reaver456
Veteran
We're going to keep the extent of external mods we will allow to just Scene/Texture Modification, Animation Tweaks, and AI changes.. In other words, no troop or item editing, and other kind of mods that will upset the gaming balance of the world of PoP. Granted, nothing is stopping you from editing your own files and having fun, but at no time should that be uploaded for the community to also check out.
With that being said, if you are really adamant on displaying the troop/item, or even other kind of game changing material you did and would like to share it with the community because you feel it just works really well and it fits into the PoP lore in general, then I would highly advise you to personally PM our leader "Saxondragon" for possible approval as external mods like that will only ever be approved by him and who knows, he may even like your work so much that he could ask you if your interested in joining the "Dev Team" instead.. Naturally, at times Saxondragon is knee deep into the development of PoP 4.0, so if you find he's not getting back to you in a reasonable amount of time, then just PM me and I'll see what I can do to get you a response, but no promises since naturally we are really, really busy at the moment.
Also please be aware that these sub-mods are not offiically supported by the PoP Dev Team, so use them at your own risk.
overall just wanted to make sure all community members who wish to make some adjustment with their PoP game is aware of this, and if it goes along the lines of Textures and other kind of changes like that, then by all means share it with the rest of the PoP community! ---> MP
below are some cool mods that im using and work well with prophesy of pendor 3.3. (Also so far all mods are save game compatible)
Updated April 27 2011
Scenery Modifications
Better Castles Updated- There were 5 castles that were problems.
1.Mysthorn Keep
2.Silver Edge Keep
3. High Cliffe Castle
4.Mobray Castle
5. Kelderan Castle Downloading the updated compilation will revert those 5 castles back to the way they originally were. (I added the native versions of these castles to the compilation)
This is a little compilation mod that I made my self. It includes all 9 castles from the historic castles project and 7 castles from Utrehd's Castle Pack. There are 40 castles in PoP it modifies 16 of them adding some variation to the game but not changing everything. Heres the link to each mods
http://forums.taleworlds.com/index.php/topic,115163.0.html-Historic Castles
http://forums.taleworlds.com/index.php/topic,115960.msg2793517.html#msg2793517-Utrehd's Castle Pack
The castles are epic and the sieges of these castles are pretty epic as well. THe modified castle scenes are generally larger than the native ones and work well with larger battle sizes during sieges. Though some are more difficult to defend than the native ones. (Wider entry points or Multiple entry points) but not all of them.
heres the link to my compilation (Updated March-26-2011)
http://www.mediafire.com/?r72k6ws06vz454h
Just copy the sco files from the download into your Prophecy of Pendor's scene objects file. Also make a back up copy of your scene objects folder before you replace any of the files.
Arena Overhaul mod
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Training fields
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This mod makes all the training fields look way better. Instead of just plain and boring.
Graphics Modifications
Movie WB View
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A graphical enhancement mod that changes the native textures. You can click on the link to look at some before and after screen shots of this mod. Installation instructions are in the link but basically just copy the mods textures folder into your PoP textures folder. As always make a back up of the folder your replacing just in case.
SPECIAL NOTE- the mod overrides the textures of the faces, so when you're copying it over, do not copy the files which have the names starting with 'man'. (Eg. man_normalmap.dds, manface_1_aged.dds)
Texture Fiddling
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Another Graphical Enhancement mod. This mod just enhances some of the native textures of the game installation instructions are in the link
Better Sky Boxes
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Replaces the native sky boxes with better looking sky boxes. Do note that in addition to downloading the relevant files you will need to change a line of text in your PoP module.ini folder to get it to work This is stated on the download page just bringing it to your attention.
Polished Landscapes
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Arguably one of the best graphical modification floating around the taleworld forum. Though I believe Polished Landscapes is not compatible with the other graphics modifications before attempting to implement this I suggest you make a complete back up of your PoP module folder. You can download the mod in the link above installation instructions are on the forum thread but in its original form is not compatible with Prophecy of Pendor you will need to follow instructions on the forum thread below in order to get it to work properly in PoP. below is the link This mod is a bit tricky to get working properly in PoP.
Use this link instead which has newer instructions: http://forums.taleworlds.com/index.php/topic,178002.0.html
AI Tweaks
Dynamic Groups
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This isn't really a mod but just a few text tweaks. If you implement it it will make all dehorsed calvary(not ones ordered to dismount) switch to the infantry group. On the second page of the thread there also another tweak to make all Foot Archers that run out of ammo join your infantry group. This tweak effects both you and the AI.
Ive been using it and it helps the VI out too.
I know this tweak can be a bit tricky to implement so below is a link to the modified mission_template.txt file that includes both the calvary and ranger tweak for both village and field battles (doesnt effect seiges). As always make a back up of the file before you replace it. Just go in your prophecy of pendor modules folder and replace the "mission_templates" file with the one provided below
http://www.mediafire.com/?75g2zavzckg7027
Disable Routing
below are instructions on how you can disable AI routing(troops running from battle)
Treebeard said:I think routing can be disabled.
If we look in mission templates it has this trigger:
Code:(3, 0, 0, [ (try_for_agents, ":agent_no"), (agent_is_human, ":agent_no"), (agent_is_alive, ":agent_no"), (store_mission_timer_a,":mission_time"), (ge,":mission_time",3), (call_script, "script_decide_run_away_or_not", ":agent_no", ":mission_time"), (try_end), ], []), #controlling courage score and if needed deciding to run away for each agent
If I disable that (native code) trigger, then routing will no longer be possible. Alternatively, the mission time could be set to a high value which will extend the time before routing can start.
Disabling the timer makes for less CPU stress which is a second positive effect. A third option would be to modify the lower-level script named "decide_run_away_or_not".
I could do either and then compile and then tell you which changes are needed in mission_templates.txt.
(An easy way to disable the timer and keep the change minimal is to just add a line like: (eq, -1, 0), before (try_for_agents, ...), )
So, I did that and here is how to change your mission template.txt to disable routing (- if my theory is correct):
Find this line in mission_templates.txt:
3.000000 0.000000 0.000000 7 12 1 1224979098644774912 1704 1 1224979098644774912 1702 1 1224979098644774912 2370 1 1224979098644774913 30 2 1224979098644774913 3 1 3 936748722493063821 1224979098644774912 1224979098644774913 3 0 0
Change it so it reads this instead:
3.000000 0.000000 0.000000 8 31 2 -1 0 12 1 1224979098644774912 1704 1 1224979098644774912 1702 1 1224979098644774912 2370 1 1224979098644774913 30 2 1224979098644774913 3 1 3 936748722493063821 1224979098644774912 1224979098644774913 3 0 0
Test on own risk, but it should work
Animation Modifications
This mod changes most of the combat animations in the game making them look a lot cooler. You can watch some preview videos to see what they look like in the link. Installation instructions are on its main forum thread. I personally didn't add the archery animations cause I thought they looked weird. But everything else looks awesome.
Miscellaneous
Battle Size Changer
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An all time classic. This one allows you to set the battle size as large or as small as you want. If you don't already have it here it is.
If you guys know of any other cool mods that are compatible with prophecy of pendor feel free to post