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losh14 Regular User Dec 18, 2008, 11:54:26 am 0 62
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 Re: Lords and Realms 1.5 (v 1.508)  » posted under Lords and Realms 1.5 on Sep 04, 2012, 01:10:12 pm
halvars90 wrote:
Well it wont work for me it only says that it cant load cosutmes_a.brf what the hell is that!? >:(
Roman1war wrote:
It wont work It says cant load files and says cant load cosutmes_a.brf i mean what is up PLz help me and can you try help me fix it! >:(

Are you using Warband? This mod is for 1.011, and I think the costumes error comes up when you try to run it on Warband.
Truly incredible! The locations are just awesome, wonderful attention to detail. I like that you have to walk through each town or castle before the locations appear on the menu when you first enter it - forces you to at least look through and enjoy some of it.

Also, thank you for not letting me jump off the highest point of Minas Tirith. Yes, I tried.

Combat is very difficult, not that that's a bad thing. The wargs are like coked-up horses and they count as enemies even after you kill the riders. Good. And the party is fast so you really have no chance of outrunning until you get a mount.

Training in Rohan is fun because you can engage in one-on-one mounted combat.

I suppose the best first caveat is this - you really have to skulk around for a little bit until you have a unit, a mount and some decent armor and weapons. This isn't a walk in the park by any stretch.

Very well done. Thank you.
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 Re: Lords and Realms 1.5 (v 1.508)  » posted under Lords and Realms 1.5 on Dec 06, 2011, 03:42:23 pm
JackOfBlade24 wrote:
Thanks on updating the texture model on the Vageirs my game works better now i hope you can keep updating it because another error i got was actully probbaly my own fault because i was in battle with the king of swadia and my game stopped and froze because of the size of his army when it was only a 157 v 170 battle though the problem i think it is
is that the models in my army (most of my army is upgraded so it requires more textures) is that when it trys to load it gives me a (Cant Load Model NordVertan.model.bvr now exiting)

is that my own game or does anyone eles have this problem well if anyone does pm me if you know how to fix it or if this gets updated soon :-)

It's not inconceivable that too many textures = crash. How large is your video card RAM?
So long as NordVeteran.model.bvr is present in your textures folder, and not corrupted or edited, or if you can succesfully load the texture elsewhere in other battles, you will only face this if you have a memory or CPU issue.

I do notice crashes on texture-heavy games - Prophecy of Pendor is brutal for this because there are so many troop types. I try to keep the number of textures down in my armies - let the English specialized as archers, the French as knights, the Welsh as longbowmen, Swadians as halbrediers, etc.
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 Re: SWORD OF DAMOCLES - V5.0 BETA_1 (v Beta_1)  » posted under SWORD OF DAMOCLES - V5.0 BETA_1 on Sep 23, 2011, 02:49:18 pm
Azoth wrote:
Squeegy wrote:

This seems to happen with ANY encounter on the world map. I can capture forts, but I can't fight parties of Lords' troops without crashing after exiting the loot screen, making this mod unplayable for me.

I get the same bug, only not as bad. i usually only get it at the most inconvenient time possible, like right after I finished mopping up and army of 500+ Imperials after an hour-long battle. Has a fix or work-around been found for this yet?

I think there's some sort of stack overflow issue in M&B itself with very very large battles. You could try the battlesizer (it's another mod here) for extra stability, though I can't guarantee that would work. If it's immediately after a loot menu (rather than before), try bypassing the loot after very large battles and see if that still crashes. It may be an overflow in the loot count.
orbitsorbits wrote:
What can i do in hidden mines of ali-aziz? :-x ANY SUGGESTIONS?

You mean how to find them? There's a certain monk you need to talk with in one of the Taverns, he'll see you the location of the mines. Once you have that, you can travel to the mines and use your gems to purchase weapons.
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 Re: Calradia 1480 Zendar Offensive 1.2 (v 1.2)  » posted under Calradia 1480 Zendar Offensive 1.2 on Aug 18, 2011, 11:12:03 am
golden knight wrote:
it says rgl error unable to open commonres/costumes_a.brf

That's a Warband issue - you're using Warband with a vanilla mod.
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 Re: Lords and Realms 1.5 (v 1.508)  » posted under Lords and Realms 1.5 on Aug 18, 2011, 11:01:31 am
SaxonEngland wrote:

Great mod my friend :-P

I was just wondering how do you go about adding your own music. I've tried to put my music from mp3 to ogg file and then adding them, but not surer what to do next. what ever tried the music does not play at all.


There's a how-to here:

I've not successfully used it. I usually turn off music and play my own.
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 Re: Lords and Realms 1.5 (v 1.508)  » posted under Lords and Realms 1.5 on Aug 18, 2011, 10:46:40 am
Stefan Kojadinovic wrote:
please help me. I have the original game to version 1.1 of the mod will work?

best regards from Serbia B-)

Stay warm :-) Do you mean L&R 1.1 and M&B 1.011? I don't see why not, but download L&R 1.5 so that you have some of the bugs fixed.
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 Re: Lords and Realms 1.5 (v 1.508)  » posted under Lords and Realms 1.5 on Aug 18, 2011, 10:45:40 am
JackOfBlade24 wrote:
Hey great mod i like all the armor and the abillity to create a new faction so a king does not boss you arround but it could use a little more work :hammer: because when i start to recruit from taverns it starts to get buggy and slowly crashs the game :( so if u could fix that itd be great

Really? I've not noticed an issue in the taverns. What error messages do you get?
One thing that's possible is, when you recruit through a tavern you're introducing additional textures to your soldiers in battle, which means that your GPU has to work harder. Sometimes the engine will crash out when loading battle if it can't adequately assign all pixels to all soldiers - something we see in formation mods like Pendor but if your GPU isn't up to snuff you could see it there too.
slasher 4638 wrote:
Im just wonder i pop 3.011 as slow as pop3.01 because i had some troubles with it freezing :pint: :pint: :pint: :pint: :pint: :pint: :pint: :pint:

I've noticed the number of textures make it resource-heavy. M&B doesn't require much in the way of graphics but Pendor coudl really use a 7900 or better. It struggles a bit on my 8400.

Also, though I hate how it hampers gameplay, turn off formations in the options menu, it does help things move more quickly in general.
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 Re: Brf error - HELP!  » posted under Prophesy of Pendor V3.011 FOR MOUNT&BLADE on Jul 16, 2011, 06:04:25 pm
Jollygardengnome18 wrote:
Uhm, so I don't know if this happened to anyone, but I get an error saying: Unable to open file: Modules/ Prophesy of Pendor 3.01/Resource/Pendora.brf

What does this mean, and how can I avoid this and start playing this cool mod?
Any advise would be gladly welcomed.. Thankyou.

Without looking at the download files, I couldn't say whether this is due to a missing/corrupted file during download (in which case, re-download the package) or that you're using the Warband version for 1.011 or vice versa. Either way, try reinstalling.
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 Re: The Eagle and the Wolves (v 1.0)  » posted under The Eagle and the Wolves on Jul 16, 2011, 05:59:21 pm
Pipsqueek wrote:
Every time i try to play its says "unable to open file: CommonRes\costumes_a.brf" could someone help me :cry:

Any time you see this line, it means you're trying to use a mod built for 1.011 (ie, original Mount & Blade) on Warband.
This is a good mod but it's not actively being developed (at least I don't think it is) so there's not a version for Warband. I could be wrong, I've not been on the Taleworlds forums in close to six months to see.

There IS a Roman-era mod for Warband, as well as a Camelot era mod. Both of these would give some similarity to this one. Have you tried Pendor?
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 Re: The Chaos War V0.7 BETA (v 0.7 BETA)  » posted under The Chaos War V0.7 BETA on Apr 25, 2011, 03:38:37 pm
The_NeO wrote:
i have a problem that need to be solved, when i am trying to acces M&B Warband, then this happends in a message box and it exit ''Unable to open file: CommonRes\costumes_a.brf''

You're trying it on Warband - this mod is currently only for 1.011 (ie, non-Warband).
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 Lords and Realms 1.5 (v 1.505)  » posted under Lords and Realms 1.5 on Nov 02, 2010, 01:10:11 pm
This mod is AWESOME! I'm still playing it - and have built up a tidy little kingdom. 138 days in game time, I started off by ambushing two very confused Vaegir lords and then laid siege to Jamiche Castle (on the border of Khergit and Rhodok starting lands), and used that as a base to sieze two more castles (Isimrala and Yruma - both in Vaegir lands). The number of troop trees - while a bit bewildering at first - is most awesome! My preferred force for a ground battle consists of Swadian and Teutonic Knights, English Elite Longbowmen, Templar Halbrediers and Viking Raiders. An unlikely combo, but so far it's given me a number of victories even while outnumbered by the Vaegirs' pikemen and (excellent) archers. The hardest part of taking a Vaegir castle is the sheer number of archers and marksmen - usually half to two-thirds of the garrison. The real battle begins once my forces breach the wall, then they're picked off rapidly by these aggravatingly good bowmen, though taking stronghold by stronghold along the castle walls seems to work.

The sole complaint I'll make comes from the base game and has to do with massed armies who don't act in concert. In the base game, if you have four lords each leading 110 men, they'll shrink and run away from an army of 220 men, though they outnumber 2 to 1. In L&R, the same AI issue comes up with regards to the patrols - I can command my army and 5 patrols of 90 men each currently (mmwwwwaaahahahaha), but my patrols desert me as soon as a larger force comes to the fore (unless that larger force is, for some reason, running away). At the same time, this has its advantages - I can chase away a whole group of smaller forces who are besieging one of my castles, and tear them down one at a time.

One thing to note - if your graphics card isn't the best, resist the urge to have a United Calradia Army with Khergit, Swadian, Rhodok, Nord, Vaegir, Templar, Teutonic, Militia, Welsh, Viking, English, French, Ibelin and Outlaw units. You just may find the upper limit of allowed textures and experience a hard crash. By the same token, even larger battles tend to move more quickly if you restrict yourself to, say, Templar Halbrediers, Crossbowmen and Knights.
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 Lords and Realms 1.5 (v 1.505)  » posted under Lords and Realms 1.5 on Sep 29, 2010, 10:35:27 pm
One request, Nick.Altman, should you decide to release another patch. We can give units to a patrol, but cannot take units back from them. This means they remain a patrol unless the player party has enough room to absorb them. Is there a way to allow give and take of individual units between patrol and player party?
x346x wrote:
When I change to this module and play I get to the loading screen and an error message comes up ' Unable to open file:CommonRes\costumes_a.brf ' Then closes game What do I do?

Are you playing WarBand rather than 1.011? That may very well be the culprit. Check out the Taleworlds Forums for Warband-related info. I don't think they've the mod ready for WarBand yet, and don't ask but rather watch their postings.
x346x wrote:
I download the file and then a self extracting box comes up, I just press extract, it does that then closes the window. How do I play it? Am I downloading it wrongly? Actually I just looked at some of the forums, you have to extract to Modules folder :-) dw

Okay, looks like you got his figured out. Have fun!
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 tEatRC: Struggle for Bermia (v 1.0)  » posted under Struggle for Bermia on Aug 27, 2010, 11:36:26 am
Yes, I'm still playing this mod :-)

Noticed some interesting clipping issues last night - during a siege of Castel Monte...something (to the eastern edge of the map) the defenders were spilling out of the breach in the wall. Like, running around it, slipping down as we approached with the siege tower. This was cute and made for fun target practice ... until they got to the siege tower itself. And somehow climbed up the side of it. The archers stopped targeting them. One not only made it all the way to the top of the siege tower (again, running up the side) but then RAN FARTHER BACK, ie, towards where my troops spawned, until he was running in the air above the tower. I've got a great screenshot of him, E.T.-style, passing in front of the moon.

Then I shot him down. He fell and freaking BOUNCED off the ground, hurtling over my men before bouncing twice more and coming to a stop.

I woke my kid up, laughing so hard. I'll post the photos. It's... priceless.
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 Sword of Damocles - Undead Invasion (v U1)  » posted under Sword of Damocles - Undead Invasion on Aug 17, 2010, 03:13:05 pm
If I wanted to mod my SoD to include Undead Invasion, would I need to go back to an earlier version or could I use V4.5?
kapiszon10 wrote:
i have problem while in battle game stop working pls help me this mod is the best. i played in many mods pls help :-(

1) Do you have a good install of M&B (ie, do any other mods you play on the same install crash?)
2) Are you using the correct version of M&B (1.011, not Warband nor an earlier version)
3) Are your settings too high? If you're maxed on Dx9, try scaling back or going to Dx7 and see if that improves?
4) What kind of message do you get when it crashes?
5) Are you using this with any other mod simultaneously (ie, BattleSizer)?
6) What are your specs - CPU/RAM/Video card chip and memory?
Mildeww wrote:
Well, I found a way to fix the problem with the smoke. It doesn't replace it with a better model, but it gets rid of it, which I find is alot better because there is substantially less lag. To remove it you need to go into module folder and find a text file named particle_systems.txt In this you need to push ctrl+f and search for "musket" there will be a line of code for the particles for muskets and above it there will be a line for pistols. To remove the smoke find the number 500 in these lines and change to 0 (Zero). And that will remove the smoke :D

Is it fully-scalable - ie, if I go to 100 or 50, will it only give me a little bit of smoke, rather than remove it altogether? Will that actually help?
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 Re: Native Expansion v0.586 (v 0.586)  » posted under Native Expansion v0.586 on Aug 11, 2010, 12:58:37 pm
Brubar wrote:
Is "wedding party" a new feature in this mod?
I'm sorry but i may be confusing with Warband...

There's a quest in here called Runaway Bride where a village elder asks you to retrieve an eloped bride. You end up at the village just in time to slaughter her entire wedding party. When you go to look for the bride afterwards, everyone's quite pissed at you.
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 Re: Prophesy of Pendor V3.01 (v 3.01)  » posted under Prophesy of Pendor V3.42 for Warband on Aug 10, 2010, 02:16:33 pm
Fawzia wrote:
Actually, the PoP 3 Wiki http// and the PoP 3 FAQ are much more useful now than the Wiki made for PoP V 2.0 and V 2.5 because so much has changed in PoP 3. We will have a complete Wiki up in awhile but the FAQ on the Pendor forum is more than adequate to get anyone started in the game.

Many thanks for this new link! Your thoroughness and expertise are VERY appreciated.

By chance, you don't do any programming in .Net or C sharp, do you? If you're as proficient as those as you are in python, we've a few openings at my company. Contact me privately if you're interested and I'll give you the information.
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 Re: Native Expansion v0.586 (v 0.586)  » posted under Native Expansion v0.586 on Aug 10, 2010, 02:13:26 pm
josef_the_pretender wrote:
Glad to hear you're enjoying it, losh. :-D

Seriously, I felt BAD after killing off her entire wedding party! I actually went to the liquor cabinet and poured myself some scotch and had a "Sweet Concord, you shall not have died in vain!" moment.

I've not yet gotten to the point where I've decided with whom to ally, so haven't been able to hire assassins yet. I will though, oh I will. I shall dispatch many. I ought to rename my character Arya Stark, though he may not like that.
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 Prophesy of Pendor V3.01 (v 3.01)  » posted under Prophesy of Pendor V3.42 for Warband on Aug 10, 2010, 02:05:22 pm
One last thing before I also support that the Taleworlds forum has MUCH more information (sorry to have cluttered up there). There is a Prophesy of Pendor wikia but it is updated only to V2.0.

I only point this out because it is easier to find what you need there than on the TW forums.

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 Calradia 1480 Zendar Offensive 1.0 (v 1.0)  » posted under Calradia 1480 Zendar Offensive 1.0 on Aug 09, 2010, 10:55:52 am
I played this a few hours the other night. So far it's an impressive mod. I do like the emphasis on firearms - while I know everyone has their own opinions over whether melee or firearms or whatnot are best in this game, I think your implementation of the firearms is excellent. The only thing I would note is that there is not a great deal of difference between the firearms types - the wheelock rifles, wheelock pistols and muskets all perform very similarly to one another.

Currently I'm enjoying my mounted rifles' pillaging the Khergit countryside :-)

If in future versions you need a hand with cleaning up the English (and you did well for translating from a language as different from English as Slovak is), please let me know and I'd be more than happy to take a hand to it. Likewise if you need to translate to Spanish (though I'd have to translate from English).

Last thought - would you be able to post some notes on the patch? I've not yet downloaded it, so if you already have the release notes in the ZIP file, forgive the request.
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 Re: Prophesy of Pendor V3.01 (v 3.01)  » posted under Prophesy of Pendor V3.42 for Warband on Aug 09, 2010, 08:53:16 am
Edelstoffl wrote:
A new bug occured in the new version- whenever I let my fellow NPCs collect items from the itempool after a fight, they drop there fine weapons, boots, helmets etc. and choose any cracked trash instead. Even horses are given away, they seem to prefer to walk :-D
They don't upgrade but downgrade their equipment :-? Only think they keep is their armour... Any idea?

This is a really dumb thing for me to ask, but I want to clear the possibility. Did you assign upgrade slots to each of your heroes? It may be that the default upgrading isn't that good (or is focused on the wrong thing - ie, "for weapon one you need a two-hander" which will cause them to pick up a rusty axe but ignore a tempered one-handed sword).
Rikashiku wrote:
Its not the PC and im using 1011 Not WarBand, do i need Warband? I used to have 808 before upgrading to this last year. I think the Bug happens everytime i try to take SeaRaiders and Bandit Faction troops prisoner but it is fine for everything else. I also "speak" to the Jester and Oracle people less and the Game runs smoothly.

Interesting. I have noted issues with the Jester, I think it's because of the RGL issue that's often been noted here. Maybe disabling formations would help that.

I don't think I've tried taking sea raiders or bandits captive. I tend to hunt Boar :-)
Rikashiku wrote:
Everytime i try to recruit from the Tavern or recruit individual troops and try to take prisoners, i keep running into a bug and it always shuts my game off.

I've not run into that. What are your PC specs? What version of M&B are you using? Have you noticed any other issues with play in this mod or any other M&B mods?
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 Native Expansion v0.586 (v 0.586)  » posted under Native Expansion v0.586 on Jul 29, 2010, 03:35:39 pm
So I've really been enjoying this mod.
The quests are original and fun - even where they maintain the "kill someone","escort someone", "bring back someone","get an item" basic themes, the stories of the Hungry Scholars, Eloped Bride, and Local Drunks add a lot that the game was missing before.

I especially like that you re-did the missile system, with the real strength being in the arrow or bolt type (and that crossbows are viciously more powerful than bows, as they ought to be).

This is a fun expansion to Native, and I'm going to enjoy it more. I've not yet encountered any bugs to speak of.
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 Re: Prophesy of Pendor V2.5 (v 2.5)  » posted under Prophesy of Pendor V3.42 for Warband on Jul 29, 2010, 03:23:23 pm
vidread wrote:
Got a bug here...
Everytime when i pick a fight with some of the mob groups (or been caught by them) on the main map, my game go black and crush down to earth, it happens most with the bandit groups.

I had a similar issue that went away when I turn the Dx render down from 9 to 7. Yes, the graphics don't look nearly as nice, but at least I can play it then.
The sheer variety of textures makes that almost necessary here, though, considering my poor video card.
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 Re: Native Expansion v0.586 (v 0.586)  » posted under Native Expansion v0.586 on Jul 26, 2010, 12:36:44 pm
Selthor wrote:
Installed your mod to the new Module..

Got this error

Unable to open CommonRes\Costumes_a.brf

Are you installing on WarBand rather than on M&B 1.010/1.011?

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 Re: Lords and Realms 1.5 (v 1.505)  » posted under Lords and Realms 1.5 on Jul 20, 2010, 09:23:02 am
robschka wrote:
Oh This is bad i Play Mount and Blade warband but is there any Way to Play this Mod too because i had See this Mod in Youtube and i Would Love it :-)

This isn't that bad. You just need to do a separate install so you'll have one folder with Warband and one folder with Mount & Blade. Contact Taleworlds, see if they'll let you download M&B original for free since you've already purchased Warband.

Alternatively, these developers really earned their keep so it's worth it to pay the $25 licensing fee or what have you.

This mod is really just that cool, it ranks up there as one of my favorites - nothing in the world quite like leading English cavalry, Welsh longbowmen and viking raiders to charge the enemy, swinging Nick's axe and listening to "Heart of Ireland" as you approach your ill-fated foes. Nick did awesome on this mod.
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 Re: Lords and Realms 1.5 (v 1.505)  » posted under Lords and Realms 1.5 on Jul 20, 2010, 08:56:39 am
robschka wrote:
i have got a problem >:( i have download it but when i start it says error common/res costums_a.brf please help me ???????? :?: :?: :?:
tank you :-D

Try these and let us know if it works:
1) Are you playing Warband or the original M&B? The costumes .brf file is different in Warband and this mod won't work there.
2) If you're playing the original M&B, did you download it from Taleworlds or are you using the client from Steam? Steam sometimes causes issues with the mods because not all of the files that you need for the mods are present on your hard drive.
3) If you're playing the download from Taleworlds, are you playing version 1.010 or 1.011? If you're playing an earlier version, the costumes .brf needs to be updated, so download the update file.
4) If you're playing the most recent version, you may have downloaded another mod earlier that overwrote the costumes.brf. In that case, try a fresh install. Some mods (Scaedumar, for example) alter the original install files so it's best to create a fresh install.

Let us know. We all like playing and hate to see someone left out in the cold.
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 Re: Lords and Realms 1.5 (v 1.505)  » posted under Lords and Realms 1.5 on Jul 20, 2010, 08:48:32 am
Bastard wrote:
I dont know if somebody asked this already, but everytime when I am besieging any castle/town from the Nords(maybe with the other factions too, dont know) with my vassals, everything is fine. But when I win the battle and choose somebody of the rival prisoners to get in my prison the game will turn down. I can start everything over then.

This sounds like an RGL Error issue - when the game crashes does it give an error message? Do you try to click on the prisoners to transfer and it's like the cursor can't keep up? Try playing in Dx7 mode instead of Dx9, or you may need to upgrade your video card.
@burtonbro13 - Four questions:
0) Were you able to get the original, vanilla native, M&B to run?
1) What version of M&B are you using - if it's not 1.010 or 1.011 (ie, if it's Warband or anything earlier than 1.010) your mods may not work.
2) Just verifying that you moved the folder itself, not the individual files - over to the Modules folder. When you're done with this, you should have within your Modules folder a new folder named "Sword of Damocles - GOld V4.5 ..." etc.
3) What other mods have you tried to install? Some of them may have overwritten certain .brf or other files within the native M&B which could mean that ani_walk_sideways.brf is missing, ovewritten or corrupted. Try a fresh install of M&B and then install the mods, starting with this one and moving backwards.
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 The Eagle and the Wolves (v 1.0)  » posted under The Eagle and the Wolves on Jul 08, 2010, 03:30:08 pm
Question for you - how do you use the formations? I've noticed it makes the battle not only more realistic but less frustrating with the AI, since they no longer run all over the plamned dace. How can I orient my troops into formations, then?
meamarra wrote:
Some Bugs:
- Guild Master in CURAW send a caravan of goods TO CURAW ?!?!?!

That ought to be rather easy ... ummm, did it resolve "normally" otherwise? In other words, was there a mismatch with naming the location or was Curaw treated correctly as a location but ought to be excluded from assigning missions to?
meamarra wrote:
- Spy rescue quest from mercenary guild near Jerkala unsolver. Spy dialog after strike and kill kidnapers is wrong and bugged.

I've hit that one to, the box comes up "Thank y..MY NAME MBOTO NGOBYA I HAVE 10MILLION AMERICAN$$ FOR YOU"
meamarra wrote:
- Escort caravan to Suno from mercenary guild near Jerkala (again) unsolver. Caravan INSIDE Suno dont finish quest when dialoged...

Darned Suno ale. Is it that you physically find the caravan by walking through Suno, or that they refuse to follow you when your party reaches them?
meamarra wrote:
- Some crashes when in battle (suck!!!)

Yeah, this is no fun. I had some luck with the above advice to turn off the formations, although I must say they no longer run in a pack straight at my archers when there isn't a formation. Not nearly as much fun. Does the formations mod script have intrinsic errors, or does it have errors with other high-res mods, or is it something other, do you think?
meamarra wrote:
- Many dialogs on mercenary guilds show code withou dialog.

Yes, the mime guild. Very dangerous. I imagine this just needs to be filled in.
meamarra wrote:
Solving this bugs and result in a excelent mod.

Agreed. And it should be called v4.61 "McLovin"
chromium24 wrote:
Oh, no, I just meant the battle slowdowns. They're caused by the formation code realizing it can't position a formation on really sloped/forested terrain, so it SWAMPS the CPU for a second, then times out. A second later, it tries again, and the same thing happens. Repeat ad infinitum.

Ah, now that does make sense.
chromium24 wrote:
Why the RGL ... One reason: the textures can overrun the available graphics memory, and it's a sign of poor memory management, not usually bad hardware. The ultimate rule of thumb should be "on low textures, it should probably run on modern graphics hardware" which it still doesn't for a lot of people, indicating this mod doing something very, very wrong.

Could it be a matter of ordering these processor demands, so that location is decided before textures are added, for example?
chromium24 wrote:
That's actually caused by the morale and formations system, and it can be triggered in forests and mountains. Just turn it off. That said this game DOES cause RGL errors where once there were none, so something in this mod is rotten, but you can guess that from the sheer volume of people saying it's unplayable.

Actually that makes a LOT of sense. If RGL is R____ Graphics Library and "Unable to Lock Vertex Buffer" has to do with conflicts in describing graphical surfaces (ie, objects), then it would make sense that formations should cause a problem where the land isn't flat and so the program doesn't know whether to populate a vector with terraform or character.

There are other mods with heavy RGL Errors, though games like Europa Universalis also sees them from time to time.
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 Re: tEatRC: Struggle for Bermia (v 1.0)  » posted under Struggle for Bermia on Jun 09, 2010, 09:29:40 am
highlander_93 wrote:
I've had the problem with Windows 7 that it won't let me directly edit the contents of "Program Files"
the only thing i can suggest is saving the download to your desktop and then extracting it to your M&B modules dir.

Alternatively, you could install Mount & Blade to a different part of your hard drive, ie C:\Games\Mount & Blade. You should be able to create your own "Games" folder under C:.
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 Re: tEatRC: Struggle for Bermia (v 1.0)  » posted under Struggle for Bermia on Jun 09, 2010, 09:28:36 am
tornkik95 wrote:
i have tried to downlaod it like 7 times and still it does this with everymod !
every mod i try to download does the same thing it doesnt show in the folder....
P.s. I have a windows vista if that mkaes any difference
im disapointed in my computer >:[

Don't be! I've also Vista - is yours 32-bit or 64-bit? That might be the difference, but let's assume it isn't for the time-being. I think the issue has to do with User Account Controls, ie that annoying tendency of Vista to ask "Are you sure you want to do this?" and then "Vista is now going to do this". Vista will ask you whether you want to download the file, then whether you want to unzip the file, then whether you want to move the file, etc. If you wait too long, your Vista may be set to simply cancel.

Here's what has worked for me, without difficulty, running Vista 32-bit on a dual-core machine with 3 GB RAM:
1) Download the file, via the link at the top of this mod's section, to the Downloads folder under My Documents (might be called "My Downloads") - if you can't find that folder, create a new one on your desktop and download it specifically to the new folder. You'll need to create the new folder prior to starting the download.
2) Once download is complete (ie your dialog box closes or says that the download is complete), check the folder to make sure the file is downloaded.
3) Use a ZIP program (WinZip, UnRar, etc.) to unzip the files in the archive directly to your Mods folder under Mount & Blade. This might be at a path like:

C:\Program Files\Mount & Blade\Mods\

If it's not easy to find, then create another temporary folder on your desktop (just like in step 1) and unzip to that one. Then copy and paste the downloaded folder (all of the files for this mod should pop out in one folder called "Struggle for Bermia" or "The Eagle and the Radiant Cross: Struggle for Bermia") to your Mods folder under Mount & Blade.

4) Run the Mount & Blade executable as usual. When the starter dialog comes up, you should be able to select your mod. Select this one and see if the puppy will start.
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 The Eagle and the Wolves (v 1.0)  » posted under The Eagle and the Wolves on Jun 09, 2010, 09:16:28 am
I dusted this one off and had an enjoyable play with it the other day.
The only thing that buggered me is the size of the map and the missions given. I took a mission to follow the Gael's Marshall (starting up in the islands to the North) and was told to follow the king down to Duroconum... which is all the way to the South. A 2-1/2 "day" ride. When I got there, he was gone, so mission failed. If there were some way to assign missions only to somewhat local cities/castles that would help.
As much as I HATE to ask this :oops: could you release a patch that reduces the terrain complexity - I can tell you're using some sort of HD package on the terrain because it looks awesome, though I think this may be contributing to the RGL errors. Calradia is more more heavily-forested and I can tell a definite lag in this mod when battles go to the highlands.
SirKickAss wrote:
whenever i try to buy armour,weapons, a horse, or win a battle the window closes and i get an rgl error

I think this is a video card driver issue - either due to a lack of available RAM or some intrinsic incompatibility. If it's the latter, there's not much you can do about it. If the former (and I think it's the former since you can play vanilla native and other mods) try:
1) Run the mod in DX7 instead of DX9. Yes, I know it looks like crap in comparison. You can set this at the opening dialogue when you first run the Mount & Blade executable, ie where it asks you to select a mod.
2) Turn down your video settings from the Options menu once you start the game. First drop them to the bottom. Reduce the size of battles. If you still encounter issues you may need to upgrade your video card or at least update your drivers.
3) Update the video drivers for your video card. What kind of card do you have, by the way?

I had lots of RGL issues - even on vanilla mod - when I was using my on-board NVidia GeForce 6150SE. It's a lousy card for gaming. Things got MUCH better once I upgraded to an NVidia GeForce 8400 GS w/512 MB RAM. Yes, that's puny compared to 9800 GT, but it's still a VAST improvement. M&B runs on fairly basic graphics, though the graphics in this mod are much more High-Def than vanilla - AND it's intended to be run with a lot more soldiers. If your vid card has to keep track of bodies on the field, that eats up memory. So does blood stains, so do all the distinct armors, weapons, faces, etc.
This is an excellent mod. Lots of good ideas - and like most Betas it's still a work in progress but the bugs are far less common than some other mods. In other words, you've done a lot of work and it shows.

I'll address errors first and then some thoughts.

The scripting error messages - these don't really bother anything and they come up fairly often in mods. Some clean-up in the code is necessary but otherwise this isn't a problem.

The "Vertex Buffer" and "RGL Error" are both video card issues - whether due to drivers, lack of VRAM or just something the video card doesn't like. I used to get these all the time when I was running M&B off my Nvidia 6150 onboard. These all but disappeared when I upgraded to an XFX 8400 GS - more RAM, better drivers. It's not a matter of power but of compatibility - certain video cards have quirks that trip them up when running certain kinds of processes. Programming is not monolithic, and where developers get creative they may inadvertently stumble onto one of these quirks.

The "Newton.dll" error is unique to specific types of video cards - this is related to physics processes. There may or may not be a patch for it currently, but contact the manufacturer anyway. If the manufacturer finds enough of an issue, they may release a patch.

Onto the fun stuff:
I like the story - it's in-depth, it's cool, and it has a lot of nuance and detail to it.
It looks like you've changed both AI and combat animations. Battle is a lot more fun now. It's faster, it's clever, it's just enjoyable.
There's a lot of detail in the quests, and the additional variety is just awesome.

I've only put in about 2 hours on this so far, so obviously I've not gotten very far, but wow it's a blast to start off with a decent force of soldiers, be able to set up an order of battle and execute a plan with combined forces. This mod does it much better than some others I've played.

Many thanks, and keep up the good work.

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 Re: Lords and Realms 1.5 (v 1.505)  » posted under Lords and Realms 1.5 on Apr 10, 2010, 10:22:33 pm
kapiszon10 wrote:
i have a bug when i play a while theres an error unable to read the buffer or something sorry for my english

That's a common error message and it is due to how your video card reads the meshes. I had that with my onboard GeForce 6150 and I have not had it since I upgraded to a GeForce8400 GS.

Other possible solutions:
1) The error on mine seemed to occur when I clicked too fast for the cursor to catch up on the inventory screen. Clicking more slowly may help
2) You may need to download a patch to M&B if you don't have 1.011
3) You may need to update your driver for your current video card - something that you should be able to do from your Control Panel
4) Turn down your graphics settings - they may be overloading your video RAM.
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 Lords and Realms 1.5 (v 1.505)  » posted under Lords and Realms 1.5 on Mar 12, 2010, 02:48:59 pm
Hi, Nick, I don't know if you're still developing this. I'm still playing it, still loving it.

I was playing the other night, my own army of 45 spearmen and archers alongside about 300 Nords attacking about 250 Swadians in open combat. We got slaughtered. Very frustrating. While I kept my troops to the advantage on top of a hill with a sheer cliff face, the Nords kept rushing into the open field below where Swadian Knights and Men-At-Arms (probably the two most powerful kingdom cav in the entire mod) dithered them like pickles. I had my small cav contingent pick off as many horses as we could to at least slow the advance, but wow the Nords didn't stand a soybean's chance at a vegan deli.

Some thoughts that would be nice in M&B in general, and given your aptitude you may be able to figure out a way to approach these:
* Have AI be more complex than either charging or waiting at the spawn point - ie, seeking advantageous position or even crafting a makeshift fortification (as one mod already does).
* Allow units to receive selective commands - ie, "Charge cavalry" or "Avoid infantry" or "Shoot the horses" or "Harass from a distance". Is that too much like Total War?
* Allow hiding in trees or camoflauge or in tall grass.

Nick, I really appreciate all the work you and everyone put into this mod. It's the one I play most often (and the one most responsible for my present sleepy state).

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 Lords and Realms Siege Pack (v 1.01)  » posted under Lords and Realms Siege Pack on Mar 12, 2010, 02:38:08 pm
Nick, since this is updated after 1.505, should be this be downloaded and copied over the files in 1.505? Or did you just upload it later?
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 Re: Liberty or Death (v 0.5 beta 2)  » posted under Liberty or Death on Jan 08, 2010, 07:57:31 am
Nethros wrote:
I'm only going to say this once. I had no clue that people had their heads up their asses so far. I wrote "This is a closed beta test, the file has a password."

Computer use has gotten too easy and I think there's no appreciation for modding being a process. Everyone who asked for a password doesn't know that "closed Beta" means "This is a work in progress. Thanks for your concern. We'll let you know when we get to Alpha".

I remember coding in MS-DOS on our Adam in 1989. That was when you stored data on magnetic tapes - which looked a lot like the cassette tapes you listened to the Miami Vice soundtrack on while driving your Dodge Omni.
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 Re: Liberty or Death (v 0.5 beta 2)  » posted under Liberty or Death on Jan 08, 2010, 07:53:51 am
Kalo wrote:
can someone tell me do there have like cannons or sabres and muskets and guns and i dont quiet know how to best download mod

Two questions from Kalo:
1) There are other mods with sabres and muskets - Eagle and the Radiant Cross is one (has hand-held cannon), Armed Rebalance is another, and there's a russian revolution-themed mod whose name I can't recall but they have single-shot rifles and sabres. The only mod I know of with artillery is called something like Artillery mod. It's more fun when you get to bigger battles.

2) To download a mod, you click the download mod button at the top. Don't download this one because it's a closed Beta test - that means the author and his team use this site to share work and will release it for public use when they're done.

Once you download a mod, all you have to do is unzip it (You can get a program like WinRAR free online to unzip files) and move the new folder into the mods folder of your Mount & Blade program.

Cool beans?
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 Liberty or Death (v 0.5 beta 2)  » posted under Liberty or Death on Jan 07, 2010, 09:22:43 am
Best of luck with Beta testing. We're looking forward to seeing your hard work.
RGL Error has something to do with the vertex buffer on your vid card. I haven't seen a satisfactory resolution to it on the forums, but it's in some vid cards and not in others.

It hit me all the freaking time when I was using an NVidia 6150. If I clicked on an object in the character screen too quickly, it would lock and pop, and then when I'd re-open the game, I'd have lots of black fields where armor and faces should be.

I've got an XFX GeForce 8400 GS now. I know it's weak compared with almost everything else, but the RGL Error hasn't popped up since.
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 Re: Lords and Realms 1.5  » posted under Lords and Realms 1.5 on Jul 20, 2009, 03:59:54 pm
Where do we enlist Crusaders, or from what part of the troop tree do they emerge?
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 Re: Lords and Realms 1.5  » posted under Lords and Realms 1.5 on Jul 10, 2009, 12:17:57 pm
After another two hours last night, I had a few more thoughts.

First there's a bug that allows soldiers who fall off castle walls during a siege to be INSIDE the wall, fighting. I don't know if this is also in Native - may just be a rare bug.

Second, I LOVE the variety of swords. You're definitely not in overwhelming territory in terms of variety (like Sacred, where you could pick up 90 variants of greaves), but there's enough to keep the game quite intriguing and worth picking through pockets.

Third, I really enjoy the variety of combat rounds in the tournaments. Maybe I got a bad pull from Native, but it always seemed like I had a one-hander and a sword or a two-hander. Very interesting to posit teams of archers against teams of javiliners.

Last thing, just a small tweak, it'd be nice if cattle actually followed you and kept pace. I know there's a mod or two out there that do only this - just kinda maddening to round up cattle for a village only to have them make like Towly and wander off.
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 Re: Lords and Realms 1.2  » posted under Lords and Realms 1.5 on Jul 10, 2009, 12:05:38 pm
I used to get RGL errors of all sorts (especially when clicking on the inventory menu or voting buttons, ie when electing a new marshall). Then I upgraded my video card and they went away. It may be intrinsic to your GPU's architecture.
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 Re: Lords and Realms 1.5  » posted under Lords and Realms 1.5 on Jun 19, 2009, 12:40:41 pm
This is an excellent mod. The colors, heraldry and equipment really add to the native - and yes, it's been done in other mods, but it's still done well here.

Combat is definitely improved - I love the crossover haymaker swing for scooping up a bent-over crossbowman who is reloading. I don't know if I was missing all the depth before, but there seems to be much more of it than in plain vanilla Calradia.

Altogether excellent. Looking forward to anything that would come out next (although this will keep me happy for quite some time).

The single complaint I have at the moment is that pikes can be used on horseback. There may be other equipment that lists the characteristic of not being able to be used on horseback that isn't restricted as it says, but that's what I've found so far. The game says they can't, but you can certainly use them (and my cavalry heroes are using them to mow down anything in their path) and though it's unfair it's still fun.
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 Re: Expanded Gameplay III v0.95b  » posted under Expanded Gameplay III v0.95e on Jun 18, 2009, 04:23:57 pm
Personally, I like the speed - it makes the mod more exciting to play and gives it more of an arcade feel rather than a slow, plodding RPG. The action and textures combine to make a good story - not to mention the new characters. On my first ride I ran into a group of pilgrims and their guards (Levantine folks?), followed by a small assortment of barbarians and Fallen Ones (demonic fiery partial-skeletons? holy snikes!), neither of which were easy to defeat - the Fallen Ones in fact sent me packing.

Which is fine. When you have underpowered opponents the challenge comes from fighting more of them. This adds challenge but doesn't cause my machine to lag when fighting 300 opponents at one time.
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 Re: female textures  » posted under female textures on Jun 10, 2009, 02:56:36 pm
Busen Memo, anyone?

I had a dream two nights ago (after a four-hour playfest) that someone created a mod with all the girls in bikinis, the guys in speedos, and they used inflatable pool toys to fight. that's the last time I mix rumplemintz and M&B.
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 Re: The Eagle and the Wolves  » posted under The Eagle and the Wolves on May 21, 2009, 11:52:04 am
Really an excellent mod.
The terrain is much more realistic - cavalry fights on the ludicrously hilly ground in the base version just get annoying.

Character stats start off more advanced than in the base game - which is wonderful. I'm often frustrated that a charging horse seems to just stop instead of mowing an opponent down.

Also, it's sheer genius that one can actually hunt for food! A little unrealstic that I can't strike deer with a sword, but still enjoyable.
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 Re: The Eagle and The Radiant Cross  » posted under The Eagle and The Radiant Cross on Jan 27, 2009, 03:18:18 pm
This is my favorite mod, I play it more than any of the others I have on-hand.

The firearms add a new feel to the sieges, and a new strategy. I'm glad you balanced the power of a 90-damage firearm with heavier armor plating so that the gunpowder troops have a presence but don't necessarily dominate the battlefield.

The pike and rifle clusters are excellent as well and call for new strategies. I must admit, I love parking my horse archers about thirty seconds' charge from the pikes and letting off volleys until the pikes either charge us or separate.

I'm really not sure what else you could add. I've been fighting some very large battles (300+ per side) and the only special item that seems to come up is Zebuylos. It's a clever spear, though I much prefer the swing of a vulge.

Thanks so much for designing this and sharing it.
Alex, thank you for all your work on this mod. I have truly enjoyed playing it.

The firearms are inaccurate at aiming, as they should be historically. If we had accurately-aimed firearms, we should call it "Mount & Gun". As it is, my cavalary and even heavy infantry can take out most gunners with ease.

The variety of weapons and armor is wonderful - adds much to flavor the game and I do enjoy it.

The addition of a leader to the looters and raiders is good, too. It gives color to the combat and keeps it challenging. When I can convince the leaders to join my team, they are a great addition.

If there was a way to figure out how to rectify this RGL Error issue that comes up every so often (even in the Native 1.011) I'd be 100% happy and content with this game. But again, Alex, your mod is excellent. Thank you.

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