NE with Polished Landscapes

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Wellenbrecher

Trümmerfrau
Archduke
So we all know that Warband is coming. With all its new shininess, pretty textures, loads of new features and so on. But what can we do in the meantime when the Beta gets boring, yet M&B alone looks too boring?
Well, how about adding the most realistic landscapes there currently are, to NE?
"But how?", I hear you say. "I know nothing about modding!"
Fear not! For Lord Samuel is your saviour:

(instructions below)

Lord Samuel said:
OK, so, as promised, this is the module.ini for Native Expansion (and no texture pack).
The first one is in Mount&Blade\Modules\Native Expansion with PL

Code:
module_name = Calradia
map_min_x   = -105
map_max_x   =  105
map_min_y   = -105
map_max_y   =  105
map_sea_direction = -40
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types  = 3
map_steppe_tree_types = 5
map_desert_tree_types  = 0

main_menu_font_color_red = 17
main_menu_font_color_green = 0
main_menu_font_color_blue = 0

num_hints = 12

time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8
blood_multiplier = 2.0

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

player_xp_multiplier   = 2.0;
hero_xp_multiplier     = 5.0;
regulars_xp_multiplier = 5.0;


display_wp_firearms = 0

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.

armor_soak_factor_against_cut       = 0.65
armor_soak_factor_against_pierce    = 0.35
armor_soak_factor_against_blunt     = 0.3

armor_reduction_factor_against_cut       = 1.0
armor_reduction_factor_against_pierce    = 0.65
armor_reduction_factor_against_blunt     = 0.65


horse_charge_damage_multiplier        = 1.5
couched_lance_damage_multiplier       = 0.75

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 2.0;
melee_damage_speed_power = 2.0;


#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot       = 1

# Change this to 1 if you want to load 
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 1


#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials
load_resource = materials_face_gen

load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
load_mod_resource = map_tree_meshes
load_resource = map_icon_meshes
load_resource = particle_meshes
load_resource = skeletons
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies


load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a

load_resource = food
load_resource = beards
load_resource = armors_b
load_resource = armors_c
load_resource = helmets


load_resource = helmets_b
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_resource = hair
load_resource = deneme

load_resource = interiors_a
load_resource = interiors_b
load_resource = interiors_c
load_resource = arena
load_resource = map_icons_b
load_resource = castle_a
load_resource = dungeon
load_resource = stone_houses
load_resource = snowy_houses
load_resource = snowy_castle
load_resource = helmets_d
load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
load_resource = shields
load_resource = shields_b
load_resource = weapon_meshes_c
load_mod_resource = xtree_meshes_b
load_resource = map_icons_c
load_resource = pictures
load_resource = user_interface_b

load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_small_tavern

load_resource = weapon_meshes1
load_resource = weapon_meshes_b

load_resource = houses1
load_resource = wall_meshes1

load_resource = town_houses
load_resource = doors
load_resource = churches


load_resource = town_houses_b
load_resource = castle_c
load_resource = castle_d
load_resource = castle_e
load_resource = castle_f
load_resource = castle_g
load_resource = castle_h

load_resource = fake_houses
load_resource = town_houses_c
load_resource = banners
load_resource = map_flags
load_resource = map_flags_b
load_resource = map_flags_c
load_resource = costumes_a
load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
load_resource = costumes_b
load_resource = costumes_c
load_resource = arena_costumes
load_resource = boots_a
load_mod_resource = terrain_borders
load_resource = terrain_borders_b
load_resource = skyboxes
load_resource = object_b
load_mod_resource = tree_e_meshes
load_resource = destroy
load_mod_resource = xtree_meshes_c
load_mod_resource = grass_meshes_b



load_resource = interiors_steppe

load_resource = grooming_horse
load_resource = town_houses_d


load_resource = horses_b
load_resource = ani_horse_mounted
load_resource = deneme2
load_resource = horse_skeleton

load_resource = steppe_fake_houses
load_resource = weapon_meshes_d

#load_resource = human_anim
load_resource = tableau_shields
load_resource = heraldic_armors

load_resource = spear
load_resource = weapons_e

load_resource = custom_banner

load_resource = ani_man_walk
load_resource = ani_twohanded
load_resource = ani_onehanded
load_resource = ani_death
load_resource = ani_stand_guardsman

load_resource = ani_human_mounted
load_resource = ani_lady_stand
load_resource = ani_poses
load_resource = ani_stand_shopkeeper
load_resource = ani_man_cheer
load_resource = ani_stand_onhorse
load_resource = ani_throw_stone
load_resource = ani_strikes
load_resource = ani_equip_arms
load_resource = ani_run_p
load_resource = ani_run_forward_left_right
load_resource = uni_strikes3
#load_resource = ani_stand_woman
load_resource = ani_walk_sideways
load_resource = ani_run_sideways
load_mod_resource = guizu
load_mod_resource = heiqi
load_mod_resource = leisi
load_mod_resource = mod_armor
load_mod_resource = weapons
load_mod_resource = talak_weapons
load_mod_resource = stoned
load_mod_resource = OSP_Polearms
load_mod_resource = OSP_Ranged
load_mod_resource = communityhelms



#animations
load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
#load_resource = uni_tavern_stand
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways



works_with_version_min  = 1000
works_with_version_max  = 1004
enable_quick_battles    = 1

limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0

This is the regular Native Expansion module.ini, without Polished Landscapes installed.
Code:
module_name = Calradia
map_min_x   = -105
map_max_x   =  105
map_min_y   = -105
map_max_y   =  105
map_sea_direction = -40
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types  = 3
map_steppe_tree_types = 5
map_desert_tree_types  = 0

main_menu_font_color_red = 17
main_menu_font_color_green = 0
main_menu_font_color_blue = 0

num_hints = 12

time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8
blood_multiplier = 2.0

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

player_xp_multiplier   = 2.0;
hero_xp_multiplier     = 5.0;
regulars_xp_multiplier = 5.0;


display_wp_firearms = 0

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.

armor_soak_factor_against_cut       = 0.65
armor_soak_factor_against_pierce    = 0.35
armor_soak_factor_against_blunt     = 0.3

armor_reduction_factor_against_cut       = 1.0
armor_reduction_factor_against_pierce    = 0.65
armor_reduction_factor_against_blunt     = 0.65


horse_charge_damage_multiplier        = 1.5
couched_lance_damage_multiplier       = 0.75

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 2.0;
melee_damage_speed_power = 2.0;


#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot       = 1

# Change this to 1 if you want to load 
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 1


#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials
load_resource = materials_face_gen

load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
load_resource = map_tree_meshes
load_resource = map_icon_meshes
load_resource = particle_meshes
load_resource = skeletons
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies


load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a

load_resource = food
load_resource = beards
load_resource = armors_b
load_resource = armors_c
load_resource = helmets


load_resource = helmets_b
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_resource = hair
load_resource = deneme

load_resource = interiors_a
load_resource = interiors_b
load_resource = interiors_c
load_resource = arena
load_resource = map_icons_b
load_resource = castle_a
load_resource = dungeon
load_resource = stone_houses
load_resource = snowy_houses
load_resource = snowy_castle
load_resource = helmets_d
load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
load_resource = shields
load_resource = shields_b
load_resource = weapon_meshes_c
load_resource = xtree_meshes_b
load_resource = map_icons_c
load_resource = pictures
load_resource = user_interface_b

load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_small_tavern

load_resource = weapon_meshes1
load_resource = weapon_meshes_b

load_resource = houses1
load_resource = wall_meshes1

load_resource = town_houses
load_resource = doors
load_resource = churches


load_resource = town_houses_b
load_resource = castle_c
load_resource = castle_d
load_resource = castle_e
load_resource = castle_f
load_resource = castle_g
load_resource = castle_h

load_resource = fake_houses
load_resource = town_houses_c
load_resource = banners
load_resource = map_flags
load_resource = map_flags_b
load_resource = map_flags_c
load_resource = costumes_a
load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
load_resource = costumes_b
load_resource = costumes_c
load_resource = arena_costumes
load_resource = boots_a
load_resource = terrain_borders
load_resource = terrain_borders_b
load_resource = skyboxes
load_resource = object_b
load_resource = tree_e_meshes
load_resource = destroy
load_resource = xtree_meshes_c
load_resource = grass_meshes_b



load_resource = interiors_steppe

load_resource = grooming_horse
load_resource = town_houses_d


load_resource = horses_b
load_resource = ani_horse_mounted
load_resource = deneme2
load_resource = horse_skeleton

load_resource = steppe_fake_houses
load_resource = weapon_meshes_d

#load_resource = human_anim
load_resource = tableau_shields
load_resource = heraldic_armors

load_resource = spear
load_resource = weapons_e

load_resource = custom_banner

load_resource = ani_man_walk
load_resource = ani_twohanded
load_resource = ani_onehanded
load_resource = ani_death
load_resource = ani_stand_guardsman

load_resource = ani_human_mounted
load_resource = ani_lady_stand
load_resource = ani_poses
load_resource = ani_stand_shopkeeper
load_resource = ani_man_cheer
load_resource = ani_stand_onhorse
load_resource = ani_throw_stone
load_resource = ani_strikes
load_resource = ani_equip_arms
load_resource = ani_run_p
load_resource = ani_run_forward_left_right
load_resource = uni_strikes3
#load_resource = ani_stand_woman
load_resource = ani_walk_sideways
load_resource = ani_run_sideways
load_mod_resource = guizu
load_mod_resource = heiqi
load_mod_resource = leisi
load_mod_resource = mod_armor
load_mod_resource = weapons
load_mod_resource = talak_weapons
load_mod_resource = stoned
load_mod_resource = OSP_Polearms
load_mod_resource = OSP_Ranged
load_mod_resource = communityhelms



#animations
load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
#load_resource = uni_tavern_stand
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways



works_with_version_min  = 1000
works_with_version_max  = 1004
enable_quick_battles    = 1

limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0


... And this is a free screenshot of Native Expansion with PL (see: my Character wears his crown).
PL_after_battle.jpg

Instructions:
1. download
2. follow the instructions provided in the read-me and on the repository
3. copy the ressources from 
                        "your separate M&B with PL install/Modules/PL_test/ressource"
                                                                to
                        "your separate M&B with PL install/Modules/Native Expansion/ressource"
4. use this as your new module.ini:
Code:
module_name = Calradia
map_min_x   = -105
map_max_x   =  105
map_min_y   = -105
map_max_y   =  105
map_sea_direction = -40
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types  = 3
map_steppe_tree_types = 5
map_desert_tree_types  = 0

main_menu_font_color_red = 17
main_menu_font_color_green = 0
main_menu_font_color_blue = 0

num_hints = 12

time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8
blood_multiplier = 2.0

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

player_xp_multiplier   = 2.0;
hero_xp_multiplier     = 5.0;
regulars_xp_multiplier = 5.0;


display_wp_firearms = 0

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.

armor_soak_factor_against_cut       = 0.65
armor_soak_factor_against_pierce    = 0.35
armor_soak_factor_against_blunt     = 0.3

armor_reduction_factor_against_cut       = 1.0
armor_reduction_factor_against_pierce    = 0.65
armor_reduction_factor_against_blunt     = 0.65


horse_charge_damage_multiplier        = 1.5
couched_lance_damage_multiplier       = 0.75

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 2.0;
melee_damage_speed_power = 2.0;


#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot       = 1

# Change this to 1 if you want to load 
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 1


#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials
load_resource = materials_face_gen

load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
load_mod_resource = map_tree_meshes
load_resource = map_icon_meshes
load_resource = particle_meshes
load_resource = skeletons
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies


load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a

load_resource = food
load_resource = beards
load_resource = armors_b
load_resource = armors_c
load_resource = helmets


load_resource = helmets_b
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_resource = hair
load_resource = deneme

load_resource = interiors_a
load_resource = interiors_b
load_resource = interiors_c
load_resource = arena
load_resource = map_icons_b
load_resource = castle_a
load_resource = dungeon
load_resource = stone_houses
load_resource = snowy_houses
load_resource = snowy_castle
load_resource = helmets_d
load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
load_resource = shields
load_resource = shields_b
load_resource = weapon_meshes_c
load_mod_resource = xtree_meshes_b
load_resource = map_icons_c
load_resource = pictures
load_resource = user_interface_b

load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_small_tavern

load_resource = weapon_meshes1
load_resource = weapon_meshes_b

load_resource = houses1
load_resource = wall_meshes1

load_resource = town_houses
load_resource = doors
load_resource = churches


load_resource = town_houses_b
load_resource = castle_c
load_resource = castle_d
load_resource = castle_e
load_resource = castle_f
load_resource = castle_g
load_resource = castle_h

load_resource = fake_houses
load_resource = town_houses_c
load_resource = banners
load_resource = map_flags
load_resource = map_flags_b
load_resource = map_flags_c
load_resource = costumes_a
load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
load_resource = costumes_b
load_resource = costumes_c
load_resource = arena_costumes
load_resource = boots_a
load_mod_resource = terrain_borders
load_resource = terrain_borders_b
load_resource = skyboxes
load_resource = object_b
load_mod_resource = tree_e_meshes
load_resource = destroy
load_mod_resource = xtree_meshes_c
load_mod_resource = grass_meshes_b



load_resource = interiors_steppe

load_resource = grooming_horse
load_resource = town_houses_d


load_resource = horses_b
load_resource = ani_horse_mounted
load_resource = deneme2
load_resource = horse_skeleton

load_resource = steppe_fake_houses
load_resource = weapon_meshes_d

#load_resource = human_anim
load_resource = tableau_shields
load_resource = heraldic_armors

load_resource = spear
load_resource = weapons_e

load_resource = custom_banner

load_resource = ani_man_walk
load_resource = ani_twohanded
load_resource = ani_onehanded
load_resource = ani_death
load_resource = ani_stand_guardsman

load_resource = ani_human_mounted
load_resource = ani_lady_stand
load_resource = ani_poses
load_resource = ani_stand_shopkeeper
load_resource = ani_man_cheer
load_resource = ani_stand_onhorse
load_resource = ani_throw_stone
load_resource = ani_strikes
load_resource = ani_equip_arms
load_resource = ani_run_p
load_resource = ani_run_forward_left_right
load_resource = uni_strikes3
#load_resource = ani_stand_woman
load_resource = ani_walk_sideways
load_resource = ani_run_sideways
load_mod_resource = guizu
load_mod_resource = heiqi
load_mod_resource = leisi
load_mod_resource = mod_armor
load_mod_resource = weapons
load_mod_resource = talak_weapons
load_mod_resource = stoned
load_mod_resource = OSP_Polearms
load_mod_resource = OSP_Ranged
load_mod_resource = communityhelms



#animations
load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
#load_resource = uni_tavern_stand
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways



works_with_version_min  = 1000
works_with_version_max  = 1004
enable_quick_battles    = 1

limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0
5. now install the extras you want. Like Siege Pack, amade's helmets, map refinement, etc.
6. if you're trying to use GE with this, please go and die in an alley. If you could suffer while doing so, much appreciated.

Enjoy.

If you're still hesitating, feast your eyes on this.
The FPS hit isn't too bad, apart some of the new super forests. But even then it's worth it. Note that I haven't tried this with HDR installed, as suggested by gutekfiutek, for that would surely kill and rape my poor CPU and GPU. :wink:
 
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