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)
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:
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.
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).
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
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.