Author Topic: [S] Scaedumar Mod - Beta version released  (Read 191556 times)

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Abhuva

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[S] Scaedumar Mod - Beta version released
« on: April 22, 2010, 01:02:51 AM »


Mod name    : Scaedumar
Author          : Abhuva
Version         : 0.4 beta
FileSize         : ~620 Mb unpacked, ~350 Mb download size
M&B version : Warband 1.134


Downloads: http://www.mbrepository.com/file.php?id=2388
                  http://www.moddb.com/downloads/scaedumar-beta-04



Fix for the Tulga Tavern Crash
http://forums.taleworlds.com/index.php/topic,129716.msg3139490.html#msg3139490


Additional Modifications / Community Creations:
MrEx&Robis Add-on  http://www.megaupload.com/?d=QKGH10TM
(click to show/hide)

More Info about this : http://forums.taleworlds.com/index.php/topic,109601.msg4590314.html#msg4590314
                                   http://forums.taleworlds.com/index.php/topic,109601.msg4599520.html#msg4599520

Cause of my limited time (and work on other projects) i decided to make the code OpenSource, so everone who wants to try his hands on this (or just want to see how i integrated/modified some of the kits) here you go:
http://www.mbrepository.com/file.php?id=3174
The code is slightly commented, remember if you use certain code-pieces from here to give credit to the respective creators.

"Scaedumar" means something like shadow - tales. Its a made-up word based on old scandinavien language

The goal of this mod is to polish native game-play.
It provides  graphical and game-play changes for both early game play and mid to end game play, combining a huge range of Open Source Kits from the Taleworlds Forum and refined / self-developed scripts.
You will have the freedom to choose from a wide range of tactical options for battles and strategic planning, managing your kingdom and interacting with NPCs.

Video: http://www.moddb.com/mods/scaedumar/videos

Screens:
(click to show/hide)
(click to show/hide)
(click to show/hide)

New Screenshots from the beta version
(click to show/hide)

Features:
  • simple install through NSIS installer system
  • Polished Landscape with LODs
  • Polished Buildings (new Normal-Maps, using Warband Shaders now, LODs and less demanding shader for lod3+4)
  • New Horses, Armours (all from Kits from the forum)
  • DiplomacyMod
  • Prebattle Deployment & Order, Weapon Type Switch, Order Skirmish
  • Camp Entrenchment
  • Unique Battlescenes and Bridge-Battles
  • Polished Reports (Companions Overview and JRiders Presentations)
  • Viewable Troop Tree (under Reports)
  • Fog of War (you can choose at the start of a new game if you want that feature or not)
  • Deployable Pavise
  • Borderless Player-UI
  • Ambient SoundTrack
  • Deco Stuff like Turning Windmills, Sailing Ships
  • Reworked Weapon Proficiency Loss
  • Reworked Wound Recovery System
  • equipable, light-emitting, fire torch.
  • Factionized Merchant Inventory
  • Random Events (you can toggle that feature and also choose the style of presentation, either via message or dialog-box)
  • Exhaustion System for Map-Speed (this will forces the player to camp/rest in town regularly)
  • Unique Horses for each Faction (based on Heavenly Horses Mod)
  • Camels, Horses react to Camels
  • Sea Trade
  • Sea Battles
  • Foraging
The mod comes with a Manual located in the mod directory once installed (Scaedumar Documentation.pdf), you will find a more detailed list and more indepth informations about the features in there.

(click to show/hide)

You can also visit my site at :
  http://www.moddb.com/mods/scaedumar
  http://www.indiedb.com/mods/scaedumar
  http://www.desura.com/mods/scaedumar

Thx all for the feedback and suggestions =)
« Last Edit: October 23, 2011, 03:50:56 PM by Abhuva »

Adorno

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Re: Scaedumar Mod
« Reply #1 on: April 22, 2010, 08:53:25 AM »
Nice.
The link to "Face Texture ... Aquil" leads to Ambient Soundtrack, but thanks for the PR  :)
You should at least spell Tempered's name right  :)

But enough with the nagging. It looks really interesting.

Idibil

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Re: Scaedumar Mod
« Reply #2 on: April 22, 2010, 09:03:10 AM »
Sound great! congrats

FrisianDude

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Re: Scaedumar Mod
« Reply #3 on: April 22, 2010, 10:13:53 AM »
"Scaedumar" means something like shadow - tales. Its a made-up word based on old scandinavien language linguistically, very interesting. :D Considering "skaad" is Frisian for shade/shadow and "mearke" is a fairytale.

 Mod itself sounds interesting too. ;)
Nords ruled by King Ragnar, Khergits ruled by Sanjar Khan, Rhodoks ruled by King Graveth, Swadians ruled by King Harlaus, Vaegirs ruled by King Yaroglek. All those peoples live, fight, and die in the continent of Calradia. The Nords and Rhodoks field solely infantry and archers, the Swadians and Vaegirs have infantry, archers and cavalry and the Khergit field almost exclusively cavalry. No such things as "infarty" or "calvary" exist. Play Vikingr!

Abhuva

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Re: Scaedumar Mod
« Reply #4 on: April 22, 2010, 11:40:21 AM »
Nice.
The link to "Face Texture ... Aquil" leads to Ambient Soundtrack, but thanks for the PR  :)
You should at least spell Tempered's name right  :)

But enough with the nagging. It looks really interesting.

Thx, its corrected now =) Guess i was way too tired yesterday. Also noticed there are some things missing in the initial release (the modified HUD isnt there, also some changed scenes are missing) - guess i was a bit rushing with it, but atleast it was a good decision to finally upload it cause now i feel pushed to work even harder on it =P

I think i will upload a patch in the next days with the missing things, and a more detailed Manual - so people dont have to download the whole huge file again (it was actually a pain to upload - was taking hours and it was already so late :wink:)

"Scaedumar" means something like shadow - tales. Its a made-up word based on old scandinavien language linguistically, very interesting. :D Considering "skaad" is Frisian for shade/shadow and "mearke" is a fairytale.
Actually "mar" reminds me on several things, "tale / story" but also "sea/ocean" - so either tales from the shadow, or  "shadow-sea" and also "nightmare". Its actually the name from a mediaval/traditional music group consisting of some friends and myself.
« Last Edit: April 22, 2010, 11:44:13 AM by Abhuva »

FrisianDude

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Re: Scaedumar Mod
« Reply #5 on: April 22, 2010, 11:49:55 AM »
Correct. "Mar" is Frisian for lake, and "meer" is Dutch for the same. And German for sea. :lol: I didn't mention it because that seemed less relevant.
Nords ruled by King Ragnar, Khergits ruled by Sanjar Khan, Rhodoks ruled by King Graveth, Swadians ruled by King Harlaus, Vaegirs ruled by King Yaroglek. All those peoples live, fight, and die in the continent of Calradia. The Nords and Rhodoks field solely infantry and archers, the Swadians and Vaegirs have infantry, archers and cavalry and the Khergit field almost exclusively cavalry. No such things as "infarty" or "calvary" exist. Play Vikingr!

Abhuva

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Re: Scaedumar Mod (Updated 22.04.2010 with Patch 0.11)
« Reply #6 on: April 22, 2010, 09:32:28 PM »
New patch available (patches from version 0.1 to version 0.11).
The patch notes aswell as the link can be found on the first post.
I have also updated the Manual. It informs now about nearly all main-game feature more in-depth, aswell as informing about some bug-issues.

Hope you enjoy it =)

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Re: Scaedumar Mod
« Reply #7 on: April 22, 2010, 11:16:26 PM »
Correct. "Mar" is Frisian for lake, and "meer" is Dutch for the same. And German for sea. :lol: I didn't mention it because that seemed less relevant.
"Mar" is Portuguese for sea.  :lol:
                                                                                                                                                                                                      
Gold is for the mistress
Silver for the maid
Copper for the craftsman cunning at his trade
But iron - cold iron - is master of them all

Tempered

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Re: Scaedumar Mod (Updated 22.04.2010 with Patch 0.11)
« Reply #8 on: April 22, 2010, 11:25:09 PM »
Glad you decided to share your mod with every one, Abhuva.  Congratulations on your first release and patch. Downloading now  :D

 Just noticed in the credits, you should add Adorno for any Ranger Company scenes you are using. He really polished them up nice for me.
« Last Edit: April 22, 2010, 11:30:34 PM by Tempered »

ragni

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Re: Scaedumar Mod (Updated 22.04.2010 with Patch 0.11)
« Reply #9 on: April 22, 2010, 11:34:05 PM »
screenshots?

Abhuva

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Re: Scaedumar Mod (Updated 22.04.2010 with Patch 0.11)
« Reply #10 on: April 23, 2010, 12:04:26 AM »
screenshots?
Give me some time =) My first goal was it to upload a stable first release. I will try to make some good screenshots during the next days.

@Tempered: You are totally right, still struggling to get all things sorted. Its way more complicated now than before cause i have to be really careful to dont forget anyone in the credits and have all data sorted real good to have the ability to make good and stable patches without forcing the people to constantly redownload that much data again. But i am learning really much how to better organize such things and i really love that.
Also my greatest thanks for your support, i guess without it, i had not done the step to release it  :lol:

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Re: Scaedumar Mod (Updated 22.04.2010 with Patch 0.11)
« Reply #11 on: April 23, 2010, 12:13:21 AM »
Hehe, I never got the hang of releasing stable versions  :mrgreen:

 You've done a very impressive amount of work here. Keep it up.

Abhuva

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Re: Scaedumar Mod (Updated 22.04.2010 with Patch 0.11)
« Reply #12 on: April 23, 2010, 03:20:21 AM »
Just had the time to actually play a bit instead of mostly editing stuff and realized that the gameplay is more complex now than i thought. For all who may have trouble recruiting villagers:
Its now way more based on your relations to them - together with the daily chance of normalization (meaning a positiv relation will go towards zero, a negative also -  the chance is set to 10% atm) you have to make a good use of the ability from Rangers to spy in villages and build up relation during it (the spy spread some goods story's about you while he is there). You cant rely on doing some quests, your good relation will decrease over time so use your spy's =)
I will try to have some time testing this a bit more and balance things out (that also can mean that i will increase the chance of the normalization  :twisted:) -
Also i realized there are many features that i didn't really described in the manual, i will try to update this also in the next weeks.

Edit: found the bug which causes Ramun the slave trader to act strange, will include that in the next patch. Till then it may happen that he pays you ridiculous amount of ransom (and even negativ ones) ... sorry for that, just ignore it until the next patch is ready
« Last Edit: April 23, 2010, 09:49:42 PM by Abhuva »

Adorno

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Re: Scaedumar Mod (Updated 22.04.2010 with Patch 0.11)
« Reply #13 on: April 23, 2010, 11:16:01 PM »
Also i realized there are many features that i didn't really described in the manual, i will try to update this also in the next weeks.
Nice of you to make a manual, many of the features are more or less obscure if you don't know them.

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Re: Scaedumar Mod (Updated 22.04.2010 with Patch 0.11)
« Reply #14 on: April 23, 2010, 11:18:56 PM »
 Played a little bit last night and it does seem a bit difficult to recruit villagers.  I think that maybe giving the player party one or two rangers right at the start, or some other troop type, would help balance out the start game.

 Overall, I really like what you've done.  I think that you need to make a new world map, though.  Everyone knows by now where all the cities and settlements are on the old map, so hiding them at game start doesn't really do much good. I do like the idea of hiding the cities and having to discover them.