This is the official download post for the Native Expansion mod for Mount & Blade: Warband
The current *beta* release is: .608b, for use with Warband version 1.153
How to install Native Expansion:Download Native Expansion:
Mirror 1:
http://whattheboat.com/ne/ne-warband-608b.zipUniversal patch:
http://whattheboat.com/ne/ne-warband-universal-patch.zip (This patch will take any version from .600 onward to the latest beta)
The beta module is in .zip format. Your OS should natively support opening it. The older stable module is in .7z format.
Extract the Native Expansion .zip into the 'Modules' folder, located inside your M&B: Warband folder.
If you're trying the beta version, it will appear as 'Native Expansion [BETA]' in the drop-down menu when you launch M&B.
If you have already installed any 600 series release, you can use the universal patch above to bring your copy up to date rather than downloading the full 150MB release. Versions prior to the .600 series are missing textures provided in .600 series, and will not work properly with the patch.
The patch can be unzipped in your Modules folder.
The patch is NEVER NEEDED if you download the latest beta.Steam Users: Your M&B: Warband folder is located under C:\Program Files\Steam\steamapps\common\mountblade warband\Modules
Steam users with 64-bit Windows: Your M&B: Warband folder is located under C:\Program Files(x86)\Steam\steamapps\common\mountblade warband\Modules
Additional Recommendations:We highly suggest you also install the Siege Pack, an awesome addition by Lord Samuel that updates city and castle maps to have additional ladders for sieges.
It is located here:
http://sami.is.free.fr/datas/temp/NE_Warband_Siege_Scenes_Pack.zipsoulmata personally suggests you use the M&B Battle Size Modifier, and crank your battles up to at least 400 if your CPU can take it - and 800 is even better.
=== RELEASE NOTES FOR 0.608b BETA ===Quest changes:
* The 'Train Militia' quest has been greatly enhanced. The quest itself remains the same, though the benefits it offers to the economy are greatly improved. The specific changes to the quest are:
> Completing a Train Militia quest will give the village a standing militia, which you can see the status of every time you visit a village
> When attacked, a standing militia gives a village an 80% chance to completely thwart a bandit attack
> If they successfully defend against the attack, there is a small chance the militia will be destroyed and unable to recover on its own
> A village with a standing militia will
double the time it takes to loot a village. This is on top of the benefits from having a Watch Tower and Palisade.
In all, these changes should serve to make the Train Militia quest much more lucrative for the player to fulfill and will help make really poor-off villages in the far flungs of an empire that tend to be vulnerable to bandits and looting more defensible.
Aesthetics changes:
* All Village Elders now have a unique name. The names have been chosen loosely based on the culture they originate from, and are hopefully unique throughout the game. This has no purpose as of yet other than aesthetics, though hopefully it will add a little flavor and immersion to an otherwise forgettable group of important NPCs.
=== Release notes for older versions are under this spoiler ====== RELEASE NOTES FOR 0.607b BETA ===
Gameplay changes:
* New characters now have a much nicer assortment of items on start, all of which are geared loosely toward what options you selected on character creation. You will receive more money all around, with more money going to nobles, merchants and descendants of nobles or merchants. Some characters will have an heirloom item given to them - just a regular item, but one that makes sense. Additionally, the career path you choose for your character in adulthood will determine a set of starting gear, rather than everyone having the exact same mail armor, broken sword, crossbow and lame horse. Specifically, you now receive:
... if your father was a Noble: +2500 Denars.
... if your father was a Merchant: +1500 Denars, 1 additional Saddle Horse
... if your father was a Veteran Warrior: +500 Denars, mid-tier Long Sword
... if your father was a Hunter: +500 Denars, mid-tier bow, steel arrows
... if your father was a Nomad: +500 Denars, Steppe Horse (in addition to your lame saddle horse)
... if you became a Squire or Lady In Waiting: +1250 Denars, full suit of Mail armor, Hunter Horse, Shield, Spear and Sword, Manual of Arms
... if you became a Troubadour: +1000 Denars, Instrument, several high quality foods, half suit of light armor, short sword, Rhetorica ad Herrenium
... if you became a Goods Peddler: +500 Denars, +8 high quality merchant goods, additional Saddle Horse, half suit of light armor, A Treatise on the Value of Things
... if you became a Smith: +1000 Denars, Mid-tier Sword, Mid-tier Mace, full suit of Mail armor, On the Art of Fighting with Swords
... if you became a Game Poacher: High-tier Bow, 2x Steel Arrows, Short Sword, Shield, lots of dried food, full suit of light armor, Hunter horse
... if you became a Student: 3 Random Books, Short Sword
Note: These are not intended to be "balanced" against each other. They are just an extra bonus that you receive for any character you create, due to the substantially rough start NE gives you. All in all, this really only amounts to a few thousand Denars of value, which a veteran player can score from a single tourney on Day 1. The idea is that now you can jump straight into the game rather than having to do something incredibly boring (like Arena fights) just to scrape up enough to hire a single soldier to follow you. If you want to start off trading right away, now the Merchant start actually has some trade goods and an extra horse to help you carry it.
Note: I am also aware the 'Student' start has no clothing. That will be addressed later.
Note: All characters still receive the generic light crossbow and bolts at the beginning. I left that in to ensure that nobody could start without the ability to fight back against the bandit that attacks in the start.
=== RELEASE NOTES FOR 0.606b BETA ===
*** THIS VERSION BREAKS SAVEGAME COMPATIBILITY FOR ALL PREVIOUS VERSIONS. DO NOT USE .606b WITH OLDER SAVEGAMES ***
Mechanics changes:
* NE is now fully merged with Native 1.153. Extensive regression testing has NOT been done - there may be a few or even many, many bugs as a result of this. If you spot them, report them!
Troop changes:
* A huge number of balance and sanity changes have been made, primarily correcting mistakes from the Troop rebalance
* A huge thank you goes to thurax for his help in finding and fixing many of these problems
Balance changes:
* The DK have been slightly nerfed; many DK units had 'impossible' skill levels (>10), these were all set to a maximum of 10.
Bug fixes:
* None
=== RELEASE NOTES FOR 0.605b BETA ===
*** THIS VERSION BREAKS SAVEGAME COMPATIBILITY FOR ALL PREVIOUS VERSIONS. DO NOT USE .605b WITH OLDER SAVEGAMES ***
Troop changes:
* Merc Females have been assigned item lists. The item lists are not finalized but for now they should at least have equipment.
Balance changes:
* The deliver wine quest time limit has been increased to 15 days, and can only trigger when your level is at least 10
Bug fixes:
* Dark Knight invasion is now randomly set from 30 to 200 days, rather than an unintended day 1 invasion.
* Train Peasant Woman quest now works properly and does not ask for invalid troops
* A debug message has been intentionally left into the game when attempting to use the new Tactical Surrender
* A stray (try_end) was culled from the total_defeat menu, which may have broken tactical escapes
* An incorrect call to renown change in tactical escapes was fixed
=== RELEASE NOTES FOR 0.604b BETA ===
*** THIS VERSION BREAKS SAVEGAME COMPATIBILITY FOR ALL PREVIOUS VERSIONS. DO NOT USE .604b WITH OLDER SAVEGAMES ***
Lav's Companion Overseer Presentation:
* This version of NE along with all future versions will be bundled with Lav's Companion Presentation, which greatly enhances the original control system for soldiers. The version bundled with .604b is 1.01.
Troop changes:
* The troop overhaul has been completed for all six main factions and mercenaries. Every troop in this tree has been rebuilt from the ground up, including item customization, proper leveling, skill assignment and more. This is a monumental change, so we fully expect this to have some bugs at first.
Item changes:
* The item overhaul has been completed. This is a monumental change, so we fully expect this to have some bugs at first.
Brutality mode:
* An experimental game play mode called 'Brutality' has been added as an option. This will greatly increase the difficulty of the game and CANNOT BE DISABLED once enabled, so be warned.
Recruiting changes:
* The recruitment costs for Nobles and Elites has been increased substantially. Additionally, Nobles and Elites will deduct a small portion of your renown to recruit, as well as having a minimum level of renown they check before they will follow you into battle. This change can be toggled on/off in the camp menu.
* If you are a vassal or monarch, you can no longer recruit soldiers from other factions. They will be fearful of reprisal from their lord and decline to follow you. This change can be toggled on/off in the camp menu.
Escape changes:
* Based on the Pathfinding skill, the player is now given a choice to attempt a risky escape when losing a battle. This will result in a huge reputation hit with any companions, as well as greatly increase the chances of losing items. Additionally, if a Lord would have previously let you go due to him favoring you, he will angered by the escape attempt and give you no such opportunity.
Building/Kingdom Management changes:
* Schools now provide their bonus once per week instead of once per month
* The threshold for an adviser warning you of rebellion has been lowered
Bug fixes:
* Kingdom Advisers now pay attention to the larger kingdom influence radius
* Numerous small bug fixes
=== RELEASE NOTES FOR 0.603b BETA ===
Item changes:
Next wave of the item rebalance has been completed: Shields and Polearms. To date, this means all armor, missile weapons and polearms have been finished to adhere to the new internal consistency guidelines.
Bug fixes:
Numerous flag issues on polearms/shields, some conflicting modbits.
=== RELEASE NOTES FOR 0.602b BETA ===
Bug fixes:
* Fixed a minor bug that prevented Ruthless and Forest bandits from using their bows
* Fixed some modbit errors and missing attributes on some bows/throwing weapons
Gameplay/Balance changes:
* You now have two bodyguards when you are ambushed by bandits in cities and villages. The bodyguards are chosen from your party list in descending order. You still are robbed if you get KO'ed.
Bow changes:
* Bows are now centered on the longbow.
* Short/Hunting bows will be more accurate and faster to fire but with lower damage and lower missile speeds
* Strong/Composite bows will be more accurate, have more damage and faster missile speeds, but be slower to fire and require more skill
* Ashwood/Yew increase the skill required slightly and add specific modifiers to each type
* Faction-specific bows increase the skill required slightly and add specific modifiers to each type
Crossbow changes:
* Some crossbows had their skill requirement lowered
* Crossbows were broken into two tiers: Those useable on horseback and those not
Missile changes:
* Stack sizes have been standardized as follows:
* All bolt quivers have 34 rounds
* Arrows have descending tiers of 50, 44 and 36 arrows as damage increases
* Throwing weapons have varying tiers, with smaller stacks as weight and damage increase
* There were formerly 2 'Barbed Arrows', one Piercing type and one Cutting type
. They are now both Piercing type.
=== RELEASE NOTES FOR 0.601b BETA ===
Bug Fixes:
Numerous bows had 'cutting' damage type assigned instead of 'piercing'. This has been fixed. Affected bows: Hunting Bow, Shortbow, Ashwood Hunting Bow, Nomad Bow, Ashwood Short Bow, Yew Hunting Bow, Strong Bow, Elmwood Nomad Bow, Yew Shortbow, Ash Strong Bow, Yew Strong Bow
Some bows had the wrong modbits set, potentially resulting in the wrong modifiers. This has been fixed. Affected bows: Strongbow, Ash Strong Bow, Yew Strong Bow
Numerous pieces of armor had incorrect modbits set, potentially resulting on the wrong modifiers. This has been fixed.
Troop and Difficulty Changes:
Added Power Draw +2, Short Bows and Bodkin Arrows to Scarred, Ruthless, Mountain and Forest Bandits - beware
Added Horse Archery +2 to Mountain Bandits
Added Stones to Farmers
Added Stones, Nomad Bows and Bodkin Arrows to the Brigand troop, used in quests such as Troublesome Bandits
Item changes:
First wave of the item rebalance has been completed. All Headgear, Gloves, Boots and Armor have been made internally consistent, following a linear tiered structure for cost, defensive value and required skill. Most individual items saw very little change, though a few radical items were brought in to meet the new guidelines. The biggest change is that nearly all armors now have Strength requirements, and an armor's weight is now based on the defense it provides. Expect to need a little bit more strength than before to don the heaviest gears, though you will also find the lower gears to be much more balanced.
=== RELEASE NOTES FOR 0.600b BETA ===
Source merge:
* Merged headers_*, ID_*, module_constants.py and process_* source files with 1.143 sources
* No other source files were merged with 1.143 sources, as no significant changes were identified
Bug fixes:
* Sarranian Purebreeds can now be purchased (tested)
* Wine/Ale are no longer food nor consumable, and should work for feasts (needs testing)
* Returning companions no longer spew an Invalid Party ID error in most cases (tested)
* Merchants no longer lose gloves/boots upon restocking (also included in stable patch)
* Merchants should now stock crossbow bolts and arrows (also included in stable patch)
* Kingdom influence radius doubled (also included in stable patch)
* Lords and Ladys can no longer send love letters to their family members
Gameplay changes:
* Mountain and Forest bandits now have a 100% chance of carrying a ranged weapon, generally a low-quality bow/arrows
How to install Native Expansion - NON-WARBAND Download the
Native Expansion v0.586 pack you find here.
http://www.mbrepository.com/file.php?id=1730Download the siege add-on pack. (
This is optional but highly recommended.)
http://sami.is.free.fr/datas/temp/Native%20Expansion%20Siege%20Add-on.zip Save the file to your PC hard drive and extract to the Native Expansion v0.586 folder, selecting Overwrite All.
You've downloaded a 7-zip file, which are compressed archive files. You'll need WinRAR or 7-Zip to extract the files.
Extract the Native Expansion files to the
Modules folder in your Mount and Blade folder. A Native Expansion folder will be created automatically.
Then you can install the siege pack if you want as well. Just unzip to the Native Expansion folder and select Overwrite. Then you can select Native Expansion from the list of mods in the startup window of Mount & Blade. (N.B. If this is too hard, get a grown up to help you.)
The Native Expansion screen will say
Native Expansion v0.586. If you see this, everything's in order. Enjoy the game!
Note: This version is not compatible with previous saves from the previous version of the game.