OSP packs which could be useful for us

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Some parts of the Theodosian walls were built long after the 5th century, but my models are in the original 5th century style.
You should ask to El Xabeo de la Cova if he could share some of the scenes he made for his mod - Hispania 1200 - with you. They are amazing, (he even turned some old ****ty models of mine in very decent stuffs):
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F4D06671547E8287DC18C0F436333EE6B006EE95

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28D857A0D58FCCBE19CB4039CF0CAD9501B8F624

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2A236371E3043183E69507E120751C11C495A4E8

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Al_Mansur said:
Some parts of the Theodosian walls were built long after the 5th century, but my models are in the original 5th century style.
Nevertheless, they're still pretty much perfect for us as well. That style was AFAIK still used in the whole Byzantine world, including in the rest of the Balkans.

And those scenes from Hispania 1200 are great as well, and some could also be used for pretty much all of Europe (I guess). Especially these three:
Al_Mansur said:
You should ask to El Xabeo de la Cova if he could share some of the scenes he made for his mod - Hispania 1200 - with you. They are amazing, (he even turned some old ****ty models of mine in very decent stuffs):
A0D7190799E9AFC553486D20C48FD3023908D8FA

613DEB8311B04BB6D33E5CFDE87B146CF0E7D4D9

F2F34DCF894F89FD860C222EC72F0F152C329771
 
quapitty said:
Did we ever talk about implementing a visual troop tree? I'd love to have that, especially for all the factions that have no English titles:
http://forums.taleworlds.com/index.php/topic,213497.0.html
That has my vote.
It's easy in vanilla M&B, where you have only 1 troop tree.
But in E1200, we have as much as 4 troop trees for each faction + mercenaries, so I thing we really should add that feature, if possible.
 
Korinov said:
Regarding the visual troop tree... it may be something to look out for, but I don't know if it can be done considering the scope of our mod (3/4 different troop trees per faction, etc).
Maybe we could make a semi-visual troop tree, which doesn't show pictures, or looks that detailed?
You know - only text and the tree?
 
mihailo.razvigor said:
quapitty said:
Did we ever talk about implementing a visual troop tree? I'd love to have that, especially for all the factions that have no English titles:
http://forums.taleworlds.com/index.php/topic,213497.0.html
That has my vote.
It's easy in vanilla M&B, where you have only 1 troop tree.
But in E1200, we have as much as 4 troop trees for each faction + mercenaries, so I thing we really should add that feature, if possible.
Aye, you have my axe as well!
Though 4 troop trees per faction is the minimal amount - some have more, possibly even quite more. F.e. Bulgaria has 5 (BG rural/urban, Vlach rural, Cuman rural, BG pro, BG noble), while the HRE has... many (HRE pro, HRE noble, HRE urban?, Bavarian rural, Saxon rural, whatnot rural, whatnot rural 2, whatnot rural 3 etc). Of course, the rural and urban trees don't need to be tied to factions, considering they're not so in the game either - if France conquers all of Bavaria, then all the Bavarians will serve France instead of HRE f.e. (and some of them are shared between factions by default, too). So we could have faction screens only for the castle troops (pros and nobles) and the rest could be like the mercenary/civilians screens - one independent screen for Bavarian rurals, one screen for Saxon rurals, one for Flemish rurals etc. Could this work out, Korinov?
 
Better Loot by xenoargh (short and nice):
http://forums.taleworlds.com/index.php/topic,173310.0.html

And it would be very nice to have more of Al Mansurs' great buildings. Especially the Constantinople ones. They are from the 5th century but I think/guess/hope they were not changed that much afterwards. So having them in the next update means 'someone' could make a sene for Constantinople (even some guy who knows how to implement more than two ladders...  :smile:).
Posted before but... http://forums.taleworlds.com/index.php/topic,193272.0.html
 
quapitty said:
Better Loot by xenoargh (short and nice):
http://forums.taleworlds.com/index.php/topic,173310.0.html

And it would be very nice to have more of Al Mansurs' great buildings. Especially the Constantinople ones. They are from the 5th century but I think/guess/hope they were not changed that much afterwards. So having them in the next update means 'someone' could make a sene for Constantinople (even some guy who knows how to implement more than two ladders...  :smile:).
Posted before but... http://forums.taleworlds.com/index.php/topic,193272.0.html

I just downloaded 0.9 versions and I wanna know can I use this loot option or is it implemented in this version ?
 
daily_bs said:
quapitty said:
Better Loot by xenoargh (short and nice):
http://forums.taleworlds.com/index.php/topic,173310.0.html

And it would be very nice to have more of Al Mansurs' great buildings. Especially the Constantinople ones. They are from the 5th century but I think/guess/hope they were not changed that much afterwards. So having them in the next update means 'someone' could make a sene for Constantinople (even some guy who knows how to implement more than two ladders...  :smile:).
Posted before but... http://forums.taleworlds.com/index.php/topic,193272.0.html

I just downloaded 0.9 versions and I wanna know can I use this loot option or is it implemented in this version ?

No this is a thread for OSP suggestions. Which means the suggested ones are not implemented yet and might never be... If you wanna know how to implement those OSP yourself you need to ask the specific developers in the forge.
 
Aye, Slawomir's works have been just awesome indeed! And this tavern OSP (oh, imagine if he makes it also for feasts in the lords' halls) is an absolute must-have for any mod, IMO. Thanks for sharing, quapitty! :smile:
 
Not exactly an open-source pack but seems like the best place to post this.

So, a few days ago, I came across this mod:
http://forums.taleworlds.com/index.php/topic,194610.0.html (don't worry there are no dragons  :grin: )

It has some things rly worth checking out:

-I love the way they did sea travel. They managed to keep the actual water material for sea travel and added ports, without the need for buying ships like in other mods, they don't even have menus, it's just normal travel but with fixed embarkation points.
This is cool because the ability to use water material as opposed to the modified land material in E1200 means a much prettier map, the coastline looks a lot better when it's actual coastline and that adds a lot to the general aspect of the map. Never brought this up before because it's the first time that I find sea travel solved in a satisfactory way in a mod.
They also made some areas of ocean inaccessible for performance reasons. This can work in E1200 for most of the Atlantic and the North Sea that don't rly need to be accessible. However I've no idea how they did it and how it helps with performance.

-Also to help with performance they removed the peasant parties running around, and replaced their influence on the economy with a script.
I'm not crazy about this one; kinda like having those guys on the map, plus they're great for when you want to start a fight with a faction but it's something to keep in mind if performance becomes too much of a problem when more factions are added and the map is expanded.

-Great inspiration for quests. They have quests with mechanics I haven't encountered before.
One is an invasion mechanic where a faction not previously on the map invades, new lords spawn and certain settlements switch to the invading faction. I know we won't have the mongol invasion or anything similar in the mod but there are plenty of things this mechanic could be used for like rebellions or quests where you get to found a new crusader state, or maybe do the Latin conquest of Byzantium ahead of time; just some ideas off the top of my head, I'm sure there could be other uses as well.
And a second interesting mechanic leads to pre-determined battles (the player and a set number and type of allies versus a set number and type of enemies in a specially designed scene). Would be very useful for quests involving famous battles, or what-if scenarios (how a bout a siege of Jerusalem or of Constantinopolis?)
If anyone wants to try them out here's a list of quests for ACOK http://acok.wikia.com/wiki/Quests
The "Blood on the snow" quest exemplifies both those mechanics.
The "Hear me roar" quest is also interesting and pretty easy. It's similar to what I suggested some time ago about a quest for E1200 that would involve attacking a robber baron's keep. I had just imagined it with more bloodshed and imagined the keep as a bandit hideout from native that spawns in more-or-less random places. Here the keep is in a fixed location.

-And it's also a good inspiration for scene makers; almost all locations I visited have custom scenes; some are better than others, some are very good.
I especially liked their sea battle scene, here are a couple of pics:
qpqp.jpg

k5v9.jpg
I found the King's Landing siege scene pretty good too, with overturned siege towers and ladders for atmosphere and difficult to reach missile troops defending.
Attention to detail is nice too, with a bit of furniture turning usually empty tower rooms into guardrooms and storehouses (don't remember the scene where I found this though)
 
This is nice:
http://forums.taleworlds.com/index.php/topic,289804.msg6893307.html#msg6893307
Against boring maps (codes on second page):
http://forums.taleworlds.com/index.php/topic,303947.msg7211372.html#msg7211372
Do you have camels?:
http://forums.taleworlds.com/index.php/topic,158440.msg3812249.html#msg3812249
 
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