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  1. B Medieval Medieval Conquests

    Viking-AllFather: I've not done a lot of real modding in my addition. Just change the way it's played. I find it great fun, with a good deal more longetivity than the original. Mainly, you should only play it if you enjoy big fights and big armies. Other than that, it's basically Medieval Conquests with less stress about money and food and with a lot more units and fair deal more items (and various small changes to improve some factions and characters).
  2. B Medieval Medieval Conquests

    I felt the urge to play recently, and it felt obvious that a few changed would improve things. The bandit parties weren't interesting enough to fight, so I changed the composition of these, and also made sure that you can risk running into some even bigger bandit parties. The Venetian units of heavy infantry, luxury guard and luxury knight as well as the freelancer elite units all seemed a little too strong to be able to release as prisoners. So, I made troop trees for all of those, which meant adding 16 units and seven items.

    I made sure that a few of the companies that you can hire also have some of the new units I added. I changed a few mod faction colors that looked bad on text or were too close to the faction they spawned from. I made sure that you get more items and gold from bandit parties since you now need a bigger army, given that you can face bigger bandit parties.

    So, it's not a huge change, but an important one, I feel.

    Medieval Conquests - Asjo modded - version 2

    The installation instruction: Extract this zip-file into your Steam\steamapps\common\MountBlade Warband\Modules folder

    My recommendation: Use bigger army size by editing the value of battle_size in Documents\Mount&Blade Warband\rgl_config.txt to at least 2.7000

    Asjo said:
    So, I previously made a thread asking people to help me mod various parts of this great mod, to make it even greater. Just moments ago, I posted the results. As you can see in earlier posts, I wrote the specifics of where I made some of these changes in the case, so you can tweak it yourself, should you wish.

    So, for anyone interesting, here you are:

    Asjo said:
    Medieval Conquests - Asjo modded version

    Simply extract it to your Steam\steamapps\common\MountBlade Warband\Modules folder.

    So, what does it include? Well, I can hardly remember it all anymore, but here are the main changes:

    • Added 76 new units, most of which were from Calradia's fire. Some I made up myself and then I also added the original huscarl version, since they're awesome. I downloaded most of the mods in the same category to check if they had some cool units, but few of them did. One unit I did steam was the Slingers from the Brytenwalda. Afterwards, I realized that they were using firearms, so I had to made some stones for them to throw instead. But they're still very cool.
    • Added 211 items, almost all of which from Calradia's fire (over half of these added because the added units used them). Probably made up around 20 myself.
    • I improved the faction colors. A very annoying thing with this mod was that a lot of factions had overlapping colors, making it hard to tell them apart. Now, everyone has distinc colors, and those with somewhat similar colors are on either side of the world.
    • I made all of the neutral parties that spawn more interesting to fight. I made sure they had more unit diversity and could be bigger (to match the bigger army sizes).
    • I changed army sizes so that typical AI sizes will be 300-700 instead of 100-300. Playing army size is scaled accordingly. Morale and wages have been tweaked to fit with this change (wages have been lowered significantly, to allow for a more casual player experience). Sizes of garrisons, neutral parties, reinforcements, etc. have been increased as well
    • I made food last a lot longer, accommodating bigger armies and saving the player some hassle as well.
  3. B Medieval Medieval Conquests

    troycall, forcing a minimum size for all parties and garrisons is a far cry from a balanced scaling of army size. If you like to see armies of 300-700, you don't fix that by setting the minimum army size to 700. That will leave no variation. Also, you're forced to change the garrisons along with army size, which isn't necessarily what people want.

    In my game, I wanted kings and lords of high renown to be able to have armies of a size up to 700. So, as described at the start of my thread, I tuned various parameters to scale AI armies a bit differently, meaning I see some armies of 200, but also some armies of 700. I don't want all battles to be big cluster**** battles, but I think it's nice that some enemies can be hard to take down because they manage to amass a huge army.

    Are you still planning a new patch release for the mod, and if so will you manage it before Bannerlord is released? Otherwise, I think it might be time to release the source files so that contributors can fix some of the things that turn people off to the mod and people can find optimal enjoyment in it until Bannerlord :smile:
  4. B Medieval Medieval Conquests

    Hazzardevil said:
    Asjo said:
    • I changed army sizes so that typical AI sizes will be 300-700 instead of 100-300. Playing army size is scaled accordingly. Morale and wages have been tweaked to fit with this change (wages have been lowered significantly, to allow for a more casual player experience). Sizes of garrisons, neutral parties, reinforcements, etc. have been increased as well

    Is it possible to reduce the army sizes? I'm on a much slower laptop than most people here seem to be.

    There isn't an option in the current patch of this mod to change army sizes. troy mentioned this in my thread as well, but it's not in this patch. I have uploaded how the mod options look and highlighted the options that I usually change when I start a new game (since you cannot change the in the module.ini). Check it here.

    You can change it yourself through the scripts.txt in the mod directory:

    party_get_ideal_size -1
    62 21 1 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 4 0 541 3 1224979098644774912 0 13 1652 3 1224979098644774914 1224979098644774912 0 2204 2 1224979098644774915 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 2170 3 1224979098644774916 1369094286720630785 1224979098644774914 2172 3 1224979098644774917 1224979098644774914 3 2107 2 1224979098644774916 5 2105 2 1224979098644774913 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 520 3 1224979098644774918 1224979098644774914 7 2123 3 1224979098644774919 1224979098644774918 25 2105 2 1224979098644774913 1224979098644774919 4 0 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 100 3 0 4 0 542 3 1224979098644774915 8 1224979098644774914 2105 2 1224979098644774913 20 3 0 6 3 1224979098644774920 648518346341351556 648518346341351758 541 3 1224979098644774920 7 1224979098644774914 2105 2 1224979098644774913 20 3 0 3 0 2133 2 1224979098644774921 0 6 3 1224979098644774922 648518346341351445 648518346341351758 2204 2 1224979098644774923 1224979098644774922 31 2 1224979098644774915 1224979098644774923 2105 2 1224979098644774921 1 30 2 1224979098644774921 2 2133 2 1224979098644774922 0 3 0 4 0 31 2 1224979098644774921 1 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 150 5 0 31 2 1224979098644774921 1 2105 2 1224979098644774913 25 3 0 4 0 32 2 144115188075857605 30 2110 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 320 5 0 2110 2 1224979098644774913 300 3 0 2133 2 72057594037927936 1224979098644774913

    Base party size of AI lords
    Amount of troops per leadership for an AI lord
    Amount of renown required per extra troop an AI lord can get (higher number = less bonus troops for high renown)
    Amount of extra troops the leader of a faction gets
    Possibly minimum army size for AI lord with two fiefs (I cannot remember)
    Possibly minimum army size for AI lord with three fiefs (I cannot remember)
  5. B Medieval Medieval Conquests

    omerta0414 said:
    Did you fix the name/title bug?

    Nope, didn't manage to fix that one. It's quite annoying, but was never important enough to do a lot of work for :/
  6. B Medieval Medieval Conquests

    So, I previously made a thread asking people to help me mod various parts of this great mod, to make it even greater. Just moments ago, I posted the results. As you can see in earlier posts, I wrote the specifics of where I made some of these changes in the case, so you can tweak it yourself, should you wish.

    So, for anyone interesting, here you are:

    Asjo said:
    Medieval Conquests - Asjo modded version

    Simply extract it to your Steam\steamapps\common\MountBlade Warband\Modules folder.

    So, what does it include? Well, I can hardly remember it all anymore, but here are the main changes:

    • Added 76 new units, most of which were from Calradia's fire. Some I made up myself and then I also added the original huscarl version, since they're awesome. I downloaded most of the mods in the same category to check if they had some cool units, but few of them did. One unit I did steam was the Slingers from the Brytenwalda. Afterwards, I realized that they were using firearms, so I had to made some stones for them to throw instead. But they're still very cool.
    • Added 211 items, almost all of which from Calradia's fire (over half of these added because the added units used them). Probably made up around 20 myself.
    • I improved the faction colors. A very annoying thing with this mod was that a lot of factions had overlapping colors, making it hard to tell them apart. Now, everyone has distinc colors, and those with somewhat similar colors are on either side of the world.
    • I made all of the neutral parties that spawn more interesting to fight. I made sure they had more unit diversity and could be bigger (to match the bigger army sizes).
    • I changed army sizes so that typical AI sizes will be 300-700 instead of 100-300. Playing army size is scaled accordingly. Morale and wages have been tweaked to fit with this change (wages have been lowered significantly, to allow for a more casual player experience). Sizes of garrisons, neutral parties, reinforcements, etc. have been increased as well
    • I made food last a lot longer, accommodating bigger armies and saving the player some hassle as well.

    Edit: Newer version of the mod post here.
  7. Can someone help me mod Medival Conquest? - progress so far

    So, as I didn't have time for Mount & Blade a few months, I almost neglected to share my work. I was losing interest again, since once again I got the feeling that every battle was starting to feel the same, despite my interesting additions.

    Things I didn't manage to do before I stopped modding:

    • I wanted to increase the maximuim size of the peasant rebel party, since I found those by the most fun to play against with a small band of soldiers, but if I changed it directly, it wouldn't spawn
    • I wanted to include the scene fixed presented in this post. Sadly, the link doesn't work again the user was too hastily banned by some mod. Fortunately, the guy who made this mod managed to down them, at least, for his next version.
    • After reading about adding towns, I wanted to add towns and castles. Sadly, it seems I cannot do that without the source version.
    • After reading about spawning new parties, I wanted to work on that, particularly since I was disappointed that the manhunter party I had been working on didn't have an spawn points in this mod
    • I wanted to make sure that the bounty you get from defeating various netural parties such as bandits would be balanced with the cost of having a big army and a big garrison. I was still testing this out when I stopped working on my mod version
    • I wanted to improve player recruitment more. I made the parties that the player can recruit bigger and added more captives for the player to hire, but it still doesn't fully balance with the reinforcement speed of the AI if you use the lance recruitment system

    So, either way, here's my mod:

    Medieval Conquests - Asjo modded version

    Simply extract it to your Steam\steamapps\common\MountBlade Warband\Modules folder.

    So, what does it include? Well, I can hardly remember it all anymore, but here are the main changes:

    • Added 76 new units, most of which were from Calradia's fire. Some I made up myself and then I also added the original huscarl version, since they're awesome. I downloaded most of the mods in the same category to check if they had some cool units, but few of them did. One unit I did steam was the Slingers from the Brytenwalda. Afterwards, I realized that they were using firearms, so I had to made some stones for them to throw instead. But they're still very cool.
    • Added 211 items, almost all of which from Calradia's fire (over half of these added because the added units used them). Probably made up around 20 myself.
    • I improved the faction colors. A very annoying thing with this mod was that a lot of factions had overlapping colors, making it hard to tell them apart. Now, everyone has distinc colors, and those with somewhat similar colors are on either side of the world.
    • I made all of the neutral parties that spawn more interesting to fight. I made sure they had more unit diversity and could be bigger (to match the bigger army sizes).
    • I changed army sizes so that typical AI sizes will be 300-700 instead of 100-300. Playing army size is scaled accordingly. Morale and wages have been tweaked to fit with this change (wages have been lowered significantly, to allow for a more casual player experience). Sizes of garrisons, neutral parties, reinforcements, etc. have been increased as well
    • I made food last a lot longer, accommodating bigger armies and saving the player some hassle as well.

    So, what were important lessons I learned from my modding experience, where I started modding before reading about it? Well:

    • Always keep itm_items_end at the end of item_kinds1.txt. I learned this the hard way as I wondered why the IDs of previously added items would change every time I added a new one
    • Be aware, when looking at items, that the can have more than one mesh added (if you use Morgh's Editor, use the drop-down) - I found out after some hours of testing and scratching my head
    • openbrf is a great tool for editing meshes. It doesn't tell you that you can search, though. When, one time, I accidentally pressed CTRL + F and search appeared, it was such a relief. This saved me many hours of having to find the .brf-files in which certain meshes were contain
    • As mentioned previously in this thread, the order in which you load brf-files in the module.ini does matter. It matters because meshes use materials, so those materials have be loaded berfore the meshes. Materials use textures, so those have to be added before those. Also, don't forget that textures have references to dds-files in the "Textures"-folder, so don't forget to copy those in addition to the brf-files.
  8. B Medieval Medieval Conquests

    c39687: Sounds like you've done some good work there. Care to upload your new siege scenes again? The old link is no longer working.

    Edit: Apparently, the lad is permanently banned (I assume for his harshly worded post elsewhere) - did anyone else download so that they can share? :smile:
  9. Can someone help me mod Medival Conquest? - progress so far

    I proceeded with my editing of the scripts.txt to get bigger party size, and now it seems that AIs are either running around with normal size or armies 600:

    party_get_ideal_size -1
    62 21 1 1224979098644774912 4 0 32 2 144115188075857605 50 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 4 0 541 3 1224979098644774912 0 13 1652 3 1224979098644774914 1224979098644774912 0 2204 2 1224979098644774915 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 2170 3 1224979098644774916 1369094286720630785 1224979098644774914 2172 3 1224979098644774917 1224979098644774914 3 2107 2 1224979098644774916 290 2105 2 1224979098644774913 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 520 3 1224979098644774918 1224979098644774914 7 2123 3 1224979098644774919 1224979098644774918 1 2105 2 1224979098644774913 1224979098644774919 4 0 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 500 3 0 4 0 542 3 1224979098644774915 8 1224979098644774914 2105 2 1224979098644774913 20 3 0 6 3 1224979098644774920 648518346341351556 648518346341351758 541 3 1224979098644774920 7 1224979098644774914 2105 2 1224979098644774913 20 3 0 3 0 2133 2 1224979098644774921 0 6 3 1224979098644774922 648518346341351445 648518346341351758 2204 2 1224979098644774923 1224979098644774922 31 2 1224979098644774915 1224979098644774923 2105 2 1224979098644774921 1 30 2 1224979098644774921 2 2133 2 1224979098644774922 0 3 0 4 0 31 2 1224979098644774921 1 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 500 5 0 31 2 1224979098644774921 1 2105 2 1224979098644774913 25 3 0 4 0 32 2 144115188075857605 30 2110 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 320 5 0 2110 2 1224979098644774913 650 3 0 2133 2 72057594037927936 1224979098644774913

    I changed some of the other things I had previous change, but it didn't seem to make any different. So, I change the two number that I have highlighted with maroon color. The first one from 150 to 500, the next one from 300 to 650. Since I don't see any army size of 400 or 500, something seems amiss. I'm suspected that the second number was some kind of max party size. So, since I altered the other values to an extreme that allows any AI lord to have a huge army, everyone is near the limit - at least that's what I suspect. I will try to play around with it.

    Edit:

    It did indeed seem better balanced out with the numbers set to this:

    party_get_ideal_size -1
    62 21 1 1224979098644774912 4 0 32 2 144115188075857605 50 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 4 0 541 3 1224979098644774912 0 13 1652 3 1224979098644774914 1224979098644774912 0 2204 2 1224979098644774915 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 2170 3 1224979098644774916 1369094286720630785 1224979098644774914 2172 3 1224979098644774917 1224979098644774914 3 2107 2 1224979098644774916 70 2105 2 1224979098644774913 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 520 3 1224979098644774918 1224979098644774914 7 2123 3 1224979098644774919 1224979098644774918 5 2105 2 1224979098644774913 1224979098644774919 4 0 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 500 3 0 4 0 542 3 1224979098644774915 8 1224979098644774914 2105 2 1224979098644774913 20 3 0 6 3 1224979098644774920 648518346341351556 648518346341351758 541 3 1224979098644774920 7 1224979098644774914 2105 2 1224979098644774913 20 3 0 3 0 2133 2 1224979098644774921 0 6 3 1224979098644774922 648518346341351445 648518346341351758 2204 2 1224979098644774923 1224979098644774922 31 2 1224979098644774915 1224979098644774923 2105 2 1224979098644774921 1 30 2 1224979098644774921 2 2133 2 1224979098644774922 0 3 0 4 0 31 2 1224979098644774921 1 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 450 5 0 31 2 1224979098644774921 1 2105 2 1224979098644774913 25 3 0 4 0 32 2 144115188075857605 30 2110 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 320 5 0 2110 2 1224979098644774913 750 3 0 2133 2 72057594037927936 1224979098644774913
  10. Can someone help me mod Medival Conquest? - progress so far

    kalarhan said:
    Asjo said:
    But then I found out that the mods don't necessarily load all their brf-files and don't load the same brf-files from the original game.

    three things:

    - import order matters if the assets are on different files (like textures on one file, mesh on another file)
    - left-overs (stuff that is not used) can be cleaned-up. Use OpenBRF menu to find a option that detects which assets are in use and which ones are not, them you can start to remove the unused stuff. Helps with memory and loading.
    - import command on module.ini has two variations. One is to force loading from the module (and not Native) folder. Use them properly.

    1) As far as I can see the armors_d and tableau_shield don't have any textures or anythign like it - only meshed. I don't know if they use textures from another file (they say they use a texture, so I assume so), but at least I've loaded armors with other armors and shields with other shields. But if the materials referred to in these files are in one of the base game files that is different from the mod files, I guess I'll have to have a look.

    2) Well, at long as it's just the loading time at the start of the game, that's fine with me. But I suppose otherwise some cleaning up would be good. Right now, I'm spending a lot of time just on adding stuff, though, so given that I work a lot and only have around one hour a day for modding, my priority would be on making the new stuff work :smile:

    3) Yes, I discovered the difference between load_resource and load_mod_resource when I looked at the modules.ini initually. That's how I figured out that one mod was loading some stuff from the base game that the other one wasn't.
  11. Can someone help me mod Medival Conquest? - progress so far

    troycall: I assume that a the most recent version of this mod is on steam. And you're referring to min/max party size, but I don't see that option, neither on page one, nor page two.
  12. Can someone help me mod Medival Conquest? - progress so far

    Well, in terms of load order for modules ini, as far as I can see the only difference is if you put in the lines about loading after the files has gone past the part of loading files. The order doesn't seem to make a difference - at least for this mod.

    It seems that indeed everything was loading alright. It turns that there wasn't any problem with the Locust-specific armors. The problem was with itm_arena_armor_white on the trp_locust_recruit. The mesh used for this item didn't actually exist in any of the four files in the resource-folder that were different from Calradia's Fire to Medival Conquest. But then I found out that the mods don't necessarily load all their brf-files and don't load the same brf-files from the original game. So, in conclusion:

    Troop: trp_locust_recruit
    Item: itm_arena_armor_white
    Mesh: arena_armorW_new (was in armors_new_arena.brf, which was commented out in module.ini)

    Troop: trp_mountain_raider
    Item: itm_padded_leather
    Mesh: leather_armor_b (it was in armors_b - but only in the original game, not the one used for the mod)

    Troop: trp_experienced_mountain_raider
    Item: itm_leather_armor
    Mesh: tattered_leather_armor_a (was in armors_g.brf, which was commented out in module.ini and set to load from the mod folder instead of the CommosRes folder through load_resource)
    Item: itm_tab_shield_pavise_c
    Mesh: tableau_shield_pavise_1 (once again, we in the original tableau_shields.brf)

    Problem is, for the ones where the files were in the original game files: Even though I managed to bring these into the mod (I tried both export and import as well as simply loading the brf-files), it still doesn't seem to work. The padded_leather armor turns a translucent white at certain angles, and the shield is transparent. I don't know if something else is somehow missing.
  13. Can someone help me mod Medival Conquest? - progress so far

    I wantde to add the Locust Warband from Calradia's Fire, since they always seemed awesome. So, I added the troops and items by simply copying them. I had to change all the items for the troops manually since the items didn't have the same ID, and I had to change the upgrade path of the troops. I copied the brf-files from the resources folder and I made sure the four extra brf-files were loaded through modules.ini. I also used OpenBRF to make sure the meshes were actually in the BRF-files.

    So, as far as I can tell, the graphics should be loaded alright. However, when I run into a Locust Warband in my game, the armor is still invisible. Even though the meshes should be loaded, it would seem there is some kind of missing link. Can anyone tell me what I'm missing?
  14. Can someone help me mod Medival Conquest? - progress so far

    I actually had no idea about source code. It would seem that, with source code, the changes I wish to accomplish would only take moments to make. I thought everyone was modding in this "compiled" code, and that anyone accomplished in this would easily be able to help me since they would recognize the different fragments of code. I appreciate the contributions so far, and will have to look into what you have mentioned.

    troycall: This sounded very promising when I saw it, since I had indeed missed that there was a page two in the mod options. And it seems that we can indeed disable disasters. So far so good. I see in the first page that we can lower wages a bit by setting them to "childish", but nothing close to even accomplishing my goal., but we cannot scale them. We can lower tax inefficiency a bit (I assume that's what "fief inefficiency" is), but not scale it. And there is nothing in regards to army size and morale. Add to that the fact that these things would have to be changed for every new campaign you start.
  15. Can someone help me mod Medival Conquest? - progress so far

    I played Mount & Blade a long time ago, and I remember I really got into it, combining a lod of mods into one and passionately trying out all aspects of the game. In the end I had some unsolvable issues with the modding, and the game become a bit too monotone, so somthing else took my focus as...
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