18 on Dec 22, 2008, 08:12:49 pm
There is one troop in the redesigned Mercenary troop tree called Undead Slayer, but I have not added that into the mod yet. I suppose I could just rename it Slayer and then have it branch off into its own troop tree. I'll give it some thought.
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 Re: The Horde Lands Alpha Version 1.03  » posted under The Horde Lands Alpha Version 1.18 on Dec 20, 2008, 12:10:26 am
Yeah the gender issue is something I haven't figured out how to fix yet. It's related to the troop flags. TF_Male = 0, TF_Female= 1, TF_Undead = 3, tf_elf = 4, and so on. I'm sure it's fixable through the dialogue, but I haven't messed around with scripting the dialogue yet. In battle, you should hear the appropriate sounds for your or the troops gender, despite what any dialogue says.
And if you are referring to them LOOKING like females...well...elves have always been kinda feminine looking, even the males. But I am working on getting a new look for the dark elves. They really shouldn't be blue. :-P
Also, if you find any other bugs, you can report them here: The Horde Lands Current Known Bugs
I check that thread more often than I check the comments here.
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