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 Mount&Blade Repository
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User Name Group Member Since File Listings Comments
Lumos Uploader Feb 23, 2009, 06:38:08 am 9 17
File listings: newest first
# Title Added/Updated Downloads
Per Day
File Rating Views File Size Comments
1  The Blue Stone: Call to Arms [0.1.0 BETA] Oct 23, 2011 2.39 9,407 4.7 / 5.0 32,182 185.14 MB 16
2  Indexer, v.007 Sep 21, 2011 0.15 503 Unrated 2,319 13 KB 0
3  ParMak [v0.2] - Lazy parties, places and people Aug 20, 2011 0.45 1,566 5.0 / 5.0 6,623 87.4 KB 9
4  Outposts! Kit [0.8] Jul 15, 2011 1.01 3,980 3.9 / 5.0 12,773 16.15 MB 13
5  Warband MapManager [v0.9] May 29, 2011 5.31 18,849 Unrated 30,313 768.3 KB 0
6  MABLE [v0.2] May 07, 2011 0.76 2,750 5.0 / 5.0 8,386 553 KB 2
7  M&B - Modular Item Builder v0.3 Feb 07, 2010 0.93 3,746 4.5 / 5.0 11,029 53.9 KB 6
8  Gameplay Improvements Compilation (v2.3a) Aug 29, 2009 0.62 2,674 Unrated 6,667 74.9 KB 6
9  M&B Unofficial Metring Stick v1.1 Jun 23, 2009 0.07 282 5.0 / 5.0 1,218 47.1 KB 0
Cheatcodes wrote:
ok now i know how to make the towns peoples and places :D but i only go as far as having a bunch of text files that look like this: ("Town_23","Town23",icon_town|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(74.9469, -135.957),[],0),

Where do i put this? srry for my ignorance but im new to modding :P
You need to place it in - this is a file from the ModuleSystem. If you want to make real major mods, you should use it. Check The Forge on TW for extensive info about it.
Cheatcodes wrote:
will any other map editors work the same way? i downloaded thorgrims map editor but it wont start it says could not find mount and blade path and then a bunch of errors and then it closes...
I don't know, but maybe yes. You should try asking the other editors' developers how to get coordinates from their programs. I haven't tried any of the other ones, sorry.
Cheatcodes wrote:
how do i get coordinates? or make towns? is there a tutorial anywhere? because i just dont understand how to use it...
You get coordinates from Thorgrim's map editor. Press Z while in the MapEditor and you will have the mouse's coordinates copied to your clipboard. Then go to ParMak, fll out all of the boxes, and if you want 100 villages and already have 213, for an example, you fill in (black is the given text, red is example for texboxes):
Generate 100 villages with coordinates X: <first value from your clipboard> Y: <second value from your clipboard> Rotation: <random number here, doesnt really matter for villages> beginning from number 214 (because you want them to be after the 213 you already have).
Finally, hit "Generate Villages" and you'll have your new 100 villages in the output box.
Hope this helps, otherwise I'll have to write a tutorial.
PS do not get offended, mate, but your presentation of your GREAT tool is a little poor, here on the Reps.
Consider that most of ppl just read the few lines you wrote here and do not pay much attention: I suggest to put the pic of the sheet you made. That will explain more than any word!! B-)
Any chance for you to work with Morgh s tool, ???
Thanks, I'll improve the description. No, there's no chance I'll work with Morgh. My ideas and concept are a bit different. ;)
IP: logged
 Outposts! Kit [0.8] (v 0.8)  » posted under Outposts! Kit [0.8] on Jul 18, 2011, 02:42:16 pm
Thanks. :)
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 Re: Outposts! Kit [0.7] (v 0.7)  » posted under Outposts! Kit [0.8] on Jul 15, 2011, 10:52:39 am
ChaosKnight228 wrote:
I think theres a bug. When I upgrade a outpost to a fort after alittle while it disappears and when i make another and make it a fort it doesn't show up on the map at all.
I knew about it - i wrote in the readme that there was a bug.
But it's fixed now, in 0.8, and new features are added.
Please PM me on TaleWorlds forums so I can give you some information.
IP: logged
 Outposts! Kit/Minimod v0.6 (v 0.6)  » posted under Outposts! Kit [0.8] on Jun 12, 2010, 02:04:09 pm
Thanks, Wolf.
I was not arguing with myself, but the other has deleted his comments... :D
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 Outposts! Kit/Minimod v0.6 (v 0.6)  » posted under Outposts! Kit [0.8] on May 08, 2010, 04:28:47 am
You can't implement this kit in another mod without the ModuleSystem.
And, you can't make a good mod without the ModuleSystem, so consider getting it.
IP: logged
 Outposts! Kit/Minimod v0.6 (v 0.6)  » posted under Outposts! Kit [0.8] on May 07, 2010, 03:48:11 pm
All the files in the "Source" folder are for the kit.

By the way, what's the mod? Did you make it? Do you have its module system?
comment last edited by Lumos on May 07, 2010, 03:48:49 pm
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 Outposts! Kit/Minimod v0.6 (v 0.6)  » posted under Outposts! Kit [0.8] on May 05, 2010, 04:47:22 pm
I don't understand. Open my source files, see the instructions there and copy/paste the pieces of code in your module system at the places that I've said.
You have not downloaded the patch, have you?
But I'll recommend that you wait for the update - it'll be released in a few days.

Anyway, thanks for the feedback!
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 Outposts! Kit/Minimod v0.6 (v 0.6)  » posted under Outposts! Kit [0.8] on Apr 30, 2010, 02:11:51 pm
You also have to copy the source code from the files in your mod's files.
Yes, I know, but it's a pre-beta release and it's quite more bugged than I thought.

mbgamer131, why have you posted an animations file here?
IP: logged
 M&B - Modular Item Builder v0.3 (v 0.3)  » posted under M&B - Modular Item Builder v0.3 on Apr 05, 2010, 08:25:38 am
I never tried it with Warband, but I don't think it's compatible.
This tool has been made only to work with Mount&Blade, not Warband. Maybe that's why the bug occurs.

But zeusbenedict said it also happened to him, so it might be a MB: Warband bug, or you might have modded something wrong - accidents happen.
But it's probably just the other game. The troops in WB, for example, have different proficiencies (not different values, but differently given: not wp(value), but wpe(value,value,...). But I've never modded Warband, so I might be wrong.
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 Module System for version 1.010 (v 1.011)  » posted under Module System for version 1.010 on Feb 22, 2010, 07:53:36 am
That's great!
If you lost it, or never had it, here it is.
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 M&B - Modular Item Builder v0.1 (v 0.1b)  » posted under M&B - Modular Item Builder v0.3 on Feb 01, 2010, 09:58:43 am
Because I used "Item" not because of making items, but items can be any pieces of a mod.
And I actually wanted to make it for items first.
IP: logged
 Re: Gameplay Improvements Compilation (v2.2)  » posted under Gameplay Improvements Compilation (v2.3a) on Aug 29, 2009, 07:45:53 am
Wait for me to make my mod and you'll see this in it.

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