Doesn't matter, the last patch to break compatibility was 1.134 or something. Patches since then have either added new MS operations, which are part of the .exe anyway, or added multiplayer stuff.
Diplomacy is the most popular for a reason, it makes hundreds of no-brainer bug fixes across the board, while adding no new assets or anything else to bloat the mod.
Oh my concern about 4.3 wasn't so much module system version as how long ago it ceased development, compared to the 1.174 diplomacy branch which has revised and added to it (in some ways too much) for almost a full decade more.
Hi seularts,
Thank you for your feedback. Unfortunately, We are close to new functionality or depth changes.
Regarding the patch, We are working to launch it ASAP.
What's lost for modders choosing to use this post-1.166? Just multiplayer stuff and new VC operators only used in VC? They haven't changed actual single-player Warband code at all I suppose?
Which version contains the most bugfixes? The test version from this thread has changes as recently as Dec. 2019 but this version (minimal branch) was specifically made to patch bugs and although it was most recently updated in Oct. 2019 it looks like it might address some things Somebody never got around to?
I don't imagine there have been a ton of innovations in the warband modding scene for the better part of a decade, but I would like to ask anyway. What might be considered the "best" (introducing the largest number of improvement with fewest new bugs) base for a new mod being made in 2023...
You'll just have to test them out. Unless I read the entire source code of 3.1, there would be no way of knowing for sure if any of them would have any effect on the game.
I used WinMerge to compare and it looks like because none of the item or weapon mesh references changed only the animation submod requires a bit of messing around in actions.txt to make fully 3.1 compatible. I don't think it would even be incompatible without the merging you would just lose some of the new improved animations from 3.1, that were mostly also made by you.
I've seen this sentiment before but having played a lot of 3.1 already and reading the changelog I don't really see how. It's more like a trade-off of one set of bugs for another and the most annoying 3.1 bugs can be side-stepped entirely by changing the siege gate settings and turning off random encounters.
Changes a lot of animations in the game (standing, running) and adds a bow animation to match the kyudo style of archery. To install, put actions.txt into your main gekokujo folder, and the .brf file into the resources folder. Then add the line: "load_mod_resource = jacobhinds_animations_gekokujo" to module.ini, preferably somewhere near the end of that big fat list of similar lines.
module_animations file added so that other submodders can add their own changes.
Since I've gotten a few people asking me about implementing these animations in other mods, go ahead - they're technically part of an OSP i uploaded to the forge, so treat them as mod-neutral.
A mod that vastly improves the models used for most armours. Colours have been altered to make them more recognisable, and the poly count has been kept as low as possible to keep performance from being hit.
Is there a "best practice" or method when it comes to replacing all or nearly all of the weapons/armor from native in an overhaul mod? I assume to avoid breaking scripts it's better to simply remove the native items from the merchandise pool rather than delete them? It feels like implementing a...
Guess I'll hijack my own thread to ask, is there perhaps any OSP that just retextures the native terrain and flora without changing how it is generated/adding new types? I'm mostly interested in Polished Landscapes because it's an alternative to Native's bright green spraypainted dirt.
Are the terrain borders in this mod from an OSP or made by one of the devs? The rolling fields give so much more depth than the vanilla borders that look like you're fighting in a crater.
Delzaros fixed a handful of problems with Polished Landscapes but he uploaded them to a personal website that's no longer accessible. Is there anywhere to still find his version of the PL source and scenes?
Is it possible to get a reupload for this? It was really great. I don't see why this can't exist alongside daimyo edition for players that don't want the full conversion.
It's very satisfying to go from tiny Netherlands to having all of Benelux and then taking Artois from the French. You even get a decision to rename former French cities to Dutch i.e. Dunkirk becomes Duinkerke.
Dutch East Indies/Cambodia/Chinese treaty ports
Sweden stole the show here because most of my colonial power was wrapped-up in Asia.
Dutch West Indies/Panama/Guyana
I was so desperate to build the Panama canal that I decided to steal all of Panama from the Colombians. It became a Dutch immigrant haven and the population in most provinces there is ~50% Dutch/Wallonian/Flemish.
Indulge in all the magic mechanics and roleplaying and weapon types Bethesda removed from later TES games for no reason. Morrowind is the only Bethesda game that actually feels focused, they wanted to make an open-world real-time tabletop game and they succeeded. The newer TES games try to be more action-oriented but the combat still sucks so it doesn't work. Same with Fallout, the gunplay is so bad you have to wonder if they wanted the player to ever not use the VATs system for combat.
EDIT: But at least Fallout had interesting exploration and branching dialogue (before 4).