SP Musket Era 1631: The Thirty Years' War - A near-complete overhaul of WFAS (UPDATED 16/6/2024)

Users who are viewing this thread

GIRhHYb.jpg

(Yes, someone actually made a mod for WFAS in 2023.)
WHAT IS THIS?
Changes the setting of Mount & Blade: With Fire and Sword to Germany and parts of Western Europe in 1631, a pivotal year in the Thirty Years' War. The playable Factions are the Habsburg Monarchy, the Protestant League, Sweden, France, and the Netherlands. All Factions have unique troops, but some troops are shared between all Factions due to their ubiquity. Towns, Castles, and most Villages have been modified or redone entirely to match the setting. All Companions are new characters with new backstories. Goes without saying, but all Lords have also been changed to represent appropriate historical people.

The Thirty Years' War mod introduces a lot of limitations to what the player can do — much depends on your status, expressed either in Renown or the clothes and armour you choose to wear, as well as religion. Not all towns are necessarily welcoming of visiting adventurers, and not all Lords are willing to give you Quests right away.
This means that the early game can be quite an uphill battle, depending on your starting conditions. You can choose if you wish to start off as a merchant, noble, or perhaps just a poor vagrant. It is almost always possible to overcome these obstacles however, as you progress through the game.
Some noteworthy features in this mod is that you can join a Lord's party as a soldier, you can marry into noble houses as well as commoner families, and you can buy a house in a Town and become engaged in its local politics. See the full feature list further down for more.

(This is a singleplayer mod only, and there are no changes to multiplayer.)

DOWNLOAD AND INSTALL
Nexusmods link: https://www.nexusmods.com/mbwithfireandsword/mods/4021
Mediafire mirror: https://www.mediafire.com/file/h2dyhrvpkqxc6vp/30yw_v02.zip/file

Extract the "30yw" folder from the .zip file into the modules directory (Commonly: C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade With Fire and Sword\Modules).

Latest version: 0.2
- Added a justice system, where the player's crimes might add up to more than merely a negative relation with the offended Faction. Factions keep track of murders, assaults, robberies, and other crimes you commit in their Towns, Castles, and Villages. If caught, you have to take the legal punishment - even an execution, which means game over (if you are a noble with many friends, you may avoid the death penalty). This generally only applies if done outside of war.
- Added a system for civilian occupations the player can take up, for survival, relationship advantages, or roleplay. You can work for a merchant in a Town as a clerk, or for a randomly generated farmer in a Village, as a farmhand. Both occupations grant you obligatory Quests every once in a while. Households that employ you are made up of randomly generated npcs, with their own names and personalities. These npcs may offer you special tasks every once in a while too. (Mostly in place, but still WIP). Household npcs can join your Party as Companions under certain circumstances, such as their village being burned in a raid. You can marry the daughters of the farmers or merchants you work for, which turns them into Companions you can equip and teach skills to (Noble Ladies do not become Companions).
- Added a new aspect of Towns: Tolls. In some Towns you have to pay an entry toll for your Party, and a customs fee for trade goods you bring in. Can be implemented and revoked like other Town policies.
- Made all the Free Cities on the map actual Towns. They still don't belong to any faction, but you can interact with them like with any other Town now. (This means there is now a total of 30 Towns on the map, compared to 18 in vanilla.)
- Prisoner Management now reduces the risk of captured Lords escaping your Party.
- Changed Cold, so that it mainly affects the player in winter months and at night in spring/autumn. Penalty effect for being afflicted by the cold is now -3 to Strength and Agility. Lack of boots and gloves now also affect risk.
- There is a risk to get frostbite on your feet and hands, which permanently reduces Strength, Agility, Athletics, and Weaponmastery.
- Death: The player may die if afflicted by starvation, diseases, cold, and being wounded in battle. All of these things cause a health value to tick down, which only recovers once all things that drain it are gone.
- Made Taverns more lively with musicians and new animations (thanks the one and only Dedal/Slawomir of Aaarrghh's work).
- Companions now follow the player around in Towns and Villages. They can also protect the player when attacked by Bandits in Towns at night.
- Merchants in Towns now talk about their and other Towns' policies that affect trading, when asked "what are people talking about these days?".
- Merchants' opinion of player now affects their pricing. Downstream from occupation system, where you can work for a particular merchant to improve relations.
- Adjusted rotation of some Towns and Castles to better align with rivers.
- Smoothed the coastlines on some parts of the map.
- Replaced Sopron (Hungary) with Liegnitz (Silesia).
- Added historical lakes to Holland.
- The Rhine now extends to the Bodensee.
- Fixed broken prison scene in #Kothen.
- Windmill fans are now rotating.
- Added some house models from the BNL Eighty Years' War and the L'Aigle/Grand Armee mods (credit goes to the creators of those mods, wherever they are these days!).
- Added some entirely original house models made exclusively for this mod (thank you, "Patrick"!).
- Modified variants of a few vanilla buildings, to give greater variety.
- Focus on brick houses in the north of the map and timber-framed houses in the south, for more regional flavour (this is most noticeable in Villages, less so in Towns... for now).
- Battle scenes are now really small if the fighting Parties are really small. It doesn't make sense for five bandits assaulting the a lone person to start off 200 metres away from their victim.
- The "interrior_assault" scene of Reims is no longer just an unedited version of that of Sich's.
- Fixed that ugly bridge in Paris.
- Fixed receiving bullets from Suppliers in a Lord's Party when the player already has bullets.
- Fixed an incorrect string call when talking to Travellers.
- Reduced the minimum time you have to spend in a Lord's party from 60 days to 40 days.
- Fixed oversight in character setup where young female players would be given male clothing.
- Fixed young male characters being referred to as "she" and "lady" in the character info screen.
- Fixed a glitch where the player could get robbed in a Town even whilst owning a house.
- Fixed a glitch where random wars would start even if "historical diplomacy" was enabled.
- Fixed an unedited Companion dialogue line.
- Fixed a glitch where Spies in Towns would sometimes spawn without equipment, inadvertedly prompting a glitched conversation with them that soft-locks the Meet Spy In Town Quest.
- Fixed graphical glitch on German Line Pikeman Uniform.
- Fixed graphical glitch on white feathers on some hats.
- Added lace collar to Austere Female Dress.
- Added nine more civilian outfits (credit to NPC99, from his English Civil War mod).
- Changed Dutch Pikemen to use a lighter armour for some variation (all Pikeman Uniforms in the game looked practically the same otherwise).
- Buffed strength of Stones and the Bludgeon.
- Horse charges have been further slightly buffed.
- Reduced the production of food in certain Towns, and more or less doubled the price of all food items.
- The player now keeps their own weapons when sneaking into Towns.
- Player is now no longer affected by disarmament policy in Towns if they are the Town's lord.
- Rationalised code to calculate religious composition of Parties, and other Troop religion-related things.
- Removed the decreased maintenance cost for mounted Troops for fac_kingdom_3 (France in this mod, Crimeans in vanilla).
- Troop maintenance cost multiplied by five (yes, five) to prevent "too big to fail" scenarios, where the player has pretty much "won" the game.
- Cost for hiring Troops from a Commander in Towns and Castles is about three times as expensive.
- Player no longer has to pay a symbolic 1 thaler wage just for existing.
- Ladies can no longer give the 'duel for her honour' Quest unless they are unmarried.
- Being well-dressed now gives a small boost when trying to persuade Lords in various Quests (can correspond to up to +2 Persuasion Skill).
- Ramun the Slave Trader no longer hangs around in Mainz.

FULL FEATURE LIST
Major new features:
  • You can become a soldier in a Lord's party, following it around and participating in battles to earn military ranks and easy experience.
  • Civilian occupations: You can be employed by a merchant in a Town or a farmer in a Village as a helper, for daily experience and unique Quests.
  • You can marry noble ladies, and the daughters of farmers or merchants you work for, in a system unique from the one in Warband. Marriage gives a Renown boost, depending on the Renown of the father of the bride.
  • You can get courted by and married to male nobles as a female player. You get a Renown boost depending on the Renown of the Lord you marry.
  • You can buy a home in each Town on the map, where you can store items.
  • Towns have local policies that change dynamically depending on factors such as the personality of their ruler.
  • You can become a politician in Town where you own a home, and are able to propose or repeal policies.
  • Towns have Criminality that affect Prosperity and various events in them. Criminality can be affected by policies, among other things.
  • The player can be punished for crimes, such as theft, robbery, or murder. Generally only applies to actions that aren't legal war actions; burning a Village belonging to an enemy Faction is fine.
  • The player has to choose a religion when starting the game, and your choice affects how you interact with certain Lords and Towns.
  • A tiered clothing mechanic. The type and quality of various hats, boots, armours, and clothing (or lack thereof) gives you an edge or a penalty in certain social situations (Commoners will also stare at you on the street if you're well dressed).
  • "First impressions" with Lords and Ladies based on how well-dressed you are. Plays considerably into the marriage system.
  • Abandoned Castles, Monasteries, and Farmsteads with npcs spawn in certain parts of the map to add some variety to gameplay.
  • Neutral and unconquerable Free Cities, some offering unique services, dot the map. This puts the total number of Towns on the map at 30, compared to 18 in vanilla.

Minor new features:
  • An optional "historical" mode of diplomacy, where wars are started and ended on terms that resemble the territorial issues of the period. Lasts for 400 days if enabled, after which wars are started and ended at random again.
  • You can start the game as a teenager as opposed to an adult, which makes it harder to recruit mercenaries until you have enough Renown.
  • You can choose between four spawning locations when starting a new game.
  • You can beg in Villages for basic clothing.
  • You can scavenge looted Villages for basic items.
  • You can spend excess money on sponsoring renovations of buildings in Towns in exchange for Renown.
  • You can be afflicted by the cold during cold months, which penalises your Strength and Agility, for having poor or no clothing or gloves/boots.
  • You can get frostbite if your hands and feet aren't covered during the cold months, which permanently reduce your Skills and Attributes.
  • Death: The player may die if afflicted by starvation, diseases, cold, and being wounded in battle. All of these things cause a health value to tick down, and which only recovers once all things that drain it are gone.
  • More armours, hats, and boots to add some more variety.
  • More houses and other buildings for regional flavour.
  • Several new Troops, such as the unique and rare Grenadier.
  • Special scenes might trigger when looting Villages.
  • The AI can now blow up the walls of besieged Castles and Towns if their Tactics is high enough, instead of only ever attacking with ladders.
  • Travellers in Taverns share intelligence about what certain Factions are planning.
  • Female players now have a female overworld model.
  • You can give military orders to your male spouse as a married female if you have enough Tactics.
  • Windmill blades are rotating!
  • Battle scenes are now really small if the fighting Parties are really small. It doesn't make sense for five bandits assaulting the a lone person to start off 200 metres away from their victim.
  • Merchants' opinion of player now affects their pricing. Downstream from occupation system, where you can work for a particular merchant to improve relations.

Changes to vanilla features:
  • Offer to serve as mercenary for a Faction is now its own dialogue option instead of something hidden behind asking a Lord for a task.
  • Women are slightly shorter than men.
  • There are children and teenager npcs.
  • New screen for selecting character and game settings.
  • Tutorial has been disabled.
  • Movement speed on map has been halved to make army logistics more challenging.
  • Renown requirements for accepting Quests and entering Lords' Halls in Towns. (Plays into religion and tiered clothing mechanic: you can overcome the thresholds easier by dressing "impressively".)
  • Bandits are very unforgiving: You lose all your money and your entire inventory upon being captured.
  • Illnesses are more penalising (-2 to Strength and Agility instead of -1).
  • Player skills start off way lower than in vanilla.
  • Prisoner Management reduces the risk of captured Lords escaping your party.
  • Companion hiring costs are much higher.
  • Cost of hiring Troops from Commanders in Towns and Castles is about three times higher.
  • Troop maintenance cost is five times higher (yes, five times higher).
  • Player no longer has to pay wage to himself for existing.
  • Resting in taverns costs twelve times as much as in vanilla. This is also to add logistical challenges to having an army.
  • Only two Factions have Claimants, found at semi-secret locations on the map. No Claimants spawn in Taverns.
  • Small graphical modifications to some buildings, as well as border terrain on scenes.
  • Melee mode disabled for most muskets and pistols to reduce irrational AI battle behaviour.
  • All Horses have significantly increased Charge stats, so that they're actually useful for knocking people out in battle.
  • All thrusting swords and also pikes have been made more powerful to balance them against the increased rarity of swinging weapons (Sabers are very uncommon).
  • Stones and Wooden Sticks have been buffed slightly.
  • Mercenary Camps have been removed, save for the Polish one, and one which has been repurposed for Swiss and is incorporated into one of the Free Cities on the map.
  • Most Special Missions and all of the main storylines from vanilla have been removed. These have been replaced by a few Quests that are more tailored for the period and setting.
  • Lively Taverns: Musicians play in Taverns, and there are random civilian patrons hanging around and drinking as well.
  • Ramun the Slave Trader has been removed.

IMAGES
4021-1718556666-1570707599.png

4021-1718556538-74724938.png

4021-1718556538-2015907345.png

i7N5Rix.png

Children running in the street.
hyo69tT.png

An army camp in the field. You can join a Lord's party as a soldier.
VN6v9DC.png

A wedding between the player and a Lord's daughter.
DJ3SmbT.png

The French Royal Guard at the court of king Louis XIII.
XP1Ii5G.png

A battle at sea.
fGQG29M.png

The city of Paris.
4021-1718556528-1870878726.png

The city of Hamburg.

CREDITS

TROUBLESHOOTING
If you fail the launch the module and receive a "shader out of video memory" error, open the configurations of the M&B launcher and go to the video tab. Make sure "Load Textures On Demand" is ticked.
 
Last edited:
This is great; many thanks for this exciting work.
I always hoped NPC99 would further develop his ECW mod.
You have a good emphasis on history, and role playing features, as per your lists above.
What other WIP features are you working on ?

( I would prefer to hold off playing until you have it " complete " )
( I am wishing that, apart from every other fantastic thing you thinking of, that you can see your way to adding attractive female faces for Companions and young noblewomen ie potential wives, and that your attractive wife can join your party and adventure alongside you as a skilled Companion, as we see coded in Perisno and some other up - to - date Warband mods these days. Please ! ).
 
Last edited:
This is great; many thanks for this exciting work.
I always hoped NPC99 would further develop his ECW mod.
You have a good emphasis on history, and role playing features, as per your lists above.
What other WIP features are you working on ?

( I would prefer to hold off playing until you have it " complete " )
( I am wishing that, apart from every other fantastic thing you thinking of, that you can see your way to adding attractive female faces for Companions and young noblewomen ie potential wives, and that your attractive wife can join your party and adventure alongside you as a skilled Companion, as we see coded in Perisno and some other up - to - date Warband mods these days. Please ! ).
Thank you!

Currently I'm working on making it harder to survive by simply just roaming, requiring the player to stay in certain locations and work for a living, but also to get more involved in local affairs. Basically to deepen mechanics in Towns and Villages even further, making them feel more alive beneath the surface. A vision I have is that you should be able to find wives and husbands in every social class, not just nobility. (I'm also planning to add more noble ladies, since there's only two marriable ones per faction currently.)
The mod is very much "complete" in a sense already though, so don't worry about that.

As for wives as companions, that's obviously something I've been thinking about, but I'm concerned with a few aspects of realism here. Having women run around on the battlefields is a bit silly, and there's not that many skills in the game that feel particularly "womanly", to justify having them be skilled partners. I can see the practical argument for wive companions, since this is Mound & Blade, but it's a bit a mental hurdle for me from a historical perspective, unfortunately.
 
Thank you!

Currently I'm working on making it harder to survive by simply just roaming, requiring the player to stay in certain locations and work for a living, but also to get more involved in local affairs. Basically to deepen mechanics in Towns and Villages even further, making them feel more alive beneath the surface. A vision I have is that you should be able to find wives and husbands in every social class, not just nobility. (I'm also planning to add more noble ladies, since there's only two marriable ones per faction currently.)
The mod is very much "complete" in a sense already though, so don't worry about that.

As for wives as companions, that's obviously something I've been thinking about, but I'm concerned with a few aspects of realism here. Having women run around on the battlefields is a bit silly, and there's not that many skills in the game that feel particularly "womanly", to justify having them be skilled partners. I can see the practical argument for wive companions, since this is Mound & Blade, but it's a bit a mental hurdle for me from a historical perspective, unfortunately.
Your vision is indeed inspiring.

Re the " ladies " - in an incredibly interesting and " challenging " world it seems always some women, privileged or no, " rise to the occasion ", travel and adventure, even campaign with armies, by design, or by " accident "..........
There are so many examples, from before Boudica and Zenobia, to Lady Hester Stanhope, and way beyond.

Off the top of my head we have the medieval Sikelgaita, Gwenllian ferch Gruffydd, and, of course, Joan of Arc.

Most pertinently Leonora Christina Ulfeldt is a good contemporary 17th Century example of an " adventuring " wife.
Christina, Queen of Sweden, is an even more impressive example of a contemporary " tomboy " ( and she was a great rider, fencer, etc ).

Catherine I of Russia campaigned alongside Peter the Great, as did Darya Menshikova accompany Menshikov.
Later, Nadezhda Durova ( a wife, and mother, and daughter of a major ) would join the Napoleonic Russian uhlans.

And after all, we already have female adventuring Companions, with their, well, plausible backstories ; even if " the wife " is the only adventurous wife ( and swordswoman, a la Hellish Quart ? Pourquoi pas ? ) in the game, that is perfectly in keeping with being, uniquely, the player's wife - she is already " exceptional "!
( That's why I married her ! And she has so much potential ! And ......... she is strikingly beautiful ............... )

And if you play as a ( comely, mind you ) female adventurer, well, there you are, the rare swashbuckling swordswoman yourself. You'll probably marry a general, and carry on campaigning. I say what's good for the goose is good for the gander.

By the way, for an immersive Thirty Years' War read I highly recommend " Tyll " by Daniel Kehlmann - Elizabeth Stuart, "The Winter Queen", is one of the great characters. And of course the Swedish - French etc film " The Girl King " is apposite ( and very atmospheric ).
 
Last edited:
Your vision is indeed inspiring.
Thank you for the encouragement!

And yes, obviously there is historical precedent for out-of-the-ordinary women. As you say, the player could easily fill that role. But for it to commonly become the standard whenever a player marries a lady is what I'm debating whether is a good idea or not. I'm not ruling it out, but it's not high on my priority list. Marriage primarily serves as a way to accummulate Renown and serve role playing purposes, in my mind.

As to not kill hope entirely, I see it more fit that adventurous women would be easier to find among the lower classes than the nobility, who have a lot of eyes and expectations on them. Fleshing out Village life is my current focus, so we'll see where it ends up.
 
Last edited:
Thank you for the encouragement!

And yes, obviously there is historical precedent for out-of-the-ordinary women. As you say, the player could easily fill that role. But for it to commonly become the standard whenever a player marries a lady is what I'm debating whether is a good idea or not. I'm not ruling it out, but it's not high on my priority list. Marriage primarily serves as a way to accummulate Renown and serve role playing purposes, in my mind.

As to not kill hope entirely, I see it more fit that adventurous women would be easier to find among the lower classes than the nobility, who have a lot of eyes and expectations on them. Fleshing out Village life is my current focus, so we'll see where it ends up.
To be sure, " some village beauty to adventuring general's wife " makes for a grand narrative arc.
Again, witness the amazing life of Catherine I ( Marta, a farmer's daughter ), colliding with Peter the Great like that.
She must have had really great ....... Charisma !
 
Last edited:
Your mod doesn't work: "shader out of video memory"
I found this solution on NPC99's English Civil War mod:

"This was resolved by selecting load textures on demand from the launcher's configuration video options. I hope that advice helps anyone else with a similar PC configuration."

Try this, it should work. If so I will add this instruction to the topic.
 
A very fun but punishing mod; maybe I've been away from wfas too long...

How does one join a lord's army? Something along the lines of "you are not fit to be a soldier".
Thank you! Yes, it can be very punishing, at least when sick or being captured by enemies. :razz:

You need Strength of 8 to join an army, so that has to be the reason you're being denied. If you've got any diseases or injuries that lower Strength that will also matter (all of these are recorded as Quests). The only other reason the army recruiters will say that you aren't fit, is if you've sneaked into town as a beggar.
 
Thank you! Yes, it can be very punishing, at least when sick or being captured by enemies. :razz:

You need Strength of 8 to join an army, so that has to be the reason you're being denied. If you've got any diseases or injuries that lower Strength that will also matter (all of these are recorded as Quests). The only other reason the army recruiters will say that you aren't fit, is if you've sneaked into town as a beggar.
Strength was the problem! Thank you Frossa.
Does the mercenary system offer equipment at a certain level? I am a sergeant now. Does battlefield loot become available at a certain rank? After battles in most mods you can pick from some loot left over.
 
Strength was the problem! Thank you Frossa.
Does the mercenary system offer equipment at a certain level? I am a sergeant now. Does battlefield loot become available at a certain rank? After battles in most mods you can pick from some loot left over.
Military ranks only raise the party size for now. But indeed, I have thought about being handed equipment according to a chosen role, for example being equipped like a Reiter if you choose to enlist as a cavalryman, or perhaps if you simply meet some skills requirements.
As for loot, I don't really know how to increase the loot yield for the player whilst enlisted. Since the player only contributes one soldier (or potentially up to 30 depending on your military rank) to a Lord-led battle you're not really owed much loot, according to the existing code.
 
Military ranks only raise the party size for now. But indeed, I have thought about being handed equipment according to a chosen role, for example being equipped like a Reiter if you choose to enlist as a cavalryman, or perhaps if you simply meet some skills requirements.
As for loot, I don't really know how to increase the loot yield for the player whilst enlisted. Since the player only contributes one soldier (or potentially up to 30 depending on your military rank) to a Lord-led battle you're not really owed much loot, according to the existing code.
That would really help with immersion. I hope you add some basic equipment for enlistees. So far playthrough has been challenging but fun - interested to try the marriage/house mechanic once I am not poor.

By "loot" I meant items from the battlefield vs cash. Usually after a freelancer battle you're given the loot screen with odd weapons/food/clothes left on the battlefield.
 
interested to try the marriage/house mechanic once I am not poor.

By "loot" I meant items from the battlefield vs cash. Usually after a freelancer battle you're given the loot screen with odd weapons/food/clothes left on the battlefield.
There's really not that much to married life once you've had the wedding... yet! Right now it's mostly just a Renown boost to marry.
And yes, I also meant the loot screen. But I think a problem with just contributing one soldier (yourself) to a battle is that the loot the game thinks you're owed is so low it doesn't bring up the loot screen at all. There are ways I could fix an entirely different system for battlefield looting when you're enlisted though, but that's not a priority of mine.
Very nice mod indeed! I'm playing it next weeked! *Do you have plans for artillery being added ?
* What about a questline similar to WFAS or VIking Conquest?
Thank you!
I have thought a little about programming artillery, but a concern of mine is that it could be quite unbalanced... That's my experience in mods like the English Civil War, for example.
I'm not too sure about story lines. I know the ones in native WFAS can be quite buggy, and it's generally messy to program even simple Quests. Don't expect anything like that for a while.
 
There's really not that much to married life once you've had the wedding... yet! Right now it's mostly just a Renown boost to marry.
And yes, I also meant the loot screen. But I think a problem with just contributing one soldier (yourself) to a battle is that the loot the game thinks you're owed is so low it doesn't bring up the loot screen at all. There are ways I could fix an entirely different system for battlefield looting when you're enlisted though, but that's not a priority of mine.

Thank you!
I have thought a little about programming artillery, but a concern of mine is that it could be quite unbalanced... That's my experience in mods like the English Civil War, for example.
I'm not too sure about story lines. I know the ones in native WFAS can be quite buggy, and it's generally messy to program even simple Quests. Don't expect anything like that for a while.
Still, the fact you included it is great and helps with immersion. The fact that WFAS is getting any quality of life/role play mod is good in my book.

If memory serves me right, Nova Aetas for Warband has an artillery system that fired solid shot that "bounces" instead of the large area damage that most artillery mods have. Was very cool and reminiscent of NW.
 
Thank you!
I have thought a little about programming artillery, but a concern of mine is that it could be quite unbalanced... That's my experience in mods like the English Civil War, for example.
I'm not too sure about story lines. I know the ones in native WFAS can be quite buggy, and it's generally messy to program even simple Quests. Don't expect anything like that for a while.
Oh yeah, i would imagine modding WFAS is a bit more complicated than Wb. Anyway I hope you consider adding artillery, since it was probably one of the most defining aspects of combat during the Early Modern period. I undestand storylines being difficult to code, perhaps single quests, that give a little more context to the war?
 
I undestand storylines being difficult to code, perhaps single quests, that give a little more context to the war?
I have some of those planned, and there are at least two in the game already, as "special missions": one you get from a specific Dutch lord, and another which you get from Gustaf II Adolf of Sweden. Indeed, much easier to make from a coding perspective. :grin:
 
Nobody has mentioned the amazing gunshot death animations yet? Are they unique to 1631? I've never seen these in any other mod. Every Taleworlds gun mod should have these!
 
Keep up the work on this mod. WFAS needs more love. I played a bit as a Freelancer. The only downside that I could see was that there seemed to be too little action.
 
Back
Top Bottom