Do you love the feel of native and wish you can implement your own suggestions and tweak improvements on native based mods like Diplomacy+PBOD?
I'm trying to put together a team of modders (doesnt matter if you are a novice, so am I, all I need is your passion for native play and rudimentary mod skills) and beta testers for a project.
Active Team (15/08/2011)
DogSoldieR - Chief Compiler
iLaG - Chief Code Monkey
Zerilius - Code Meister
JosieJ - Editor in chief and Beta Tester
Blead - Chief Code Breaker
ChapterMaster - Code Chamberlain
Mr Wonder - Code Squire
Maybe I'll call it: Native PLUS project. (I'm not very big on naming flair.)
ALSO! I will be working on DogSoldieR's Polished Dialogues project concurrently with the Native PLUS project. If you have any crappy irrational dialogues and speeches, please bring it up here. Fixes will be for 1.134 Diplomacy+PBOD (fief trading edition) version onwards. The corrected speech files will be linked here when changes are made. Just copy n paste over the old files in the module.
It will NOT be an overhaul of the overall feel of the native game like what Floris Mod pack, Brytenwalda and many more other wonderful mods out there.
The platform I will be most likely to base it on will be:
Base game version: Native 1.134 (anything above 1.134 is shaky)
http://download.taleworlds.com/mb_warband_setup_1134.exe
Base mod version: Diplomacy 3.3.2 w PBOD version , http://forums.taleworlds.com/index.php/topic,152114.0.html
I need the following:
Disclaimer:
Please back up your save games before attempting my released material. I will NOT be liable if your valuable games get corrupted from evil coding or crashes.
I post this topic here even though it is mod related for a reason: I want the fans of NATIVE based feel to be interested and try their hand at mods without deviating too far from NATIVE. Babysteps!
Thank you to the crew of Diplomacy 3.3.2 with PBOD for releasing the source codes.
Thank you Captain Octavius, whom I took the Polished Native Troops from in this project.
Thank you Caba'drin for releasing to me the source code for this function.
I have included a README file detailing what have been added in for each version that I release.
This test is a closed beta for further versions now until I get a bigger base of crew and testers.
DOWNLOAD FREE SAMPLE HERE:
version 1.01b - http://www.mediafire.com/?qkkf89ak793326q
version 1.01c - http://www.mediafire.com/?b64db8bc36fedgh
Please Private Message me or leave your name here to register your interest to join my mailing list or as a crew.
INSTALLATION:
Same thing as with the mods, just unzip the package into the MODULES directory.
It should be under its own directory name: DogWorld101x (x depends on which version you have currently)
Making a save directory for DogWorld101x: (thank you JosieJ)
Start a new game, then delete it (which will make a folder for any savegames for dogworld101a to keep your regular gamesaves intact), then copy your native 1.134 / diplomacy 3.3.2 savegames into that empty directory 'DogWorld101x'.
Boot up the game, select DogWorld module, start it up. you should be able to access your save games now.
Fire up the game where you are a vassal with estates belonging to a faction. Then go tell your king that you quit.
Screenshots:
http://img84.imageshack.us/img84/83/iquit1.jpg
http://img269.imageshack.us/img269/4833/iquit2.jpg
http://img856.imageshack.us/img856/2908/iquit3.jpg
http://img193.imageshack.us/img193/4135/iquit4.jpg
http://img827.imageshack.us/img827/1438/iquit5.jpg
This is just a sample of something to show.
changes 1.01a:
Credits to the mod makers of Floris Mod Pack for the coding of this function.
thank you Caba'drin, et al.
Thank you Lord Kinlar for showing how to fix this
http://forums.taleworlds.com/index.php/topic,183783.msg4432933.html#msg4432933
Things to come:
As well as maybe the chamberlain to give this function as well. version 1.01d [Still in process]
Order the units in your garrison by moving them up and down just like you can in your own party.[This is tricky, may not come out in version 1.01d. If anyone has an idea where all the functions are spread out across all the module files, any help and hint would be appreciated!]
Recruiting deserters and bandits. [Coding into beta release in progress, thanks to iLag for code. Deserter recruitment coding is now complete.]
Any wife suggestions to be implemented are welcome. After all, getting married is the highlight of this game, no matter what anyone tells you. What other events in the game merits a cutscene besides marriage? Think about it :p
I'm trying to put together a team of modders (doesnt matter if you are a novice, so am I, all I need is your passion for native play and rudimentary mod skills) and beta testers for a project.
Active Team (15/08/2011)
DogSoldieR - Chief Compiler
iLaG - Chief Code Monkey
Zerilius - Code Meister
JosieJ - Editor in chief and Beta Tester
Blead - Chief Code Breaker
ChapterMaster - Code Chamberlain
Mr Wonder - Code Squire
Maybe I'll call it: Native PLUS project. (I'm not very big on naming flair.)
ALSO! I will be working on DogSoldieR's Polished Dialogues project concurrently with the Native PLUS project. If you have any crappy irrational dialogues and speeches, please bring it up here. Fixes will be for 1.134 Diplomacy+PBOD (fief trading edition) version onwards. The corrected speech files will be linked here when changes are made. Just copy n paste over the old files in the module.
It will NOT be an overhaul of the overall feel of the native game like what Floris Mod pack, Brytenwalda and many more other wonderful mods out there.
The platform I will be most likely to base it on will be:
Base game version: Native 1.134 (anything above 1.134 is shaky)
http://download.taleworlds.com/mb_warband_setup_1134.exe
Base mod version: Diplomacy 3.3.2 w PBOD version , http://forums.taleworlds.com/index.php/topic,152114.0.html
I need the following:
- Companions! Modders and others who understand coding and some beta testing.
- Troops! Beta testers, people who just wanna play native and doesnt care for coding.
- Village Elders! Basically, people who are rich in imagination and flair for creating dialogs and scenarios. Dialog-Script Directors if you may. Apply for this if you think you have a flair for theatre.
Disclaimer:
Please back up your save games before attempting my released material. I will NOT be liable if your valuable games get corrupted from evil coding or crashes.
I post this topic here even though it is mod related for a reason: I want the fans of NATIVE based feel to be interested and try their hand at mods without deviating too far from NATIVE. Babysteps!
Thank you to the crew of Diplomacy 3.3.2 with PBOD for releasing the source codes.
Thank you Captain Octavius, whom I took the Polished Native Troops from in this project.
Thank you Caba'drin for releasing to me the source code for this function.
I have included a README file detailing what have been added in for each version that I release.
This test is a closed beta for further versions now until I get a bigger base of crew and testers.
DOWNLOAD FREE SAMPLE HERE:
version 1.01b - http://www.mediafire.com/?qkkf89ak793326q
version 1.01c - http://www.mediafire.com/?b64db8bc36fedgh
Please Private Message me or leave your name here to register your interest to join my mailing list or as a crew.
INSTALLATION:
Same thing as with the mods, just unzip the package into the MODULES directory.
It should be under its own directory name: DogWorld101x (x depends on which version you have currently)
Making a save directory for DogWorld101x: (thank you JosieJ)
Start a new game, then delete it (which will make a folder for any savegames for dogworld101a to keep your regular gamesaves intact), then copy your native 1.134 / diplomacy 3.3.2 savegames into that empty directory 'DogWorld101x'.
Boot up the game, select DogWorld module, start it up. you should be able to access your save games now.
Fire up the game where you are a vassal with estates belonging to a faction. Then go tell your king that you quit.
Screenshots:
http://img84.imageshack.us/img84/83/iquit1.jpg
http://img269.imageshack.us/img269/4833/iquit2.jpg
http://img856.imageshack.us/img856/2908/iquit3.jpg
http://img193.imageshack.us/img193/4135/iquit4.jpg
http://img827.imageshack.us/img827/1438/iquit5.jpg
This is just a sample of something to show.
changes 1.01a:
added the ability to keep your estates when you resign your vassalage with your faction liege.
the option to resign and return your estates as per basic diplomacy/native function still exists.
fixed a bug: http://forums.taleworlds.com/index.php/topic,183543.0.html
lord should call up the fief name correctly now
Credits to the mod makers of Floris Mod Pack for the coding of this function.
thank you Caba'drin, et al.
Thank you Lord Kinlar for showing how to fix this
http://forums.taleworlds.com/index.php/topic,183783.msg4432933.html#msg4432933
changes 1.01b:
increased 1 skill = 10 instead of 1 = 5, in leadership and prisoner management to better compete with the stinking AI cheater lords
a gift to beta testers upon arrival into Caldaria, given by merchant of XXX.
female-female marriages by cheat menu implemented. function- gender toggle in camp menu>cheatmenu
changes 1.01c:
Female-Female marriages [Coding done and tested! Thanks to Ripple for the code]
Instructions: camp> camp menu> enable cheats> change gender.
Turns your female char into a male when you interact with a NPC lady.
Note though, do remember to change back to female by the same way when you are done chatting with her!
Cattle follow instead of running away [Coding done and tested! Coding from TheMageLord]
Ability to ask a spouse (wife) the location of a lord in your faction.
Your wife will now be able to give you locations of people as when she was still a single lady.
Please download the file here, I forgot to include it in the zip file.
http://www.mediafire.com/?2is0dvmoqbasq30
Things to come:
As well as maybe the chamberlain to give this function as well. version 1.01d [Still in process]
Order the units in your garrison by moving them up and down just like you can in your own party.[This is tricky, may not come out in version 1.01d. If anyone has an idea where all the functions are spread out across all the module files, any help and hint would be appreciated!]
Recruiting deserters and bandits. [Coding into beta release in progress, thanks to iLag for code. Deserter recruitment coding is now complete.]
Any wife suggestions to be implemented are welcome. After all, getting married is the highlight of this game, no matter what anyone tells you. What other events in the game merits a cutscene besides marriage? Think about it :p