Author Topic: [S] Native Mod Compilation - NMC 1.153 beta2 released  (Read 186656 times)

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Bismarck

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[S] Native Mod Compilation - NMC 1.153 beta2 released
« on: July 27, 2010, 08:29:35 PM »
Native Mod Compilation



Introduction:
The Native Mod Compilation is, as the name suggests, a pack consisting of several popular mods, but without the addition of new items. It's aim is to increase the fun of Native while offering a good base for modders.
The mod comes with a ready-to-play module folder and the Python source files for modders.



Used mods and their creators:

"Always choose side when joining battle" by cdvader
http://forums.taleworlds.com/index.php/topic,74859.msg1948844.html

"Battlefield Tactics Kit" by motomataru
http://forums.taleworlds.com/index.php/topic,34685.0.html

"Bridge Battle" by Arch3r

"Custom Commander" by rubik
http://forums.taleworlds.com/index.php/topic,111808.0.html

"Deployable, destructible pavise" by Cartread
http://forums.taleworlds.com/index.php/topic,117391.0.html

"Diplomacy" by Waihti
http://forums.taleworlds.com/index.php/board,176.0.html

"Duel Kit v0.5" by MartinF
http://forums.taleworlds.com/index.php/topic,57584.0.html

"Floris Bank System" by Duh
http://mbmodwiki.ollclan.eu/Bank

"Lots of new companions" by Malik Faris
http://forums.taleworlds.com/index.php?topic=129012.0

"Module System" by Taleworlds
http://forums.taleworlds.com/index.php/board,12.0.html

"Pre-Battle Orders and Deployment Kit" by Caba`Drin
http://forums.taleworlds.com/index.php/topic,142816.0.html

"Training Fields" by lucky lancer
http://forums.taleworlds.com/index.php/topic,144466.0.html

"Warband Entrenched" by Tempered
http://forums.taleworlds.com/index.php/topic,122757.0.html



Versions:
Native Mod Compilation 1.153 beta
http://mountandblade.nexusmods.com/mods/3872



Help:
All altered code will be marked, so you can see what has been changed.
My additions are marked with: ## NMC



Installation:
- Extract the mod folder to Mount&Blade Warband/Modules
- Start Warband and choose the NMC module to play this mod
- Have fun!
PS: the source files are for modders who wish to use NMC as a base for their own mods.



Standard Custom Troop Tree:
This is the custom troop tree which is used for the player faction in NMC Full and instead of CC's rangers in NMC Lite. These units can be renamed by editing the python/text files, their equipment can be changed by talking to them and the whole troop tree can be altered with the help of the module system.







Changelog for Native Mod Compilation Lite:
(click to show/hide)



Known Bugs
Custom Commander's automatic recruitment of troops in towns and castles doesn't work right now



Some Eye-Candy:

Standard custom sharpshooters in line formation. The HP bars can be disabled.


Custom sergeants and heavy sergeants forming a shield wall.


Custom knights and mounted sharpshooters in wedge formation.
« Last Edit: April 04, 2013, 06:10:02 PM by Bismarck »

FrisianDude

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #1 on: July 27, 2010, 08:31:14 PM »
Very nice, I will probably take a look at it one day.  :)
Nords ruled by King Ragnar, Khergits ruled by Sanjar Khan, Rhodoks ruled by King Graveth, Swadians ruled by King Harlaus, Vaegirs ruled by King Yaroglek. All those peoples live, fight, and die in the continent of Calradia. The Nords and Rhodoks field solely infantry and archers, the Swadians and Vaegirs have infantry, archers and cavalry and the Khergit field almost exclusively cavalry. No such things as "infarty" or "calvary" exist. Play Vikingr!

Sef OK b

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #2 on: July 27, 2010, 08:36:47 PM »
woop woop! time to make a mod thanks for this

Comrade Temuzu

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #3 on: July 28, 2010, 09:05:52 PM »
This is great, thanks! :)

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #4 on: July 28, 2010, 09:17:06 PM »
Nice. Are you planning to add items to this as well? Such as Faradon's weapons, or Narf's armors?

Bismarck

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #5 on: July 28, 2010, 09:33:50 PM »
For now, I'm not going to add any items. This is supposed to be a good base for mod makers and I don't want to add stuff they might not need.

Stay tuned for an update. I am going to implement the newest version of CC and as a bonus, I am bringing some order into the confusing items.py by sorting the items according to certain criteria like material (for armours) or weapon type.
« Last Edit: July 28, 2010, 09:40:15 PM by Bismarck »

Jackalb

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #6 on: July 29, 2010, 01:24:03 AM »
This was good, I really like this. It all melds together well enough I suppose, I didn't like the map and health bars added in combat though that could all be turned off in the camp menu which was good. Although didn't see if there was a way too turn off  the formations.

Just a heads up to other people there are two meet the elder buttons in villages, strangely one of them loads a lot faster than the other, the higher lowercase option.

Bismarck

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #7 on: July 29, 2010, 11:35:30 AM »
Quote
Just a heads up to other people there are two meet the elder buttons in villages, strangely one of them loads a lot faster than the other, the higher lowercase option.
Really? Probably CC and diplomacy both add this option. I'll remove one of them.

Otherwise, I'm trying to give the Player Supporters Faction a good custom troop tree. When you change your culture to it via the chancellor, your lords and fiefs should use these troops. Let's hope I'll succeed.

nadgebash

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #8 on: July 29, 2010, 11:41:11 AM »
There are two guild masters in the towns, also.  The first one loads faster because he's all alone in a field somewhere, while the second is where he's supposed to be...you can hear crowd noises & sometimes see villagers or townies walking past him.  Even though you're accessing him via the menu, the game still needs to load up the village or town scene.  If you're going to axe one of the elders or masters, I'd prefer to get rid of the memory hungry one. :P

HULKSMASH

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #9 on: July 29, 2010, 02:29:55 PM »
Sticky!

Representing the Electorate of Bavaria in the Balance of Power 1750 game.

Geroro

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #10 on: July 29, 2010, 03:08:06 PM »
nice job,but i dont really understand from your description how to use the mod.little more details please
edit: never mind i think i got it
« Last Edit: July 29, 2010, 04:13:34 PM by Geroro »

Jackalb

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #11 on: July 29, 2010, 04:14:54 PM »
Otherwise, I'm trying to give the Player Supporters Faction a good custom troop tree. When you change your culture to it via the chancellor, your lords and fiefs should use these troops. Let's hope I'll succeed.

I liked that I thought it was quite a clever idea having the personal guard option under the hire as '[faction] recruit' option but when I went through the tree I saw all of the end tier units were on horses, could you maybe make a pathway that isn't mounted, like the Swadian Sergeants?

Bismarck

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #12 on: July 29, 2010, 05:24:05 PM »
That's exactly why I want another troop tree. How do you like this one?

                                                                           -> Heavy Sergeant
Peasant -> Army Recruit -> Infantry -> Warrior -> Sergeant
                                                         -> Squire -> Knight
                                       -> Skirmisher -> Mounted Sharpshooter
                                                             -> Sharpshooter

Some ideas:
Heavy sergeants (2handed weapons and heavy armor)
Sergeants (1handed + shield, good armour)
Knights (heavy armor, knightly weapons like sword and lance + shield)
Mounted Sharpshooter (ranged weapons + some melee weapons for light cavalry duty)
Sharpshooter (good ranged weapons + some secondary weapons)

In my oppinion, there should be a good selection of items so you most likely find what you seek. However, the equipment shouldn't be overpowered compared to the native troop's equipment. That's a tough job and takes some time to create.

I guess I'm also going to add one of "hidden" horses that came with 1.127. It is a warhorse with mail armour and it suits Native's timeline.
« Last Edit: July 29, 2010, 05:27:21 PM by Bismarck »

Jackalb

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #13 on: July 29, 2010, 05:46:43 PM »
Yeah sounds good.

zodden

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #14 on: July 29, 2010, 09:40:26 PM »
Quick install question: Does "OSPW - Native folder" already contain the 4 mods merged? Or do I have to merge them? Thanks

Edit: Ok I figured it out :)
« Last Edit: July 30, 2010, 03:25:24 AM by zodden »