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  1. Rørik

    just make a couple armors!!!

    I agree with OP.

    When looking at all the armours in the game at first glance, it looks like there are a bunch.
    And while on paper it may look good, there actually isnt alot of armour in the game.
    The thing is, there is a serious lack in Low/medium tier armour missing in the game.
    Ranging from the categories; peasant clothes, medium/high class clothes, padded armours, chainmails and cheap lamellar.

    I believe there are 9 'actual peasant' style clothing in the game, and if you split that to 6 main cultures plus all the various sub cultures in the game, it is actually less than one style peasant outfit per culture.
    Regarding peasant clothes, there should be atleast 3 times that number in the game to make it feel more immersive.

    Now there are a bunch of other tunics and stuff, but that is not considered peasants clothes, those are either medium class, or noble class clothes.
    But the thing is, due to the lack of actual peasant clothes, then DEVS have been forced to give out medium class clothes, to peasants to fill the gap, the lack of armours in the game is actually quite obvious and not something that the devs are even trying to hide.

    If you take a look at the actual Sturgian Peasant, which is a troop that can be upgraded to a sturgian recruit.
    Then the only thing that tells me that he is a peasant is the fact that he wields a hoe as a working tool.

    The actual clothing that he is wearing, resembles not that of a peasant, but instead that of a semi wealthy town person.
    And it is the same thing with all the other cultures.
    The only ones that looks like actual peasants in the game are looters.
    And that is a problem. because that is how all the peasants should look in all the cultures either when you recruit them, or walk around in villages.

    Even the first recruit you get from villages, should be wearing clothes like a looter

    And the actual looters should in fact look even more ragged than they currently are-
    And while we lack a lot of the essential armours, devs are more focused on adding more and more of high tier armour, that should be considered exclusive to lords only.

    But instead they give these armours to level 5 troops of the peasant line.
    If we look at the ''Heavy Lamellar over Chainmail'' which the sturgian heavy axemen are wearing.
    In the sake of Immersion, only a extremely wealthy lord would ever be able to afford this kind of luxury armour, but in TW logics, this is what every levy funded peasant are wearing.
    At most and at highest tier these guys would wear some kind of cheap chainmail vest or cheap lamellar or just padded armour, (or to name a armour in the game, then i would probably go with the ''Cured Leather Lamellar Shirt'' for the heavy sturgian axemen which is a tier 5 troop.
    If this was supposed to resemble realism/immersion

    Even the heavy lamellar vest which is worn by the sturgian heroic line breaker, is considered to be designed for wealthy lords.
    Not even for the noble line tier 6, would i let them use these exclusively armours which are intended for lords.
    I would instead give them a cheaper looking hauberk or something.
    and this is the problem we are having regarding armours.
    Currently Tier 1 recruit looks like they should be tier 3 townsman, and tier 5 looks like they should be noble line tier 10.


    If TW seeks to provide the consumers a immersive bannerlord experience, then i am sorry to say, but they have to create atleast 3 times the number of armours they have in game, and for every high tier armour they are adding, they should be adding atleast 6 armours considered for lower tier, to equal the difference.
    Honestly, i would love to see atleast 15 more actual peasant clothes, then around 20 more clothing which are considered for medium class, 10+ more for noble class.10+ padded armours, 10+ chainmails and hauberks and 10+ more lamellar armours.

    But these numbers i am requesting, should not be split in between the cultures, and become culture specific.
    All of these armours should be considered ''universal'' armours, which means that every single one of these armours can be used for any kind of culture.
    So none of the armours resembles battania, or aserai as default. They have to be neutral cultured.


    For over two years now i have been working on a massive overhaul for the game, with a lot of uniquely looking cultures, and i have created so many assets by now, and even with all my many assets i am still in need of more armours to fill the gaps.
    If i had to rely only on what TW had provided, it would be impossible.
    My troops have currently between 6-15 equipment sets each to give variety.
    We are talking hundreds of different troops.
    In vanilla, most troops barely have 2 sets each, and if they do, then the only thing that differs from the other is if they have a scarf or not.

    So yes, there is a serious lack of armours in the game as of now.
  2. Rørik

    Elephant DLC?

    add lord's feasts into the SP and i will buy your dlc
  3. Rørik

    troop equipment.

    So apparently distribution of equipment sets all goes down into which id name a troop has.

    For an example
    if we use the troop, the sturgian Varyag.
    And instead change the troop id from varyag to varyag_tier_1
    Then all the troops would not wear helmets

    However if i change the id to varyag_tier_2 then a portion of the troops would wear a helmet.

    However it is not all helmets which were being distributed.

    I gave my varyag three different helmets in the eqiupment sets, but only two of the three helmets would be activated by using this troop id
    (( varyag_tier_2 )).

    So i tried something else, instead of adding ''tier'' into the id name, i changed the troop id into ''varyag_2''

    Now what happened here was, that now all my varyags would be using the third helmet, but none of the two other helmets, which was active, when i used the id ''varyag_tier_2''

    So definitely midways 1.5.9 the devs did something to how troops receive their gear.

    It makes absolutely no sense now to make 6+ different equipment sets for troops, because no matter what, then because of how the new algorythm works in distributing gear, then it is now impossible for a troop to recieve more than two to three different equipment sets.
    And trying to figure out which id will work best for you is a pain in the ass.


    When i create troops, i like to have atleast 5 different equipment sets for every individual troop i make.
    And then distribute weapons as such, so that in lower tier troops that only 15-20 percent of the troop would be wielding a sword
    While the rest would have a mix of axes and spears mostly.

    But that is completely impossible now, due to the new algorythm.
    Because the troop can never be created the way of how a modder wants to design his troops anymore.

    If you use a wrong id for the troop. Then it doesnt matter if you give axes to 5/6 to the equipment sets you are making for your troop,
    And then the last 1/6 of the equipment sets was giving a sword.
    Using a wrong id for the troop, can have all your troops wielding the sword, and no one will have a axe.
    And as said before, it is now impossible to in fact control how your modded troops will be.
    Because the distribution in gearsets can no longer be controlled by the modder.

    Of course modders are still able to customize their troops, but we can no longer go into every detail when giving the troops the equipments.
    It's like a cap, and we are now capped to ''pre-made'' equipment sets

    I urgently suggest that this issue will be brought up to debate, so that perhaps devs will take a notice.
    and change whatever they did to how distribution of equipmentsets works.
    back to how it worked prior to the 1.5.9 update

    Some of you might not understand what kind of issue this actually is.
    Others might not care.
    But as a modder myself who have spent already way over 2000 hours working on a fantastic total convertion overhaul mod for this game, then this 'minor' thing the devs have done, is a real serious issue.

    I refuse to finish my mod, if this is not changed back to how it was.
  4. Rørik

    troop equipment.

    So between early and mid stages of 1.5.9 up until the current patch, i have noticed a change in how troops are distributed their equipment. in all prior versions of bannerlord up until 1.5.9 then troops equipment were giving to them, depending on their equipment sets. In other words, if i gave...
  5. Rørik

    SP - Player, NPCs & Troops More Capes (more capes) - More Rus and slavic related equipment (Helmets, Armors)

    First off, I think there is a way too short amount of capes in the game, your game images shows some really cool looking capes but none of them are in the game as of now. I really hope to see some more capes added, some of which, which have just been made out of animals hide, cloth and fur, but...
  6. Rørik

    SP Dark Ages Upcoming Viking Conquest sub-mod (Jutland) (Work on hold - The submod is not scrapped)

    Hello fellas, i apologise for my silence.
    As the sultan said above, the mod is not dead, or scrapped. But it has been put on a halt.
    Truth being told, i was supposed to give a release what is nearly half a year ago already, but i lost the stomach to put it up, when i was denied rights to use new textures.
    So my idea was to learn to create my own from scratch, and then with the release of bannerlord i got ballsacked again as i had hoped to put this submod in the air before the release of the new game which people had waited so long for.

    Anyhow, i began creating a mod for Bannerlord.
    And like i was with this submod, i have been silent about saying anything about it.

    The bannerlord project is a huge one, an overhaul just as Jutland will be, with real life history involved, and tonnes of details which are for history nerds, so yeah to anyone playing Bannerlord and a heart for history, they will have a huge thrill in coming, in the next few months. (1-2 according to my scripe)

    Now i might get asked why i did not finish this project before starting on a new.
    So i will answer this.
    Well it happened as a stupid mistake, i bought bannerlord and began playing it for a small week, and then i began editing small stuff in the game, which turned to lots of ideas, until it became a project. Once being in the Bannerlord files for so long time which i spent, it was confusing and frustrating to mod on both the warband files and the bannerlord files.
    So i have decided to finish the project on bannerlord first, so i can turn my attention fully back on the Jutland project.

    I am only one person, creating these mods, so bare with my slowsomeness, i am dedicating as much time i as possibly can, and perhaps more time than what most modders is even able to.

    I hope you will have a wonderful day, and i apologies if this was not to your individual liking.

    Best regards.
  7. Rørik

    B Medieval Fantasy t

    Astonishing. Great concept, i wish your team the best of luck with this project.
    I hope you pull it through, it's gonna be awesome playing a different age than the basic war of the ring period which has taken over the mainstream knowledge of Tolkiens work.

    Best regards
  8. Rørik

    ((BANNERLORD)) ((Partly Solved)) Questions about certain files (any solution will be greatly appreciated)

    If you want to modify the dll, you have to forge the signature. In most countries, this is considered a crime. Please don't do it.
    ----------

    Oh my, i would not wanna have that to happen, thanks for telling me so i did not make a mistake which i would later regret.


    And again thank you so much for sharing your knowledge and helping me out. You have been really helping in understanding certain things, and this was actually a crucial part of the mod i am making, so all due credits to whom they belong to, you have just helped me advance in creating a mod which will make history nerds blush (hopefully, haha)

    Have a wonderful day
  9. Rørik

    ((BANNERLORD)) ((Partly Solved)) Questions about certain files (any solution will be greatly appreciated)

    Thank you so much for taking the time to explain this and creating the codes to showcase to me, i understand the concept better now, and those files may actually also be the solution to one other problem i have, so thank you.


    So before i begin my adventure, i would like to understand this right.
    If i sucessfully manage to open up the .dll file, can i then directly edit the file how i want it to be and then simply save it as the original .dll?
    and then for an example this id {=NGbgfPoP} (with my new text written) will appear in the game?

    And secondly, (apologies if i did not understand this right)

    --------------------------
    If you create a new mod with the XML like this

    MyMod\ModuleData\Languages\my_mod_text.xml
    --------------------------

    Are you saying that i can skip doing anything with the .dll, as long as i create a new mod (with my overwritten conversations), as long as they refers to the proper conversation id's found in both the .dll file and in the std_StoryMode.xml file?
  10. Rørik

    ((BANNERLORD)) ((Partly Solved)) Questions about certain files (any solution will be greatly appreciated)

    thank you for the respond.

    I want to write new conversations for the storyline plot, as i am doing a overhaul, with historical geographies, cultures, and events.
    I found myself being done, making the geography, troops, kingdoms, lore, nearly all conversations which i had a urge to change, etc, etc.
    And as a bonus, i wanted to include the storyline to fit real life events with historical characters and documented conversations.

    I have no desire on changing how the storyline quests works, the plot where you have to talk to lords and so on, will still be in game,
    i just wanted to change the writing and manipulate the conversations and the characters which are mentioned, so it is not about a war that happened some years ago, and about a banner.
    But instead refer to an historical political crisis which happened in the timeline, i have set my mod in.

    So yeah, basically all i am looking for is a way to rewrite all the conversations about the war in the storyline.



    Btw.
    That code you gave me,where is it located in the files?
    And does it permanently add specific items of one's choosing to a town stash?
    So they will appear every time a new campaign is started in that specific town, for you to take out of the stash once the town is conquered?

    -

    Best regards, Rurik
  11. Rørik

    ((BANNERLORD)) ((Partly Solved)) Questions about certain files (any solution will be greatly appreciated)

    So i have been modding quite a bit on Bannerlord, but i can't for the life of me find some specific files i'd like to edit. 1) I'd like to change the starting year. (Solved, Not solved, note* I thought i had it solved, as i managed to get the year i wanted to display in the game, however, after...
  12. Rørik

    SP Dark Ages Upcoming Viking Conquest sub-mod (Jutland) (Work on hold - The submod is not scrapped)

    Hello there Tingyun, thank you for sharing me that detail, i will look into updating it, but i need to have a further look into my own files, because as far as i know, then VC balance mod corrects a tonnes of NPC's especially family relationships. As i have changed a bunch myself, then i will have to be careful before i update it, so i do not overwrite any of my own changes. But thank you! The project is moving on slowly, but steady, it will be great once i am done with it.
  13. Rørik

    SP Dark Ages Upcoming Viking Conquest sub-mod (Jutland) (Work on hold - The submod is not scrapped)

    I apologize for my absense from this submod.

    Many things have kept me distracted from completing this module.
    Including Life, and learning, and making my own textures.
    And the release of Bannerlord, which has been tough to put my mind around, as i had hoped to give out a release of this submod before the arrival of Bannerlord, alas, i did not manage to create my own textures in time, so it was a punch to my stomach, and took most of my energy away from this module.

    However, i am still working on it, but slowly.
    And i spent some time on cleaning up the module and recreating a lot of things, as i had the unfortunate accident of losing some of my files,
    So i had to spent time into re-adding a lot of the things i have made, and the other day i spent 8 hours straight, in the files and fixed a lot of the mess which was present.

    I have decided to scrap some of the things, such as the mini faction of Frankia. (How fun it might would have been to raid some franks, then nevertheless i have removed it, and i am saving the idea for the other module i am working on, Jutland A.D 820.)

    I am planning on changing the personalities, in the game, in order to being able to add different languages. It is my idea, that if i add all saxon lords to one specific personality, then i will be able to change the conversations associated with that personality, So the saxons will speak some lines in the saxon language. ETC for all other cultures. But i will also have to change other things related to personalities, like penalty and such.

    Now, i am still being asked to share content, but i will say the same thing as i have said a couple of times above.
    I will not share pictures of my module or progress.
    What you read, is what will be in the module.
    The reason for this is, is still the same.
    I want people to get surprised when they play Jutland for the first time.
    Images, details, etc, will be shared when the submod releases.

    Best regards, Rurik

    Thank you for staying patient.

    P.S i have updated the front page, to keep it up to date. Also i have added a ''To-do'' list, so people can keep track on how the submod progresses.
  14. Rørik

    Items id list

    So the other day i found a post on the forum which included a link to view all the items in the game, with images and id number and id name. I sadly forgot to pin the link and has since then cleansed my historic, and now i can't for the life of me find that link anywhere. When i clicked the...
  15. Rørik

    [BL] Post & Find Mod Ideas

    A modication to the map which makes it possible to wander up to the far north area of the map.

    ( the large uaccesable snowvy area north of the Sturgians)

    I don't know how to make it available myself, but if someone could make it happen, then it would be amazing.
  16. Rørik

    [BL] Post & Find Mod Ideas

    Hi, there are two mods i would love to see available to play with.

    One of them is changing the year cycle to a full year, so we are playing 365 days per year instead of vanilla 120ish.

    Another one i would like to see are a fix to the current pregnancy problem.

    Currently as of right now in the game, the woman knows she is pregnant a few days after you are married. then the time goes by and you get either a son or a daughter. and then five in game days later after a birth, she is pregnant again.
    To me it feels unrealistic, and not such much joy in getting kids in the game.
    as of right now, if you start a family early on in the game, then you will end up by having twenty or more kids before you character eventually dies.
    in my last playthrough i got to eight kids, where the oldest one was no more than 3 years old, and none of the kids were twins.
    that is way too unrealistic for my taste.

    I would like it more realistic, where it will take atleast 7-9 months after a child has been born, until the wife is pregnant again.
    and then a mechanic where there is a chance that a baby will die in childbirth, and a slightly chance that the woman might not get pregnant that year.

    Or perhaps a dialogue with your wife about having sex, to plan out a pregnancy. That would be even better in my opinion

    i requested two mods, but if a capable modder could combine these two into one mod, it would be amazing.
    I hope that someone will pick up on my request

    - Best regards.
  17. Rørik

    SP Dark Ages Upcoming Viking Conquest sub-mod (Jutland) (Work on hold - The submod is not scrapped)

    (Edited)

    Hey Nhd (nearly missed out on you there buddy)

    Well to answer most what you wrote. and you, aswell as many others might disagree with me or dislike my point of view.
    But i wanted to release Jutland as a ''super'' experience, with all the greatest tweaks combined into my overhaul.

    - no, none of these mods are in theory crucial for the overhaul. but they are for me. Jutland is a evolutional mod for viking conquest which changes nearly every politics going on, on the map. espcially around Skandinavia, so it feels like a different campaign you are doing. it is no longer just about being a viking and conquer England, skotland or Irland. But instead you as a jarl or king in Danmark or any other skandinavian country also constantly have to solidate your power in your home region as there are many jarls and other kings with the desire of owning what you have, that means you can not simply go on a campaign for years in foreign countrys, because then you will lose what you have in Skandinavia. We are talking a total of 7 factions in Skandinavia now, compared to Vanilla VC where there are only 3. So now the odds that you are always staying as a king or Jarl in safe skandinavia is greatly reduced.

    - About the screenshots, i understand if the first thing you notice is a old graphic mod from 2016, but there is so much more to the place now. Stalls, shields on houses, fish traps, boats on land, and in the sea, and so on and so on, and yes, a bunch of trees surrounding the entire cities, to remove the vision that it is just a squared scene you are walking in. in my version, you cannot look beyond the horizonts, because it is covered with trees and bushes, even down to small and larger rocks placed around in the forested areas.

    - And last, i understand that you want to see screenshots of the campaign map and what else i have made, but i am keeping that my secret, so people gets a surprise when they for the first time, begin their own Jutland campaign.
    I am not a fraud, if thats what you think of me. I have spent countless of hours perfecting this submod, i had 500 hours of playtime in VC when i began to mod it, and now i have played nearly 1800 hours and far over the majority of those 1300 hours, i have spent, dedicated modding on this module i call Jutland. I will release it when i am satisfied with it, and i am a perfectionist.



    Hey Paroni, there is not yet a release date. But i am working on a alternative version of the submod.



    Lord of Balgarad, thank you for the words, these ideas i have are the reason why i began to learn on how to mod a game.
    I never got why Viking Conquest never really got modders attention for a overhaul, it has so much potential.

    - There will not be a dedicated faction of Kievan Rus vikings, as the module is still set on the vanilla map.
    However, in some of my earliest versions i had already added Rus Vikings who are in raiding parties, raiding some parts of Skandinavia, there are also some you can hire around different inns called Væringjar / Varjager / Varjagi it means Oathmen and were a word used for vikings who sailed east and became Varangian guards. Extremely rare, extremely expensive and extremely good warriors.

    -And yes, i am planning on modding the hell out of Bannerlord. I was planning a Kiev / Væringer (Varangian) viking theme for that game.

    And for a little status update: I have changed the timeline and set the gameplay one year earlier, to the age of 867 just a few months after the vikings settled in Jorvík, while also tweaked the storyline a bit, and recreated the Northumbrian kingdom with king Ælle and King Osbert, so now there is even more conquest to be doing in england, once it releases, and you will get the chance to revenge the death of Regnar Lodbrog by helping Ivar and his brothers giving a well deserving bloodeagle to Ælle.

    Grynte ville grisene, hvis de vidste hvad galten led
  18. Rørik

    SP Dark Ages Upcoming Viking Conquest sub-mod (Jutland) (Work on hold - The submod is not scrapped)

    I thank you for the advise on suggestions to make, and the support, and to everyone else who have wished me good luck.

    However i was recently denied the use of assets from a specific mod which was crucial for the evolution of this Submod.
    It was my own mistake and stupidity, not knowing, that i had to ask for permissions to use assets that is already available for everyone to download to their game as they please.
    My dream is, that Jutland has the greatest experience when it comes to it's standards, with the best tweaks available for VC, textures and gameplay as a base for the module.
    and it has never been my intentions to ever upload this submod without knowing it was perfect, when the time came and it should be released.
    when i meant that these submods i stated that i had included was crucial for Jutland to be as intented, then it means that i have shaped my features around the other submods, for example all the troops, towns, etc. So if i were to upload the submod as of right now without the permission to use the assets that i have worked with so far, then all the clans and small details i have made, would be a mess with nothing being as i have promised, and not in any way be as my test versions has been so far. (I hope my explanation is understandable)
    Anyway the main thing is, i cannot upload the submod in any time soon, even through i was nearly done with it, and ready to upload.
    Because as of things turned out to be now.
    Then i have to teach, and then work on my own textures and models for Jutland. And that will take some time for me, as i currently have no experience on any of that.

    The alternative was, that i could redo all the trooptrees i have made, and stick with vanilla assets, but there is not enough of the right kind of variation of equipment that would make the module truly awesome. For an example each of the 17 different viking clans i have made, to feel unique. and the new shield patterns i have added would not fit well on the old textures on Vanilla Viking Conquest. it would look odd.
    So, the way i see it, i have no alternatives.
    I have to spent time on creating my own texture overhaul, so that the standards of Jutland would look astonishing on day one.

    I know that this is a bull**** decision on my part. Many of you guys have been hyped to play this, asking me to become beta testers, and truly just wished for a brand new Viking Conquest experience, and soon.

    I truly apologize for the hype, i have made.
    But Jutland from this day now, is far from done. It will come in the future, i can promise.
    But it will take a long time, and i will not lie about that. And it is indeed with a heavy heart that i make this announcement. I was also hyped for this.

    - Best regards, Hrurik. I hope you all fares well.
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