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User Name Group Member Since File Listings Comments
wickedshot Uploader Dec 17, 2008, 02:00:43 am 2 26
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  Custom Settlements Source Jul 10, 2009 2.95 10,764 5.0 / 5.0 17,507 1.8 MB 5
2  Custom Settlements Jun 26, 2009 36.65 133,807 4.7 / 5.0 184,537 93.49 MB 85
Comments
IP: logged
 Re: Custom Settlements (v 0.675)  » posted under Custom Settlements on Oct 01, 2011, 11:53:46 am
Cheatcodes wrote:
you guys should make it so that all settlements are at war with each other including player faction also that player can join a settlement instead of making it as an option and remake the factions so that theres now tribal units instead of native units also you should allow players to hold two or more settlements at the same time or make it available for companions to be granted the settlements as fiefs or something other than that awesome mod :D
You can go to war with any faction, and some might declare war on you.
You can own more settlements after you've made your settlement e2m2, i.e. a Castle Town, the biggest it gets, at that point you are King/Queen and can claim more settlements.
Once you are King/Queen you can give your extra settlements to your companions by turning them into Lords/Ladies.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Jul 02, 2009, 12:05:23 pm
when do you get this error and is that the full error?

might be better to ask on custom settlements forum
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 Re: Custom Settlements  » posted under Custom Settlements on Jun 28, 2009, 05:28:51 pm
look for your Mount&Blade folder, and then inside that open the "Modules" folder, thats where you put mods (you'll often have to unzip it first)

to use the mod after youve placed it in the "Modules" folder, open the Mount&Blade launcher and then switch "Native" to the mod name, in this case "Custom Settlements 0.675"
IP: logged
 Re: Custom Settlements Source  » posted under Custom Settlements Source on Jun 28, 2009, 05:19:06 am
You cannot install this with only this.

This is a supplement to the actual Custom Settlements mod.

This contains the Source code (so you can make changes to the source code and recompile it) as well as the text files.

But you also need all the scene files from the City Add-on by Berpol and resources and textures from the OSP Add-on by AvaRice.

The actual mod contains all of these things, so you're best off getting that and ignoring this download unless you plan to make changes to the source code or want the latest text files code before theyre added to the main download.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Jun 21, 2009, 03:35:08 pm
You'll get resources once a month.

To improve the amount you get, train your peasants to professions like Lumberjacks, Quarrymen, or Farmers. Also raise your Productivity.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Jun 21, 2009, 03:33:14 pm
Settlements with names like "Emptauk" are Empty and have no scenes yet. They are there for scenemakers to use to make the scenes for each level of the settlement themselves for even more customization.
You should never use an EmptXXX settlement for your own if you simply want to play without using the editor.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Jun 08, 2009, 10:49:24 pm
You need to download the OSP Add-on by AvaRice, its linked above.
Make sure you install it properly, as the error you are getting means its either not installed or not installed properly.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Jun 02, 2009, 09:42:40 pm
You'll gain your profits and resources once a month, so you'll likely need to wait longer. Higher prosperity helps your profits, but you need higher productivity to gain more resources.

For peasants spawning off the map, that was an Empty settlement I'm guessing, i.e. the ones whose names start with EmptXXX.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on May 24, 2009, 01:31:22 pm
Good luck heh.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on May 24, 2009, 01:28:24 pm
Thats the error you get if you don't have the OSP properly setup. Make sure you've gotten the OSP Add-on by AvaRice and have properly installed it.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Apr 04, 2009, 10:28:12 pm
theres a guide on the custom settlements forum that explains it better than i can in this post, i recommend checking it out and asking questions there.

but for the nothings, so long as you leave the trp tag the same (the "trp_custom_recruit") and add your new troops to the end of the file and update the number of troops at the beginning of the file, it should all work.

but i recommend reading the more indepth guide since i know it can be tricky
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Apr 04, 2009, 09:28:48 am
i take it you chose "Custom Culture"?

the custom culture has empty troops that people can edit the text files to make their own custom troops that they make

i recommend choosing another culture unless you like the empty naked people heh
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Apr 01, 2009, 08:30:24 pm
you need the OSP Add-on by AvaRice.

simply download it and place its contents (several files and two folders: resources, textures) into the custom settlements 0.67 folder and let it overwrite
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Mar 15, 2009, 01:19:07 am
After a few days Custow will start up its own kingdom, one of the original native kingdoms.

Also, any other settlement to become a Castle Town can start up its own kingdom as well.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Mar 10, 2009, 04:06:52 pm
You need two times their level in relation with them.

So someone like Ymira you just need 2 relation with.

But for someone like Scarlett you need 60 relation with.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Feb 22, 2009, 01:01:46 pm
Everything should be camps except Custow at the beginning.
Note that EmptXXX settlements are unfinished, so do not use them as your home settlement, use one like Ettlesen or Braemar, etc (non-EmptXXX named)
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Jan 20, 2009, 07:41:21 pm
They're currently empty, hence the names like Empto.
They'll be gradually filled up in newer versions.
IP: logged
 Re: Custom Settlements Source  » posted under Custom Settlements Source on Jan 08, 2009, 06:24:02 pm
This is like the wrong place times 10 to ask that heh.

But you should start looking at the following website:

http://forums.taleworlds.net/index.php/board,9.0.html
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Jan 08, 2009, 06:23:22 pm
thanks, and fisheye made a custom troop mod that i intend to incorporate after version 1.0
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Jan 08, 2009, 06:21:04 pm
0.51 fixes that manor bug issue, and its save game compatible, so download latest version and it wont be a problem
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Dec 31, 2008, 07:44:17 am
To create a trade route with another town, go talk to the "Guild Master" of a town like Praven, and ask "Can you make a trade route from here to my settlement?"

From then on caravans visiting that town will sometimes go visit your settlement next.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Dec 30, 2008, 06:40:24 am
You must have atleast 1 trade route with a town.
You must have economy level 2 (so a town).
You must have 1000 gold.
You must have atleast 1 point in Trade skill.
Then just talk to one of the merchants in your settlement and ask them to create a caravan. You can create 1 caravan per 1 point in trade skill.

Caravans provide you with an extra 200 gold per week.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Dec 22, 2008, 06:33:45 pm
There are four ways that vilages *can* come. They are not guaranteed to come unless one of those four does.

The four ways are:
1. Waiting around inscene, a wandering traveller can come, if you talk to them and have decent prosperity, he'll join your settlement and add peasants.
2. If you talk to the village elder of a village, and you have a relation with the town of over 1 and 200 gold, then you can ask him to round up some peasants there to head for your settlement.
3. Peasants will sometimes leave villages on their own and head for your settlement if your settlement had higher prosperity than their village.
4. Sometimes peasant just leave villages to wander around. If you find one of these on the overland map you can talk to them and send them to your settlement.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Dec 22, 2008, 01:40:23 am
I'm having no problems upgrading.

To upgrade go to "Manage Settlement" and then above "List of Upgrade Requirements" there should be the options to upgrade if you meet the requirements.
Click the "List of Upgrade Requirements" to see the requirements and your current amounts.

Are you sure you meet the requirements?

On the other hand, ff you had the option and clicked it and think nothing happened, its because it takes days to complete. When you click the "Manage Settlement" option you can see what you're building and how long itll take at the top.
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Dec 20, 2008, 12:57:25 pm
is there a folder in your Modules folder called:
Custom Settlements 0.1
?

if so, open that folder, is there a folder with the same name inside? if so move that folder to the Modules folder.

if that was the problem it was because you unrar'ed it into its own folder inside the Modules folder.

other than that im not certain what could be wrong
IP: logged
 Re: Custom Settlements  » posted under Custom Settlements on Dec 19, 2008, 05:17:40 pm
You put it in the Modules folder, and then to use select it from the Current Module list.
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