Author Topic: [S] Gekokujo -- 3.0 Beta Is Ready for Testing! (Details in OP)  (Read 321536 times)

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phlpp

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[S] Gekokujo -- 3.0 Beta Is Ready for Testing! (Details in OP)
« on: September 30, 2012, 09:24:38 AM »
3.0 is underoing beta testing at the moment

I am uploading the beta version of 3.0 as we speak.

If anyone is interested in testing it please PM me. Warning: it's largely untested! I haven't had a chance to play long term yet -- throughout development I've been constantly starting new characters to weed out early show-stopping bugs. While I've set up debug commands to facilitate testing late game stuff (as you'll see, if you cheat), it's far from perfect or thorough. This is a real beta that requires real testing and real patience. Don't ask for it just because you want it early, because you might be disappointed with how buggy it will be.

What I want from you as a beta tester:

1) detailed descriptions of problems and how to replicate them

2) screenshots to show people in this thread what's new and different, because i've been working on this so long that i have no frame of reference anymore

Nightly builds for current beta testers:

New Build for 4-16-2014
Extract it in your Gekokujo 3.0 beta directory and overwrite everything it asks
http://www.offtopicbooks.com/gekokujo/gekokujo_3.0_beta_build_5.rar

4-22-2014 changes
-----------------
Changed a few tree meshes and tree collision meshes
New naming scheme for yari to make a little more obvious which ones are couchable
-Omi Yari and Bamboo Yari are never couchable
-Other Yari that don't have "Pike" in their name should be couchable
Changed the Sabakato's first mode's thrust to give blunt damage
Minor corrections to starting quest and claimant quest dialogue
You are now allowed to examine the equipment of your fort deputy just in case he takes equipment from your warehouse
Changed kinai rebel map icon so that it is no longer mounted
Removed guarantee_range from shinano rebels
Fixed AI pathing in road battle maps
Fixed AI pathing in monk fort maps (third time's the charm?)
Fort garrisons refresh every week rather than (potentially) every day
Disabled AI fleeing in naval battles -- nowhere to go, so battle to the death
Added a way to track companion locations from the cheat menu

4-16-2014 changes
-----------------
Applied Osric's face edits to a few of the faction leaders (Oda, Uesugi, Otomo, Shimazu, Tokugawa)
Made some yari couchable that were always supposed to be couchable
Fixed 4 out of 5 arrows with the wrong flying mesh
Fixed 1 out of 5 arrows with the wrong static mesh
Changed some references about saving the town from bandits during the opening quest, since that's not exactly what you do anymore...
Party sizes now have the correct calculations and prisoner limits are better explained
-Base +20 (old: +30), +1 per 10 renown (old: +1 per 25 renown), +5 per leadership, +1 per charisma
-New modifiers include +20 for faction leaders, +20 for strategists, +10 for each walled center held
-Party size report screen now reports the correct modifiers and totals
-Report also explains prisoner limit modifiers
-Normal +5 per prisoner management, +1 per 10 *fit* party members able to pull guard duty
Removed 'Battered' as a possible modifier for guns -- it had no effect other than price
Fixed AI pathing issues with the independent temples and the smaller Ikko fortresses
Kinai Rebels are no longer considered mounted when calculating party speed on the map (requires new game to take effect)
Reduced relationship requirement to build a productive enterprise from to +5 from +10
-Waived the requirement altogether for vassals of the clan, as long as they're not negative
-Adjusted dialogue slightly to better reflect a pre-capitalist society
Staff weapons should really now be swung while on horseback
Moved Yatsushiro village from the middle of the ocean to Kumamoto (requires new game to take effect)
Naval combat should now properly disable cavalry
Changed the sneak disguise to a buddhist monk's outfit
Fixed some Shinominari helmets that were missing their hanbo
Upped the ratio of gunners to archers very very slightly
-From 40% to 50% for Oda clan
-From 25% to 30% for 'major' and 'modernized' factions (Uesugi, Date, Mori, Takeda, Tokugawa, Otomo, Asakura, Shimazu, Ryuzoji, Ikko-Ikki)
-From 10% to 15% for 'traditional' factions (Miyoshi, Amako, Nanbu, Chosokabe, Hojo, Mogami, Satake, Satmoi, Ukita)

4-15-2014 changes
-----------------
[MAJOR] Some of the fort/microfaction code overlapped with diplomacy. Rewrote it to get rid of the conflict. (requires new game)
Removed STR requirement for one of the practice weapons that caused players to spawn without weapons in a tournament
Set proper damage for the practice yari (was set to 0 when it was meant to be 20)
Staff weapons should now be swung rather than thrust while on horseback
Shurikens should now have a flight mesh
Made Ukita and Ryuzoji clan colors easier to read
-Adjusted the Nanbu and Ikko colors relative to the new Ryuzoji color
Adjusted companion stats so all samurai companions have enough strength to wield a katana
Castle prisons should now have the correct passage variables and should now no longer screw up during jail breaks
Fixed dialogue regarding quests to destroy monk hideouts
-Touched up other dialogue to better reflect what kind of hideouts are being targeted
Fixed some companion dialogue for grammatical errors
[Freelancer] There should no longer be duplicates of the player in tournaments (occasionally happened due to freelancer)
[Freelancer] Players are now released from service when they are on vacation while their lord is defeated in battle
[Freelancer] Companions are dismissed from your party properly when you enlist in service
- Freelancer's party backup was unreliable about bringing them back and inn travelers couldn't tell you where they went

4-14-2014 changes
-----------------
Made opening mansion raid a little tougher  -- it is now 1/6 samurai, 5/6 ashigaru (requires a new game, of course)
Changed the spawn points of the ikko ikki monk warriors in the opening quest town fight
Toned down deserter and monk rebel spawn frequency
Attempted fix of solid color bug regarding sashimono (requires new game to take effect)
Changed spearmen not using spears by removing their secondary weapons (requires new game to take effect)
Various small world map fixes
- Agano river no longer abruptly rises and falls
- Flattened a weird sink near Yamagata Castle
- Ise province coast a little flatter (Tsu area)
- Toned down the mountain separating Kaga and Etchuu (Kanazawa and Toyama Castle areas)
Moved Hamada Castle away from the river (does not require new game to take effect, but might be screwy otherwise)
Changed the names of the bandit spawn points so that patrolling parties don't show weird messages (requires new game, but only cosmetic)
Changed the "quest reward" of retiring as a freelancer merc so that you no longer gain relationship, to prevent abuse. It is based on time in service instead

--------------------------------------------------------

This mod works for the following versions of Warband: 1.153, 1.154, and 1.158.

IF YOU GET AN INCESSANT SCRIPT CODE ERROR

Use this file: http://www.offtopicbooks.com/gekokujo/scripts_fix.zip

Replace the scripts.txt in your gekokujo directory with the one in the zip file. It fixes most instances of the script error (which didn't actually do anything, but was annoying)

2.1 has been updated to 2.1a

There has been a tiny hotfix (2.1a) to address two important bugs, one regarding faction diplomacy, and the other freelancer integration. A 2.1 to 2.1a patch zip file has been uploaded

Here are some 2.0 screenshots

(click to show/hide)

Here's a rough 2.1 screenshot



Download Location
>> http://www.nexusmods.com/mbwarband/mods/3816/? <<

NOTE: If you get an NSIS error from a download from nexusmods, it means it only partially downloaded. Try this mirror:

>> http://www.offtopicbooks.com/gekokujo/gekokujo_2.1.exe <<

For the 2.0 to 2.1 patch, http://www.offtopicbooks.com/gekokujo/gekokujo_2.1_patch.zip

For the 2.1 to 2.1a patch, http://www.offtopicbooks.com/gekokujo/gekokujo_2.1a_patch.zip


The following is the readme, identical with the nexusmods description page:

Version 2.1
- Proper credit to Bogmir for his Yari and Yumi models -- Sorry for forgetting I still had those!
- Caba`drin's Pre-Battle Orders v0.8 should now be integrated into the mod. I chose not to use the full PBOD so that WSE would not be required
- Enabled volley fire by command, advanced formations, and increased weapon usage orders
- Enabled crouching
- Minor scene fixes to several towns, castles, and villages
- Fixed Yamagata castle not having the correct scene file installed
- Created LODs for Polished Landscape meshes -- maps should have better performance now
- Changed the collision meshes for plants so you don't get stopped by rocks or bushes (or skeletons) anymore
- Gekokujo now properly loads one Polished Landscape brf that I had forgotten to load before
- Replaced 49 cloned banners with all-new unique ones
- All lords should now have unique banners (must start a new game to take effect)
- Most Uesugi and Takeda lords, as well as a few others, now have historical -and- ahistorical thematic banners (must start a new game to take effect)
- All 11 pages of banners should be selectable now, not just the first 8
- Disabled the melee alternate for the guns to lessen the amount of outstretched arms anims -- they have backup melee weapons anyway
- Created LODs for teppos, also for better performance
- Faction diplomacy now updates every 4 days instead of every day to increase performance and make the world less hectic
- Tweaked diplomatic AI to take shared borders into account when declaring war
- Removed some more immersion-ruining native text (such as references to sea raiders, and wheat)
- Ronin Arquebusiers should now have firearms instead of crossbow skills
- Rebalanced NPC companions to be more satisfying to level up (must start a new game to take effect)
- Rebalanced archers so they aren't equal to infantry in melee
- Increased teppo damage by 20%
- Decreased bow damage by 10%
- Increased monk unit stats, including giving basic monks (after pilgrims) a chance to spawn with bows
- Changed Otomo and Ryuzoji faction armor colors to lessen the confusion in Kyushu. Shimazu remains red
- Exchanged Funai for Kumamoto for the Otomo and Shimazu, as well as a couple of surrounding castles (must start a new game to take effect)
- A few others I may have forgotten about

Version 2.0
- All new scenes! <--- The most important
- Bug fixes for errors introduced in 1.9
- Way too much to list
- Apologies for being so vague!

Version 1.9
- Way too much to list
- Diplomacy
- Freelancer

Version 1.1
- Tournaments in Uesugi, Date, and Oda clan cities should no longer spawn without weapons
- 10 new armor variations for low level armor and improved sugegasa/jingasa model
- Different looks for different types of bandits (many using the new armor variations)
- Faction leaders are now "Great Lord" instead of just "Lord"
- Samurai troop names are more descriptive ("Yumi Cavalry" instead of just "Cavalry")
- Many more minor fixes

Installation
As of 2.0, gekokujo should now be in a self-extracting installer that auto-detects your warband directory

Gekokujo
Gekokujo is a mod for Mount and Blade Warband set in the Sengoku period of Japan. The name is a term often translated as "the low-ranked taking over from the high" and was chosen because it was a running theme during that era: from the illustrious Ouchi clan--a belligerent party in the Onin war--being displaced by the Mori (their vassals); to the rise of Toyotomi Hideyoshi (who began his career as a cook and sandal bearer); to the beginning of the Tokugawa shogunate itself (Ieyasu was an upstart who probably fabricated a claim of descent from the Minamoto clan--the only ones allowed to be granted the title of Shogun in the first place). As a player of Gekokujo, you will start from nothing and attempt to gain control of the entire country, making the title even more fitting.

A little note on the in-game names of equipment and NPCs: My priority is to make the mod intuitive for all players, not just historical enthusiasts, so gratuitous Japanese is avoided, unless the English equivalent is even more cumbersome or somehow less informative. You will also meet "Lord Tokugawa", not "Daimyo Tokugawa Ieyasu" -- in Native mount and blade, lords only had one name (although their given names, not their surnames or house names), and "Daimyo _" isn't accurate usage anyway, since it's not how contemporaries would have addressed or identified them. The mod tries to be accurate with regards to the general conditions of the time, but deliberately ignores particulars as a design decision. "Lord Oda" represents Nobunaga, but isn't really him. Gekokujo is not a historical simulation, but not because I believe it detracts from gameplay or enjoyment--so although it won't be perfect, I am not going out of my way to flout history and accuracy.

Current Features
- New map of Japan with more than double the playable area of Native, from Kagoshima in the south to Hirosaki in the north
- 32 towns (10 more than native!), 72 castles (24 more than native!!), and 161 villages (51 more than native!!!)
- New village, castle, town, tavern, and many more scenes
- Historically-appropriate names for towns (Tokyo was still Edo, Osaka was still Sakai, and Fukuoka was still Hakata back then)
- New weapons, armor, trade goods, flags, and other details appropriate for the time and place
- Gunpowder weapons and gunpowder units
- New faces and hairs, including 3 base asian male and 4 base asian female faces
- 20 factions (19 samurai clans plus the Ikko-Ikki monks of Kaga province)
- Tested for stability and consistency so that it has, at minimum, the playability level of Native
- Town and castle recruitment (villages for Ashigaru, towns and castles for Samurai)
- Bodyguards for interior scenes (requires NPC companions and high-enough reknown or nobility)
- Tweaked startup scripts to increase variety in new games (such as the relationships of noble lords and ladies with each other)
- Integrated Freelancer mod (ask to serve a samurai lord as a direct retainer and participate in all their battles)
- Integrated Diplomacy mod (many, many features -- look them up separately)
- 22 npcs will full back-stories
- Many, many more!

Upcoming Features
The game is nowhere near complete, as this release only brings it up to a minimum playable standard.

At least for the near and medium terms:

- Multiplayer
- Localizations in many languages
- Revised tournaments
- A religion system
- Parallel faction systems for merchants and bandits, meant to complement each other and the territorial lords
- More quests (with many based on the merchant, bandit, and religious factions)

Mod Notes

Books
These are the books and the skills they affect in-game:
 "The Tale of Hogen" - Tactics
 "Composition of Tanka Poetry" - Persuasion
 "A Biography of Shotoku Taishi" - Leadership
 "The Nihon Shoki" - Intelligence
 "A Survey of Kinai and the Seven Provincial Circuits" - Trade
 "Kenjutsu Fundamentals" - Weapon Mastery
 "Techniques of the Nanban" - Engineering
 "The Ishinpo" - Wound Treatment
 "The Hojo Clan Manual of Arms" - Training
 "On Chinese Alchemy" - Surgery

Credits
This is a one-man operation by me, marty4286 (also sometimes phlpp), but I relied a lot on freely-available community resources, including:

Diplomacy Mod 4.2
http://forums.taleworlds.com/index.php/topic,116424.0.html

Freelancer
http://forums.taleworlds.com/index.php/topic,182848.0.html

Bogmir's Samurai Weapons OSP (two bows, two arrow quivers, and two yari spears)
http://forums.taleworlds.com/index.php/topic,210160.0.html

Iboltax's Improved Male Faces OSP
http://forums.taleworlds.com/index.php/topic,163242.msg3948767.html

Mackie's Weapons Pack (naginata)
http://forums.taleworlds.com/index.php?topic=204864.0

Runico's Katanas (ironically enough, for the tachis)
http://www.mbrepository.com/file.php?id=2228

Caba`drin's Bodyguard Code
http://forums.taleworlds.com/index.php/topic,151908.0.html

SacredStoneHead's Samurai Armor (gauntlets and 1 helmet mesh, retextured)
http://forums.taleworlds.com/index.php/topic,230171.0.html

Llew's Flintlock Firearms OSP
http://forums.taleworlds.com/index.php?topic=162991.0

Shcherbyna's vertical banners pack (first 42 of 126 banners):
http://www.mbrepository.com/file.php?id=2674

Psiphoon's Katana Animations
http://mountandblade.nexusmods.com/mods/1899

gutekfiutek's Polished Landscapes
http://forums.taleworlds.com/index.php/topic,122423.0.html
... with Delzaros's fixes for Warband 1.15x
... http://forums.taleworlds.com/index.php/topic,122423.msg6272903/topicseen.html#msg6272903

Special thanks to Bogmir for the new Katana draw animations

Testers
Several people tested 2.0 for bugs, so please give thanks to:

ddt
the saddest legume in the world
Grum
Colm Meaney's Tiny Mouth
mirdath
this allusion meant
Timohept
Exquisite Wizard

EXTRA SPECIAL THANKS to Reformist for his long-running LP of Gekokujo, whose youtube channel is http://www.youtube.com/user/ReformistTM

Watch him for all his LPs, not just Gekokujo!

If I forgot anyone, and you notice, please tell me so I can give proper credit. I modifed almost everything I borrowed. Everything I modified and created is also available free to use in your own works, with no permission required (just credit me in a readme like this, and also the original creator if it was just a modification of mine and not an original creation). If I finally implement the advanced features I want, just PM or email me and I will gladly share the code.
« Last Edit: April 22, 2014, 12:18:06 PM by phlpp »

Sekum

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #1 on: September 30, 2012, 10:08:22 AM »
WOW :shock: I´m going to play it right now.

gokiller

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #2 on: September 30, 2012, 10:19:26 AM »
wow. Nice work!

Do not look here

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #3 on: September 30, 2012, 11:09:09 AM »
Definitely checking it out.
A cookie for your thoughts.

DarthTaco

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #4 on: September 30, 2012, 03:05:14 PM »
Amazing! Downloading right now!

Furrnox

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #5 on: September 30, 2012, 03:14:12 PM »
Awesome ! :D

DarthTaco

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #6 on: September 30, 2012, 03:15:17 PM »
If the devs create a MP element, this would be the only active Samurai mod for MP and SP :D.

Slawtering

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #7 on: September 30, 2012, 03:27:19 PM »
Looking good.

SeanBeansShako

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #8 on: September 30, 2012, 04:17:52 PM »
Incredible, I'll be following this thread for the next months now.

phlpp

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #9 on: September 30, 2012, 04:49:04 PM »
If the devs create a MP element, this would be the only active Samurai mod for MP and SP :D.
It's a one-man show for now I'm afraid. I'll get around to that eventually, since my most major to-do right now are the village, city, and castle scenes. Once I make good progress on that, multiplayer should be a shoe-in

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #10 on: September 30, 2012, 08:06:36 PM »
Awesome man, can't wait to see this in it's full glory :D.

Do not look here

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #11 on: September 30, 2012, 08:48:42 PM »
Didn't play too much yet, but from what I saw, it's decent.
Native stuff isn't a problem, as you've already said that getting rid of them is your priority now. I saw you gave some love to the companions, bringing new stories and adjusting old ones, but still they need some fixing, expert on firearms can't hit a tree standing in front of him, for example, old soldier is lacking proficiency in... well, everything. Also, they feel a bit hyped, I know that they are good for starts, but I prefer team to be low level and more customisable.
If you're an archer, 'R' key is your friend, otherwise you're shooting blind with basic arrows - that's not a problem, should be expected with those neat samurai armors, anyway.
You've got many female companions, but good part of sets look wacky on them, that would probably need some adjusting.

Still, it's already not only playable, but also enjoyable, tournaments are crazy, guns are fun, archery is absolutely amazing with the equipment you've got there and although I'm not fan of katana (I know it's a must be here ;)), which became some kind of badassery icon, you gave surprisingly many great alternatives, including that wicked stuff Chinese were slashing around with. It's nice that the common bulk of army is the same for everyone, villagers are just villagers, no matter where they live. As it was already stated, I really want to see next, more polished version, but got this one to enjoy while waiting :D
A cookie for your thoughts.

Tiberius Decimus Maximus

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #12 on: September 30, 2012, 09:06:08 PM »
...G'damn. This is one fine looking mod. Good work.  :shock:

SeanBeansShako

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #13 on: September 30, 2012, 09:39:51 PM »
Somebody fetch this man a good scener and additional help with models and this mod will be more or less perfect.


phlpp

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Re: [WB][S] Gekokujo (a Sengoku-era Japan mod)
« Reply #14 on: September 30, 2012, 09:51:50 PM »
First of all: Thanks for the kind words, everyone

Second:
You've got many female companions, but good part of sets look wacky on them, that would probably need some adjusting.
Whew, yeah. First and foremost, the sugegasa and jingasa are just plain weird because the hairs are disabled. I had to do that because the topknot styles stuck out the top, and all the solutions and compromises I tried were unsatisfactory. Fortunately, I do have a way out -- gonna change the topknots to be more like actual Japanese ones (which are flatter than the M&B ones) so i can re-enable hair under those hats/helmets and it won't look as weird anymore. Of course, there are a lot of other armors and clothes that still gotta be fixed :P

I'm definitely trying to improve the kimonos and intend to add even more civilian clothe types (as well as armor), but my personal goal right now is to finish making a decent set of Japanese architecture meshes for scene props.